List of Doom ports
The present article is a list of known platforms to which Doom has been confirmed to be ported.
Doom is one of the most widely ported video games.[1] Since the original MS-DOS version, it has been released officially for a number of operating systems, video game consoles, handheld game consoles, and other devices. Some of the ports are replications of the DOS version, while others differ considerably, including modifications to the level designs, monsters and game engine, with some ports offering content not included in the original DOS version. Since the Doom engine's source code was released to the public in 1997, hundreds of fan-made ports to various hardware have been developed.
Official ports
Personal computers
NeXTSTEP
This was the version that the MS-DOS product emerged from, since, at the time, id Software was using a NeXTcube for its graphic-engine development. This version is sluggish on anything below an 040 NeXTstation/cube (though it runs smoother with a higher amount of memory), and is missing sound, which was added on the PC side. With NeXT-Step based on i486 architecture, it ran smoothly under all conditions up to screen sizes of 400% with newer hardware. The version running on NeXT is programmed by John Carmack, John Romero, and Dave Taylor.[citation needed]
OS/2
Doom was ported to OS/2 by an independent contractor, Jim Thomas, who was hired by IBM to port it and SimCity.[2] A successful version was demoed in 1994 running in an OS/2 PM window.[3]
IRIX
Doom was ported to
Solaris
Doom was ported to
Classic Mac OS/Mac OS X Classic
Doom for Mac was released on November 4, 1994.[
Linux
Doom was ported to Linux by id Software programmer Dave Taylor in 1994. The last Linux Doom binaries were provided by id Software on October 13, 1996, through the company's FTP server.
The source code to the Linux version of Doom was released by
Microsoft Windows
The first version of Doom for Windows was released under the name Doom 95, on August 20, 1996. It was compatible with Windows 95 and up, and was able to use WADs from the DOS versions. It also allowed users to set up multiplayer games much easier than in DOS. It was included with Final Doom. The port was project-led by Gabe Newell and other later founders of Valve.[5]
On September 26, 2001,
On August 3, 2007, The Ultimate Doom, Doom II, and Final Doom were released on Steam. This release runs the original DOS versions of the game using DOSBox, a DOS emulator.
Acorn RISC OS
AcornDoom was released for the Acorn Archimedes by R-Comp Interactive on February 7, 1998.[7] It was made available in a bundle of three Doom games: The Ultimate Doom, Doom II, and Master Levels for Doom II, as well as the Maximum Doom add-on pack,[8] which contains over 3,000 user levels.[9]
Consoles
External videos | |
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Video comparison of Doom console ports by Digital Foundry |
Sega 32X
The
In 1995, the 32X version of the game was given a score of 30 out of 40 by
Atari Jaguar
The
Next Generation gave it four out of five stars and called it "Definitely the best Jaguar title we've seen so far."[17]
Super Nintendo
The SNES version of Doom was developed by
The SNES version of Doom features all five of the PC version levels that were missing from the Atari Jaguar version, but is missing a different set of five levels instead. Like the Sega 32X version, this version does not include exclusive levels. The levels included resemble the PC levels more so than other ports. This was also the only home console port of Doom released in the 1990s to feature all three of the original secret levels and boss levels from the PC version. Like the Sega 32X version, the player's
The automap display takes advantage of the rotating and scaling abilities of the Super FX 2 chip, with the entire map spinning around the player's position rather than the player being portrayed with an arrow. In the Japanese version, the player is able to see enemies on the automap, a feature not present in the PC and many other ports of Doom. Due to hardware limitations, particles such as blood impacts, smoke, or bullet sparks are not present, and floors and ceilings are not textured. The chaingun is capable of firing a single bullet (although firing once still plays two firing sounds). Moreover, the shotgun does not fire seven individual shots as it does in the PC version, but rather functions like a hunting rifle. This allows the player to shoot (and be shot) from a distance using the shotgun with no decrease in power. This version of Doom features support for the
Reviews for the SNES version were mostly negative. Electronic Gaming Monthly gave this version a score of 5.375 out of 10. Two of their reviewers said that it was "decent" but clearly inferior to other versions of Doom, while the other two felt it to be a poor game even without comparing it to other versions. They particularly criticized that enemies at a distance are too pixelated to be seen, making it "seem like you are getting hit for no reason at all". They cited the "outstanding" music as the one strong point.[18] A critic for Next Generation similarly complained that enemies are so pixelated at mid-distance or farther that they blend in with the backgrounds. He also criticized the graphics in general as requiring "constant squinting" to discern what is going on and called the controls "poor and sluggish." While acknowledging that creating a port of Doom for a last generation console at all was an impressive technical accomplishment, he concluded the port to be not worthwhile and gave it two out of five stars.[19] GamePro's The Axe Grinder instead stated that distant objects appear sharp and clear, and that it is objects which are close up which appear extremely pixelated. He gave the SNES version a generally negative assessment, saying that the game is almost unplayable due to the unresponsive controls.[20]
Linden would later develop a cancelled port of Quake for the Game Boy Advance as well as the PlayStation emulator Bleem!. On July 14, 2020, Linden released the source code for the port under the GPL-3.0-only license.
