DOOM-NES

E1M1, E1M2, and E1M3, rebuilt as one connected game on a stock NTSC NES.

6502 ENGINE MMC3 / TSROM 8KB WRAM 3 LEVELS

This is an original 6502 engine built to run Doom on real NES hardware. It converts a Doom shareware WAD on your machine, packs the result into a standard TSROM-compatible MMC3 cartridge layout, and runs using the CPU, PPU, APU, and 8 KiB of cartridge work RAM available to any normal NES game. The mapper and cartridge profile stay the same across graphics updates. E1M3 fills its entire 8,192-byte level bank edge to edge.

What you can play

  • Three connected missions with inventory carried between levels
  • WAD-derived maps, eight-unit sector-height classes, contrast-preserved wall atlases, enemies, items, weapon graphics, and music
  • All six campaign weapons, their single-player pickups, dropped guns and clips, and rocket boxes
  • Alert, chase, attack, pain, and death behavior with blood-burst animations
  • Every floor identity from all three maps rendered in twelve source-derived perspective slices
  • Two-tile checker phases, four spatial DDA plane bands, and animated nukage
  • Selective structural-wall pooling, detailed landmarks, COLORMAP row 10 darkness, and contact shadows
  • Map-anchored wall phases with full source-height projection into visible tile rows
  • Distance-tiered enemy silhouettes that grow from 8 to 16 to 24 pixels as they close in
  • A full-screen WAD TITLEPIC, a 32-column vertical melt, and a working WAD-derived menu
  • A compact shared R3 font and status area with an interval-animated Doom face
  • Zombiemen, imps, shotgun guys, demons, spectres, and barrels
  • Fist, pistol, shotgun, chaingun, chainsaw, and rocket launcher
  • Keys, doors, lifts, switches, secrets, exits, hazards, HUD, and automap
  • Difficulty-aware placements and a proper campaign ending

The map geometry, actor presentation, AI, and moving sectors are all adapted to fit the NES. 

Close barrels restore true WAD-derived 3-by-3 tile, 24-by-24 art. Manual doors pass through a visible half-open stage, hold, and close only once the player and actors clear the doorway. Player rockets travel through the map, stop at walls or actors, and apply direct plus line-of-sight-limited splash damage that can chain through barrels.

Controls

D-pad Up / Down — move
D-pad Left / Right — turn
B + Left / Right — strafe
B — use
A — fire
Select + B — cycle weapons
Select — automap
Start — start / pause

Browser keyboard controls default to the arrow keys for the D-pad, X for NES A, Z for NES B, Enter for Start, and Left Ctrl for Select. The Keys panel shows every mapping, supports rebinding, and saves your changes in the browser.

Standard gamepads work too: the D-pad or left stick moves, the south face button is NES A, the west face button is NES B, and the menu and view buttons are Start and Select. An on-screen controller is available for touch devices.

Developed by Mehmet Kerem Turkcan.

Doom game data and trademarks remain with their respective rights holders and are not included in this license or download.

DOOM-NES is an unofficial technical project. It is not affiliated with or endorsed by id Software.

Published 12 days ago
StatusReleased
PlatformsHTML5
AuthorKediKatStudios
GenreAction
TagsFPS
AI DisclosureAI Assisted, Code, Graphics

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doomnes.nes 768 kB

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