Newest Translations

Winter Games Secret Ties Choujikuu Yousai: Macross Trapt

Newest Utilities

FF6 Advance - Characters Status Mystic Editor Sable Text Inserter Jade Cocoon Randomizer

Newest Documents


Newest Reviews

Spider-Man Super Mario RPG Star Power Pokemon Blue - 151 General Leo Redone

Newest Homebrew

Game Boy Advance RGB Colour Test (GBA) Plummet Challenge Game Carpet Shark Lost in Space

Featured Hack Images

Brandish Name Restore Kid Icarus ZZ Final Fantasy VII Advent Children Yoshiharu Country's Adventure Final

Featured Translation Images

Chuka Taisen Live a Live Ankoku Shinwa: Yamato Takeru Densetsu Flying Hero: Bugyuru no Daibouken

Recent Updates

32X Resurrection

Hack of DOOM


This patch completely replaces the original engine, adding performance improvements and new features, as well as missing levels from the Jaguar port.

  • Multi-region, supports both PAL and NTSC.
  • Smoother yet faithful gameplay.
  • Splitscreen coop and deathmatch modes.
  • New title screen that resembles the Saturn and PlayStation versions.
  • Rendering has been spread across both SH2 processors for better speed.
  • User input is processed at 30FPS, while game logic runs at 15FPS.
  • Low (two pixel modes) 128×144, 128×160, 160×180 and high detail 224×128, 252×144 video modes.
  • FM Synth soundtrack courtesy of Spoony Bard
  • Selecting between no music, VGM FM music, or playing music from attached Sega CD (requires Sega CD in addition to 32X).
  • Stereo panning for game sounds.
  • Save ram support - keeps track of finished levels, health, armor, weapons and ammo - eight save slots as well as an auto-save at the end of each level.
  • Includes levels that were omitted from the original release.
  • Restores sprite directions from the Jaguar version as well as in-fighting between monsters.
  • Level fixes courtesy of Wavy.
  • Spectres look the way they did in the original PC version.
  • Jaguar Doom HUD assets.
  • Three drawing modes: the regular sector based lighting (although it’s better than the original Doom 32X in that sprites also use this lighting, no more 100% bright sprites!), “potato” mode which doesn’t texture floors or ceilings for slightly better speed, or the original Doom fading light rendering (which is just a smidgen slower and looks a little muddy given the fifteen bit palette of the 32X).
  • ‘Always run’ option.
  • Support for three-button and six-button pads, as well as the Sega mouse. You can choose how to map the primary three buttons in the menu.
  • Verified as working on Kega Fusion 3.64, a Model 2 Genesis + Model 2 CD + launch 32X, a CDX + 32X, with a NeoFlash NeoMyth MD and the V1 Mega EverDrive, and also with Mega EverDrive Pro.

Changes in v1.4:

  • Added splitscreen coop and deathmatch modes.
  • Fixed sounds effects being in mono on real hardware.
  • Memory and CPU optimizations.
  • Changed 240p PAL mode to use letter-boxing instead of vertical stretching.
  • Pressing START button during the finale screen restarts the game now.

Changes in v1.3:

  • New status bar graphics, that more closely match the PC original, by Wavy.
  • New “PAL Aspect ratio” option, which increases vertical screen resolution by 16 pixels, allowing the game graphics to be unsquished on PAL.
  • Improved UI responsiveness.
  • Restored bridge across the lava in MAP22 that had been missing in the Jaguar version of the map.

Changes in v1.2b:

  • Fixed strobe lights flickering too fast.
  • Tweaked timings for the hold mode of the START button.

Changes in v1.2a:

  • Improved compatibility with SRAM saves on older Everdrive models.

