Resodoom
Doom as a live Resolume source

What it does
Doom running inside Resolume Arena and Avenue as an FFGL generator. Point it at a WAD and the game becomes a layer you can composite, key and run through other effects. Try it through Old Cathode, where a 320x200 picture going through a real composite signal path starts to look like the machine it came from.
The game takes the shape of the composition. On a 16:9 output it runs in true widescreen: the view keeps its height and shows more of the level either side, 106° across instead of Doom's 90°, rather than a 4:3 picture stretched or boxed in. The Aspect control follows the composition on Auto or lets you pick 4:3, 16:10, 16:9 or 21:9, and the menus and intermissions stay the original artwork, centred.
FFGL doesn't give a plugin any keyboard access, so the twelve controls are plain boolean parameters. That turns out to be the useful shape anyway. Resolume MIDI-maps them, keyboard-maps them and automates them off the timeline like anything else, so a hardware controller becomes a Doom pad and a playthrough can be keyframed as a visual. With nothing mapped, Doom plays its own attract demos forever, which is usually what a layer nobody's holding a controller for ought to do.
Each layer loads its own private copy of the engine, so two instances are two separate games, not two views of one. Speed, pause and stepping are all the same mechanism, because the plugin hands Doom its clock instead of letting it read a real one.
Where it stands
Released at v0.2.3, whose only change is that the About panel now gives the licence as GPL-2.0-only. v0.2.2 was the first release with a Windows download. v0.2.0 brought true widescreen and an Aspect picker (one engine per aspect, so changing Aspect restarts the game), and v0.2.1 fixed what its first run inside Resolume Arena turned up: the hold-to-run control is now Sprint, because it shared the name Run with the pause switch. The macOS build is tested end to end headlessly: the engine against a real WAD with no graphics API, and the real plugin class through the real FFGL sequence in a headless GL context, at two aspect ratios. It's been run in Resolume Arena 7.27.1 on an Apple Silicon Mac, where the inspector, the controls and Aspect behave as documented and three layers run three separate games. The Intel build has been tested headlessly, under Rosetta. The Windows build passes the same headless checks and the fleet's Arena check (9 passed, 0 failed, 1 skipped), but only in a Windows VM with Mesa's software OpenGL and no GPU. Nobody has run it on a Windows PC with a real graphics card, in Avenue, or from the installer on a real machine. Not tried anywhere yet: a hardware controller mapped onto the controls, and whether a commercial IWAD behaves the way Freedoom does. The Linux branch has never been built. macOS ships universal, signed and notarised, and Windows ships unsigned. No game data is included, so point it at your own WAD or at Freedoom. It's GPL-2.0-only rather than MIT because it ships doomgeneric, which descends from id Software's GPL release of the Doom source. The parts that aren't about Doom are split out as stagehand, under MIT.
Watch it running
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