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Recent Updates

32X Resurrection

Hack of DOOM

Description:

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.
  • Anti-aliased automap.
  • 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 v1.5:

  • Improved rendering performance by 25%.
  • Restored the “Sign of Evil” music track for E1M8.
  • Menu logos, font and HUD icons revamped by Polonium to closer match the original box art.
  • All maps have proper REJECT lumps now, boosting performance even further.
  • Restored the missing third sight and death grunts for zombie monsters.
  • The game now defaults to fullscreen video mode.
  • Pressing MODE+Start now switches to fist if you have berserk.
  • Fixed the automap being squished vertically and also tweaked default automap scale.
  • The automap is now anti-aliased.
  • Fixed the menu occasionally wouldn’t play the switch sound upon being brought up.
  • The second player can no longer pause or unpause the game in splitscreen mode.

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.

CREDITS

Resurrection

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

Links:

Screenshots:


Credits:

Credits
ContributorType of contributionListed credit
ChillyWillyOriginal WorkProgramming