/esp32-doom

A proof-of-concept port of PrBoom to the ESP32. Needs psram hardware.

Primary LanguageC++

Fork from https://github.com/espressif/esp32-doom

Also used some files from https://github.com/jkirsons/doom-espidf

Port can build esp-idf-v3.3.1 by idf.py command

![]("https://raw.githubusercontent.com/app-z/esp32-doom/master/IMG-42545f12237cb32b24bd5824da41ac82-V.jpg")

![Doom ESP32](https://youtu.be/TFE2ri2Zgu4)

I use I2C GPIO expanders MCP23017 for buttons and CS4344 DAC

There is some trouble with CS4344. Sound is terrible interrupting

Initilize i2s start I (4815) I2S: DMA Malloc info, datalen=blocksize=2048, dma_buf_count=4 I (4835) I2S: APLL: Req RATE: 11025, real rate: 11024.991, BITS: 16, CLKM: 1, BCK_M: 8, MCLK: 2822397.750, SCLK: 352799.718750, diva: 1, divb: 0

PCB and Schematic coming soon

ESP32-DOOM, a port of PrBoom to the ESP32

This is a port of PrBoom, which is a port of the original 1993 ID software hit game Doom, to the ESP32. It runs on an ESP32 which has 4MiB of flash and 4MiB of PSRAM connected.

Warning

This is a proof-of-concept and not an official application note. As such, this code is entirely unsupported by Espressif.

Compiling

This code is an esp-idf project, but due to the use of PSRAM as generally allocatable memory, as of the time of writing of this document you specifically need a PSRAM-capable toolchain and esp-idf version. See this thread for more information on where to get this. Obviously, you also need a board or module with both an ESP32 as well as PSRAM, like the ESP-Wrover module or ideally the Esp-Wrover-KIT development board with an ESP-Wrover module fitted.

Please run make menuconfig before compiling, and browse through the options in the ESP32-Doom platform-specific menu. You may need

Controller

It is possible to play Doom using a PlayStation 1 or PlayStation 2 controller. These are the default GPIOs ESP32-Doom expects it to be connected to, although a different pinout can be selected using make menuconfig.

Pin GPIO
CLK 14
DAT 27
ATT 4
CMD 2

Also connect the power and ground lines. Most PS1/PS2 controllers work fine from a 3.3V power supply, if a 5V one is unavailable. Note that the default controller connections are different from the one used in the ESP32 NES-emulator, because GPIO16 and 17 are occupied by the PSRAM.

Flashing

The main Doom binary can be built and flashed using make flash.

Doom also needs game data, and ESP32-Doom expects this data to be put in a separate partition. In theory, the game data can be the wad from any Doom/Doom2 version. However, for a 4MiB Wrover32, only a cut-down version of the shareware game data will fit. You can download that data here and flash it into the ESP32s flash using a command similar to:

python $IDF_PATH/components/esptool_py/esptool/esptool.py --chip esp32 --port "/dev/ttyUSB1" --baud 230400 --before default_reset --after hard_reset write_flash --flash_mode dio --flash_freq 40m --flash_size detect 0x100000 doom1-cut.wad

If you want to use a commercial variant of the Doom game data (doom1.wad, doom2.wad, ...), you will need an ESP32-Wrover with 16MiB of flash. To flash it, it should be sufficient to modify partitions.csv to increase the 'wad' partition to a size that's big enough, then flash in the data file using the above command line.

Known Bugs

  • Because PrBoom expects its own data in the available .wad-files but these aren't available in ESP32-Doom, some features may crash the program. In

particular, bringing up the majority of the menus will cause a crash.

  • ESP32-DOOM does not support sound or music.
  • ESP32-DOOM does not support saving or loading of savegames.

Credits

Doom is released by iD software in 1999 under the Gnu GPL. PrBoom is a modification of this code; its authors are credited in the components/prboom/AUTHORS file. The ESP32 modifications are done by Espressif and licensed under the Apache license, version 2.0.