{"id":31312,"date":"2026-07-14T20:45:13","date_gmt":"2026-07-14T17:45:13","guid":{"rendered":"https:\/\/console-classics.com\/?p=31312"},"modified":"2026-07-14T20:45:14","modified_gmt":"2026-07-14T17:45:14","slug":"doom-on-neo-geo-why-the-impossible-port-might-just-happen","status":"publish","type":"post","link":"https:\/\/console-classics.com\/ru\/retrogaming\/doom-on-neo-geo-why-the-impossible-port-might-just-happen\/","title":{"rendered":"DOOM \u043d\u0430 Neo Geo: \u043f\u043e\u0447\u0435\u043c\u0443 \u201c\u043d\u0435\u0432\u043e\u0437\u043c\u043e\u0436\u043d\u044b\u0439\u201d \u043f\u043e\u0440\u0442 \u0432\u0441\u0451-\u0442\u0430\u043a\u0438 \u043c\u043e\u0436\u0435\u0442 \u0441\u0442\u0430\u0442\u044c \u0440\u0435\u0430\u043b\u044c\u043d\u043e\u0441\u0442\u044c\u044e"},"content":{"rendered":"<p><em>Retro fans rejoice: DOOM Neo Geo port may be possible, as new breakthroughs challenge old assumptions and fuel fresh excitement for the iconic FPS.<\/em><\/p>\n<h2>The Unthinkable: Can DOOM Run on Neo Geo?<\/h2>\n<p>There\u2019s a special thrill in seeing a beloved classic refute what everyone thought was \u201cimpossible.\u201d For years, the notion of a <a href=\"https:\/\/www.amazon.com\/s?k=DOOM+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">DOOM Neo Geo port<\/a> seemed like wishful thinking\u2014something you\u2019d joke about in gaming forums, not actually expect to play. Now, recent developments have me questioning everything I thought I knew about retro hardware boundaries.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/07\/31312-large-1784047992.jpg?strip=all&sharp=1&w=1200\" alt='DOOM on Neo Geo?' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">DOOM on Neo Geo?<\/figcaption><\/figure>\n<p>Not long ago, the well-known retro YouTuber and game developer Modern Vintage Gamer (MVG) made his skepticism clear. He\u2019d challenged the homebrew community to pull off the impossible: get DOOM up and running on the Neo Geo. It was, frankly, hard not to agree with his doubts. After all, this was a system built for sprites and fighting games, not for the complex 3D sorcery DOOM demands.<\/p>\n<p>But sometimes, all it takes is a spark\u2014and a few passionate coders\u2014to turn \u201cno way\u201d into \u201cwait, really?\u201d<\/p>\n<h2>Challenging the Impossible: A Change of Heart<\/h2>\n<p>It\u2019s not every day you hear a retro authority admit, \u201cI was wrong.\u201d In his latest video update, MVG does exactly that, surprising his nearly one million subscribers. He\u2019s now convinced that a <a href=\"https:\/\/www.amazon.com\/s?k=DOOM+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">DOOM Neo Geo port<\/a> isn\u2019t just a pipe dream\u2014it might actually be within reach. This reversal didn\u2019t come out of nowhere; it\u2019s the result of a fascinating surge of experimentation within the homebrew scene over the last five weeks.<\/p>\n<blockquote><p>\u201cAbout a month ago, we made a video talking about the complexities of running a game such as DOOM on the Neo Geo. This is because the Neo Geo does not have the concept of a frame buffer, meaning everything that you see on a screen on a Neo Geo is rendered as a sprite.\u201d<br \/>\n\u2014 Modern Vintage Gamer<\/p><\/blockquote>\n<p>I\u2019ll admit, I shared his doubts. The Neo Geo\u2019s lack of a conventional frame buffer seemed like a deal-breaker. Unlike platforms where you can draw directly to a screen, Neo Geo\u2019s visuals are all about sprites. That\u2019s perfect for SNK\u2019s stable of fighters, but for a fast-paced, multi-angle shooter like DOOM? It felt like trying to fit a square peg in a round hole.<\/p>\n<h2>Reinventing the Wheel: The Raycaster vs. DOOM Engine Dilemma<\/h2>\n<p>Let\u2019s rewind for a moment. Early efforts to bring \u201cDOOM-like\u201d experiences to Neo Geo revolved around raycasting engines. These engines can work wonders on limited hardware, but they\u2019re fundamentally different from what powers the real DOOM. Raycasters are built around grids\u2014think Wolfenstein 3D\u2014with blocky rooms, right angles, and uniform heights. DOOM, by contrast, has sloping floors, angled walls, lifts, stairs, and all sorts of architectural quirks.<\/p>\n<p>MVG put it best: &#8220;[A] raycaster and a DOOM-style engine are not the same. A raycaster can only handle a grid, which is square blocks, which means everything has to be the same height and all the walls are at right angles. Doom, on the other hand, is a bit more complicated. You can have walls that are on any angle. Rooms at different floor heights. There are staircases, lifts, doors, sloped sightlines \u2014 nothing like this fits on a raycasting game.&#8221;<\/p>\n<p>For years, that technical gulf seemed insurmountable\u2014until the community decided to challenge the very hardware limitations that defined the Neo Geo.