Doom for SNES full source code released by former Sculptured Software employees

disks (Custom).jpg

The complete source code for the Super Nintendo Entertainment System (SNES) version of Doom has been released on archive.org. Although some of the code was partially released a few years ago, this is the first time the full source code has been made publicly available.

The complete set of disks, discovered by Jeff Hughes, a former employee of Sculptured Software contain all the necessary files to recreate the development environment that may have been used back in 1995. This includes the previously withheld third-party sound driver and cutter tool which were held back from previous releases. The disks were originally created using Amiga's HDBackup (BRU) and the files are designed for use on an Amiga system or WinUAE Amiga emulator.

It will be interesting to see what the community may achieve with this source code, perhaps the game can be further optimized beyond what was originally possible back in 1995.

:arrow: Source (archive.org)
 

LanHikariDS

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As a DOOM-head, this amazes me. I wonder if the miscalculation of Pi is still in this build. John Carmack used a 7 instead of a 4 at the 10th digit of Pi in the original PC version.
Not likely, since SNES Doom doesn't use any of the original game's source code, it's all done from the ground up.
 

Kioku

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Not likely, since SNES Doom doesn't use any of the original game's source code, it's all done from the ground up.
Wasn't this the case with most console Doom ports of the time?
 

LanHikariDS

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Wasn't this the case with most console Doom ports of the time?
My understanding is that most of the console ports are at least roughly based on the PC version's source code, but did have access to it. Conversely, Randy Linden did not have access to Doom's source code, and had to reverse engineer all the file formats himself, and built a wholly unique engine with its own map formats.
 

asdfzxc920

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Wasn't this the case with most console Doom ports of the time?
The Jaguar and 32X ports were based directly on DOS source code. The Playstation, 3DO and GBA ports were based on a mix of Jaguar and DOS source, and the Saturn port and Doom 64 were based on Playstation code. Oddly enough, the only other Doom port that doesn't contain any DOS code is the GBA port of Doom 2.
 

Kioku

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The Jaguar and 32X ports were based directly on DOS source code. The Playstation, 3DO and GBA ports were based on a mix of Jaguar and DOS source, and the Saturn port and Doom 64 were based on Playstation code. Oddly enough, the only other Doom port that doesn't contain any DOS code is the GBA port of Doom 2.
Learning something new every day. Good stuff!
 

urbanman2004

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All I request from whatever hobbyist dev who intends to tamper w/ the source code is to just remaster/optimize the presentation and features of the game that were present when the game released back in '95 so that it plays on par or close to the PC (DOS) version. I mean, the SNES was quite the proficient little powerhouse for its time so I would think it be capable of such results.
 

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All I request from whatever hobbyist dev who intends to tamper w/ the source code is to just remaster/optimize the presentation and features of the game that were present when the game released back in '95 so that it plays on par or close to the PC (DOS) version. I mean, the SNES was quite the proficient little powerhouse for its time so I would think it be capable of such results.
The Jurassic Park game did 3D FPS sections without any extra chips I believe, so I don't feel like the FX 2 chip was used to it's fullest potential for rendering a simple game like DOOM. Though I do think a base CPU overclock would have helped more than anything else.
 

The Catboy

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You're thinking of DOOM for the 3DO. Interesting back story discussion here:



She was effectively given a bunch of JPEGs and told to get the game running on 3DO. Incredible story and an even more incredible result from her given the circumstances.

Quoting to make it easier to find her story.
 

LeoTCK

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but can snes doom run the game?
Lol I don't think the hardware could handle it...maybe some genius hacker could pull it off though.
Like even to make the original Unreal run on Playstation (the first one) the devs that got tasked with it (outside of Epic, Epic only did inhouse PSX2 stuff) had to do some serious hacking and it still didn't look that well on the actual hardware.
But Doom's code is a lot more cleaner/less compicated than Unreal.
 

tech3475

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My understanding is that most of the console ports are at least roughly based on the PC version's source code, but did have access to it. Conversely, Randy Linden did not have access to Doom's source code, and had to reverse engineer all the file formats himself, and built a wholly unique engine with its own map formats.

Someone actually did a history of the ports, most old console ports are derived from the Jaguar port, with the SNES being an exception:

Post automatically merged:

The Jurassic Park game did 3D FPS sections without any extra chips I believe, so I don't feel like the FX 2 chip was used to it's fullest potential for rendering a simple game like DOOM. Though I do think a base CPU overclock would have helped more than anything else.

IIRC there were issues which modern solutions could potentially bypass such as memory, which is why enemies are one sided.
 
Last edited by tech3475,

asdfzxc920

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Do they use Jaguar source? I know they use the Jaguar IWAD, since that's might lighter on RAM, but I've never heard of actual source code being moved around for that one.
I stand corrected: according to the reverse-engineering project, it turns out that PSX Doom (and by extension, Saturn and N64) is actually based mainly on DOS code (specifically Doom 2 v1.666). They did have access to Jaguar source, and reimplemented most (but not all) of the balance changes, but I don't see much evidence of actual Jaguar code being used.
The 3DO and GBA ports definitely did use Jaguar code though. The 3DO dev's tale has been posted, but the GBA dev has also gone on record saying that his port is Jaguar-based (and he's extremely salty about that fact).
 

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I hope that the same thing happens with Pocahontas (the Genesis game).

For those who don't know, this game was set to be released on the Super Nintendo as well, but was cancelled. Hopefully one day the original developers will release the full source code so that someone can finally port this game to the SNES!
 
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