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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,

E4I2sbhVoAA5nEa.jpg
 
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.
 
There's one, Riding Heo that is a traditional into the screen 3D racer, it's not great but it could be done.

Riding Hero pretty much proves that NG could do these scrolling Hang On/Monaco GP type racers.

Overtop, Drift out were isometric. Thrash Rally was top down like Micro Machines but better looking.

If I were to guess, it had to do with cabinets. Racing games usually demanding dedicated ones with wheel/pedals/bike setup.
 
At one point in time let alone the Neo Geo, you couldn't even get it to run on the Amiga..
"The Amiga" is such a vague word. Which Amiga? There are dozens of different models with a massive range of capabilities or lack of. Not counting the hardware expansions and mods. The name is basically a platform, not a system.

I have been in many topics about the "Amiga" and how it compares to other systems or consoles and in almost all cases the posters can never stick to a specific system.

So no, DOOM can't run on the stock Amiga 500, which i assume is the machine most people are familiar with.

It also can't run properly on a stock Amiga 1200 either. Maybe a very low res version that looks and runs worse than the FX-Chip SNES one if you squeeze it hard enough.

If i ever see a DOOM port on the Amiga platform running and looking decently enough to worth the effort, i will automatically assume there is at least a 68030 CPU in there somewhere.


Yeah... using a device solely as an output device doesn't count as "running on it".
Not only that. Many "ports" aren't even close to being DOOM.

Like this for instance:

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Or this:

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These are obviously not DOOM. They don't run the DOOM maps, they don't run any engine that's remotely close to what DOOM does. They are so basic, even simple ray casters like Wolfenstein 3D look way more advanced.

But it's an "FPS", has the DOOM name and some assets that are based on it so it must be DOOM, am i right?

This is why the "DOOM runs on everything" meme makes me cringe. If it doesn't run the actual DOOM engine/code or at least a custom engine that does a similar enough job that allows it to run the original maps in a decent enough state that isn't as downgraded as to not resemble the originals, then it's not DOOM.
 
I don't consider that Doom is running when it looks like this. Just accept what the hardware is and move on with life.
 
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