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.
-
./setup.shon a machine that's never had the deps installed — confirm it installs everything and fetcheswad/doom1.wad(check the printed MD5 matchesf0cefca49926d00903cf57551d901abe) -
rm -rf linuxdoom-1.10/linuxthen./run.sh— confirm a fully clean build succeeds (catches missingmkdir -p linux-type bugs) -
./run.sha second time with no changes — confirmmakereports nothing to do and it launches straight away
- 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]
-fullscreenflag starts the game already fullscreen -
-2,-3,-4flags 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+50positions the window as requested
- 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
- 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
- Startup log shows
I_InitSound: configured audio devicewith noCould not open/configure ALSA audio deviceline - 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_PlaySongetc. are dummies), so silence during gameplay is normal, not a regression -
pactl list short sink-inputs(or equivalent) shows an active stream fromlinuxxdoomwhile playing, as a sanity check that audio is actually reaching the system mixer
- With only
doom1.wadpresent, 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.wadintowad/alongside it — the registered/retail WAD takes priority automatically
- 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