DreadMD
A downloadable Ro/botic
Just a quick, completely vibe coded (everything was done by Claude Opus 5 while I was taking a nap. The only thing I did was remap controls) port of Dread to the Sega Genesis.
I'm not normally much of a 3D guy but the author of MegalDoom (which is also heavily reliant on LLMs, to the point even the E1M1 map conversion appears to be done with AI) challenged me to "do better" and I knew even a low-effort attempt of porting Dread would be an improvement.
This is by no means a dig at the author of MegalDoom but more of a lighthearted criticism of overly relying on LLMs while, ironically, I was using an LLM to prove that very point.
The original weapon cycling was the exact same horrible design used by MegalDoom (naturally. Both use Claude) that Claude itself so succinctly summarized with
The fix: weapon cycling moved to C + up/down. That leaves the full scheme as just A / B / C / Start / D-pad
while then also simultaneously failing at that, leaving a broken state where I had to tap once to change to the second weapons slot and three times to change back to the first one (at a time when I was only in possession of two firearms).
The natural, human instinct is of course "Tap button to cycle through" (on a three-button controller, that is).
Controls:
A - Shoot
B - Open doors
C - Cycle through weapons
Hold C + Left/Right - Strafe
Game was only tested in BlastEm. If enough people like it, I could see myself working on porting Doom maps to it, optimizing things a bit more, adding an OST and documenting the whole process on my Patreon and Ko-Fi
Credit belongs to the original creator of the Dread engine, who is currently working on the renamed reboot GRIND . Without his excellent code, this little side-project wouldn't have been possible.
Please use LLMs responsibly and refrain from brute forcing things without understanding the underlying architecture. Without the original code as a perfect guideline and with a game less tailored to relatively weak hardware, this would've turned out very differently. A verbatim Doom port that uses the CPU as a rasterizer and doesn't pre-compute walls is simply impractical. Any successful FPS port on a 68000 will require a PVS (Potentially Visible Set) system. List walking is infinitely cheaper than per-frame traversal (yes, these lines were written by me, not any LLM. I'm just a nerd).
Image of Sega Mega Drive console for cover art liberally borrowed from senkogames.com (fair use). The original Dread floppy image can be found here
| Updated | 2 days ago |
| Published | 7 days ago |
| Status | Released |
| Author | Happy-Ferret |
| Genre | Shooter |
| Tags | Doom, dread, FPS, Mega Drive, Sega Genesis |
| AI Disclosure | AI Assisted, Code |
Download
Click download now to get access to the following files:
Development log
- "Can it run Dread?"2 days ago
- E1M1 (Alpha) the second3 days ago
- E1M1 (Alpha)4 days ago
- Are we E1M1 yet?4 days ago
- Coming soon to a Blockbuster Video near you: Dread SNES5 days ago





Comments
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32X control set is better:
(six button)
START = selects gameplay options, pauses game to in-game options menu in combination with any button to toggle option setting
A = hold to run
B = shoot
C = interact (switches & doors), hold to strafe with directional pad, starts game level again after dying
X = cycle weapon select
Y = cycle weapon select
Z = toggle map
MODE = hold down button to select cycle then press A, B, C, X, Y or Z to select what wepon each button is assigned to
map controls:
A = zoom-in map
B = zoom-out map
C = toggle useless grid over map? no. change that to place markers (up to 4 markers only. placing another maker after 4 have been placed removes the earliest placed marker)
X = toggle to move character while in map view or only scrolling to view map area
Y = toggles to one of two zoomed views
I own a 32x (two, actually) but, admittedly, have yet to use it.
Is it assumed that all 32x users have a six button pad or is that just for the Doom port on 32x?
I'm really not a fan of committing two buttons to weapon cycling (unless it's on Atari Jaguar, where it can be 10 numerical buttons for all I care) though. Just tapping one button to quickly cycle through just seems more natural to me. I guess competitive players might feel different about it though.
the doom 32X port detects which controler is plugged in, either 3-button or 6-button.
using two buttons to cycle through weapons is much better than one button cycling through everything single weapon to finally get to the desired weapon you need next to the one you had been using. if only there were a quicker way. there is - press the other cycle button.
otherwise the second best way is to use one button to select cycle by holding the button as you use the directional pad up & down or left & right to cycle through weapons. but that can leave you momentarily vulnerable to attack since you cannot move while you are holding the cycle select button. SEGA's mode button quick select method is better to avoid that vulnerability, which i edited in addition to my previous comment along with the START button.
using only one button for cycling can use more time to get to the weapon you want and if you accidentally pass it then you have to cycle through every weapon again. not the best control option.
when i play any port of doom i map the controls to be the same as the 32X doom port because its the best way to play doom especially on a six button controller. (holding C to strafe imo is better than L & R shoulder buttons that do the action. holding C doesnt do the action, the directional-pad does, which like the L & R button method also doesnt prevent you from moving other directions while holding C to strafe)
the 3 button layout is good too:
START = same
A = run. hold A then press START button to cycle weapon. (which is the same as one button cycling but with another button being held)
B = shoot
C = hold to strafe, tap to open doors & toggle switches, hold + START to select map
i dont wanna type the map controls.
32X port control method is the best.
the additional mouse🖱️in port 2 you applied is pretty kool to have as an available option
Fair enough. I guess we all have our preferences.
I'll add 6-button support with the next update.
Man, I really hope they actually do it; most people just talk but don't follow through. You did it, and you did a great job. If you're not going to work on it anymore, make another game—or help the DOOM guy with the code so his turns out as good as yours... You're awesome.
They've been working on GRIND for a few years now. They seem very committed. But yea, I'd still like to evolve my own version of their engine. Especially as I have very unique approaches when it comes to tooling, whereas these guys are hardcore Doomers who are used to things like Doom Builder.
Are you going to share the code on github too like I did with megaldoom?
Of course. Once I've had time to polish things and write a proper README.
Really good—keep going, do more, add some music, or make a Doom-style level. It's really cool... Congrats...
I just talked to the original authors of Dread (now rebranded as GRID). Apparently they have plans to officially port this one to Mega Drive. They have a prototype based on the same codebase but also a much newer and shinier codebase. After they are done with the original Amiga release, they plan releasing not only a polished Atari ST and Mega Drive experience but also release the engine as a framework with easy-to-use development tools. AKA what I had planned for this too. Heh.
The Mega Drive showing off a bit more of its power.
It's more so really smart development. The geometry is mostly pre-computed. The only time it would have to do runtime computations is for maps where there's multiple floor planes of different height level.
In this case, it would be perfect to test the method with Duke Nukem 3D—perhaps on the 32X, or with some limitations on the Mega Drive.
Duke Nukem 3D's renderer is sector based, not BSP based.
There's a lot of room-over-room stuff going on that a BSP system like Doom's couldn't represent.
You may have noticed that Doom has a lot less verticality.
Yes, there's staircases and platforms but you cannot willy nilly stack floor planes on top of each other.
Given BSP is still a struggle, I don't see a sector based renderer ever happening on Genesis.