Okay, here's v1.4 of Doom for Dreamcast. Doom for the Dreamcast is a port based on older Doom code. In that sense, it's more like Chocolate Doom. It does support variable resolution, allowing you to run at 320x240, or 640x480, for example. It plays the MUS format music in the WAD files by converting them to MIDI, then playing that via libWildMIDI. Doom for DC supports regular controllers, the mouse, and the keyboard. The primary stats from the HUD are shown on the VMU screen of the controller so that you can play with the screen size set to turn off the status bar.
There are quick cheats, cheat selection, and of course all cheats via the keyboard. Read the readme file for details on that. The game starts in a GUI that allows you to set nearly every option, and save them to the VMU. All IWADs are supported and easily selected through the GUI. It also allows up to four patch WAD files, and four dehacked files, also all easily selected through the GUI. Note that patch WAD files or replacement IWAD files should be DOOM compliant, not BOOM compliant.
Network support allows you to play against up to three other players across the internet. On the Dreamcast, you need the BBA to use networking. The readme describes how to setup the network options. It can be a bit involved, so please read it carefully.
Since the last official release, preset files have been added. They are text files that go in the presets directory. There is a readme in the directory that explains how the files should be made, and includes a couple examples. This version also uses the store queue to improve the frame rate... you get an extra four FPS in 640x480. Remember that the music is also currently being played by the main CPU, so you can turn off the music for another one or two FPS. Every little bit helps in 640x480 mode.
There are two files: one is the SelfBoot Inducer file; it's a zip file that is load by SBI to make a DC disc. Be sure to add any IWADs to the iwad directory (and other files to their respective directories) before actually making the disc in SBI. The second file is a 7zip arc of the source directory the way it is in my projects directory, suitable for making a self-boot disc via makefile (make selfboot). Again, add any needed files to the proper directories before doing so.
DCDoom-SW-CW-1.4.sbi
DCDoom-1.4.7z
If you make this yourself, be sure to remember to make libwildmidi (included in the source), and be sure to patch and update the KOS biosfont (also included). Here's an arc of just the biosfont diff file for anyone who just want to look at that (cough - BlueCrab - cough). Also remember that KOS thread functions changed a bit, so the Doom source won't compile on older versions of KOS. Please update your toolchain and KOS. There's a thread on how to update to the latest
here. It's for Windows, but can easily be applied to linux as well. The only thing is to use gcc-4.5.2.tar.bz2 instead of gcc-core-4.5.2.tar.bz2 as the instructions say; the core version has a bug that causes it to fail when building gcc for ARM.
biosfont-diff.zip