I stumbled across something again and thought I could use a challenge. It's about the ESP32-S3 chip: dual core, 240 MHz, 512 KB RAM and 8 MB PSRAM. Since I'm currently developing something for it, I thought, hey, there's that whole "Does it run Doom?" thing — so I figured, why not: does Dungeon Master run on it?
And so I took the reDMCSB source, compiled it for my OS project and got the whole thing running on the touchscreen. A few pictures attached.
Here some "sharp" Pictures framegrabbed from device.
Challenge: can it run Dungeon Master?
Moderator: Ameena
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Re: Challenge: can it run Dungeon Master?
I'm impressed, since the Apple IIGS version will NOT run with 768K of RAM, and in fact requires 1.25mb of RAM. If you have the RAMDisk enabled with only 1.25mb of RAM it won't run.
I recall I had to save up to upgrade my computer to play Dungeon Master as a kid. Although that wasn't the ONLY reason I upgraded the RAM from 512K to 768K, then 1.25MB, and then later 4.25MB.
I recall I had to save up to upgrade my computer to play Dungeon Master as a kid. Although that wasn't the ONLY reason I upgraded the RAM from 512K to 768K, then 1.25MB, and then later 4.25MB.
- ChristopheF
- Encyclopedist
- Posts: 1765
- Joined: Sun Oct 24, 1999 2:36 pm
- Location: France
- Contact:
Re: Challenge: can it run Dungeon Master?
It think it uses 1.5mb of ram. I allocate everything in the PSRAM incl. the executable. but to be honest. i just checked and noticed every start i use more memory
so, there is a alloc bug somewhere, need to investigate. But yes, this is a cool tool now for me to check: does the driver for gfx work, does the loader of the flashdisk work, does the filesystem work etc. before i just had lots of small demo files which opened a window and drew some lines 
the internal 512kb ram is just used for everything the chip needs speed, for a game like DM, the speed of the psram is ok. (20mb/s).
But even the framebuffer is too big to fit into the 512kb ram (1024x600 * 16bit = 1.2mb), so i used also the psram for it and a dma drives a 64kb buffer on the internal ram to drive the display form the psram.
Here a "fullscreen" version on a 10" display with the esp32 need to check why it still has borders up and down. since the 600 should fit the 320x200 three times -> 960x600 should fit into the 1024x600 screen
ok i had a look, i use exactly: 1,236,227 bytes — about 1.2 MiB of ram for the executable + all files loaded into ram and i remember that you needed for amiga 1mb extension.
But to be honest: The original runs 3 executables: SWOOSH, CONFIG (language selection), GAME.. i included all into one exe.
the internal 512kb ram is just used for everything the chip needs speed, for a game like DM, the speed of the psram is ok. (20mb/s).
But even the framebuffer is too big to fit into the 512kb ram (1024x600 * 16bit = 1.2mb), so i used also the psram for it and a dma drives a 64kb buffer on the internal ram to drive the display form the psram.
Here a "fullscreen" version on a 10" display with the esp32 need to check why it still has borders up and down. since the 600 should fit the 320x200 three times -> 960x600 should fit into the 1024x600 screen
ok i had a look, i use exactly: 1,236,227 bytes — about 1.2 MiB of ram for the executable + all files loaded into ram and i remember that you needed for amiga 1mb extension.
But to be honest: The original runs 3 executables: SWOOSH, CONFIG (language selection), GAME.. i included all into one exe.
Re: Challenge: can it run Dungeon Master?
Funny thing, back when it was released DM had hefty memory requirements and often strained the processor capabilities of the Atari, Apple IIGS, and Amiga. SOMETIMES the MS-DOS machines (depended on the machine as those kept progressing when the game was in stores). In fact, because the stock ROM3 Apple IIGS had slightly less memory available for use than a ROM1 with a fully expanded Apple Memory Expansion Card (said card was bundled with every ROM1 and most ROM0 Apple IIGS and usually preinstalled. Only the rare initial release didn't get it. The ROM3 came with 1.25MB on the motherboard instead of 256K and no card but 64K was unusable due to backwards compatibility compromises) the game initially wouldn't run on a ROM3 without additional memory being installed until they released an updated version to optimize memory usage slightly and allowed owners to mail in their disks (the game was copy protected so no patch) for a swap.
Now the requirements for speed are considered low, which is amusing me. On some levels the Apple IIGS version would slow down if too many monsters were nearby, giving the player additional unintended warning.
Now the requirements for speed are considered low, which is amusing me. On some levels the Apple IIGS version would slow down if too many monsters were nearby, giving the player additional unintended warning.
Last edited by slickrcbd on Thu Sep 24, 2026 9:34 pm, edited 2 times in total.
Re: Challenge: can it run Dungeon Master?
Yes time changes.. and if you think about it. the ESP32 is a low cost chip (less 1$) which is implemented also in the HomeAutomation Shelly System... I can only say: Can it run Dungeon Master 