<\/p>\n<h2>The Homebrew Uprising: New Approaches Emerge<\/h2>\n<p>What\u2019s changed? Over the last month, a trio of new projects has emerged, each one finding its own way to sidestep or overcome the Neo Geo\u2019s quirks.<\/p>\n<h3>DOOM 64KB: Two Paths to the Same Goal<\/h3>\n<p>The first two projects MVG highlights are both attempts to port DOOM 64KB\u2014a tiny, stripped-down version of DOOM for PC\u2014onto the Neo Geo. Each takes a unique approach:<\/p>\n<ul>\n<li><strong>Frenkels\u2019 Port:<\/strong> This version uses \u201creal BSP\u201d (binary space partitioning) and \u201creal map geometry,\u201d carefully shrinking the original DOOM rendering code to fit Neo Geo\u2019s constraints. Instead of a true frame buffer, it leverages the fixed\/text layer as a makeshift mini frame buffer. It\u2019s a clever workaround, and surprisingly effective, even if the visuals naturally take a hit.<\/li>\n<li><strong>Sabino\u2019s Sprite Framebuffer:<\/strong> Sabino chose a different path, creating a microframebuffer out of sprites instead of using the fixed or text layer. The result? A less blocky picture, though it comes with a performance cost. It\u2019s a bold experiment and a testament to just how creative Neo Geo homebrew developers are willing to get.<\/li>\n<\/ul>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/07\/31312-i-was-wrong-it-looks-like-doom-impossible-neo-geo-port-could-be-possible-after-all.900x-1784047994.jpg?strip=all&sharp=1&w=1200\" alt='A look at the evolving DOOM ports' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">A look at the evolving DOOM ports<\/figcaption><\/figure>\n<p>It\u2019s almost dizzying to see how rapidly these approaches are evolving. I have to confess, when I first saw screenshots, I scoffed at the visual compromises. But after watching the gameplay in motion, I found myself reconsidering. Even with the expected trade-offs, it\u2019s thrilling to see DOOM\u2019s DNA running through Neo Geo silicon.<\/p>\n<h2>Going Beyond: The \u201cVslice\u201d Renderer and Retro Port\u2019s Approach<\/h2>\n<p>The third standout project, known as Retro Port\u2019s DOOM Neo Geo, takes the experimentation even further. Rather than rehashing the old raycaster trick, this version uses a new renderer called Vslice. The trick here is to combine the best parts of raycasting\u2014no frame buffer, minimal per-pixel CPU work\u2014with the map-building smarts of a real DOOM engine.<\/p>\n<p>MVG describes it like this: \u201cIt keeps the hardware scaler to draw all the pixels, so there\u2019s no frame buffer, and there\u2019s no per-pixel CPU work, just like the raycaster. But instead of casting rays through the grid to decide what\u2019s visible, it warps through an actual BSP tree&#8230; the data structure that builds out the map for you.\u201d<\/p>\n<p>The result is something that defies easy explanation. It\u2019s not quite DOOM as we know it, but it\u2019s a massive leap over previous efforts\u2014a game that looks and feels closer to the original than I would have thought possible on this hardware.<\/p>\n<div><a href=\"https:\/\/www.youtube.com\/watch?v=VJwffCeo4jU\"><img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/07\/31312-maxresdefault-1784047995.jpg?strip=all&sharp=1&fit=480%2C480\" width=\"740\" height=\"480\" alt='YouTube Video' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><\/a><\/div>\n<h2>Reality Check: How Close Are We to a Playable DOOM Neo Geo?<\/h2>\n<p>It\u2019s easy to get swept up in the excitement, but let\u2019s not get ahead of ourselves. As MVG points out, none of these projects is \u201cfinished\u201d\u2014not by a long shot. Nobody\u2019s expecting a full release anytime soon. But the progress is undeniable, and for the first time, it feels less like a theoretical exercise and more like a countdown to something tangible.<\/p>\n<p>I\u2019ll admit, there\u2019s still uncertainty swirling around these breakthroughs. Will performance be good enough to make the game truly enjoyable rather than just a technical curiosity? Will the inevitable compromises\u2014visual or otherwise\u2014detract too much from the DOOM experience? Only time (and more tinkering) will tell.<\/p>\n<p>That said, seeing these passionate developers crack open new possibilities has made me revise my old, stubborn stance. Maybe the impossible isn\u2019t so out of reach after all.<\/p>\n<h2>FAQ<\/h2>\n<ul>\n<li><strong>Is DOOM really running on the Neo Geo, or are these just tech demos?<\/strong><br \/>These projects are real and running on actual Neo Geo hardware, but none are finished games yet. Right now, they\u2019re technical demonstrations, showing that a DOOM Neo Geo port is possible in principle.<\/li>\n<li><strong>What\u2019s the biggest challenge in porting DOOM to Neo Geo?<\/strong><br \/>The Neo Geo doesn\u2019t have a conventional frame buffer, so all graphics have to be managed as sprites or using clever tricks. This limitation makes classic DOOM rendering a major technical hurdle.