PlayStation
The
Changes from the PC original include the removal of the "Nightmare" difficulty level, and the fact that progress is saved via passwords (given at the end of each level). The passwords also save ammo and health stats, but the numbers for them are rounded. This version features 59 levels in total; 23 levels from the PC version of Doom (edited much like the Jaguar and 32X versions), both of the levels designed for the Jaguar version, six new levels designed by the Midway team, five levels from The Ultimate Doom's fourth episode, and 23 levels from Doom II. Unlike the other 1990s Doom ports, all of the enemies from the PC version of Doom are included. However, the Arch-vile monster from Doom II is not present; according to one of the game's designers, Harry Teasley, this was because he had twice as many frames as any other monster, and the team felt that they "just couldn't do him justice" on the PlayStation.
Many textures were reduced in size due to technical limitations. As a result, the mug shot appears to be different from the one in the PC version; in fact, it is the same animated sprite, but squashed in from the sides. A small selection of new graphics and visual effects were introduced. These include sector-based coloured lighting, an animated, flame-filled sky, and a new animation for the player's mug shot, which shows the
On October 1, 1996, a port containing levels from
The PlayStation version was met with critical acclaim, with critics concurring it to be by far the best console version of the game to date. Major Mike of GamePro gave it a perfect score in all four categories (graphics, sound, control, and FunFactor), noting that it was not just a straight conversion but a drastically reworked and comprehensive edition with "enough new twists and turns to surprise even the most battle-weary Doom player". He applauded the inclusion of Doom II, the added levels, the much smoother graphics when compared to previous console ports, the clear sound effects, the "chilling" music, and the precise controls.[23] A reviewer for Maximum found the port's most worthwhile aspects to be the huge number of levels, the use of the shoulder buttons for strafing, and the "vastly improved" audio. He scored it 5 out of 5 stars.[24] A reviewer for Next Generation said the PlayStation version succeeded in "putting previous efforts for 32X, Jaguar, and especially Super Nintendo, to shame" with its high frame rate, impressive lighting effects, responsive control, deathmatch capability, and inclusion of Doom II and levels from Ultimate Doom. He complained that the walls are "sticky" and that he was feeling burnt out on reviewing ports of Doom, and gave it four out of five stars.[25] Next Generation's 1996 overview of PlayStation games raised the score to a perfect five stars.[26] IGN gave it a 7 out of 10, citing the high frame rate, impressive lighting effects, use of the PlayStation Link Cable, and inclusion of Doom II content. However, they criticized that the game was becoming old (the review was published a full year after the PlayStation version was released).[27] GamePro awarded it Best PlayStation Game of 1995.[28]
3DO Interactive Multiplayer
The 3DO version was published by 3DO and developed by Art Data Interactive, with assistance from Logicware, and was released in 1996.[29] It features the same level set as the Atari Jaguar version, as well as the same auto-save feature, but lacks multiplayer modes. This version runs in a small screen at a low frame rate, though it includes the option to shrink the screen size further, which allows the game to run faster and smoother. It lacks some effects found in other versions but has an updated soundtrack that features remixed and original music. The Cyberdemon and Spider Mastermind are missing, though the Spectre (which is absent from the Jaguar, SNES, and 32X versions) is included.
