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DOOMarkable

rm1rm2opkglaunchers

This is a doom port intended for the reMarkable 1.

Demo Video on rM 1 | Demo Video on rM 2 (not recommended)

What's mainly used and how it's done

It is composed out of a lot of different compontents:

The meat of the work was to port doom to rust (doomgeneric-rs) and dithering the image and doing that as fast as possible! The dither speed was achived through forcing better optimizations and caching the code. The dithering is actually done at compile time for a 320x200 source image and the results (for upscaling 4x) are put into the generated binary itself. The binary then just needs to decompress this and look up the results for each pixel.

Current state

The game currently runs at about 11-14 FPS on the device. It's not using the low latency drawing even though it's pretty simple to use since the image has no gray shades. The reason is that using an A2-Like refresh has less artifacts and ghosting. I personally find this worth the extra latency when playing.

The game currently runs fine but there are still some things to do:

  • Making it easy to get the game resources (semi done)
  • Properly exit the game without requiring killing the process
  • Adjusting gamma to make dithered visuals clearer for certain rooms
  • Add an battery indicator (this sucks a lot of juice ..ahem.. blood)
  • Package it up for toltec and inclusion in launchers
  • Consider a smaller size for the rM 2, so the eink software driver doesn't die trying to update that many dots

How to run

  • Download the latest binary from the release page (the file without any extension)
  • Copy the file to e.g. /home/root on your reMarkable (e.g. using FileZilla or WinSCP)
  • Find an appropriate IWAD file (game resources) and put it in /home/root (more details)
  • Log into the device using ssh (e.g. with Putty) and go into your chosen directory
  • Make the binary executable by running chmod +x doomarkable
  • Ensure no other UI is running (e.g. stop the default UI with systemctl stop xochitl and start it later using start instead of stop)
  • Run the binary: ./doomarkable (on the rM 2, you'll need rm2fb and prefix that command with rm2fb-client)
  • DOOM should now run on your device. If the game doesn't come up, view the output for any errors or enable debugging by adding RUST_LOG=debug before the command

Environment variable for the reMarkable 2

The environment variable LIBREMARKABLE_FB_DISFAVOR_INTERNAL_RM2FB can be set to 1 to make this application not try to use its internal framebuffer client for RM2FB.

Compiling

In general building should work on most toolchains. You generally wanna target armv7-unknown-linux-gnueabihf for any remarkable. But as with all things in life, stuff never works great on every setup.

That's why I recommend to nowadays build with the rust image from toltec-dev/toolchain. It is the most modern and the closest to the actual reMarkable system as you're gonna get as of now.

To make it easier to use, I found that you can use the rust image (ghcr.io/toltec-dev/rust:v3.2, all versions). This is done using the Cross.toml file. So you should just need to run cross build --target=armv7-unknown-linux-gnueabihf --release and it will use the above image (or possibly newer if this readme gets out-of-date).

About

DOOM on the reMarkable

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51 stars

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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DOOMarkable

rm1rm2opkglaunchers

This is a doom port intended for the reMarkable 1.

Demo Video on rM 1 | Demo Video on rM 2 (not recommended)

What's mainly used and how it's done

It is composed out of a lot of different compontents:

The meat of the work was to port doom to rust (doomgeneric-rs) and dithering the image and doing that as fast as possible! The dither speed was achived through forcing better optimizations and caching the code. The dithering is actually done at compile time for a 320x200 source image and the results (for upscaling 4x) are put into the generated binary itself. The binary then just needs to decompress this and look up the results for each pixel.

Current state

The game currently runs at about 11-14 FPS on the device. It's not using the low latency drawing even though it's pretty simple to use since the image has no gray shades. The reason is that using an A2-Like refresh has less artifacts and ghosting. I personally find this worth the extra latency when playing.

