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Yes, you can run DOOM on hardware far removed from a 1990s PC—but only when software is adapted to that hardware. A real port executes the game engine on the target processor and supplies working memory, storage, video, controls, and (when implemented) audio. A video that merely shows frames on a strange display may instead be using a replacement microcontroller, an external computer, or a streaming bridge.
For a documented, beginner-friendly hardware project, pico-doom runs on supported RP2350 boards such as the Adafruit Fruit Jam. You can flash prebuilt firmware and shareware game data rather than compile the port. This guide explains how to tell a genuine port from a display stunt, how to set up pico-doom, what its full-game option requires, and how other implementations such as HeadlessDoom and Chocolate Doom differ.
What “run DOOM” actually means
DOOM is not a file that executes unchanged on every object with a screen. The game code must run on a processor, and the port must connect that code to the target’s memory, storage, video output and controls. Audio needs an additional hardware and software path. A project can therefore be impressive without the original appliance itself running the game.
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Chocolate Doom describes a conventional software source port: it aims to reproduce the DOS versions accurately while remaining portable across modern operating systems. HeadlessDoom demonstrates a different direction, adapting DOOM-derived code to embedded and unusual processor targets with explicit memory and storage requirements. pico-doom is a practical board-level example that maps the engine to RP2350 hardware and an HDMI display.
#1 Best Overall
- RP2350A microcontroller chip designed by Raspberry Pi in the United Kingdom. Adopts unique dual-core and dual-architecture design: dual-core Arm Cortex-M33 processor and dual-core Hazard3 RISC-V processor, flexible clock running up to 150 MHz
- 520KB of SRAM, and 2MB of onboard Flash memory. Type-C connector, keeps it up to date, easier to use. Castellated module allows soldering directly to carrier boards
- USB 1.1 with device and host support. Onboard 1x USB Type A expansion port via PIO, compatible with USB 2.0/1.1 transmission. Low-power sleep and dormant modes
- Drag-and-drop programming using mass storage over USB. Adapting 15 × multi-function GPIO pins. 2 × SPI, 2 × I2C, 2 × UART, 4 × 12-bit ADC, 14 × controllable PWM channels
- Accurate clock and timer on-chip. Temperature sensor. Accelerated floating-point libraries on-chip. 12 × Programmable I/O (PIO) state machines for custom peripheral support
Three places the computation may happen
- On the original device’s processor. The project ports or reimplements the engine for the processor already inside the appliance. This is the strongest meaning of “the device runs DOOM,” but it requires documentation showing that the original electronics are doing the work.
- On replacement hardware inside the case. A microcontroller or small computer can replace the original electronics while reusing the device’s enclosure or display. The result may be playable, but it is not running on the factory hardware.
- On an external host. A PC, phone or other computer renders the game and sends images or controls to the unusual device. The target is then an output or controller, not the DOOM computer.
The University of Tampere thesis search excerpt describing a pregnancy-test demonstration says the device’s hardware was replaced with a microcontroller and small OLED. Treat that narrowly: it supports a replacement-hardware explanation, not a claim that the original pregnancy-test electronics ran the engine. Similar caution applies to printer and display demonstrations unless their own documentation identifies the processor that executes the game.
How to check whether a demonstration is a real port
Before calling a project “DOOM on” something, look for evidence in its documentation rather than relying on the video title. These questions separate a playable port from a novelty display.
| Question | What to look for | What it tells you |
|---|---|---|
| Where is the game rendered? | Named target CPU, board, emulator or external computer | Identifies the component doing the computation |
| What software was adapted? | Original engine/source port, reduced implementation, emulator or display bridge | Shows whether the full game logic is present |
| How are frames delivered? | Direct framebuffer, HDMI, OLED driver, serial output or streamed video | Distinguishes local rendering from remote display |
| How are controls handled? | USB, GPIO buttons, touch input, gamepad or host keyboard | Indicates whether the result is interactive |
| What data is installed? | Shareware or user-supplied WAD, converted assets, or a test scene | Separates a complete game from a rendering demo |
| Are hardware limits documented? | RAM, storage, processor, display and audio requirements | Provides a reproducible route instead of a one-off stunt |
A benchmark that renders frames is also not automatically interactive play. HeadlessDoom’s published benchmark runs the demo without limiting output to the game’s real-time frame rate, so its seconds-per-run figures should not be read as a frame-rate comparison.