The 3DO version was originally a more ambitious project, intended to surpass the PC version, but after it was mired in development hell for two years, programmer Rebecca Heineman was contracted to create a basic port in ten weeks.[30] According to Heineman, the CEO of Art Data Interactive had no idea of how game development worked and assured her that the project was already well underway and just needed some fine tuning. Heineman then found that the CEO of Art Data had grossly underestimated how much work it would actually take to develop the game, boasting about brand new levels, enemies and weapons in the press when all he had was mock-up art assets. Heineman acquired the PC and Jaguar source code for Doom straight from id Software and created a quick-and-dirty conversion.[31] Due to this tight time constraint, porting over the soundtrack was not practical, so the score was re-recorded for the port by the CEO of Art Data Interactive and his band.[32] Full-motion video cutscenes were also planned to take advantage of the 3DO's media streaming capabilities and increased CD-ROM storage medium, but these never came to pass. Heineman released some screenshots of the planned FMV cutscenes, but claims they were only stills made to lure investors.[33] In December 2014, the source code for the 3DO version was released to the public under the MIT license.[34]
Maximum thoroughly panned this version for its lack of PAL optimization, large borders, choppy frame rate even on the smallest possible screen size, bland color palette, music which is lacking in atmosphere, and load times. They added that the frame rate and slowdown make the game too easy: "When large amounts of monsters arrive to beat the crap out of you, the game slows down to such an extent that you have ages to line up your shots and fire." With their only praise being for the intuitive and effective control configuration, they gave it one out of five stars.[35] GamePro called it "the worst console version of Doom so far", chiefly due to the choppy frame rate.[36]
Sega Saturn
Based on the PlayStation version, Doom was ported to the Sega Saturn by
This version is compatible with the Saturn analog controller
The packaging for the U.S. release contains a few errors, such as the game screen shots on the back actually being from the PC version of Final Doom, and it claims to be "deathmatch ready", when it is in fact only one player (the deathmatch and cooperative multiplayer modes are only in the Japanese and PAL releases, despite the fact that the Saturn link cable needed to play these modes had not been released in PAL regions[40]).
The Saturn port was met with a generally negative reception, with most reviewers considering it far below the quality of the PlayStation version. The most common criticisms were the low frame rate[37][41][42] and lack of certain graphical elements seen in the PlayStation version.[37][42] Reviewer fatigue with Doom ports also continued to play a role; Jeff Gerstmann, rating it a 3.1 out of 10 in GameSpot, commented that "If I see one more Doom game released on any platform, I'm going to hunt down the people responsible and kill them slowly."[41] Sega Saturn Magazine awarded the port a score of 56%, with the reviewer describing it as a "breath-takingly bad conversion of a classic game", judging the game's poor performance to be inexcusable considering the Saturn's 2D rendering capabilities, and feeling that even the earlier 32X and Jaguar versions played much better, despite being released on less powerful systems.[37] GamePro was less outraged, judging that while the Saturn port is clearly inferior to the PC and PlayStation versions, it is enjoyable in absolute terms and "successfully mimics the PlayStation version in most categories - with the crucial exception of speed."[42]
Game Boy Advance
The Game Boy Advance version of Doom was developed by David A. Palmer Productions and was released on November 5, 2001,[43] and featured a level set identical to the Jaguar version, as the engine is actually a port of it.[44]
Both GBA ports feature the same multiplayer functionality as the PC version. These were the first ports of Doom on a handheld device. Both Doom and Doom II received a much larger amount of censoring than other ports (monsters bleed green instead of red, and many more disturbing sprites such as corpses impaled on spikes are removed),[1] resulting in a Teen rating from the ESRB.[45]
Xbox
Co-developed by id Software and
Xbox 360
On September 27, 2006, Doom was released for download on the
In 2010, the game was pulled from the
Both games are backwards-compatible with the Xbox One and can be purchased from the Xbox Store. They are also downloaded if the disc for Doom 3: BFG Edition is inserted into the console in lieu of the pack-in versions of the games included with that title, though the disc is required to play. They were also offered as a preorder incentive for the 2016 reboot.
