Dimitris knew exactly what he was doing when he made that video. The bait will surely be taken by multiple people. Will those people succeed? Only time will tell.I just saw this one yesterday! Fascinating! I know someone's going to pick up that gauntlet, but in the mean time... It DOES run Tetris! Neotris, they call it. I suspect a port of Doom would probably require a custom coded engine from scratch, and sacrificing a number of graphical features to just get the level design, monsters, and game mechanics working to best approximation. I'd love to see it, and I'm sure it'd be called "NeoDoom".
The Neo Geo was basically SNK's arcade system board (Multi Video System; MVS) packed into a home console shell. The star feature wasn't the CPU or the RAM, but the custom video chipset that allows the system to draw sprites in vertical strips of tiles (blocks of 16x16 pixels) that can be 32 tiles tall (total of 512 pixels); it can draw up to 380 sprites on the screen at a time, with the limitation of 96 sprites per scanline. Each tile can be assigned a palette, which defines 15 colors (+ transparency). Allowing up to 256 palettes at the same time, the system can display 3840 colors simultaneously.I'm guessing they designed the system that way so there would never be bus contention for the sprite data, but it does make the system maybe overspecialized. I'm guessing that chip must have required a lot of development effort which kind of explains the high price point, although it doesn't explain how Sega made the Genesis affordable even though it has the same CPU and roughly the same amount of memory and came out a year earlier.
Same! I just watched this MVG video last night. Very interesting breakdown on why a Doom port is so challenging, though I have a feeling that with enough determination someone will get a version working.I just saw this one yesterday! Fascinating! I know someone's going to pick up that gauntlet, but in the mean time... It DOES run Tetris! Neotris, they call it. I suspect a port of Doom would probably require a custom coded engine from scratch, and sacrificing a number of graphical features to just get the level design, monsters, and game mechanics working to best approximation. I'd love to see it, and I'm sure it'd be called "NeoDoom".
Unfortunately for potential Doom porters, the Neo Geo also lacks the kind of bitmap graphics mode that helps get around these sprite-based limitations. The system doesn’t have any frame buffers or Amiga-style bitplanes that would allow for unrestricted drawing of pixels to any part of the screen. That means even an entirely software-based Doom renderer on the Neo Geo would have no direct way to draw its results to the screen.
Yes, in order for anyone to say "Hey I made the NEO GEO run Doom!" everyone will say "show me" and...well. They want to see something playable.There is no minimum frame rate requirement for playing Doom on something. Which means that renderer should solve the problem if they can past the hang up that it has to run at more then 1 FPS.
Given that the cells aren't actually executing game code I'd say any clunky neo geo attempt is even more legitimate than that!There is no minimum frame rate requirement for playing Doom on something. Which means that renderer should solve the problem if they can past the hang up that it has to run at more then 1 FPS.
That'd be Disney+. A Nat Geo port of doom would be a magazine with each page being a holograph, and depending on where you stick your finger down the side as you flip through, you take different routes.First rule of having a Doom gauntlet. You MUST throw it down and create a new Doom clone.
I also thought the headline said "Why a Nat Geo port of Doom is functionally impossible " and my first thought was. "Huh, they got it running within other streaming apps?", which still feels like its not a totally outrageous thought.
Someone got it running on Discord via a GIF:First rule of having a Doom gauntlet. You MUST throw it down and create a new Doom clone.
I also thought the headline said "Why a Nat Geo port of Doom is functionally impossible " and my first thought was. "Huh, they got it running within other streaming apps?", which still feels like its not a totally outrageous thought.
There's ISOWulf, which reimagines Wolfenstein 3D as an isometric game:Am I the only one imagining Doom reimagined for the Neo Geo? Like Doom: King of Fighters?
You navigate through a Wolf3D-style map, and every time you stumble upon a mob, perspective shifts to a vs fighter, complete with FINISH HIM! and unique finishing moves?
There's a series on YT about how various tricks were pulled off on retro-gaming hardware, and these touch on "3D" games such as Phantasy Star 1 on the Master System.Someone will get this running. You could use an approach like video-to-ascii generators, instead of writing to a bitmap you find a tile in the sprite map that closest resembles the area of the screen you want to render if you squint hard enough and assign the right palette. You would need an enormous sprite map, and it won't look great, and it would be dog slow. The enemies and items could be rendered as the sprites they already are. For an existing example see the Bad Apple demo which is black/white.
