This is the Doom Virtual Boy project to try to get Doom running on the Virtual Boy. doom,virtualboy,vb,doomvb

Doom VB Project

x: y: angle: wnd:

This js-script just parses a doom map I made and gets relevant map data which I will use later. It will be converted to .c file(s) to be included in a vb program. The script for reading map data is based of https://github.com/jmickle66666666/wad-js/

The first screen is supposed to show the top-down-view 2d view (slightly errendous) and the second screen shows my 3d implementation.

Code was converted to javascript from bisquit's video on "Creating a Doom-style 3D engine in C": https://www.youtube.com/watch?v=HQYsFshbkYw

Ofc, I am loading a doom wad and he is loading something else, maybe a build map. So the read code is different, but data "should" be similar enough in the end.
Use Arrow keys to move and alt/shift to strafe/run. This is what it looks like inside GZDoom, and I guess what my goal is to make it look like.



Read data from my test map (I then convert this into a .h file and import into the vb project):

Here's a test on the actual virtual boy (I'll provide source code soon):


First video shows I render the ui, animate doom face on actual hardware

Second video to render the some kind of walls and enemy sprite, tried on actual hardware

Tried VBeat, enthusi's s3m->vb converter. Made doom tune in renoise. (made my own process to convert from renoise->xm->s3m)

I got it rendering something pretty ok (on emulator), but it runs like shit on hardware (needs fixed point math)