PlayStation 3
Doom 3 BFG Edition contains The Ultimate Doom and Doom II: Hell on Earth. Later, Doom Classic Complete was released on the PlayStation Network which includes The Ultimate Doom, Doom II: Hell on Earth, Master Levels for Doom II, and Final Doom, the last two appearing for the first time in their entirety on a console.
25th anniversary release
Doom and Doom II were released for PlayStation 4, Nintendo Switch, Xbox One, Android and iOS on July 26, 2019, during QuakeCon, in honor of the franchise's 25th anniversary.[50]
Bethesda received criticism for allegations that it included additional digital rights management in this version, as the initial releases required that users sign into a Bethesda.net account in order to play. Bethesda later stated that this was not intended to be mandatory, but an optional link to receive rewards on the service's "Slayers' Club" program for Doom, and that the mandatory login would be removed in a patch.[51][52] This initial release for Doom 1 and 2 in the 25th anniversary release was also plagued with uneven pixels, incorrect aspect ratios (no option for 4:3), incorrect lighting position, and the music not matching the original DOS release version.[53] On January 9, 2020, Bethesda released an announcement that Doom 1 and 2 will have a patch and update fixing the problems that plagued Doom 1 and 2's initial release. Updates including quick saves, support for 60 frames per seconds, 4:3 aspect ratio support, and support for add-ons (such as Final Doom and "No rest for the Living"). On March 6, additional updates and patches came out for Doom and 1 and 2 featuring audio improvements, quality of life features and minor performance optimization.[54][55][56][57]
Other devices
iOS
This section needs expansion. You can help by adding to it. (July 2019) |
An official port of Doom, under the title Doom Classic was released in 2009 for iOS devices.
This version of Doom has since been replaced by the 25th Anniversary version on the iOS App Store, due to Doom Classic not being updated with support for versions of iOS past iOS 11, due to Apple dropping support for 32 bit apps in iOS 10
Raspberry Pi Pico (RP2040)
Doom has been ported to the Raspberry Pi Pico by Graham Sanderson.[60][61] The gameplay has every single detail found in the original game, and the video output is the authentic 320x200 pixels. The PIO (Programmable Input/Output) of the Pico was used to emulate VGA. The sound effects are in stereo. Multiplayer mode is also supported. (Up to 4 players over an i2c network)
WebTV/MSN TV
Official plans to port Doom to the WebTV Plus and EchoStar DishPlayer internet appliances, both utilizing a custom-made enhancement chip called the SOLO that would allow for more advanced graphics capabilities, were made known as early as late 1998 and 1999 respectively. While it only got an official release for DishPlayer units in 1999 alongside a port of the Netshow version of You Don't Know Jack and Solitaire,[62] all made to demo the technological capabilities of the WebTV hardware, a port made for original WebTV Plus units that wasn't publicly released was discovered by its dedicated hacking scene around August 1998, which could only be downloaded from connecting to an internal WebTV service. The WebTV and DishPlayer ports were likely developed by Prolific Publishing, Inc.[63] Ports for both devices were stripped-down versions of the full game, only containing 4 episodes, most likely due to the fact they were made solely as demos. The ports also made use of the WebTV keyboard for control input.[64]
Because there was no concern to know how the boxes stored information on the hard disks when either port was made known, and in the case of the WebTV Plus port, copies were supposedly subject to being wiped from the hard disks on command from the WebTV service,[65] both the WebTV Plus and DishPlayer ports remained unpreserved for some time. Since then though, there have been a couple attempts to preserve the game and allow it to be playable after the service's discontinuation. Recently, unmodified versions of WebTV Plus and DishPlayer Doom, alongside other WebTV games, have since been publicly archived online. From 2014 to 2021, though, both the DishPlayer and WebTV Plus versions of the game were only available to play through a custom WebTV firmware image named "HackTV", which was done by WebTV hackers MattMan69 and eMac. These efforts did not intend to preserve the ports in their original forms, however, as the WebTV Plus version in particular is known to have modifications to carry the "HackTV" branding on the splash screen.
