Doom NES
A downloadable game
Download NowName your own price
Preview of e1m1.
| Updated | 18 hours ago |
| Published | 2 days ago |
| Status | In development |
| Author | NancyGold |
| Genre | Action |
| Tags | 3D, Demake, Doom, DOOM WAD, FPS, Game engine, NES (Nintendo Entertainment System), NES ROM, Retro |
| Content | No generative AI was used |
Download
Download NowName your own price
Click download now to get access to the following files:
doom.nes 144 kB




Comments
Log in with itch.io to leave a comment.
Oh dang. Nice. With overclocking after NMI, it's very smooth, but-- ohh, PAL timing, got it. The header is marked NTSC and overshoots vblank in that mode.
Yeah that's a lovely demo, distance fading and all. Haha, and circle strafing. You beat the SNES port!
Going out to the courtyard or up onto the armor pedestal gets stuck in a way that suggests player height overflow / underflow. Floors have some off-by-one errors for...does this use actual visplanes? Being right on the edge of a sector (sorry, "room") doesn't draw the next sector, which suggests Duke 3D style portals instead of Doom's BSP.
Strafing left from the starting position, I do not understand how the lefthand floor overdraws only part of that column. The fact it's dependent on viewing angle (and the sunken floor's diagonals get wonky) seems indicative - but I can't infer a mechanism or a fix.
Yup. Portals. Whole level BSP wont fit into 256 page and is just too expensive. The whole project was coded by deepseek v4.1. I gave just general direction (e.g. use MMC3 mapper to have more ROM space and scanline counter). BTW, fixed the screen jumping and began optimizing properly. So hopefully get full gameplay soon.
That's already almost a game. Getting odd crashes even when I'm not doing anything. Oh, it's when the music runs out. Oh, there's music! That's a very Konami rendition of "At Doom's Gate."
The A button should probably be the strafe modifier / run / open doors button, if this ever has proper doors. There's some hitching when moving between rooms... which I notice are grouped or hierarchical. The blue sunken floor still counts as room 0. And player height doesn't change when walking over it, in this version. Are these just decorative? Come to think of it, all the walls changing the floor height are solid grey. And walking between the armor staircase back into the starting room, that drop ceiling snaps in and out instantly...
This is a fixed-height engine. Like Chasm: The Rift. That's some effective cheating.
Fixed this crash as well as a few visual glitches and player falling between sectors. Monsters are now animated, shot projectiles at player and can be killed (or kill player). Apparently AI also added a trigger and a hub systems to support Hexen style hub maps. But I still have to devise a nice scheme to convert them to this portal format while retaining authentic look. I think the engine can be optimized further if worked on by a human, so later i will release source code so people can try fixing it and porting to other systems.