The game currently runs fine but there are still some things to do:

  • Making it easy to get the game resources (semi done)
  • Properly exit the game without requiring killing the process
  • Adjusting gamma to make dithered visuals clearer for certain rooms
  • Add an battery indicator (this sucks a lot of juice ..ahem.. blood)
  • Package it up for toltec and inclusion in launchers
  • Consider a smaller size for the rM 2, so the eink software driver doesn't die trying to update that many dots

How to run

  • Download the latest binary from the release page (the file without any extension)
  • Copy the file to e.g. /home/root on your reMarkable (e.g. using FileZilla or WinSCP)
  • Find an appropriate IWAD file (game resources) and put it in /home/root (more details)
  • Log into the device using ssh (e.g. with Putty) and go into your chosen directory
  • Make the binary executable by running chmod +x doomarkable
  • Ensure no other UI is running (e.g. stop the default UI with systemctl stop xochitl and start it later using start instead of stop)
  • Run the binary: ./doomarkable (on the rM 2, you'll need rm2fb and prefix that command with rm2fb-client)
  • DOOM should now run on your device. If the game doesn't come up, view the output for any errors or enable debugging by adding RUST_LOG=debug before the command

Environment variable for the reMarkable 2

The environment variable LIBREMARKABLE_FB_DISFAVOR_INTERNAL_RM2FB can be set to 1 to make this application not try to use its internal framebuffer client for RM2FB.

Compiling

In general building should work on most toolchains. You generally wanna target armv7-unknown-linux-gnueabihf for any remarkable. But as with all things in life, stuff never works great on every setup.

That's why I recommend to nowadays build with the rust image from toltec-dev/toolchain. It is the most modern and the closest to the actual reMarkable system as you're gonna get as of now.

To make it easier to use, I found that you can use the rust image (ghcr.io/toltec-dev/rust:v3.2, all versions). This is done using the Cross.toml file. So you should just need to run cross build --target=armv7-unknown-linux-gnueabihf --release and it will use the above image (or possibly newer if this readme gets out-of-date).

About

DOOM on the reMarkable

Topics

Resources

Stars

51 stars

Watchers

1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DOOMarkable

rm1rm2opkglaunchers

This is a doom port intended for the reMarkable 1.

Demo Video on rM 1 | Demo Video on rM 2 (not recommended)

What's mainly used and how it's done

It is composed out of a lot of different compontents:

The meat of the work was to port doom to rust (doomgeneric-rs) and dithering the image and doing that as fast as possible! The dither speed was achived through forcing better optimizations and caching the code. The dithering is actually done at compile time for a 320x200 source image and the results (for upscaling 4x) are put into the generated binary itself. The binary then just needs to decompress this and look up the results for each pixel.

Current state

The game currently runs at about 11-14 FPS on the device. It's not using the low latency drawing even though it's pretty simple to use since the image has no gray shades. The reason is that using an A2-Like refresh has less artifacts and ghosting. I personally find this worth the extra latency when playing.

The game currently runs fine but there are still some things to do:

  • Making it easy to get the game resources (semi done)
  • Properly exit the game without requiring killing the process
  • Adjusting gamma to make dithered visuals clearer for certain rooms
  • Add an battery indicator (this sucks a lot of juice ..ahem.. blood)
  • Package it up for toltec and inclusion in launchers
  • Consider a smaller size for the rM 2, so the eink software driver doesn't die trying to update that many dots

How to run

  • Download the latest binary from the release page (the file without any extension)
  • Copy the file to e.g. /home/root on your reMarkable (e.g. using FileZilla or WinSCP)
  • Find an appropriate IWAD file (game resources) and put it in /home/root (more details)
  • Log into the device using ssh (e.g. with Putty) and go into your chosen directory
  • Make the binary executable by running chmod +x doomarkable
  • Ensure no other UI is running (e.g. stop the default UI with systemctl stop xochitl and start it later using start instead of stop)
  • Run the binary: ./doomarkable (on the rM 2, you'll need rm2fb and prefix that command with rm2fb-client)
  • DOOM should now run on your device. If the game doesn't come up, view the output for any errors or enable debugging by adding RUST_LOG=debug before the command

Environment variable for the reMarkable 2

The environment variable LIBREMARKABLE_FB_DISFAVOR_INTERNAL_RM2FB can be set to 1 to make this application not try to use its internal framebuffer client for RM2FB.

