From what I’ve read, it indeed was technical limitations that stopped Midway from simply porting Ultimate Doom. Doom 64 is a result of creating code that specifically worked with the N64’s tri-point texture filtering and specific RAM specifications. If Midway had more time, I’m sure it could have ported the original games. Remember, the expansion pak wasn’t out when Doom 64 released, so the console was limited.
one note devs had access to it but it was meant for the 64dd and development only at the time of development with that said it was reasonable for devs to assume consumers would not have it yet
That sounds like complete bunk, Doom 64 had a specially made hardware renderer that could push Doom to its limits, along with basic scripting. It's a complete upgrade of the doom engine, they just wanted to do something different
How could doom run on the ps1 and the atari jaguar yet not the n64? Either way, the n64 was three times more powerful than the ps1, so it being "impossible" to run it on the 64 makes no sense.
Ah wow, I knew Doom was possible on the Nintendo 64, as Hexen got a port to the system and that ran on the Doom engine, but this is still super impressive!
@Larry It was mentioned elsewhere it might be a side effect of using an S-Video video output. When I looked at other videos covering this, the issue was still present. Unfortunately I'm not tech savvy enough to pin down an answer haha
I swear that was an artifact from an old version of libdragon. I'm amazed someone made a new video about this. Let me see if what I have in my public repo still has that issue...
This port is software rendered on the N64 CPU. With more work to implement proper hardware acceleration, there is no reason this shouldn't run at full speed at all time.
It's actually the first hardware accelerated version of doom ever made, pretty easy to tell when you look at weapon recoil and see that everything is rendered in actual 3d
@@dbowl7111 mate, you're replying to the guy who currently maintains an up to date fork of this project, this is software rendered, Doom 64 the N64 game released during the commercial lifetime was hardware accelerated, but this is 64DOOM/LibDragonDOOM which is a straight port of the original linux doom source release software rendering and all.
@joesaiditstrue Doom 64 was 1997, dipshit, gzdoom was 2005. And even then it wasn't the first hardware rendered source port for doom, that was gldoom in 99
@@joesaiditstrue Gzdoom didn't even come out until 2005, Doom 64 was 1997, which Gzdoom wasn't even the first source port to have hardware rendering. It was gldoom in 99 lol
@Idkwhattoputhere5123 that is actually true, a prototype of Doom 64 leaked a year or two ago that actually was just a port of the original if I'm not mistaken
If this had been released in the 90s, it probabaly would be right up there with the PS1 and Atari Jaguar ports in terms of quality. Unlike the Atari port, this version has music.
my comment on the up to date fork keeps getting deleted i give up even though im one of the testers... there is an up to date one and im trying to write pwad support to hopefully get sigil working
I would have played the heck out of this game if it had been released in the 90s on the N64! My parents never wanted a computer, so I had to get my Doom fix on my Sega Saturn. Yes, I know it was the worst port, but this poor southern boy had to make the best of what I had. I did, however, rent the N64 from my local Aardvark Video as a special treat. I could pick 2 games to go with the console, and I picked Doom 64 and Mortal Kombat 4. Good times!! 😊
Remember that by the time of the N64’s release, Quake was out. Doom was seen as old hat. Thats probably why D64 has a bit more of a Quake vibe - not to diss it but it does feel like “we have Quake at home”.
Cool video. Pity on the vertical strips. Thought there would be better anti aliasing (like Goldeneye for example). As for the Doom 64... I never understood why they released that thing... Such a weird game IMHO. Like an hybrid of Doom and Quake, so weird.
I wish they made Doom for N64 back in the day, but made it with true 3D levels, and once you beat the game there's even more levels that use the true 3D to make levels that would be impossible on the old engine.
In my opinion, DOOM up to Plutonia is still DOOM and DOOM 2 is what DOOM 64 should be named as, I never cared about these "64" in the N64 games and I find them dumb. DOOM II is the same as naming GTA Vice City as GTA IV. While "DOOM 64" is the first true iteration in the franchise that changed enough from the original that even non-experts could tell.
What are those black bars? not sure i can put up with those things if they are present in the ROM. Otherwide, resolution and specially performance are great.