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The easiest documented hardware route: pico-doom on RP2350
pico-doom targets RP2350 microcontrollers. Its reference configuration is the Adafruit Fruit Jam, built around an RP2350B. The project also lists three other HSTX board configurations:
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- RP2350A USB Mini Development Board, Based On Official RP2350A, adopts unique dual-core and dual-architecture design: dual-core Arm Cortex-M33 processor and dual-core Hazard3 RISC-V processor, flexible clock running up to 150 MHz.
- Onboard 1x USB Type A expansion port via PIO, compatible with USB 2.0/1.1 transmission. Drag-and-drop programming using mass storage over USB.
- 520KB of SRAM, and 2MB of onboard Flash memory. Type-C connector, keeps it up to date, easier to use.
- Castellated module allows soldering directly to carrier boards. USB 1.1 with device and host support. Accurate clock and timer on-chip. Temperature sensor. Accelerated floating-point libraries on-chip. 12 × Programmable I/O (PIO) state machines for custom peripheral support .
- Adapting 15 × multi-function GPIO pins. 2 × SPI, 2 × I2C, 2 × UART, 4 × 12-bit ADC, 14 × controllable PWM channels.
| Supported configuration | Display path described by the project |
|---|---|
| Adafruit Fruit Jam (RP2350B) | Reference board with HDMI output |
| Pico 2 with Adafruit DVI breakout | HSTX-to-DVI/HDMI-style output |
| Murmulator M2 | Supported HSTX configuration |
| Adafruit Feather RP2350 | Supported HSTX configuration |
The project’s release includes board-specific .uf2 firmware and converted shareware game data. That means a beginner can use the prebuilt files rather than set up a compiler. Exact filenames and dependencies can change, so use the current release instructions for the board you select.
Hardware and files checklist
- One RP2350 board listed by the pico-doom project, with the matching firmware build.
- An HDMI-capable display and a compatible HDMI cable.
- At least one supported USB input device: keyboard, mouse or gamepad.
- The project’s converted shareware WAD file for the default episode.
- A USB cable or other method required by the board to enter BOOTSEL and copy files.
- Optional microSD card for saves and settings. It is not required for basic shareware play.
- PSRAM and an SD card if you use the project’s full-game firmware variant.
Connect the display and USB peripherals before powering up. The README warns that USB hot-plugging is unreliable, so plugging a keyboard, mouse or gamepad in after the game has started may leave it undetected.
Step-by-step: flash and start pico-doom
- Choose the board. Select the Fruit Jam, Pico 2 with the supported DVI breakout, Murmulator M2 or Feather RP2350 configuration. Do not use a similarly named board unless the project lists it; the firmware and pin assignments are board-specific.
- Download the matching release files. Obtain the board-specific
.uf2firmware and the converted shareware WAD from the project release. Keep the files together and read the release notes for any changed naming or dependency requirements. - Prepare the setup. Connect the HDMI display and cable. Plug in a supported USB keyboard, mouse or gamepad before starting. If you want save files or settings, insert a microSD card as described for your board.
- Enter BOOTSEL mode. Use the board’s documented BOOTSEL procedure, normally by holding its BOOTSEL control while connecting or resetting it. The board should appear to the computer as a removable drive.
- Copy the firmware. Drag the firmware
.uf2that matches your board onto the BOOTSEL drive. The board will normally reset or re-enumerate after the copy; follow the release’s board-specific instruction if it behaves differently. - Load the game data. Enter BOOTSEL again if the instructions require a second transfer, then copy the converted shareware WAD data file as directed. Do not rename files unless the README specifies a name.
- Reset and test input. Reconnect or reset the board, wait for the HDMI signal, and test the keyboard, mouse or gamepad. A successful setup should boot the shareware episode and accept the connected controls.
- Record your known-good files. Keep the release version, board model and working firmware together. If you later update, you can return to this combination when a newer build changes dependencies.
If the display is blank
- Confirm that the firmware matches the exact board configuration, not merely the RP2350 family.
- Check the HDMI cable and select the display’s correct input.
- Power-cycle with the USB input device already connected.
- Repeat the WAD transfer exactly as the current README describes; a missing or wrongly named data file can prevent the game from starting.
- Re-enter BOOTSEL and reflash the known matching release if an interrupted copy left the board in an uncertain state.
If controls do not respond
- Unplug and reconnect the controller while the board is powered down, then boot with it attached.
- Try a supported keyboard or gamepad if the current device is not recognized.
- Check the project’s board-specific notes for USB power or hub limitations.
Shareware data, full-game data and storage
The default pico-doom release uses the shareware DOOM1.WAD converted for the port and stored in flash. That gives you the shareware episode without bundling the commercial registered or Ultimate game data.
