This is the source code for Doom PC-FX port. Game assets, disc images, music, all generated folders and payloads, build output, emulator binaries, and tool binaries are intentionally omitted.
- V810 GCC toolchain (the Makefile defaults to
/opt/v810-gcc) libpcfxbuilt beside this directory (../libpcfx), orLIBPCFXset to its location- Python 3 and a native C compiler for the included CD linker
- A legally obtained Doom IWAD and any optional art/music supplied separately
Build with an externally supplied IWAD, for example:
make DOOM1WAD=/path/to/doom1.wadThe Makefile's asset-generation rules create the omitted generated source and binary payloads from the supplied IWAD/assets. Build products are not kept here.
I should note that this port was heavily AI-asssisted.
For context, a previous "human" made port was attempted here :
https://github.com/gameblabla/doom-pcfx
This attempt did not even boot ingame, it was quickly abandoned as i realized the difficulty of it. As it turns out, even the initial C-based build only ran at 5 fps. Yikes.
I understand now why 3DO Doom was so difficult, the walls in particular destroy performance (they consume more than 30ms of CPU work), followed by the floors.