That would have been amazing to have a straight port of Doom for the N64 back in the 90s. Nowadays I can appreciate what they were trying to do with the gothic horror vibes but back then I just wasn't into it.
I tried this on my n64 and honestly it's almost perfect, were it not for the fact that you can't rebind your controls. Doom 64 let you rebind which was great because all default control schemes were really bad, but this you're stuck with the dpad because Z can't strafe left even though there is built in analog control. If there's a way to change controls it probably involves changing a config file and recompiling the wad, which is a bit beyond my capability. I don't know why the guy that made this didn't just either include the option to change or didn't give this Turok controls, which are ideal for fps games on N64. And I guess if you're gonna play it, make sure to back up your memory pak saves, because if you try saving it it'll just erase your saves.
Honestly, at some points I prefer the cut console levels. Makes some of the worse levels more stomachable. Sadly they still kept the majority of E3M5 though. Lots of people consider it the worst map.
Well, they were done for a reason. You can see an example of this in Playstation Doom, where Doom 1 uses the simplified level architecture originally made for Atari Jaguar, and the game runs quite smoothly, but then when you get to Thy Flesh Consumed and Doom 2, those were never on Jaguar or any other console, and those levels were not cut down to the same degree when ported to Playstation, so you see worse performance in a lot of places.
it probably never got ported for the same reason why you need the expansion pack, 1997 when doom 64 released the expansion pack wasn't released yet. so they didnt have it to work with.
With the new enhancements to doom64 on original hardware I know for sure that the original games can be fixed to run better and not have the issues these ported versions have I do know freedoom has a WIP port being worked on
@@lepopcornnaisseur546 Doom64RR or something like that. I got it from Zdoom Forum years ago. It's a complete recreation. I like to mix it with Russian Overkill for a weapons mod. Runs on GZDoom even on linux and arm
I'm guessing that rules out the possibility of a Boom-compatible source port? Even the GBA got prBoom+, though I assume that you'll generally want to stay within the limitations of DOS doom on PWADs on such a diminutive machine
The megadrive has MegaDoom launcher for the everdrive pro which is not quite as crisp as this but preferable as you can replace the doom wads maps sprites n sounds using an editor,I’d like to know if you can with 64Doom as doom2 simply is not enough for me.
Other than the music being pitch shifted too high, it is a fine port. My question is: how much development time and effort went into this? Given how bad the retail ports were, I'm wondering how development compares.
So considering this, would it have made more sense to port Doom onto the N64 rather than the SNES (which ran... not so great)? I mean I played the PS1 port and loved it.
It's a great port most appropriated but it's to easy to turn god mode on pressing L and R and all the yellow key I turn on god mode all the time by mistake and it would be nice to have Goldeneye controls
it looks weird to see an FPS on the n64 without texture filtering. granted i know doom was a recasting engine and not a proper 3d engine (which doom 64 was) - would be cooler if someone were to port a more 'proper' N64 version of doom with full texture filtering. but hey this is still an interesting curiosity. doom 64 certainly runs rings around it in terms of visual fidelity, though.
@@-Zakhiel- no, it's a full 3D engine developed by midway. it has no relation to the original doom engine. this is why when you shoot in doom 64 the viewpoint bobbles up and down in proper 3d space. literally every reviewer mentioned this when the game came out as well - you can look it up - and it's why doom 64 has things like room-on-top-of-room geometry which the actual doom engine couldn't do. doom 64 is full 3d, bespoke for the N64.
Nonsense. The N64 gamepad is not hard to use. Wasn't the reason for The Ultimate Doom and Doom 2 not being on the N64 because people would have seen them as just another port?
Interesting how it doesn't seem to run as well as Doom 64. I wonder if they used the Doom 64 engine, if not, they should have. even if they used the color lighting scheme from playstation Doom.
@@requiemcollectiblesgaming its the original linux doom source release running purely with software rendering, so it has to contend with the latency of sharing bandwidth with the RDP.
DOOM 64 is a solid game, a good game even, but holy shit the abscence of a mission select or anything else other than start new game, load game, and insert password was incredibly annoying.