The README describes a separate full-game route. You provide and convert your own legally obtained WAD, place it on an SD card, and use a firmware variant that requires PSRAM. The full-game option therefore adds both hardware and file-management requirements; it is not an alternate download of commercial data from the project.
Rank #3
- 【RP2350 CONTROLLER PLATFORM】Features dual-architecture processor design to give developers a focused embedded workspace, incorporating practical memory resources and a small footprint layout suitable for tight prototype setups, IoT builds, and maker coding experiments
- 【FLEXIBLE USB CONNECTIONS】Includes a built-in USB Type-A plug and onboard USB C port for direct hookup, simplifying setup and allowing seamless switching between power, drag-and-drop mass storage programming, and custom peripheral wiring tasks without extra cables
- 【EXPANSION FRIENDLY GPIO ACCESS】Designed with side pin pads and 15 multi-function GPIO pins to streamline external circuit links, device control experiments, and circuit updates during electronic prototyping, STEM classroom learning, or embedded robotics projects
- 【BUILT FOR LEARNING WORKFLOWS】Equipped with onboard push buttons, programmable I/O support, and low-power dormant capability to optimize manual debugging, repeated code testing, and hands-on study workflows without adding unnecessary hardware complexity
- 【PRACTICAL SINGLE BOARD SUPPLY】Contains 1 RP2350 development module tailored for compact automation experiments, embedded study labs, and versatile maker builds where space-saving integration and direct USB host or device operation are critical for success
A microSD card is optional for basic play but is used for saves and settings. Storage behavior is implementation-specific: flash holds the shareware data in the standard route, while the full-game variant reads the user-provided WAD from SD.
Audio, video and controls on supported boards
pico-doom outputs video over HDMI. Audio is supported through HDMI or through certain I2S DAC paths, depending on the board configuration. The project accepts USB keyboards, mice and gamepads; some supported boards also expose NES or SNES controller support. Availability depends on the selected board and its firmware, so do not assume that every input or audio path works on every RP2350 configuration.
This is why a port is more than a compiled executable. The engine must be built with the correct display driver, USB stack, storage layout and audio path for the target board. A firmware file for one HSTX configuration is not a universal RP2350 image.
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Why requirements differ between DOOM ports
There is no single minimum specification for “DOOM on unusual hardware.” Requirements belong to an implementation. HeadlessDoom states that its implementation needs at least 4 MB of RAM, a 32-bit CPU and approximately 16 MB of read-only storage for its executable and data. It notes that reducing mb_used can lower memory requirements. Those figures describe HeadlessDoom, not pico-doom or every source port.
Rank #4
- POWERFUL MICROCONTROLLER: Featuring the officially designed RP2350 microcontroller, replacement for RasPi, this development board delivers dependable performance and robust capabilities for your projects.
- 2 CORE 2 ARCHITECTURE: Equipped with a unique 2 core ARM Cortex-M33 processor and a 2 core Hazard3 core, both running at a flexible clock frequency of up to 150MHz, ensuring high speed processing.
- AMPLE MEMORY SUPPORT: This development board module has built in 520KB of and 2MB of on chip Flash. It also includes one USB expansion port compatible with USB 2.0 1.1 for easy connectivity.
- STAMP HOLE DESIGN: The stamp hole design allows the board to be welded directly into the base plate designed by the user, while also enabling USB recognition as a mass storage device for straightforward drag and drop programming.
- EFFICIENT GPIO OPTIONS: Despite its compact size, the development board features 15 multifunctional GPIO pins, with PCB edges designed with half hole technology for easy integration into your projects.
| HeadlessDoom example | Published conditions | Reported result | How to interpret it |
|---|---|---|---|
| Raspberry Pi 3 | Cortex-A53 at 1.2 GHz, GCC 10.2.1, HeadlessDoom 1.12 | 48.7 seconds | Benchmark run, not a measured interactive frame rate |
| Microblaze simulator | 100 MHz simulator, GCC 4.1.1, HeadlessDoom 1.12 | 1189 seconds | Simulator benchmark; not a hardware playability claim |
| Android 11.0 (SDMMAGPIE) | Clang 10.0.1, HeadlessDoom 1.12 | 8.8 seconds | Benchmark run under the named software environment |
These measurements were published by the HeadlessDoom project and accessed in 2026. Because the benchmark renders demo frames without a real-time output limit, the results are useful for comparing that project’s benchmark environments, not for promising that a given device will feel responsive during play.
