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	<title>stupiddoomtricks &#8211; Set Side B</title>
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	<description>The Flipside of Gaming</description>
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	<title>stupiddoomtricks &#8211; Set Side B</title>
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		<title>Romhack Thursday: Doom on a Commodore 64, kinda-sorta</title>
		<link>https://setsideb.com/romhack-thursday-doom-on-a-commodore-64-kinda-sorta/</link>
		
		<dc:creator><![CDATA[rodneylives]]></dc:creator>
		<pubDate>Thu, 05 Oct 2023 14:00:00 +0000</pubDate>
				<category><![CDATA[retro]]></category>
		<category><![CDATA[romhacks]]></category>
		<category><![CDATA[romhackthursday]]></category>
		<category><![CDATA[book2]]></category>
		<category><![CDATA[commodore64]]></category>
		<category><![CDATA[doom]]></category>
		<category><![CDATA[radexpansionunit]]></category>
		<category><![CDATA[romhack]]></category>
		<category><![CDATA[stupiddoomtricks]]></category>
		<guid isPermaLink="false">https://setsideb.com/?p=5658</guid>

					<description><![CDATA[Look at that title and marvel a bit. Doom on a C64! What an idea. How could it even be possible? What an age we live in. It is a time of wonders. Children are our future. Of course there&#8217;s more to it than that. There is a whole class of &#8220;retro&#8221; game that amounts &#8230; <a href="https://setsideb.com/romhack-thursday-doom-on-a-commodore-64-kinda-sorta/" class="more-link">Continue reading<span class="screen-reader-text"> "Romhack Thursday: Doom on a Commodore 64, kinda-sorta"</span></a>]]></description>
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<figure class="alignleft size-full"><img fetchpriority="high" decoding="async" width="256" height="256" src="https://setsideb.com/wp-content/uploads/2022/09/romhackfrog2-1.png" alt="" class="wp-image-2234" srcset="https://setsideb.com/wp-content/uploads/2022/09/romhackfrog2-1.png 256w, https://setsideb.com/wp-content/uploads/2022/09/romhackfrog2-1-150x150.png 150w" sizes="(max-width: 256px) 85vw, 256px" /></figure>
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<p><em>On Romhack Thursdays, we bring you interesting finds from the world of game modifications.</em></p>



<p>Look at that title and marvel a bit. Doom on a C64! What an idea. How could it even be possible? What an age we live in. It is a time of wonders. Children are our future.</p>



<p>Of course there&#8217;s more to it than that. There is a whole class of &#8220;retro&#8221; game that amounts to implementing the actual game on separate hardware, and using the supposed host platform as a glorified display and input device. That&#8217;s what&#8217;s going on in this case. Doom is really being run on a Raspberry Pi in a plug-in cartridge on a processor that&#8217;s underpowered by modern standards but far outpaces that of even Doom&#8217;s base configuration, and is thousands of times more powerful than the Commodore 64 to which it pipes its output.</p>



<p>But there&#8217;s still some technical interest in the means. The device that runs it is a &#8220;<a href="https://github.com/frntc/RAD">RAD Expansion Unit</a>,&#8221; a DIY device that emulates a C64 RAM expansion, and apparently can even take over from the 6510 CPU and drive the system&#8217;s hardware directly. It works by writing to the VIC-II video and SID sound chips itself.</p>



<p>There was still a lot of coding work required to make this possible. A C64 has somewhat decent sound hardware, but the VIC-II chip has severe limitations on what it can display. The Raspberry Pi has to take the game&#8217;s display and port it, in real-time, to a graphics chip that can only display up to four colors (out of only 16) in each character cell, and that&#8217;s by sacrificing half of its horizontal resolution. Doing that on the fly itself is a noteworthy hack.</p>



<p>Could it be possible to run DOOM on a C64 without such assistance? At native resolution, ha ha ha: no. The memory limitations are too grievous, so at the very least you&#8217;ll need a RAM expansion.</p>



<p>I&#8217;ve mused at times on whether it might be possible if one uses the character screen as a kind of super-low-resolution graphics mode, each 8&#215;8 character block representing either a 2&#215;2 pixel grid (so, a resolution of 80&#215;50) or a single pixel (40&#215;25). Even at such a resolution 60 fps is probably out of the question, for it takes a lot of cycles to change every tile every frame, but maybe at 30 or 20? 15, 12, 10? (60 is divisible by a lot of numbers.) I will leave that question to people who are more current with C64 assembly coding.</p>



<p>Here is a demonstration video:</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Doom on C64 - A playable tech demo for the RAD Expansion Unit for Commodore 64/128" width="840" height="473" src="https://www.youtube.com/embed/tG2TMkBB6JU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
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<p><a href="https://www.youtube.com/watch?v=tG2TMkBB6JU">Doom on C64 &#8211; A playable tech demo for the RAD Expansion Unit for Commodore 64/128</a> (Youtube, 19 minutes) &#8211; <a href="https://github.com/frntc/RAD-Doom">Github repository</a></p>
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