Those Japanese fans make some of the weirdest and most wonderful things. A styled music video like that must have taken a LOT of work to make all for a "proof of concept" Neo Geo demo, not that I have the slightest clue what they're saying.Someone will get this running. You could use an approach like video-to-ascii generators, instead of writing to a bitmap you find a tile in the sprite map that closest resembles the area of the screen you want to render if you squint hard enough and assign the right palette. You would need an enormous sprite map, and it won't look great, and it would be dog slow. The enemies and items could be rendered as the sprites they already are. For an existing example see the Bad Apple demo which is black/white.
There's a series on YT about how various tricks were pulled off on retro-gaming hardware, and these touch on "3D" games such as Phantasy Star 1 on the Master System.
View: https://youtu.be/Fa7q1JlQjNk?t=283&si=HPLKS3I5rh6LH-OT
The answer is that the games aren't actually 3d; they're just using "animated" tiles which are being swapped out as needed to create the illusion.
As you've noted, this is a relatively slow process, and it doesn't scale particularly well with increasing detail levels, or for things like open spaces. And there's also the issue of how to handle actual 3d elements, such as partially obscured sprites, etc.
The only feasible solution I can see for "realtime" Doom would be to shoehorn something like a RPi into a Neo Geo game case, and to have that first rendering the frame, and then to breaking it down into tiles which can be passed to the video chip in realtime.
Or somesuch![]()
There's ISOWulf, which reimagines Wolfenstein 3D as an isometric game:
View: https://www.youtube.com/watch?v=S59w7Qeu9D4
https://www.moddb.com/mods/isowulf
There's also a fan "demake" called 2Doom that reimagines Doom as a 2D platformer:
https://2doom.itch.io/game
Tetris would be CRAZY easy to implement in their sprite-based architecture, though. There are only 6 sprites and they never even change size, just rotate. It's ideally suited to Tetris in exactly the way it isn't, to Doom. (Something like an isometric-perspective pinball game would also be a bear, whereas a top-down pinball would be child's play.)I just saw this one yesterday! Fascinating! I know someone's going to pick up that gauntlet, but in the mean time... It DOES run Tetris! Neotris, they call it.
Welcome to a world of infinite frustration. That one is close to reaching "literally" levels of actual redefinition, in writing as well.Him saying depreciation instead of deprecation when talking about software bugged me more than it should have.
The Neo Geo was meant to be a general use and very powerful (for it's time) arcade machine. The home console was unique at the time because it was literally the arcade hardware with no compromises. The plus is every single Neo Geo arcade game was basically instantly available on the home console, with only minor changes since there's not exactly an insert coin function. The memory card feature even let you just share high scores and such between home and arcade versions.I'm guessing they designed the system that way so there would never be bus contention for the sprite data, but it does make the system maybe overspecialized. I'm guessing that chip must have required a lot of development effort which kind of explains the high price point, although it doesn't explain how Sega made the Genesis affordable even though it has the same CPUs and roughly the same amount of memory and came out a year earlier.
Not "would be", "was"! They already did that port, and of course you're completely right! Doom ports on old hardware like this are generally more impressive than Tetris ports because of the added difficulty. For something comparable, there's running Tetris on a building's lighting system, turning windows effectively into "blocks" without the need for a display.Tetris would be CRAZY easy to implement in their sprite-based architecture, though. There are only 6 sprites and they never even change size, just rotate. It's ideally suited to Tetris in exactly the way it isn't, to Doom. (Something like an isometric-perspective pinball game would also be a bear, whereas a top-down pinball would be child's play.)
On a high level, that is easy. Divide each video frame into tiles. Add every unique tile to a global tilemap, and store the tile layout for that frame. The difficulty is in selecting the best shapes and locations for the tiles, as naively dividing each frame into e.g. 8x8- or 16x16-pixel blocks would probably exceed your ROM budget pretty quickly.Those Japanese fans make some of the weirdest and most wonderful things. A styled music video like that must have taken a LOT of work to make all for a "proof of concept" Neo Geo demo, not that I have the slightest clue what they're saying.