Talk:Doom source code files


I need to put this into a table :-) (edit: I have done now :-)

original file?[edit]

Can we create an article for each file that contains the original file? They have been GPLed, no? Ducon 09:59, 11 Jan 2005 (PST)

True, but theres a lot of stuff in there. Would it really be useful? Fraggle 10:04, 11 Jan 2005 (PST)

 :-) and they should be protected... Ducon 10:06, 11 Jan 2005 (PST)


The 'missing files' section mentions "Automap asteroids — an easter egg which was never included" - tell us more! -Ashley Pomeroy 22:37, 16 Aug 2005 (UTC)

Yeah that's pretty cool, isn't it? - Jon

I sent Romero an email to ask about it and he replied:

From: "John Romero" <>
To: "'Simon Howard'" 
Subject: RE: doom question

Yes, that's exactly what it was for! :)

Dave Taylor was the coder who started it but didn't have time  
to finish it.

- John

-----Original Message-----
From: Simon Howard 
Sent: Wednesday, August 17, 2005 1:37 AM
Subject: doom question

Hi John,

I have an interesting question that you may be able to answer.   When
Id released the Doom source code they removed a bunch of files  first
to clean it up.  There is a text file included which gives the
original list, however.  Among these is a file called  "am_oids.c". 
I've heard in the past (I forget where) that at one point there was
going to be an "automap asteroids" easter egg but it never got
finished.  Is this what the file refers to?

Simon Howard

Fraggle 09:59, 17 Aug 2005 (UTC)

Romero sent me a copy of the file - you can find out more in Automap asteroids. Fraggle 00:17, 3 Sep 2005 (UTC)


I was examining the Rise of the Triad source code not too long ago to see what it shared in common with DOOM. Much of w_wad.c and z_zone.c are intact in this engine, and some other files seem to have some shared heritage with DOOM as well. However, one file in particular caught my eye as a surprise, lumpy.h -- at the very top of the file is a structure named pic_t with the same fields in the same order as the structure in d_textur.h -- this actually serves as RoTT's primary picture structure, a role filled in DOOM by patch_t. Further down in the RoTT file are additional structures, including one which resembles an early version of DOOM's patch_t.

It's always been common knowledge that RoTT had connections to both Wolf3D and DOOM, and it seems to me, because of this file, that the connections are somewhat indirect. That is, I think the code being used for RoTT is intermediary, similar to and possibly related directly to the technology used in Shadowcaster, but yet further along. This should give the code historians something to ponder. --Quasar 03:32, 10 July 2009 (UTC)

dither.c and dither.h[edit]

These were for NeXTSTEP version of Doom, and likely were related to the files that generated COLORS12 and COLORS15 in the alphas. see here in vid_next.m of Quake 2 code, which has more original Quake code than the QW release! We can see the dither code for the screen as well as the code to generate the COLOR12 and COLOR15 tables. Obvious that NeXTSTEP port was planned as a serious release during development, but this makes it even more so. Here is a screenshot of the dither mode. ConSiGno (talk) 14:54, 20 July 2015 (CDT)

While your enthusiasm is always welcome, introduction of pure speculation is not. I am going to have to partially revert your last edit. --Quasar (talk) 19:20, 20 July 2015 (CDT)