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TESTING.md

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Manual testing checklist

There's no automated test suite for this port — it's a game renderer/ input/audio backend, best verified by hand. Run through this after any change to i_video.c, i_sound.c, the Makefile, or setup.sh/run.sh.

  • X means something worked. If there's nothing in a box, it didn't work. This is being ran on an Ubuntu Desktop 22.04 LTS Live VM.

Build

  • ./setup.sh on a machine that's never had the deps installed — confirm it installs everything and fetches wad/doom1.wad (check the printed MD5 matches f0cefca49926d00903cf57551d901abe)
  • rm -rf linuxdoom-1.10/linux then ./run.sh — confirm a fully clean build succeeds (catches missing mkdir -p linux-type bugs)
  • ./run.sh a second time with no changes — confirm make reports nothing to do and it launches straight away

Video

  • Title screen shows correct colors (red/brown background, green marine, gold logo) — garbled/inverted colors means the TrueColor palette conversion broke
  • Drag a window edge — image scales to fill the new size, no crash, no leftover black/garbage borders
  • Alt+Enter — window goes fullscreen at the monitor's native resolution; Alt+Enter again returns to windowed
  • [it resizes the window, but the game itself isn't reszied. it sits at the top-left corner, and the rest is black. TO BE FIXED] -fullscreen flag starts the game already fullscreen
  • -2, -3, -4 flags start at that initial window multiple
  • [i ran ./run.sh -geom +100+50, but it printed Error: bad -geom parameter. TO BE FIXED"] -geom +100+50 positions the window as requested

Input / focus

  • Launch the game and, without clicking anything, press a key immediately — it should respond (confirms keyboard focus is grabbed on startup, not left to the window manager)
  • [it did not auto-advance. TO BE FIXED] Launch and touch nothing for 3+ seconds — it auto-advances off the title/credits/demo loop onto the main menu
  • Launch and press a real key within 3 seconds — menu opens immediately from that keypress, and the game does not also auto-advance later

Controls

  • Arrow keys move/turn, Alt-strafe, Shift-run
  • [ctrl fires, space does not open doors. TO BE FIXED] Ctrl fires, Space uses/opens doors
  • 1-7 switch weapons
  • Tab toggles the automap
  • F1 help, F2 save, F3 load, F4 volume menu, F5 detail toggle, F6 quicksave, F7 end game, F8 message toggle, F9 quickload, F10 quit, F11 cycles gamma (screen brightness visibly changes)
  • Save a game, quit, relaunch, load it back — same spot/state

Audio

  • Startup log shows I_InitSound: configured audio device with no Could not open/configure ALSA audio device line
  • Menu navigation makes a blip sound
  • Firing a weapon, opening a door, and monster sounds are audible in-game
  • Sound volume menu (F4) actually changes volume
  • No background music is expected — id's own source never implemented it (I_PlaySong etc. are dummies), so silence during gameplay is normal, not a regression
  • pactl list short sink-inputs (or equivalent) shows an active stream from linuxxdoom while playing, as a sanity check that audio is actually reaching the system mixer

WAD handling

  • With only doom1.wad present, it loads the shareware episode
  • [ i dropped the full version of doom "DOOM.WAD" and it loaded doom1.wad. TO BE FIXED] Drop a doom.wad/doomu.wad into wad/ alongside it — the registered/retail WAD takes priority automatically

Process hygiene

  • Quit normally (F10 → confirm) — process exits, no zombie left behind (ps aux | grep linuxxdoom)
  • Kill and relaunch a few times in a row — no stale shared-memory segments accumulate (ipcs -m), no "user appears to be running DOOM" warning loop