Compiling

In general building should work on most toolchains. You generally wanna target armv7-unknown-linux-gnueabihf for any remarkable. But as with all things in life, stuff never works great on every setup.

That's why I recommend to nowadays build with the rust image from toltec-dev/toolchain. It is the most modern and the closest to the actual reMarkable system as you're gonna get as of now.

To make it easier to use, I found that you can use the rust image (ghcr.io/toltec-dev/rust:v3.2, all versions). This is done using the Cross.toml file. So you should just need to run cross build --target=armv7-unknown-linux-gnueabihf --release and it will use the above image (or possibly newer if this readme gets out-of-date).

About

DOOM on the reMarkable

Topics

Resources

Stars

51 stars

Watchers

1 watching

Forks

Releases

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DOOMarkable

rm1rm2opkglaunchers

This is a doom port intended for the reMarkable 1.

Demo Video on rM 1 | Demo Video on rM 2 (not recommended)

What's mainly used and how it's done

It is composed out of a lot of different compontents:

The meat of the work was to port doom to rust (doomgeneric-rs) and dithering the image and doing that as fast as possible! The dither speed was achived through forcing better optimizations and caching the code. The dithering is actually done at compile time for a 320x200 source image and the results (for upscaling 4x) are put into the generated binary itself. The binary then just needs to decompress this and look up the results for each pixel.

Current state

The game currently runs at about 11-14 FPS on the device. It's not using the low latency drawing even though it's pretty simple to use since the image has no gray shades. The reason is that using an A2-Like refresh has less artifacts and ghosting. I personally find this worth the extra latency when playing.

The game currently runs fine but there are still some things to do:

  • Making it easy to get the game resources (semi done)
  • Properly exit the game without requiring killing the process
  • Adjusting gamma to make dithered visuals clearer for certain rooms
  • Add an battery indicator (this sucks a lot of juice ..ahem.. blood)
  • Package it up for toltec and inclusion in launchers
  • Consider a smaller size for the rM 2, so the eink software driver doesn't die trying to update that many dots

How to run

  • Download the latest binary from the release page (the file without any extension)
  • Copy the file to e.g. /home/root on your reMarkable (e.g. using FileZilla or WinSCP)
  • Find an appropriate IWAD file (game resources) and put it in /home/root (more details)
  • Log into the device using ssh (e.g. with Putty) and go into your chosen directory
  • Make the binary executable by running chmod +x doomarkable
  • Ensure no other UI is running (e.g. stop the default UI with systemctl stop xochitl and start it later using start instead of stop)
  • Run the binary: ./doomarkable (on the rM 2, you'll need rm2fb and prefix that command with rm2fb-client)
  • DOOM should now run on your device. If the game doesn't come up, view the output for any errors or enable debugging by adding RUST_LOG=debug before the command

Environment variable for the reMarkable 2

The environment variable LIBREMARKABLE_FB_DISFAVOR_INTERNAL_RM2FB can be set to 1 to make this application not try to use its internal framebuffer client for RM2FB.

Compiling

In general building should work on most toolchains. You generally wanna target armv7-unknown-linux-gnueabihf for any remarkable. But as with all things in life, stuff never works great on every setup.

That's why I recommend to nowadays build with the rust image from toltec-dev/toolchain. It is the most modern and the closest to the actual reMarkable system as you're gonna get as of now.

To make it easier to use, I found that you can use the rust image (ghcr.io/toltec-dev/rust:v3.2, all versions). This is done using the Cross.toml file. So you should just need to run cross build --target=armv7-unknown-linux-gnueabihf --release and it will use the above image (or possibly newer if this readme gets out-of-date).

About

DOOM on the reMarkable

Topics

Resources

Stars

51 stars

Watchers

1 watching

Forks

Releases

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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DOOMarkable

rm1rm2opkglaunchers

This is a doom port intended for the reMarkable 1.