Yeah I went through doom 64 on real hardware many times back in the day but there are parts of it that made that a pain in the ass (though I wouldn’t cry about it like you get Gen-Zers doing now). Always tend to just play the remaster now with in level saving etc
From what I’ve read, it indeed was technical limitations that stopped Midway from simply porting Ultimate Doom. Doom 64 is a result of creating code that specifically worked with the N64’s tri-point texture filtering and specific RAM specifications. If Midway had more time, I’m sure it could have ported the original games. Remember, the expansion pak wasn’t out when Doom 64 released, so the console was limited.
one note devs had access to it but it was meant for the 64dd and development only at the time of development
with that said it was reasonable for devs to assume consumers would not have it yet
where'd you read this? that's really interesting!
That sounds like complete bunk, Doom 64 had a specially made hardware renderer that could push Doom to its limits, along with basic scripting. It's a complete upgrade of the doom engine, they just wanted to do something different
How could doom run on the ps1 and the atari jaguar yet not the n64? Either way, the n64 was three times more powerful than the ps1, so it being "impossible" to run it on the 64 makes no sense.
@@dbowl7111yes especially considering the original doom had already been ported to Nintendo
Ah wow, I knew Doom was possible on the Nintendo 64, as Hexen got a port to the system and that ran on the Doom engine, but this is still super impressive!
The Phantom vertical bars though
Is that interlacing?
@Larry It was mentioned elsewhere it might be a side effect of using an S-Video video output. When I looked at other videos covering this, the issue was still present. Unfortunately I'm not tech savvy enough to pin down an answer haha
@@ThatNukemGuy Fair enough it was more of a Awareness thing anyways
I swear that was an artifact from an old version of libdragon. I'm amazed someone made a new video about this. Let me see if what I have in my public repo still has that issue...
This port is software rendered on the N64 CPU. With more work to implement proper hardware acceleration, there is no reason this shouldn't run at full speed at all time.
It's actually the first hardware accelerated version of doom ever made, pretty easy to tell when you look at weapon recoil and see that everything is rendered in actual 3d
@@dbowl7111 mate, you're replying to the guy who currently maintains an up to date fork of this project, this is software rendered, Doom 64 the N64 game released during the commercial lifetime was hardware accelerated, but this is 64DOOM/LibDragonDOOM which is a straight port of the original linux doom source release software rendering and all.
@@dbowl7111 first HW accelerated Doom? lol, ever heard of GZDoom?
@joesaiditstrue Doom 64 was 1997, dipshit, gzdoom was 2005. And even then it wasn't the first hardware rendered source port for doom, that was gldoom in 99
@@joesaiditstrue Gzdoom didn't even come out until 2005, Doom 64 was 1997, which Gzdoom wasn't even the first source port to have hardware rendering. It was gldoom in 99 lol
The stripes on the screen are a bug. It seems to only happen on real hardware and not on emulator so it's a bit harder to diagnose properly and fix.
Tbf, though the N64 never got a version of DOOM (1993), the Super Nintendo somehow did
Doom 64 was originally meant to be a port apparently
@Idkwhattoputhere5123 that is actually true, a prototype of Doom 64 leaked a year or two ago that actually was just a port of the original if I'm not mistaken
@MarioKartSuperCircuit Nope, just looked at it
Looks like the final game
SNES Doom runs on a custom engine. That and the SuperFX Chip is the main reason it can be run on the SNES.
The snes port started as a passion project by a single guy. It only ever became official due to how impressed ID was by it.
If this had been released in the 90s, it probabaly would be right up there with the PS1 and Atari Jaguar ports in terms of quality. Unlike the Atari port, this version has music.
But it'd also have been automatically obsolete. Quake and Blood came out just 1 year later. Classic Doom was pretty unimpressive by then.
@@eightcoins4401 You're probably right. But it still would have been a solid, fun experience.
@@eightcoins4401more people play Doom today than those others tho because Doom is fun
my comment on the up to date fork keeps getting deleted i give up even though im one of the testers... there is an up to date one and im trying to write pwad support to hopefully get sigil working
you can merge the PWAD into the IWAD using deutex
I would have played the heck out of this game if it had been released in the 90s on the N64! My parents never wanted a computer, so I had to get my Doom fix on my Sega Saturn. Yes, I know it was the worst port, but this poor southern boy had to make the best of what I had.
