Source code for the 3DO port of Doom available on GitHub, features previously unseen images of FMV sequences

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Doom has been one of the most ported games (and software) of all time, ranging from anything like console ports, to obscure and niche pieces of hardware, like refrigerators and even pregnancy tests.

Since its release back in 1993 , some of the console ports of Doom have seen an open source release, like that of the SNES port by Randal Linden.
In a similar vein, he whole source code of another port project has been released by the developer, Rebecca Ann Heineman, over at GitHub, this time for the 3DO release of the game released in 1996.

The 3DO port was one of the most infamous and obscure console ports of Doom. The port featured the same levels as that of the Jaguar port, a really small screen resolution view of the game, and ran at really low framerates. While many consider this to be one of the worst console ports of the original Doom, one of its most interesting factors is the remixed tracks of the original soundtrack exclusive to this port.

Rebecca Heineman shared the source through Twitter:



The ReadMe of the project shares an interesting insight on the game's development, with words from Heineman herself, who goes by "burgerbecky" on GitHub:

GitHub's ReadMe said:
Yes, this is the infamous port of DOOM for the 3DO. Firstly, this was the product of ten intense weeks of work due to the fact that I was misled about the state of the port when I was offered the project. I was told that there was a version in existance with new levels, weapons and features and it only needed "polishing" and optimization to hit the market. After numerous requests for this version, I found out that there was no such thing and that Art Data Interactive was under the false impression that all anyone needed to do to port a game from one platform to another was just to compile the code and adding weapons was as simple as dropping in the art.

Uh... No...

My friends at 3DO were begging for DOOM to be on their platform and with christmas 1995 coming soon (I took this job in August of 1995, with a mid October golden master date), I literally lived in my office, only taking breaks to take a nap and got this port completed.

One of the most noticeable things within the repository are the inclusion of a set of photos which apparently were taken from FMV sequences that were planned for the port, which were added less than a month ago. Some of the images depict what seems to be a full-body costume of a demon.

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:arrow: Source
 

SylverReZ

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I just want a fresh Doom port for the GBA that plays at the native 240x160 resolution, instead of being halved and then "stretched to fit". 🙄

And after seeing cool shit like OpenLara and Quake for the GBA, there's definitely no excuses about optimization... The default GBA port sucks, and the PC total conversion mod just makes it suck a little bit less.
Somebody has made a ROM hack for "DOOM" GBA that uses the PrBoom engine as well as maps, sounds, and music from the PC version. In my honest opinion, quite like it best over the original.
 
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Somebody has made a ROM hack for "DOOM" GBA that uses the PrBoom engine as well as maps, sounds, and music from the PC version. In my honest opinion, quite like it best over the original.
That's the one I mentioned. It's a big difference, but still has a long way to go.
 
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SylverReZ

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He did in the Doom episode
"stanleyopar2000" mentioned this already to me, to which I never knew such episode existed because I never watch AVGN episodes that often. I was thinking of the 3DO episode as it did also mention "DOOM".
Post automatically merged:

Hope this clears up any confusion. :)
 
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