Demo Video on rM 1 | Demo Video on rM 2 (not recommended)

What's mainly used and how it's done

It is composed out of a lot of different compontents:

The meat of the work was to port doom to rust (doomgeneric-rs) and dithering the image and doing that as fast as possible! The dither speed was achived through forcing better optimizations and caching the code. The dithering is actually done at compile time for a 320x200 source image and the results (for upscaling 4x) are put into the generated binary itself. The binary then just needs to decompress this and look up the results for each pixel.

Current state

The game currently runs at about 11-14 FPS on the device. It's not using the low latency drawing even though it's pretty simple to use since the image has no gray shades. The reason is that using an A2-Like refresh has less artifacts and ghosting. I personally find this worth the extra latency when playing.

The game currently runs fine but there are still some things to do:

  • Making it easy to get the game resources (semi done)
  • Properly exit the game without requiring killing the process
  • Adjusting gamma to make dithered visuals clearer for certain rooms
  • Add an battery indicator (this sucks a lot of juice ..ahem.. blood)
  • Package it up for toltec and inclusion in launchers
  • Consider a smaller size for the rM 2, so the eink software driver doesn't die trying to update that many dots

How to run

  • Download the latest binary from the release page (the file without any extension)
  • Copy the file to e.g. /home/root on your reMarkable (e.g. using FileZilla or WinSCP)
  • Find an appropriate IWAD file (game resources) and put it in /home/root (more details)
  • Log into the device using ssh (e.g. with Putty) and go into your chosen directory
  • Make the binary executable by running chmod +x doomarkable
  • Ensure no other UI is running (e.g. stop the default UI with systemctl stop xochitl and start it later using start instead of stop)
  • Run the binary: ./doomarkable (on the rM 2, you'll need rm2fb and prefix that command with rm2fb-client)
  • DOOM should now run on your device. If the game doesn't come up, view the output for any errors or enable debugging by adding RUST_LOG=debug before the command

Environment variable for the reMarkable 2

The environment variable LIBREMARKABLE_FB_DISFAVOR_INTERNAL_RM2FB can be set to 1 to make this application not try to use its internal framebuffer client for RM2FB.

Compiling

In general building should work on most toolchains. You generally wanna target armv7-unknown-linux-gnueabihf for any remarkable. But as with all things in life, stuff never works great on every setup.

That's why I recommend to nowadays build with the rust image from toltec-dev/toolchain. It is the most modern and the closest to the actual reMarkable system as you're gonna get as of now.

To make it easier to use, I found that you can use the rust image (ghcr.io/toltec-dev/rust:v3.2, all versions). This is done using the Cross.toml file. So you should just need to run cross build --target=armv7-unknown-linux-gnueabihf --release and it will use the above image (or possibly newer if this readme gets out-of-date).

About

DOOM on the reMarkable

Topics

Resources

Stars

51 stars

Watchers

1 watching

Forks

Releases

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DOOMarkable

rm1rm2opkglaunchers

This is a doom port intended for the reMarkable 1.

Demo Video on rM 1 | Demo Video on rM 2 (not recommended)

What's mainly used and how it's done

It is composed out of a lot of different compontents:

The meat of the work was to port doom to rust (doomgeneric-rs) and dithering the image and doing that as fast as possible! The dither speed was achived through forcing better optimizations and caching the code. The dithering is actually done at compile time for a 320x200 source image and the results (for upscaling 4x) are put into the generated binary itself. The binary then just needs to decompress this and look up the results for each pixel.

Current state

The game currently runs at about 11-14 FPS on the device. It's not using the low latency drawing even though it's pretty simple to use since the image has no gray shades. The reason is that using an A2-Like refresh has less artifacts and ghosting. I personally find this worth the extra latency when playing.

