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MVMV But... Can it run Doom?

BMM Archive · July 3, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MV But... Can it run Doom?
  • Original author: mario135790_
  • Original date: January 5, 2026
  • Source thread: https://forums.rpgmakerweb.com/threads/but-can-it-run-doom.181785/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

Can It Run Doom? mario135790_, original port to WebAssembly made by diekmann Introduction Can your RPG Maker MV games run Doom? Apparently yes, they can.

Archived First Post

Can It Run Doom?
mario135790_, original port to WebAssembly made by
diekmann

Introduction

Can your RPG Maker MV games run Doom? Apparently yes, they can.

RPG Maker MV (and MZ) games use NW.js, which itself is based on the Chromium browser engine and the Node.js runtime, both of which provide native support for WebAssembly. I didn't find anything related to anyone trying this, so I figured I would try. Turns out it is possible.
This uses diekmann's WebAssembly port. I chose this over heavier ports like Dwasm because it's stripped down, and I figured it would be much easier to inject into the RPG Maker engine without breaking a lot of stuff. Now, to be fair, I didn't even begin to try to get Dwasm working, but... if it works, it works.

I really need to emphasize this, I did pretty much none of the hard work, that was all diekmann. I just made the NW.js app start up the Doom engine and handle the inputs.

Features
For rendering, it uses a dedicated canvas overlaid on the game window.
The port has no native sound driver, so the plugin plays a BGM of your choice instead. You can configure the song name in the Plugin Manager (default: DoomBGM).
I also included a crash handler. If Doom crashes (which happens when trying to save/load or when exiting the game in the menu), it catches the error and returns you to the main game rather than killing the whole application.

Screenshots
1767596755014.png
1767596771619.png


How to Use
Pretty much plug and play. Drop the data and js folders into your project's root directory. Make sure doom.js, doom.wasm, and doom1.wad are located inside YourProject/data/doom/.
To play a different WAD, replace doom1.wad with your own WAD file, but keep the filename as doom1.wad so the engine recognizes it.
To start the game, use the PlayDoom plugin command.

I don't know if it requires updating NW.js, but I recommend doing it anyway.

Plugin Commands
PlayDoom: Starts Doom.

Terms and Credits
Honestly... doubt you would use this in your game but, there's no need for credit.
Major props to diekmann for his work back in 2021.

Disclaimer about AI usage:
AI was used for debugging and to polish the CSS to make the game canvas full screen. Everything else is hand made.

Download
itch.io

Features Mentioned

  • For rendering, it uses a dedicated canvas overlaid on the game window.
  • The port has no native sound driver, so the plugin plays a BGM of your choice instead. You can configure the song name in the Plugin Manager (default: DoomBGM).
  • I also included a crash handler. If Doom crashes (which happens when trying to save/load or when exiting the game in the menu), it catches the error and returns you to the main game rather than killing the whole application.

Downloads / Referenced Files

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License / Terms Note

Terms and Credits Honestly... doubt you would use this in your game but, there's no need for credit. Major props to diekmann for his work back in 2021. Disclaimer about AI usage:

Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

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