DooM in DooM!

DooMception! / “doom2 -file kgdid.wad”

This is super cool, kgsws has managed to use some buffer overflows, and code injections to get DooM to load DooM, and display to a texture.

Watch the video for all the details!

You can download the source and assets from github

kgsws/doom-in-doom: Doom 2 code execution. With a Doom port. (github.com)

3 thoughts on “DooM in DooM!

    • yeah the top screenshot is from me!

      It’s code injection for the MS-DOS release of DooM II, v1.9

      It does need a lot of ram, I set DOSBox to 32MB. But yes it works

  1. This is absolutely mental. More than Doom-in-Doom, which is certainly a flashy demonstration of the possibilities, I really like the fact that this enables unlimited customizations to the Doom engine, especially horizontally sliding doors. That was always a dream of mine back in the late 90s when I tried my hand at mapping.

    Since you obviously have access to the Z buffer, you could also use this to render arbitrary (voxel) 3D objects in the game world like seen in Blood, animate them, etc. The possibilities are really limitless.

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