Two routes: a hardware board or an existing computer
| Route | Where computation occurs | What you supply | Best for |
|---|---|---|---|
| pico-doom on RP2350 | Supported RP2350 board | Board, matching firmware, HDMI display and cable, USB input; optional SD and PSRAM for the full-game path | Hands-on embedded hardware project with documented board support |
| Chocolate Doom | Your existing modern computer | Computer and legally obtained game data as required by the port | Playing a close reproduction of DOS DOOM without buying or wiring a special board |
| HeadlessDoom | Target processor or simulator | Implementation-specific CPU, RAM, read-only storage and build environment | Embedded experimentation and reproducible benchmark work |
| Display or streaming demonstration | Often an external PC or replacement microcontroller | Host computer, bridge electronics or custom display interface | Novelty output or enclosure projects; not necessarily a native port |
Chocolate Doom is the simpler software route if your goal is to play on a computer. Its stated portability and DOS-compatibility goals make it useful for understanding a conventional source port before attempting embedded hardware. It also intentionally preserves some original game bugs, so “accurate” does not mean every modern convenience has been added.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Planning your own unusual-device project
1. Identify the execution target
Write down the processor that will execute the game, not just the device with the visible screen. If an external host is involved, classify the project as streaming or remote rendering.
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Confirm available RAM, read-only storage, writable storage, display timing, input pins or USB support, and audio hardware. A port cannot use an interface that the target does not expose or that the firmware does not implement.
Best Value
- RP2350-Zero Mini Development Board based on Raspberry Pi RP2350A microcontroller chip, Adopts dual-core Arm Cortex-M33 processor and dual-core RISC-V processor, flexible clock running up to 150 MHz, support C/C++, MicroPython
- RP2350 MCU Board Zero is a Pico-like MCU board with 520KB of Static Random-Access Memory, and 4MB of on-board Flash memory, Type-C connector, keeps it up to date, easier to use
- Castellated module allows soldering directly to carrier boards, USB 1.1 with device and host support, Low-power sleep and dormant modes, Drag-and-drop programming using mass storage over USB
- 29 × multi-function GPIO pins(20× via edge pinout, others via solder points), 2 × SPI, 2 × I2C, 2 × UART, 4 × 12-bit ADC, 24 × controllable PWM channels, configurable pin function, allows flexible development and integration
- Accurate clock and timer on-chip, Temperature sensor, Accelerated floating-point libraries on-chip, 12 × Programmable I/O (PIO) state machines for custom peripheral support
3. Choose an engine strategy
Decide whether you are adapting an existing source port, using an emulator, reducing the implementation, or writing a display bridge. The engineering effort and resulting capabilities are different for each choice.
4. Separate engine code from game data
The executable and the WAD are distinct. Decide whether the build uses shareware data, a user-supplied commercial WAD, or a test asset set. Do not assume a port’s source repository includes copyrighted game data.
5. Define success precisely
- Interactive play: controls work, frames are rendered locally and the game advances in real time.
- Benchmarking: a known demo or workload renders for measurement; this may run faster or slower than playable speed.
- Novelty output: another computer renders the game and the unusual device displays selected frames.
Use the narrowest accurate description. “DOOM-derived frames displayed on an OLED by a replacement microcontroller” is more informative than claiming that the original appliance is a native DOOM platform.
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- Assuming a screen implies a computer. A display can be driven by a separate host, so find the rendering processor first.
- Using generic firmware. RP2350 boards can have different HSTX wiring, pin assignments and memory arrangements. Flash the build named for your exact board.
- Plugging USB devices in after boot. pico-doom documents unreliable hot-plug behavior; attach peripherals before starting.
- Confusing shareware with the full game. The standard pico-doom path uses converted shareware data. The full-game route requires your own WAD, SD storage and PSRAM-capable firmware.
- Reading benchmark seconds as frame rate. HeadlessDoom’s benchmark is not constrained to real-time playback.
- Generalizing one port’s specification. HeadlessDoom’s 4 MB RAM and approximately 16 MB read-only storage figures do not establish requirements for every implementation.
- Updating blindly. Firmware names and dependencies can change. Check the current project release instructions before reflashing.
Bottom line
Running DOOM on unusual hardware is a portability and systems-integration task, not a magical property of the game. Verify where the engine executes, how the target receives video and controls, and whether the demonstration is interactive or merely rendering output. For a reproducible beginner project, use a pico-doom-supported RP2350 board, matching prebuilt firmware, an HDMI display and a USB input device; begin with the shareware data path. Move to the full-game variant only when you have PSRAM, an SD card and your own converted WAD. If you simply want to play on a computer, Chocolate Doom provides the lower-complexity source-port route.
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