Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
OpenRift

Run Doom95 on Windows 10!

Recommended Posts

This seems interesting!

So, i take it that it uses Direct Draw on the DGVoodoo emulator to specifically display Doom95? I cant see if it is included.

 

Because that's interesting in and out of itself. Anymore details?

 

PS: On mobile phone it took several tries to download this as it stops mid-download. On Desktop, i get a broken download consistently.

 

It can be unpacked with 7zip, but the compression level is unusually low, 44%. It seems to hang at the DMOUSE.VXD file. I would appreciate it if you could test if it downloads and unpacks correctly.

 

EDIT:

Did some testing on Windows 7.

Starts up admirably, but definitely dgvoodoo2 is actually holding it back - Framerate is rather terrible. By comparison, DJDoom, running on the DX8 DirectDraw rendering (dgvoodoo2 also uses it here) runs significantly faster.

Not sure if this has to do with Doom95 being generally terrible, but there you go. Windowed screen also does not seem to work.

Edited by Redneckerz

Share this post


Link to post
On 11/14/2020 at 5:01 AM, Redneckerz said:

This seems interesting!

So, i take it that it uses Direct Draw on the DGVoodoo emulator to specifically display Doom95? I cant see if it is included.

  

Because that's interesting in and out of itself. Anymore details?

 

PS: On mobile phone it took several tries to download this as it stops mid-download. On Desktop, i get a broken download consistently.

 

It can be unpacked with 7zip, but the compression level is unusually low, 44%. It seems to hang at the DMOUSE.VXD file. I would appreciate it if you could test if it downloads and unpacks correctly.

 

EDIT:

Did some testing on Windows 7.

Starts up admirably, but definitely dgvoodoo2 is actually holding it back - Framerate is rather terrible. By comparison, DJDoom, running on the DX8 DirectDraw rendering (dgvoodoo2 also uses it here) runs significantly faster.

Not sure if this has to do with Doom95 being generally terrible, but there you go. Windowed screen also does not seem to work.

Extract the conf file in the zip below to your Doom95 directory, let me know if this fixes the lag. A friend of mine was complaining of the same issue with the vanilla Quake patch I made (which uses dgvoodoo's ddraw to restore old resolutions for WinQuake), so be sure to give this a try.

dgVoodoo.zip

Share this post


Link to post

Another thing you could do to emulate good old Doom95 is PCem. This way you can emulate an old PC running Windows 95/98 and run it natively there. Not sure if it'd be more efficient than dgVoodoo but it's another way to do it for sure.

Share this post


Link to post

Oh nice, now I can finally play Crusades the way it was intended to be played!

 

I had to replace the dgVoodoo in the .zip with a newer dgVoodoo 2, using a configurator to remove the watermark and actually stretch to 4:3 like a CRT monitor can.

 

Unfortunately, whenever I exit the executable, the notes playing on my SC-55ST connected through an M-Audio USB-to-MIDI cable hang and sustain, instead of keying off like they're supposed to, making me have to play a MIDI with a GS Reset just to get rid of these hanging notes.

 

And it doesn't seem like Doom95 does a proper GS Reset or GM Reset, as the hanging, sustaining notes still remain even when I start the game again.

 

I really wish Doom95 supported a way to always run without having to hold a key. The trick that lets this happen in vanilla Doom doesn't work in Doom95 because of the way Doom95 handles configurations, and you can't even set the run button to be Caps Lock either.

Share this post


Link to post
13 hours ago, Nikku4211 said:

Oh nice, now I can finally play Crusades the way it was intended to be played!

 

I had to replace the dgVoodoo in the .zip with a newer dgVoodoo 2, using a configurator to remove the watermark and actually stretch to 4:3 like a CRT monitor can.

  

Unfortunately, whenever I exit the executable, the notes playing on my SC-55ST connected through an M-Audio USB-to-MIDI cable hang and sustain, instead of keying off like they're supposed to, making me have to play a MIDI with a GS Reset just to get rid of these hanging notes.

 

And it doesn't seem like Doom95 does a proper GS Reset or GM Reset, as the hanging, sustaining notes still remain even when I start the game again.

  

I really wish Doom95 supported a way to always run without having to hold a key. The trick that lets this happen in vanilla Doom doesn't work in Doom95 because of the way Doom95 handles configurations, and you can't even set the run button to be Caps Lock either.

Personally, I just turn my SC-55 off and on again, that seems to work for me with any midi-related issues.

Share this post


Link to post
1 hour ago, OpenRift said:

Personally, I just turn my SC-55 off and on again, that seems to work for me with any midi-related issues.

Wait, you have an SC-55?

 

Nice.

Share this post


Link to post

I have fought with the drone note on DoomLegacy, X11 port, to the point of desperation.

If I interrupted music while debugging, or killing the process, often I would be left with a droner.

Issuing MIDI Reset from the program (in shutdown) would not kill the drones.

I had to use other desperate mesures.

 

I am currently using   "CMM_ALL_NOTES_OFF = 0x7B".

 

"CMM_RESET_ALL_CONTROLLERS = 0x79"  seems to have no effect at all.

 

One problem is that many software synthesizers do not completely implement the RESET.

 

Share this post


Link to post
6 hours ago, wesleyjohnson said:

I have fought with the drone note on DoomLegacy, X11 port, to the point of desperation.

