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Before yesterdayTech

The Neo Geo Does Run DOOM After All

14 July 2026 at 16:00
Demonstration of the DoomGeo port of Doom to the Neo Geo. (Credit: Sabino, GitHub)
Demonstration of the DoomGeo port of Doom to the Neo Geo. (Credit: Sabino, GitHub)

Perhaps the most ridiculous statement that anyone can make is that a computer system with clearly enough processing power β€˜cannot runΒ DOOMβ€˜. This is why we accept the premise that a PDP-11 cannot run this game, but something on the order of a Neo Geo gaming console with its 68000 processor and for the time impressive GPU definitely ought to be able to.

The stated problem here is a lack of RAM for a framebuffer, with the CPU only having 64 kB to play with. This limitation now has seen two different approaches to try and circumvent it, as covered by [Modern Vintage Gamer].

The first project here is Doom64kB, which as the name suggests tries to somehow work with this system RAM limitation. It uses the Doom8088 port for the original IBM PC and similar Intel 8088-based systems. This had to massively reduce the feature list, including the lack of texture mapping for floors and ceiling, no saving or loading, and no music.

The other project is DoomGeo, which doesn’t try to bend the Neo Geo hardware to its will, but accepts the Neo Geo way of doing things: involving sprite strips, pre-baked graphics, fix-layer UI, and a minimum of runtime data. This of course drastically changes how the Doom game engine normally works, with its framebuffer-based rendering.

From this we can thus conclude that it’s not so much the processing power that limits where DOOM can run, but more of how framebuffer-friendly the system architecture is, yet with some ingenuity and a complete rewrite of the game engine even that is no major obstacle.

(Top image: Neo Geo AES console. Credit: Evan-Amos, Wikimedia)

Hackers quickly prove that Neo Geo Doom ports are not "impossible"

13 July 2026 at 12:37

Last month, we passed along Modern Vintage Gamer's (MVG) confident assertion that Doom is functionally impossible to run on the Neo Geo, owing to the console's sprite-based display hardware and lack of a frame buffer. We all should have known better than to tell a dedicated group of hackers that something is "impossible," though, as two recent projects have made great progress toward functional Doom ports on stock Neo Geo hardware.

Both of these projects have significant graphical compromises that limit how viable they would have been for a marketable, '90s-era console port, as MVG lays out in a new video. Still, they stand as a testament to the surprising results that clever, determined coders can coax out of legacy hardware.

It looks like Doom if you squint

To create the Doom64KB project for the Neo Geo, coder FrenkelS adapted an earlier Doom port they designed to run on 16-bit PC processors like the 8088 and 286. Using that engine, the Neo Geo code then makes a kind of proto frame buffer out of the console's fix layer, an area of display memory that's usually used to display menus and HUD information on top of gameplay.

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Β© MVG / Doom-NG

Porting DOOM to the Casio Loopy

12 July 2026 at 01:00

Targeted towards refined female gamers unlike the savagery of the mainstream game consoles of the era, 1995’s Casio Loopy was a bit of an oddity of a game console. Despite being standard enough in its design and backed by the might of Casio, it saw only one year of active software development and hardware manufacturing ceased by the end of 1998. With only eleven titles released for the system, with none of them beingΒ Doom, this obviously terribly upset [Throaty Mumbo], who set out to right this egregious wrong.

For the two dozen people or so who have one of these systems, you can experience the fruits of his labor yourself via the GitHub repository and something like the FloopyDrive cartridge.. Despite the quite capable Hitachi SH-1 16 MHz CPU and 1 MB of RAM, the main limitation is probably the original 2 MB of ROM space that does not leave a lot of space for DOOM WADs, even after doubling it on the FloopyDrive. Correspondingly you only get a handful of levels out of it.

Overall game performance isn’t too bad, though in the port’s current unoptimized state the resolution is fairly low. That said, even the console’s built-in printer is supported and demonstrated in the video, which is a pretty nice touch. It’s not like Sega or Nintendo consoles allowed you to screenshot those glorious headshots.

Bethesda, id Software reportedly hit hard by Microsoft layoffs

7 July 2026 at 15:52

In announcing plans for 3,200 layoffs across the Xbox division yesterday, CEO Asha Sharma focused on discussing cuts to the Xbox platform team and redundant layers of middle management. Now, though, word is filtering out about significant staffing cuts at remaining Microsoft-owned game developers including id Software and Bethesda.

Apogee and 3D Realms founder Scott Millerβ€”who helped publish some of id's earliest gamesβ€”wrote on social media yesterday of "insider reports" that a majority of id had been laid off, "including most (if not all) coders." And last night, veteran programmer Michael Maynardβ€”whose credits at id Software date back to 2011's Rageβ€”wrote on LinkedIn that he was among the "roughly 50%" of the id team that was let go Monday.

Game Developer cites "multiple anonymous sources" in confirming those reports, saying the redundancies amount to about 90 employees at the Doom studio. The first DLC pack for last year's Doom: The Dark Ages launched earlier today.

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Β© id Software

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