In Doom Eternal
In Doom Eternal, the original Doom and Doom II games are available to play in the Doom Slayer's PC in the Fortress of Doom. Both need to be unlocked, the first by collecting all of the in-game cheat codes, and the second one via the password FLYNNTAGGART.[66]
Third-party source ports
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This is a list of unofficial ports of the engine used to run Doom, referred to as source ports, that expand upon the engine's capabilities, alter how the game being run is played, or make it compatible with other operating systems. They have received substantial notable coverage.
There are hundreds of source ports known to have existed.[67] The Doom engine's source code was released to the public on December 23, 1997. Although Doom was originally created for DOS, the original source release was for the subsequent Linux version, due to the use of a proprietary sound library in the DOS version.[68] The original purpose of source ports was cross-platform compatibility, but shortly after the release of the Doom source code, programmers were correcting old, unaddressed Doom bugs and deficiencies in their own source ports, and later on introducing their own modifications to enhance game features and alter gameplay.
The source code was originally released under a proprietary license that prohibited commercial use and did not require programmers to provide the source code for the modifications they released in executable form, but it was later re-released on October 3, 1999, under the GPL-2.0-or-later license[69] after requests from the community.[citation needed]
The following diagram depicts a simplified family tree of Doom source ports (Information may be outdated).
Personal computers
DOSDoom and derivatives
DOSDoom is the first Doom source port for DOS, launched within a day after the release of the Linux game's source code in 1997. It was created by Chi Hoang, who took the original Linux release of the Doom source code and ported it back to DOS.[70] It evolved to include several new features, which were previously unseen at the time shortly after the release of the original Doom source code, including translucency, high resolution and color rendering, and vertical aiming.[71]
Doom Legacy
Doom Legacy is a source port originally written as a fork of DOSDoom, introducing mouse-look, jumping, a console, 32-player deathmatch, skins, and, later, native Windows, Linux, and Mac OS X ports. It has also evolved to support many Boom features and 3D acceleration. Later releases include additional features, notably the ability for levels to contain floors directly over floors in December 2000, meaning levels are not required to be strictly 2D from a top-down perspective as they were in the original Doom engine games. It has its own scripting language, called Fragglescript.
GLDoom
One of the first source ports, glDoom was an attempt to bring OpenGL accelerated graphics support to the Doom engine, developed by Bruce Lewis. The project was canceled in 1999 after an accident in Lewis's home, in which the hard drives storing the project's source code crashed, destroying it. Concurrently, backup tapes storing the code were also destroyed.[72] This has been cited by id Software as one of the reasons why it republished the source code under a free license, as it believed that incidents like that could be prevented by requiring developers to share their changes.[73] In April 2010, however, Lewis rediscovered the glDoom sources in one of his deceased friend's hard drives.[74]
Boom and derivatives
Boom was a port for DOS of the Doom source code by TeamTNT. Boom fixed numerous software glitches and added numerous other software enhancements into the engine to such a degree that its additions have been incorporated into most modern versions of Doom source ports (such as PrBoom+, ZDoom and Doom Legacy). The last update of Boom was released on October 22, 1998. In October 1999, Boom's source code was released.[75] Further development of Boom as a source port was continued for DOS as MBF, for Windows as PrBoom, and for Linux as LxDoom. The latter two later merged as PrBoom and also took on many of the MBF features, so PrBoom's own successor, PrBoom+, is effectively the modern equivalent of Boom. Modifications of Doom that use Boom are referred to as "Boom-compatible", however that usually means "PrBoom+" due to further limits being removed in PrBoom+.
Eternity Engine
The Eternity Engine is a Windows source port licensed under the GNU General Public License. It was first released on January 8, 2001, as version 3.29 beta 1. It was originally meant to power a Doom total conversion, but after that project went on hiatus (eventually being cancelled in 2006), the engine became the prime focus. The engine is based on Smack My Marine Up (SMMU). It includes such features as scripting, portals, polyobjects, and Heretic support.
