Press space

to improve the speed one could need a fast floating point package, with less precision like the one implemented on XBasic Kun.

or

a fixed point math package...

@Artrag: have you idea of the number of decimals needed to get a decent result?

Maybe a 24 bit value is ok for all calculations? (better will be 16 bit but i think is too small)

Extremely cool proof of concept!, too bad that indeed it runs also extremely slow.

Maybe it can be improved in some ways...

very slow indeed , 24 bits seems huge even 16bit should be more than enough.

a wall is hardly more than a 64 point ( 6 bits )

time ago, i've found a fixed point math package for z180 easily usable on z80 that comes in the form of asm source code.

the only problem is that use mlt instruction on z180, unavailable on the z80, but replaced by a sw implementation that multiply b and c.

On the R800 there is no problem, however.

Maybe it's usable. there is also an explanation of how numeric data is stored in 24 bits.

look here:

http://jwhitham.org/em180/mcp/

New release, with floor and celing

https://sites.google.com/site/testmsx/msx2-doom/D%7BSCC%7D.ROM?attredirects=0

Fixed point required! I assume that the original Wolfenstein used fixed point instead of floating point, 'cause it ran fine on an intel 80286 without i80287 (floating point coprocessor). Anyway, it's so cool to see such a proof of concept alive and kickin' Congrats, Artrag!

And what about screen 3? That could be IRIEGAS 2!

with black outlines and some clipping error removed

https://sites.google.com/site/testmsx/msx2-doom/D%7BSCC%7D.BIN?attredirects=0

PS Rename the BIN to ROM to use drag&drop in emulators

space to start, arrow keys to walk

on C64 there is MOOD: http://noname.c64.org/mood/screenshots.php

You can download it on this same website

On ViCE it works like a charme, with sprites, bitmaps and SFX at about 10-15 fps....

It should be possible to do the same on a z80 at 3,5Mhz...

the c64 has a 6502 at 1MHz IIRC