If I interrupted music while debugging, or killing the process, often I would be left with a droner.

Issuing MIDI Reset from the program (in shutdown) would not kill the drones.

I had to use other desperate mesures.

 

I am currently using   "CMM_ALL_NOTES_OFF = 0x7B".

 

"CMM_RESET_ALL_CONTROLLERS = 0x79"  seems to have no effect at all.

 

One problem is that many software synthesizers do not completely implement the RESET.

 

I know virtualmidisynth does

 

...and that's it.

Share this post


Link to post

Who would want to use Doom95 in 2022? There's many, many better options to play Doom on Windows. A lot better options. Anyway, nice package for those who want to try it.

Share this post


Link to post
4 hours ago, DoomBoomer said:

Who would want to use Doom95 in 2022?

Who would want to use Boom when you can just use GZDoom?

 

Same argument. Answer: Because people can and people want to?

 

There is no hidden reason here.

Share this post


Link to post
4 hours ago, DoomBoomer said:

Who would want to use Doom95 in 2022? There's many, many better options to play Doom on Windows. A lot better options. Anyway, nice package for those who want to try it.

 

Why do people want to play a nearly 30 year old game in 2022?

Share this post


Link to post
13 hours ago, Redneckerz said:

Who would want to use Boom when you can just use GZDoom?

Boom isn't updated anymore, so you won't have to worry about the next version breaking demo compatibility.

17 hours ago, DoomBoomer said:

Who would want to use Doom95 in 2022? There's many, many better options to play Doom on Windows. A lot better options. Anyway, nice package for those who want to try it.

Sometimes people are nostalgic for certain... ports.

 

*sniffs in SNES Doom*

Share this post


Link to post
3 hours ago, Nikku4211 said:

Boom isn't updated anymore, so you won't have to worry about the next version breaking demo compatibility.

The question was not mean't to be taken seriously but to illustrate that people have the choice to pick older, technically outdated works to play how they want.

Share this post


Link to post
12 hours ago, Redneckerz said:

The question was not mean't to be taken seriously but to illustrate that people have the choice to pick older, technically outdated works to play how they want.

 

My answer was meant to illustrate that people pick specific older works for a reason.

Some memories are not worth reliving, and some are, but people are making those decisions all the time when in Doomworld.

Share this post


Link to post
3 hours ago, Nikku4211 said:

My answer was meant to illustrate that people pick specific older works for a reason.

I am not seeing the addition here, but soit.

3 hours ago, Nikku4211 said:

Some memories are not worth reliving, and some are, but people are making those decisions all the time when in Doomworld.

If people want to play Doom95 on Windows10, why not? Its just another way of playing Doom.

 

Just not a great one. :P

Share this post


Link to post
On 3/3/2022 at 3:40 AM, DoomBoomer said:

Who would want to use Doom95 in 2022? There's many, many better options to play Doom on Windows. A lot better options. Anyway, nice package for those who want to try it.


I have a special place in my heart for Doom95, which was the first game my brother and I played over serial port!

That being said, have no intention of using it again. But I feel the novelty of even having this option is worth sparing the forum space.

Share this post


Link to post

While I have little incentive to use Doom95 over ports like Crispy Doom and recently Woof!, it's nice that it can still be played on Windows 10 thanks to these fixes and it's very easy to install. Thank you OpenRift! Question: does this fix use the id Anthology version's of Doom95's executable? That executable apparently few things and a crash that the older version of the executable left over.

Edited by AmethystViper : Adding a question.

Share this post


Link to post
On 2/26/2022 at 10:00 PM, OpenRift said:

Yeah, it's an ST.

SC-55ST? Nice! I guess they are rare! But now I have to brag a little!
I -as an old Roland guy- have an SC55, SC155 (the one with the sliders) and an SK88Pro) and an -now unusable SCC-1 (no more ISA Board...:-(  )

 

Share this post


Link to post

If I already have extracted the doom95 contents from the collector's edition cd from 2003, which files from the d95 patch would I need to include? 

Share this post


Link to post
34 minutes ago, Scottier681 said:

If I already have extracted the doom95 contents from the collector's edition cd from 2003, which files from the d95 patch would I need to include? 

ddraw.dll

dgVoodoo.conf

DooM95Mouse.exe

 

You'll need to run DooM95Mouse.exe to get the mouse working on your modern PC.

Share this post


Link to post

Can't seem to get my Xbox 360 controller to work with this. Or chocolate doom. Does ok with crispy doom. What is the issue with the doom95 patch and nonworking controller?

Share this post


Link to post
11 minutes ago, Scottier681 said:

Can't seem to get my Xbox 360 controller to work with this. Or chocolate doom. Does ok with crispy doom. What is the issue with the doom95 patch and nonworking controller?

Doom95 being statistically likely older than you is using a very old input API called DirectInput, which was designed for a specific style of joystick back in the day. Xbox360 controllers run a newer API called Xinput specifically designed for uniform gamepads. They straight up don't understand eachother.

Share this post


Link to post
40 minutes ago, Scottier681 said:

Can't seem to get my Xbox 360 controller to work with this. Or chocolate doom. Does ok with crispy doom. What is the issue with the doom95 patch and nonworking controller?

The game is even older than the OG Xbox, it will not work because 360's controllers uses Xinput.

Your best bet is using a Joystick to keyboard binding program like Xpadder or JoyToKey.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×