Marine's Best Friend
Marine's Best Friend (MBF) is a DOS-based source port. It is based on Boom, and adds several new features including high resolution graphics, enhanced monster AI, emulation of the pre-release beta versions of Doom, and "helpers" that follow and help the player (specifically dogs, to which the name of the engine refers). It was developed by Lee Killough and is no longer updated. Its code was later used as the base of the source port Smack My Marine Up, which in turn was used to construct the Eternity Engine. Some of its code was also adopted in PrBoom. In August 2004, James Haley and Steven McGranahan ported Marine's Best Friend to Windows as WinMBF. WinMBF was last updated in January 2005.
MBF21
Modder's Best Friend (MBF21) is a specification based on Boom and MBF made in 2021, created to address bugs introduced in MBF and expand the engines capabilities while retaining the conservative vanilla feel of Boom/MBF. The name is not only a reference to the year in which it was developed, but also its compatibility level (complevel) for certain source ports that support it.
PrBoom
PrBoom is a Doom source port derived from
Although PrBoom and PrBoom+ are simpler than some other Doom source ports, they are often preferred as staying relatively close to the behavior of the original games, and have good
Doom Ray Traced
On April 1, 2022, Doom Ray Traced was released; a PrBoom+ mod with
Doomsday Engine and derivatives
The Doomsday Engine is a GPLv2-licensed source port (incorporating the former jDoom, jHexen, and jHeretic) that runs on
Vavoom
Vavoom is a source port created by merging the Doom, Heretic, and levels for all the games used by the engine by default.
ZDoom and derivatives
ZDoom is a source port launched for
GZDoom
GZDoom is a source port based on ZDoom that extends its feature set to include an OpenGL 3 renderer. It was released on August 30, 2005. GZDoom also boasts 3D floor support compatible with Doom Legacy and Vavoom, 3D model support, 360 degree skyboxes, and other features. Version 2.4.0 was the first version to be officially released on ZDoom.org alongside the release of QZDoom 1.3.0 on March 19, 2017.[83]
Skulltag and Zandronum
Skulltag was one of the multiplayer-centric Doom ports based on (G)ZDoom.[84] It added 32-player multiplayer and different game modes: standard types such as deathmatch and capture the flag, and other modes such as co-operative waves and invasion maps.[85] Skulltag had support for 3D models and high-resolution textures. Skulltag received a final update on November 7, 2010, and was shut down on June 7, 2012.
Skulltag 98e was succeeded by Zandronum, which is made by the same developers after the original creator moved to another project. Zandronum was first released as version 1.0 on August 24, 2012. Zandronum improved support up to 64 players online per server and introduced
ZDaemon
ZDaemon is an online multiplayer source port for Doom. It is a fork of another source port, Client/Server Doom or csDoom, the first stable source port to allow playing on the Internet by using
Chocolate Doom
Chocolate Doom is a source port for
As Chocolate Doom is designed to behave as closely as possible to the DOS executables, it has no new core features, is not limit removing, does not support any higher screen resolutions, and caps its
NOVERT.EXE
, a DOS mouse TSR that was commonly used with shooters such as Doom and Wolfenstein 3D, but was not part of the games themselves. Where Vanilla Doom allows users to take screenshots using the long-obsolete PCX image file format, Chocolate Doom optionally allows screenshots to be saved in the modern PNGChocolate Doom is popular among players who prefer a strictly traditional Doom experience, but also as a test engine for
Crispy Doom
Crispy Doom is a fork of Chocolate Doom, which features limit removal and numerous quality-of-life enhancements, such as increased display resolution and an unlocked framerate. It uses the same game engine as Chocolate Doom, but allows enhancements to be easily toggled on or off in a separate options sub-menu in a manner that preserves core Vanilla gameplay as much as possible. It is popular among players who want a fundamentally traditional "Vanilla-like" Doom experience but who may want a few modern niceties like a higher screen resolution and/or some major bug fixes, while also appealing to players who, for example, engage in speedrunning or otherwise want to compete fairly against those playing Vanilla by making it trivial to disable any salient differences.
