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)
 
It sucks that the only DOOM ports the Analogue Pocket gets is GBA and SNES.
There is a homebrew GBA port that uses PrBoom to run the PC version. It is much better than the official GBA port. Although when playing on the Analogue Pocket with the Everdrive it suffers from random crashes that it doesn't on real hardware. I haven't tried OpenFPGA though, and there is another GBA OpenFPGA core in the works (ported from MiSTER) if the existing one is a problem.
 
There is a homebrew GBA port that uses PrBoom to run the PC version. It is much better than the official GBA port. Although when playing on the Analogue Pocket with the Everdrive it suffers from random crashes that it doesn't on real hardware. I haven't tried OpenFPGA though, and there is another GBA OpenFPGA core in the works (ported from MiSTER) if the existing one is a problem.
I know, but the resolution still sucks, the pixels are still stretched. I'd love a 1:1 pixel ratio on the GBA DOOM. And it doesn't use the SDK's SRAM routines for saving, so I can't make it save batteryless which also sucks.
 
Rented Doom SNES as a kid and returned it for Mario Kart instead. I think the framerate put me off, or maybe it was just too scary. Wish I gave it a chance though.
 
That's ADoom, just check on 0.23.
And on a upgraded A1200 with a 060 accelerator card.
Just what I said, not official.
Clearly, I would know this by now. John Carmack's opinion stayed the same at the time, but a lot of the Amiga sceners were talented programmers and could make anything regardless whether it'd run smoothly on the hardware or not.
 
Clearly, I would know this by now. John Carmack's opinion stayed the same at the time, but a lot of the Amiga sceners were talented programmers and could make anything regardless whether it'd run smoothly on the hardware or not.
Most Amiga games are made for A500 (OSC) in mind, there are some games made for the Amiga 1200 (AGA).
John Carmack's opinion in mainly based on those Amiga models, the main issue was that publishers targeted stock 500/1200 systems instead of accelerated systems.

Amiga was a great home computer, played a lot games on A500.
In 1996 I build my first pc a 386 SX 25mhs, Doom runs a bit slow what I remmeber.
So I mainly play Doom/Doom 2 at school because in our classroom we got a white Dell 468 DX2 66mhz.
on that machine Doom runs perfect.

And for the Amiga scene demo's are still made today.
 
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