The game currently runs fine but there are still some things to do:

  • Making it easy to get the game resources (semi done)
  • Properly exit the game without requiring killing the process
  • Adjusting gamma to make dithered visuals clearer for certain rooms
  • Add an battery indicator (this sucks a lot of juice ..ahem.. blood)
  • Package it up for toltec and inclusion in launchers
  • Consider a smaller size for the rM 2, so the eink software driver doesn't die trying to update that many dots

How to run

  • Download the latest binary from the release page (the file without any extension)
  • Copy the file to e.g. /home/root on your reMarkable (e.g. using FileZilla or WinSCP)
  • Find an appropriate IWAD file (game resources) and put it in /home/root (more details)
  • Log into the device using ssh (e.g. with Putty) and go into your chosen directory
  • Make the binary executable by running chmod +x doomarkable
  • Ensure no other UI is running (e.g. stop the default UI with systemctl stop xochitl and start it later using start instead of stop)
  • Run the binary: ./doomarkable (on the rM 2, you'll need rm2fb and prefix that command with rm2fb-client)
  • DOOM should now run on your device. If the game doesn't come up, view the output for any errors or enable debugging by adding RUST_LOG=debug before the command

Environment variable for the reMarkable 2

The environment variable LIBREMARKABLE_FB_DISFAVOR_INTERNAL_RM2FB can be set to 1 to make this application not try to use its internal framebuffer client for RM2FB.

Compiling

In general building should work on most toolchains. You generally wanna target armv7-unknown-linux-gnueabihf for any remarkable. But as with all things in life, stuff never works great on every setup.

That's why I recommend to nowadays build with the rust image from toltec-dev/toolchain. It is the most modern and the closest to the actual reMarkable system as you're gonna get as of now.

To make it easier to use, I found that you can use the rust image (ghcr.io/toltec-dev/rust:v3.2, all versions). This is done using the Cross.toml file. So you should just need to run cross build --target=armv7-unknown-linux-gnueabihf --release and it will use the above image (or possibly newer if this readme gets out-of-date).

About

DOOM on the reMarkable

Topics

Resources

Stars

51 stars

Watchers

1 watching

Forks

Releases

Used by

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DOOMarkable

rm1rm2opkglaunchers

This is a doom port intended for the reMarkable 1.

Demo Video on rM 1 | Demo Video on rM 2 (not recommended)

What's mainly used and how it's done

It is composed out of a lot of different compontents:

The meat of the work was to port doom to rust (doomgeneric-rs) and dithering the image and doing that as fast as possible! The dither speed was achived through forcing better optimizations and caching the code. The dithering is actually done at compile time for a 320x200 source image and the results (for upscaling 4x) are put into the generated binary itself. The binary then just needs to decompress this and look up the results for each pixel.

Current state

The game currently runs at about 11-14 FPS on the device. It's not using the low latency drawing even though it's pretty simple to use since the image has no gray shades. The reason is that using an A2-Like refresh has less artifacts and ghosting. I personally find this worth the extra latency when playing.

The game currently runs fine but there are still some things to do:

  • Making it easy to get the game resources (semi done)
  • Properly exit the game without requiring killing the process
  • Adjusting gamma to make dithered visuals clearer for certain rooms
  • Add an battery indicator (this sucks a lot of juice ..ahem.. blood)
  • Package it up for toltec and inclusion in launchers
  • Consider a smaller size for the rM 2, so the eink software driver doesn't die trying to update that many dots

How to run

  • Download the latest binary from the release page (the file without any extension)
  • Copy the file to e.g. /home/root on your reMarkable (e.g. using FileZilla or WinSCP)
  • Find an appropriate IWAD file (game resources) and put it in /home/root (more details)
  • Log into the device using ssh (e.g. with Putty) and go into your chosen directory
  • Make the binary executable by running chmod +x doomarkable
  • Ensure no other UI is running (e.g. stop the default UI with systemctl stop xochitl and start it later using start instead of stop)
  • Run the binary: ./doomarkable (on the rM 2, you'll need rm2fb and prefix that command with rm2fb-client)
  • DOOM should now run on your device. If the game doesn't come up, view the output for any errors or enable debugging by adding RUST_LOG=debug before the command

Environment variable for the reMarkable 2

The environment variable LIBREMARKABLE_FB_DISFAVOR_INTERNAL_RM2FB can be set to 1 to make this application not try to use its internal framebuffer client for RM2FB.