Other ports
Various versions of Doom exist for the Amiga computers, one well-known example of which is ADoom.[89][90]
Portable devices
Nintendo DS
A port of PrBoom was written for the Nintendo DS. PWADs and DEH patches are supported, but only by creating a separate file with arguments to load them on startup. Wi-Fi network play is supported when using a PrBoom server set up on a PC.[91]
Digita OS
DOOMD was a port released for FlashPoint Technology's DigitaOS for digital cameras. The port is based directly on the 1997 source code release. Both Doom and Doom II IWADs are supported. Custom WADs are supported, but no selection interface has been implemented.[92][93]
iPod
A hack allowed 5th generation iPods to run a port of Doom.[94] It is also possible to run Doom on iPods running Rockbox's Rockdoom plugin.[95]
Zune and Zune HD
Two ports have been released to run on Zune devices using OpenZDK. One for the Zune HD, and the other for third generation Zunes and lower.[96][97]
TI-Nspire Series
A source port to the
Gmini 400/402/402cc/AV400
aoDOOM was a source port made for some of Archos Gmini devices that runs an embedded version of ArchOpen.[99] It supports all WADs and PWADs, including Doom 1 and Doom 2.[100]
Symbian
Another port from original CDoom made for DOS machines and c2Doom exclusively ported for Nokia Series 60 version 2 and 3 editions smartphones. Possibly this mod originated from Korea based upon the trailer that had been released on YouTube.
Other ports
These Doom source ports have the characteristic of running on
HTML5
Freedoom has been ported to the World Wide Web via Emscripten and asm.js under the name "boon".[101][102]
WebAssembly
The original Doom sources have been ported to WebAssembly.[103]
Java
In the past, there have been several unsuccessful attempts to produce a Doom source port in Java such as DoomCott[104] or the Stark Engine,[105] which were either abandoned or never gained enough functionality to be properly called source ports. The only active Java Doom project as of 2010 is Mocha Doom,[106][107] a pure Java implementation of Doom with features similar to modern Doom source ports and direct compatibility with the original game data.
Doom 3 mod
A mod was made for Doom 3 that allows the player to run the original Doom using an in-game terminal. The mod, called "Terminal Doom", is based on the 1997 source code release, and constitutes an experiment on Doom 3's interactive surfaces. All retail and shareware releases of Doom are supported by this port.[108][109]
Hewlett-Packard 16700 series Logic Analyzers
Doom was ported to
Nintendo Wii
WiiDoom is a Wii port of Doom using the open source PrBoom engine.[111]
Honeywell thermostat
Doom was ported to the Honeywell Prestige thermostat.[112] It is controlled with a controller connected to the USB port on the bottom, which was originally intended for software updates.
Husqvarna AUTOMOWER
Doom is available on the Husqvarna AUTOMOWER NERA from April 2024 playable with the control wheel thanks to the LCD screen.[113] This port was originally developed during the 2023 Winter Dreamhack
See also
References
- ^ a b Craddock, David (March 17, 2020). "Knee-Deep in the Ports: Ranking the Best (and Worst) Versions of Doom". Shacknews. Archived from the original on October 17, 2020. Retrieved October 17, 2020.
- ^ "OS/2 Game Developers' Report on DIVE". Archived from the original on 2015-04-05. Retrieved 2015-03-19.
- ^ "[hobbes.nmsu.edu] Viewing file: /Pub/Os2/Games/Action/Doom/Dmos219s.zip". Archived from the original on 2016-03-04. Retrieved 2020-04-23.
- ^ John Carmack. Doom source code release notes (DOOMSRC.TXT). December 23, 1997; "Archived copy" (TXT). Archived from the original (TXT) on 2015-12-02. Retrieved 2006-10-11.
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- ^ Olivato, Luca (February 17, 2020). "Doom, storia di una leggenda" [Doom, story of a legend]. Multiplayer.it (in Italian). Archived from the original on February 18, 2022. Retrieved October 31, 2020.
- ^ "Sega unleashes arcade power for the home; the 32X delivers 40 times the power of 16-bit systems". Business Wire. November 21, 1994. Archived from the original on 2012-02-19. Retrieved 2011-05-13.
- ^ "Buyers Beware". GamePro. No. 82. IDG. July 1995. p. 112.
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