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DOOM Runs On Everything...except Neo Geo (MVG)

Holammer

Member


MVG explains why the moighty Neo Geo can't handle Doom. Codes a small proof of concept raycaster.
For similar reasons there's no racing games for the system which lesser 8 & 16bit consoles could handle just fine.
*Riding Hero does not count. It's also shit.
 
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In just 6 weeks the community has stepped up to the challenge. DOOM on the Neo Geo might be a reality after all.

Despite technical challenges, DOOM is starting to take form on the Neo Geo thanks to two new ports that approach the Neo Geo hardware in different ways. Doom64KB - is a brute force approach to building a framebuffer and applying it to the Fix layer, however a pull request takes the same approach and uses 4x4 blocks and doubles the resolution on the sprite layer. While performance takes a hit, it's currently the closet we have to DOOM on the Neo Geo.

But there's more - Another approach known as Doom NG attempts to render DOOM BSP data using sprite strips. The results are early but show promise.

Timestamps :

00:00 - Intro
00:00 - Doom64KB (38x28 Blocks)
03:18 - Doom64KB (80x56 Blocks)
05:20 - Doom NG
09:50 - Conclusion

Summary

The creator shows two technical breakthroughs proving DOOM can run on Neo Geo despite the console's lack of a frame buffer, explaining how community developers overcame hardware limits by using sprite based tricks and creative rendering approaches. One method forces the original DOOM engine to run by using the fixed layer as a tiny micro–frame buffer; the other reimplements rendering with a new engine (V‑Slice) that uses scaled sprites and BSP traversal to render real DOOM maps on Neo Geo. Both approaches work with trade‑offs in resolution and performance, and together they turn a previously impossible idea into a rapidly advancing project.


Highlights

  • 0:01 Problem recap — Neo Geo has no frame buffer; everything is drawn as sprites; previous attempts used ray‑casting and were limited.
  • 1:34 Doom 64KB (Frankle IS) — Uses the fixed layer as a micro–frame buffer to run the real DOOM engine; maps (including E1M1) run but at extremely low resolution and poor performance.
  • 3:52 Sprite micro–frame buffer (Sabino) — Uses 4×4 sprites as "pixels" for a higher effective resolution (about 80×56) with better visuals but heavy performance cost.
  • 5:20 Doom NG / V‑Slice (Retro Ports) — New engine that leverages Neo Geo sprite scaling and reads DOOM's BSP to traverse real maps; hybrid rendering (real walls, precalculated floors/ceilings, fog to mask limits) yields a closer look to original DOOM while avoiding a true frame buffer.
  • 8:23 Conclusion — Neither solution is perfect, but both are significant technical achievements; community progress in a few weeks has been substantial.
 
MVG says it can't run it, community steps in and says,

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Thats the dumbest thing I've seen since thebatari 2600 movie cart, it's also the coolest thing I've seen the atari 2600 movie cart

It's a brilliant little technical conundrum and it's fun to see the reaction to fighting against the "impossible to port" situation, even though the end results are all stupid to play in our year of 202X.
 
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