Repo ↗ · Source README ↗ · Markdown & license bundle
Image reference (original game): Doom · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.
Source maintainer: ronokopl · Revision: 9c4614f3edfa · Catalogued: 2026-10-12
Source license: Documentation license not confirmed · Article: Independent introduction
This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.
This project is a homebrew mod launcher for the (New) Nintendo 3DS that brings a PC-style workflow to the handheld: the user selects an IWAD, ticks mod files such as .pk3, .wad, .zip, .pk7, .deh or .bex, arranges their load order, and launches the game. The launcher is a front end that assembles the setup and invokes a bundled engine rather than a game itself.
Technically, gameplay runs on ZDoom 2.8.1, so classic ZDoom mods using DECORATE and ACS may work. Mods requiring ZScript cannot run on the built-in engine; the README mentions experimental GZDoom and UZDoom add-on engines for such content, but states these are separate apps not yet part of the release. A mod caching step converts mods into a 3DS-friendly cache on first use, which the README notes can take a while for large mods.
Controls and display options described in the README include Circle Pad and C-Stick input, optional gyro aiming, touch aiming, and several bottom-screen modes such as automap, status display and weapon buttons, plus adjustable render scale for performance. Users must provide their own IWAD files or use Freedoom. Older 3DS models are described as too slow for most mods, and the project is an unofficial fan effort with no game data included.

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