I did, however, rent the N64 from my local Aardvark Video as a special treat. I could pick 2 games to go with the console, and I picked Doom 64 and Mortal Kombat 4. Good times!! 😊
another note that the midi instruments are a binary blob and theoretically can be swapped
I'm surprised I haven't heard about this version of Doom at all, but I guess it is a fan release.
The "backports" of doom tend to not be very popular. Same with optimization. Theres people working on making the Saturn version playable rn.
Remember that by the time of the N64’s release, Quake was out. Doom was seen as old hat. Thats probably why D64 has a bit more of a Quake vibe - not to diss it but it does feel like “we have Quake at home”.
Cool video. Pity on the vertical strips. Thought there would be better anti aliasing (like Goldeneye for example).
As for the Doom 64... I never understood why they released that thing... Such a weird game IMHO. Like an hybrid of Doom and Quake, so weird.
I wish they made Doom for N64 back in the day, but made it with true 3D levels, and once you beat the game there's even more levels that use the true 3D to make levels that would be impossible on the old engine.
Thanks for the timestamps.
I ran this on my everdrive years ago, is it still getting new updates?
libdragondoom is the latest by kovic
In my opinion, DOOM up to Plutonia is still DOOM and DOOM 2 is what DOOM 64 should be named as, I never cared about these "64" in the N64 games and I find them dumb.
DOOM II is the same as naming GTA Vice City as GTA IV. While "DOOM 64" is the first true iteration in the franchise that changed enough from the original that even non-experts could tell.
I think the lighting and color scheme look better on this N64 version than the Gamecube version.
What are those black bars? not sure i can put up with those things if they are present in the ROM. Otherwide, resolution and specially performance are great.
Probably something added post edit.
That would have been amazing to have a straight port of Doom for the N64 back in the 90s. Nowadays I can appreciate what they were trying to do with the gothic horror vibes but back then I just wasn't into it.
I tried this on my n64 and honestly it's almost perfect, were it not for the fact that you can't rebind your controls. Doom 64 let you rebind which was great because all default control schemes were really bad, but this you're stuck with the dpad because Z can't strafe left even though there is built in analog control. If there's a way to change controls it probably involves changing a config file and recompiling the wad, which is a bit beyond my capability. I don't know why the guy that made this didn't just either include the option to change or didn't give this Turok controls, which are ideal for fps games on N64.
And I guess if you're gonna play it, make sure to back up your memory pak saves, because if you try saving it it'll just erase your saves.
It's DOOM. Of course I would have bought it, what a question! :)
It was apparently possible to run Chex Quest through 64doom.
[14:19] Linedefs can be activated regardless of player's Z position :-D
Was just looking at your page yesterday cause i was wondering when u uploaded
This is pretty cool! Shame I don't have a flash cart.
Nice to see a console port without simplified architecture. I always hated how many details have been cut in most versions
Honestly, at some points I prefer the cut console levels. Makes some of the worse levels more stomachable. Sadly they still kept the majority of E3M5 though. Lots of people consider it the worst map.
Well, they were done for a reason. You can see an example of this in Playstation Doom, where Doom 1 uses the simplified level architecture originally made for Atari Jaguar, and the game runs quite smoothly, but then when you get to Thy Flesh Consumed and Doom 2, those were never on Jaguar or any other console, and those levels were not cut down to the same degree when ported to Playstation, so you see worse performance in a lot of places.
it probably never got ported for the same reason why you need the expansion pack, 1997 when doom 64 released the expansion pack wasn't released yet. so they didnt have it to work with.
The instrument font used for the music in this is from some sort of Atari, I think. I'd love to replace it with some better instruments one day.
That’s all great but I want to know how to edit the wad before it launches I just use doom wass as a base for my own maps
kovic has continued the port as libdragonDOOM
With the new enhancements to doom64 on original hardware I know for sure that the original games can be fixed to run better and not have the issues these ported versions have I do know freedoom has a WIP port being worked on
What’s interesting about those vertical bars is there are similar vertical bar artifacts when playing Doom 2016 on PC.
That sounds like an issue with your GPU or its drivers.
Is this running on the everdrives FPGA at all? Or is it all N64 hardware?
Interesting video! I thought it was gonna be Doom using Doom 64 assets. 😅
That exists as a mod and it's good.
@pgtmr2713 really? What's it called?