<\/li>\n<li><strong>Will the final version look and play like the original DOOM?<\/strong><br \/>Visual compromises are inevitable due to the hardware, but the goal is to get as close as possible. Some features, like angled walls and multi-level architecture, are now being tackled in new ways.<\/li>\n<li><strong>How can I try these Neo Geo DOOM ports myself?<\/strong><br \/>At this stage, the projects aren\u2019t publicly released as playable games. Keep an eye on the developers\u2019 GitHub pages and retro gaming forums for updates and possible future releases.<\/li>\n<li><strong>Why is a DOOM Neo Geo port so important to retro gaming fans?<\/strong><br \/>It\u2019s a testament to community ingenuity and hardware mastery\u2014pushing the boundaries of what was thought possible and breathing new life into old consoles.<\/li>\n<\/ul>\n<p>Want to keep up with wild homebrew experiments and retro gaming breakthroughs? <a href=\"https:\/\/dashboard.mailerlite.com\/forms\/880609\/116511075311027334\/share\">Subscribe to our newsletter here!<\/a> Don\u2019t miss the next big surprise!<\/p>\n<p><aside class=\"affiliate-marker-disclosure\">*This post may contain affiliate links, meaning we earn a commission if you make a purchase through these links, at no additional cost to you.<\/aside><\/p>","protected":false},"excerpt":{"rendered":"\u041b\u044e\u0431\u0438\u0442\u0435\u043b\u0438 \u0440\u0435\u0442\u0440\u043e-\u0438\u0433\u0440, \u0440\u0430\u0434\u0443\u0439\u0442\u0435\u0441\u044c: \u043f\u043e\u0440\u0442 DOOM \u043d\u0430 Neo Geo, \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e, \u0441\u0442\u0430\u043d\u0435\u0442 \u0440\u0435\u0430\u043b\u044c\u043d\u043e\u0441\u0442\u044c\u044e, \u043f\u043e\u0441\u043a\u043e\u043b\u044c\u043a\u0443 \u043d\u043e\u0432\u044b\u0435 \u043e\u0442\u043a\u0440\u044b\u0442\u0438\u044f \u043e\u043f\u0440\u043e\u0432\u0435\u0440\u0433\u0430\u044e\u0442 \u0441\u0442\u0430\u0440\u044b\u0435 \u043f\u0440\u0435\u0434\u043f\u043e\u043b\u043e\u0436\u0435\u043d\u0438\u044f \u0438 \u0432\u044b\u0437\u044b\u0432\u0430\u044e\u0442 \u043d\u043e\u0432\u044b\u0439 \u0432\u0441\u043f\u043b\u0435\u0441\u043a \u0438\u043d\u0442\u0435\u0440\u0435\u0441\u0430 \u043a \u044d\u0442\u043e\u043c\u0443 \u043a\u0443\u043b\u044c\u0442\u043e\u0432\u043e\u043c\u0443 \u0448\u0443\u0442\u0435\u0440\u0443 \u043e\u0442 \u043f\u0435\u0440\u0432\u043e\u0433\u043e \u043b\u0438\u0446\u0430.","protected":false},"author":1,"featured_media":31317,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"ilj_linkdefinition":["DOOM","Neo Geo","Homebrew"],"csco_display_header_overlay":false,"csco_singular_sidebar":"","csco_page_header_type":"","footnotes":""},"categories":[134],"tags":[417,1979,1325],"class_list":["post-31312","post","type-post","status-publish","format-standard","has-post-thumbnail","category-retrogaming","tag-armorofdoom","tag-homebrew","tag-neogeo","cs-entry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO Pro 4.9.10 - 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I'm Valeriy, the geek-in-chief here. I\\u2019ve got a passion for all things nerdy, especially the stuff that takes us back to the good old days. Whether it\\u2019s retrogaming, TCGs, or building the latest Gunpla model, I\\u2019m here to share the love with fellow enthusiasts. My Geeky Beginnings My journey started at the University of California, Berkeley, where I balanced my studies with my love for video games and anime marathons. While others were hitting the books, I was diving deep into the world of 8-bit classics and trading cards. Running the Show at Console Classics These days, I\\u2019m the proud owner and chief content creator at Console Classics. My job? To bring you the latest and greatest in geek culture. I write, edit, and manage all the content you see here, making sure it\\u2019s not only fun but also packed with reliable info. Hands-On Expertise From playing retro games until the early hours to meticulously assembling Gundam models, I live and breathe this stuff. My hands-on experience means you get first-hand tips, honest reviews, and a genuine passion for all things geeky. Why Trust Console Classics? Because I\\u2019m one of you! I know what makes a great game or a must-have collectible because I\\u2019ve spent years immersed in this world. I aim to create a trustworthy space where fans can find accurate, honest, and safe content. Your trust is what keeps this community thriving. Join the Geek Squad Console Classics is more than a blog; it\\u2019s a community. Dive into our articles, share your thoughts, and geek out with us. Whether you\\u2019re a seasoned collector or just discovering your inner nerd, there\\u2019s something here for everyone. Game on and geek out! 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