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Proto:Doom (PC, 1993)/Doom 0.2

From The Cutting Room Floor
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Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
Specifically: * Expand the art section, make .gifs of those enemies, clarify/correct the article, and get some captions up.

This is a sub-page of Proto:Doom (PC, 1993).

Download.png Download Doom 0.2
File: Doom0 2.zip (254 KB) (info)
Note the subtitle, "Evil Unleashed".

Version 0.2 of Doom dates back to February 4, 1993. At this point, Doom is little more than a tech demo, as only two months of work have been done.

General Differences

Barely resembles the real thing.
  • The HUD consists of a large static image that frames the screen. While the HUD appears to include many active elements, none of them function whatsoever in this build.
  • Only three enemies are present on the only map of this build (see below) – an imp, a demon, and the Baron of Hell. Object-to-object collision detection has not been implemented yet, nor has the enemy AI. They will only cycle their walking animations slowly and will not move nor react to gunfire, noise, or even the player walking right through them.
  • Your only weapon is a prototype shotgun, which does not bob on-screen. You also have infinite ammo.
  • Sound and music are not implemented yet. It is possible that the DMX sound library used in the final version was not licensed at this time.

Engine

The only map you'll ever see in this build.
There was a lot of tension between Tom Hall and some of the Id guys during development (Jules being Adrian Carmack). Hall left before the game's release.
  • No frame rate limit has been implemented yet, so the game can run at framerates greater than 60 FPS on a Pentium or better.
  • Non-orthogonal walls are implemented, but are rendered using routines that do not resemble the final product at all.
  • A lump called HIGHBLIT, containing mostly x86 code, is used to render the scene through the inline of the HUD. In other words, the HUD is not an overlay; the scene is drawn on top of it, obviously with an objective of eliminating overdraw. This lump does not exist in the final game.
  • The renderer appears to rely on a data structure referred to as M_AREAS in lieu of the final version's NODES lump in order to determine visibility. The format of M_AREAS has no known analogue to the data structures of the later prototypes nor the final version.
  • Texture mapping is done through a completely different and much simpler routine. Rather than using metadata stored in the WAD to create composite textures made of multiple images, the images are directly applied to the wall.
  • Textures are referred to in the single level by their index in a data structure called M_TEXTUR in the WAD, which in turn refers to textures by their lump index in the WAD.
  • The concept of "sectors" does not exist in this prototype.
  • Textures interestingly are not capable of tiling horizontally and this will continue to be the case until the 0.5 prototype, but do tile vertically.

Controls

  • Arrow Keys - Move
  • Control - Shoot
  • Right Shift (w/ arrow keys) - Run
  • 3 & 4 - Go through wall textures
  • 5 & 6 - Go through ceiling textures
  • 7 & 8 - Go through floor textures
  • 9 & 0 - Adjust brightness
  • Pause - Pause

Weapons

At this point in development, several weapons were planned but eventually cut. All of the weapons are documented in the Doom Bible. Everything but the shotgun can only be seen through hacking the .wad. Weirdly, there are no references to the chainsaw or the plasma launcher in this build.

Knife

I guess it was held in place by duct tape?
The Knife would have been an attachment for the pistol, but it did minimal damage. Its main purpose was to be used during close-up combat.

Pistol

Petoo petoo!
The Pistol is also present in the final, but as mentioned above it would have a knife attachment.

Shotgun

Looks more like a Super Soaker to me.
Also in the final, the Shotgun although its silhouette is a bit different at this point.

Machine Gun

Achtung! Reusing sprites is verboten!
The Machine Gun's sprite is like the one from Wolfenstein 3D.

Missile Launcher

Look out, or I'll fire this box at you!
The Missile Launcher's sprite from the 0.4 build looks exactly like this build's silhouette.

Dark Claw

A REAL space marine doesn't need puny claws!
The Dark Claw would have drained life from enemies, but it seems like the developers deemed the weapon redundant.

Probjectile

Dammit, you set the end of my pistol on fire!
The Probjectile would have little fire power, but also gave stats on enemies. It did not get any farther than this.

Spray Rifle

ERROR: Non-phallic caption not found.
Would have been as powerful as the shotgun, but with a wider spread of fire. Again, this is the most iD ever did.

BFG 2704

We're almost one-third of the way there!
The BFG 2704's silhouette is identical to the sprite found in Doom 0.4.

Unmaker

Is there any way to hold this that DOESN'T get your hand impaled?
The Unmaker would have been used in the commercial version to hurt enemies, depending upon what type they were. A similar demonic weapon was used in Doom 64, although it was not intended to be the Unmaker according to the developers[1] and functions completely differently.

Art Differences

Shotgun

0.2 Prototype Final
Doom_0.2_Shotgun.png Doom_Shotgun.png

The shotgun is slightly different from the final. Notice that the player has sleeves when it is used.

Imp

0.2 Prototype Final
Glowing like a jack-o-lantern... *lol* O SHI-!

Aside from the re-coloring of the mouth and eyes, the Imp appears to be identical to the final version.

Demon

0.2 Prototype Final
Those are some pretty clean teeth Now, where's a toothbrush when you need one?

The Demon's teeth were made bloodier, and the poses are different. The sprite was re-shaded, and the eyes were redrawn to look like they're glowing.

Walls

0.2 Prototype Final
Stretch it a little more... There we go!

One of the walls was stretched from 64×64 to 64×72 pixels in subsequent builds.

Palette

0.2 Prototype Final
Level 0 of the alpha's PLAYPAL (the only palette level there is). Level 0 of the final's PLAYPAL.

The palette color ranges in PLAYPAL (the actual 256-color VGA palette), while not precisely final, largely resemble their final counterparts in the retail game. The palette only saw nearly-unnoticeable tweaks leading up to the final game, with the exception of colors 3-15 being unused in this prototype and some of the latter color ranges being moved around. In addition, the PLAYPAL data in this prototype only contains one palette, while the final version contains 14 (for things like the red haze when the player takes damage, or the yellow haze when picking up items).

Text

***STATS***
CLI=
STI=
PUSHF=
POPF=
IRET=
INTxx=
MISC=
*I13=
*EXT=
OVERALL=
*TM BGN=
*CUR TM=
INT STATS=

This is probably debug text for the CPU to see how the program crashed.

main.c
i_ibm.c
lingfx.c
p_play.c
p_things.c
p_user.c
r_game.c
r_init.c
r_draw.c
r_plane.c
r_posts.c
r_render.c
wadfiles.c

Compiler leftovers scattered throughout the executable.