@@lepopcornnaisseur546 Unseen Evil, it's a GzDoom mod which "Doom64ifies" Doom and Doom 2.
@@lepopcornnaisseur546 Doom64RR or something like that. I got it from Zdoom Forum years ago. It's a complete recreation. I like to mix it with Russian Overkill for a weapons mod. Runs on GZDoom even on linux and arm
@@0neDoomedSpaceMarineor the d64ifier
Where can you download the roms? It is impossible for me to compile this.
the original DOOM wads didn't permit that sort of distribution unfortunately, try libdragonDOOM, jnmartin has stopped working on 64doom in the main.
I'm guessing that rules out the possibility of a Boom-compatible source port?
Even the GBA got prBoom+, though I assume that you'll generally want to stay within the limitations of DOS doom on PWADs on such a diminutive machine
The megadrive has MegaDoom launcher for the everdrive pro which is not quite as crisp as this but preferable as you can replace the doom wads maps sprites n sounds using an editor,I’d like to know if you can with 64Doom as doom2 simply is not enough for me.
Other than the music being pitch shifted too high, it is a fine port. My question is: how much development time and effort went into this? Given how bad the retail ports were, I'm wondering how development compares.
So considering this, would it have made more sense to port Doom onto the N64 rather than the SNES (which ran... not so great)? I mean I played the PS1 port and loved it.
Hello again.
Description says "This video explores 64Doom and how it ran on SNintendo's console" what is SNintendo
Dose it work on PAL?
Does it smoothly run E4M3 in the Ultimate Doom?
Probably not.
It's a great port most appropriated but it's to easy to turn god mode on pressing L and R and all the yellow key I turn on god mode all the time by mistake and it would be nice to have Goldeneye controls
it looks weird to see an FPS on the n64 without texture filtering. granted i know doom was a recasting engine and not a proper 3d engine (which doom 64 was) - would be cooler if someone were to port a more 'proper' N64 version of doom with full texture filtering. but hey this is still an interesting curiosity. doom 64 certainly runs rings around it in terms of visual fidelity, though.
Doom 64 is not a full 3d engine. It's still the Doom engine, with a few upgrades.
Doom 64 is not a full 3d engine. It's still the Doom engine, with a few upgrades
@@-Zakhiel- no, it's a full 3D engine developed by midway. it has no relation to the original doom engine. this is why when you shoot in doom 64 the viewpoint bobbles up and down in proper 3d space. literally every reviewer mentioned this when the game came out as well - you can look it up - and it's why doom 64 has things like room-on-top-of-room geometry which the actual doom engine couldn't do. doom 64 is full 3d, bespoke for the N64.
@@adesignersperspectiveIt is not
It's the same engine used in PS1 Doom.
Room over room is doable with silent teleporters
@@ImTheMayor so what, for all intents and purposes the gameplay is 3d, level geometry is immaterial to the experiential aspect.
Nonsense. The N64 gamepad is not hard to use. Wasn't the reason for The Ultimate Doom and Doom 2 not being on the N64 because people would have seen them as just another port?
The controller was for control in Doom64 though. Theres a reason the game only got much love once it got ported to PC.
Interesting how it doesn't seem to run as well as Doom 64. I wonder if they used the Doom 64 engine, if not, they should have. even if they used the color lighting scheme from playstation Doom.
And i know, technically Doom 64 uses the same engine at the original.
@@requiemcollectiblesgaming its the original linux doom source release running purely with software rendering, so it has to contend with the latency of sharing bandwidth with the RDP.
DOOM 64 is a solid game, a good game even, but holy shit the abscence of a mission select or anything else other than start new game, load game, and insert password was incredibly annoying.
Neat
Yeah I went through doom 64 on real hardware many times back in the day but there are parts of it that made that a pain in the ass (though I wouldn’t cry about it like you get Gen-Zers doing now). Always tend to just play the remaster now with in level saving etc
Sigil on n64
Hey
Ah, so the jail bars aren't just my S-Video cable being wonky.
Yo
Hope you're ok Leonardo
I translated your comment and the secret message is "they" but I believe it was not meant to be a coded message
@@ThommyofThennyeah it’s not supposed to mean anything 😅
@@Leonardo-24 same lol