CDoom v2.05 reference 

FEATURES:

Requires at least one processor 486DX, 4Mb of RAM to run this program.

Mus system: support opl2/opl3/mpu401, play music identically to doom2.exe v1.9
The mus_card variable in the cdoom.cfg file defines the value 0 as
autodetect, 1 opl2, 2 opl3, 3 none, 4 mpu401. 

True 3d gameplay: optional, can be changed in the options menu. 

Jump: use the key ';'(default), with cheat JET toggle fly mode.
Other cheats: INFI- infinite ammo, RES- ressurrect the player when dies.

3d floors: very fast render, may have some bugs, when running a map with
one 3d floor is as if added one sector more, when adding many 3d floors, slow
down little(see Metro1,Metro2,Metro3,Mercurio test maps). The thing sprites
render in 3d floors wrong sometimes.

Monsters infight: dehacked option readded, for imps against imps, etc. 

Sound: works with a SB or compatible card, objective driver in external.c
and external access functions.

ENHANCEMENTS: 

Detection of blockmap/reject ausent to avoid crash when one of this resources
are missed, or for automatic blockmap building. 

Blockmap collision better in huge maps, Metro1.wad,Metro2.wad,Metro3.wad.
When running this maps in MBF, some blockmap points dont collide properly. 

Demo playback: maximum compat with doom2.exe v1.9 and MBF v2.03,boom
demos may not playback properly. Few demos of doom2.exe v1.9
desync(eternal et312223). There is demos bad recorded that desync with 
doom2.exe too.

General speed: extremely optimized, sound code fast, 3d floor code dont
slowdown the program, video code fast, run in WINNT. The speed of -fastdemo
nx22-051 in a pentium 233 is 231 fps maximum. Faster than doom2.exe. Boom 2.02
is faster as CDoom, but take care, boom uses __djgpp_nearptr_enable, disprotect the
memory, danger of data lost and don't run in WINNT, linux DOSEMU.

Very objective engine, very small size, removed not important functions also speed up.

NOTES: 

If sound dont work in WIN2K, NT try VDMsound library.
For building 3d floors, there is a special rule here. First add the
lowest 3d floor(lynetypes 281,400 for solid 3d floors and 403 for liquid 3d
floors), later the second lowest and so on, until the last be the highest,
this is to avoid rendering the lowest plane above the highest and vice versa
causing some rendering errors,and to avoid that the lightlevel be wrong.
The features of this port are covered by other ports, but CDoom is the fastest.

Credits to: Jesus Christ 

Autor: Carlos
Email: carlos@doom.zzn.com