Changes in v1.2:

  • Smooth 30FPS doors and platforms.
  • The DOOM logo now scrolls during introduction sequence like it does in PSX version the game.
  • Added XZ strafe mapping to options.
  • Menu wasn’t visible in automap mode.
  • Improved auditory cues in menus.
  • Pressing MODE + START now switches to fist.
  • Fixed gibbing animation in HUD.
  • Strafing now follows the USE action mapping, instead of being hardcoded to “C”.
  • Corrected monster animation speed on finale screen and added shot sounds.
  • The “New game” menu now remembers the last selected map until game’s restarted.

Changes in v1.1b:

  • Automap scaling isn’t reset on loading a save state anymore.
  • Fixed an occasional Z_Free error in map selection menu.

Changes in v1.1a:

  • Fixed chainsaw sounds.

Changes in v1.1:

  • Added E3M3 “Deep Into the Code” music track.
  • Added support for dedicated strafe buttons (Y&Z or C&Z, Y for Use).
  • Fixed double damage taken in lava and slime.
  • Fixed powerups expiring at double rate.
  • The ‘always run’ mode no longer toggles fast turning.
  • Lost souls should now bounce off floors and ceilings (vanilla Doom bug).
  • Draw map titles in menus.
  • Navigation is menus should feel snappier now.
  • Removed the framerate option from video settings.



Calico DOOM

  • Programming and reverse engineering: James Haley
  • Additional code: Samuel Villarreal, Rebecca Heineman

Special thanks

  • id Software
  • Songbird Productions
  • RetroRGB

ROM / ISO Information:

  • Database match: Doom (Europe)
  • Database: No-Intro: Genesis (v. 20210226-213851)
  • File/ROM SHA-1: 4EC03C2114EBFFBBCD16859583340D4EA4CD8DD5
  • File/ROM CRC32: 53734E3A




ContributorType of contributionListed credit
ChillyWillyOriginal WorkProgramming

User Review Information

Definitive Doom Experience on 32x

Reviewed By: DurradonXylles on 21 Oct 2021

Doom on Sega 32x has never been the worst way to experience the classic FPS, but it definitely was far from the best way to experience it as well: it was missing several levels from the Jaguar release it was directly based off of, had the SNES version’s same braindead enemies that always faced towards and only attacked the player, screen crunch almost comparable to that of the 3DO’s port, janky and slightly stuttery gameplay, and most infamously of all a rushed soundtrack made in GEMS that didn’t do the Genesis justice never mind the enhanced and expanded audio of the 32-bit addon that it was running on (electronic farts, anyone?).

This hack goes above and beyond what I would want for a revamp or fix to a console version of Doom. On top of remedying everything I mentioned above, the added graphics options, an always run toggle, and support for both 3/6 button controllers and the Sega Mouse just blow me away. I haven’t had a chance to try this on real hardware yet, but I was able to play this on BizHawk 2.6.3 through the Picodrive core, and it plays like an utter dream. The level of polish and obvious care that went into this redone version of Doom cannot be overstated.

While Doom 32x Resurrection certainly won’t replace the original PC releases of Doom or Doom II, or any of the many source ports made to run them (including Bethesda’s official modern releases), it is the definitive Doom experience on the Sega 32x and is on par with the PlayStation version in my opinion. I cannot recommend it enough if you’re an old school Sega and/or Doom fan.

Version 1.0 Recommended - Yes

User Reviews
One of the best hack projects ive seen!scorpion2316 Nov 20211.4Yes
Fantastic jobcireza07 Nov 20211.3Yes
PerfectJosé luis07 Nov 20211.3Yes
Amazing work..2spaz03 Nov 20211.2bYes
CongratulationsFlaviogames03 Nov 20211.2aYes
32x DOOM the right way... Finally!Pyron27 Oct 20211.1bYes
a hack with all the trimmings, astoundingdonus8724 Oct 20211.1Yes
The game that should have been releasedHappySpaceInvdr23 Oct 20211.0Yes
Definitive Doom Experience on 32xDurradonXylles21 Oct 20211.0Yes
An excellent effort and great rework!lexluthermiester18 Oct 20211.0Yes
A Simply Necessary PatchPaolo17 Oct 20211.0Yes