PrBoom 2.5.0 was selected to be included in the libretro API, a universal platform used by the RetroArch frontend. Since PrBoom can handle larger or more detailed levels than its predecessors, this may produce demos that are not compatible with the engine versions it is emulating. When using a compatibility mode during demo recording, PrBoom marks the resulting demo with the corresponding version header information. The offshoot engine PrBoom+, on the other hand, has all the compatibility options of PrBoom yet treats straferunning in the same way as the unmodified games. In addition, PrBoom includes features which make it possible to "cheat" by using saved games to record demos in several stages. This is due to the Compet-n rules which require demos to be recorded with the DOS executables included with the games. PrBoom in Doom compatibility mode treats straferunning differently than usual, which makes it possible to identify demos recorded with it. PrBoom's compatibility with demos from the plain Doom engine, Boom and MBF also allows it to behave like these while playing, whether recording new demos or not. In practice, complevels 2 and 9 are the ones used in the overwhelming majority of cases. The game can also be launched with the -complevel parameter, or with default_compatibility_level in the config file, followed by one of the following numbers:ĭoom v1.2 (note: flawed in PrBoom requires PrBoom+ 2.5.0.8 or later)īoom's inaccurate vanilla compatibility mode To change compatibility levels, the cheat code tntcomp can be used ingame. With the compatibility levels PrBoom may provide almost flawless compatibility with regular demos, as well as those recorded with Boom engines. In addition to individual settings for each difference in behavior, it allows the user to set compatibility levels to behave like earlier versions and modifications of the Doom engine. PrBoom supports various of compatibility settings to adjust its behavior, much like those initially implemented for MBF. The source port, packaged with Freedoom, is included in the Fedora RPM software repository.Ĭompatibility modes and settings As a result it supports a very large variety of platforms In addition to the PC, it has been compiled for the GP2X and various Mac models, among others. PrBoom uses the SDL library to abstract away operating system or platform specifics. Unlike other source ports that concentrate on offering many new game features or changes, such as ZDoom, EDGE and the Eternity Engine, PrBoom aims to act as a stable port of the more established or traditional engines. Most development now occurs in PrBoom+ instead. Florian Schulze (Proff) and Colin Phipps (cph), who accompanied Proff for the first few years after the merge with LxDoom, have retired from the PrBoom development team. PrBoom is currently maintained by Rob Young (RjY), with occasional contributions from Andrey Budko. In addition to the code from its predecessors, it incorporates bits of code from the Eternity Engine, and PrBoom+. It includes OpenGL features for the renderer (as GLBoom) as well as some enhancements over the engines it is based on, such as being able to handle levels with twice as many segs, vertices and sidedefs than usual. As a result of this merger, PrBoom is compatible with both Boom and MBF. PrBoom, originally short for "Proff Boom", is a source port for Windows, Linux/POSIX, OpenVMS and Mac OS X based initially on Boom, but later merged with LxDoom and LsdlDoom. Florian Schulze (Proff), Colin Phipps (cph), Rob Young (RjY), Andrey Budko (entryway)
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