Compiling

In general building should work on most toolchains. You generally wanna target armv7-unknown-linux-gnueabihf for any remarkable. But as with all things in life, stuff never works great on every setup.

That's why I recommend to nowadays build with the rust image from toltec-dev/toolchain. It is the most modern and the closest to the actual reMarkable system as you're gonna get as of now.

To make it easier to use, I found that you can use the rust image (ghcr.io/toltec-dev/rust:v3.2, all versions). This is done using the Cross.toml file. So you should just need to run cross build --target=armv7-unknown-linux-gnueabihf --release and it will use the above image (or possibly newer if this readme gets out-of-date).

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DOOM on the reMarkable

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51 stars

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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DOOMarkable

rm1rm2opkglaunchers

This is a doom port intended for the reMarkable 1.

Demo Video on rM 1 | Demo Video on rM 2 (not recommended)

What's mainly used and how it's done

It is composed out of a lot of different compontents:

The meat of the work was to port doom to rust (doomgeneric-rs) and dithering the image and doing that as fast as possible! The dither speed was achived through forcing better optimizations and caching the code. The dithering is actually done at compile time for a 320x200 source image and the results (for upscaling 4x) are put into the generated binary itself. The binary then just needs to decompress this and look up the results for each pixel.

Current state

The game currently runs at about 11-14 FPS on the device. It's not using the low latency drawing even though it's pretty simple to use since the image has no gray shades. The reason is that using an A2-Like refresh has less artifacts and ghosting. I personally find this worth the extra latency when playing.

The game currently runs fine but there are still some things to do:

  • Making it easy to get the game resources (semi done)
  • Properly exit the game without requiring killing the process
  • Adjusting gamma to make dithered visuals clearer for certain rooms
  • Add an battery indicator (this sucks a lot of juice ..ahem.. blood)
  • Package it up for toltec and inclusion in launchers
  • Consider a smaller size for the rM 2, so the eink software driver doesn't die trying to update that many dots

How to run

  • Download the latest binary from the release page (the file without any extension)
  • Copy the file to e.g. /home/root on your reMarkable (e.g. using FileZilla or WinSCP)
  • Find an appropriate IWAD file (game resources) and put it in /home/root (more details)
  • Log into the device using ssh (e.g. with Putty) and go into your chosen directory
  • Make the binary executable by running chmod +x doomarkable
  • Ensure no other UI is running (e.g. stop the default UI with systemctl stop xochitl and start it later using start instead of stop)
  • Run the binary: ./doomarkable (on the rM 2, you'll need rm2fb and prefix that command with rm2fb-client)
  • DOOM should now run on your device. If the game doesn't come up, view the output for any errors or enable debugging by adding RUST_LOG=debug before the command

Environment variable for the reMarkable 2

The environment variable LIBREMARKABLE_FB_DISFAVOR_INTERNAL_RM2FB can be set to 1 to make this application not try to use its internal framebuffer client for RM2FB.

Compiling

In general building should work on most toolchains. You generally wanna target armv7-unknown-linux-gnueabihf for any remarkable. But as with all things in life, stuff never works great on every setup.

That's why I recommend to nowadays build with the rust image from toltec-dev/toolchain. It is the most modern and the closest to the actual reMarkable system as you're gonna get as of now.

To make it easier to use, I found that you can use the rust image (ghcr.io/toltec-dev/rust:v3.2, all versions). This is done using the Cross.toml file. So you should just need to run cross build --target=armv7-unknown-linux-gnueabihf --release and it will use the above image (or possibly newer if this readme gets out-of-date).

About

DOOM on the reMarkable

Topics

Resources

Stars

51 stars

Watchers

1 watching

Forks

Releases

Used by

Contributors

Languages