DaMan wrote:Still impressive to fit the (mostly) not edited down levels into that.
DaMan wrote:SNES Doom

wolfman wrote:Rename the file to SNESDoom.7z and extract with 7zip.
Here is a link to another version with maps: http://www.mediafire.com/?9bf6ffqbrl5s4cc
wolfman wrote:Rename the file to SNESDoom.7z and extract with 7zip.
Here is a link to another version with maps: http://www.mediafire.com/?9bf6ffqbrl5s4cc
Sodaholic wrote:Eh, not really. The rendering was already taken care of with the SuperFX2 chip. (SNES Doom was polygon based, IIRC) They didn't really have to do much work to get the 3d running. The rest of it is a mediocre attempt at recreating the Doom gameplay engine, and does a pretty shitty job of it, as it plays horribly. The music is nice, though.
Really, Doom isn't that complex of a game besides the 3d rendering, and they already had that taken care of. They didn't accomplish much. I mean, yeah, the SNES is a limited piece of hardware, but Doom doesn't exactly take a supercomputer to run, and it's not even Doom itself on a technical level, it's a clone of it.
Am I the only one that feels this way?
Everyone seems to adore how "oh wow they got it running on this?", but I don't see what was so special about it, they didn't have to jump through any hoops
What, 20MHz? And that was only the theoretical clock speed the chip itself ran at, it was probably more limited by the system/cartridge bus and RAM access latency. You're aware that Doom doesn't run that well even in a smaller viewport on a 33MHz 386 with 4MB of RAM, right? With all things taken into consideration, you're looking at a 16-bit 65c816 chip @ 3.58MHz and a math coprocessor at around 21MHz that intentionally periodically locks up so the CPU can DMA the contents of the FX2 RAM into VRAM (and the FSB runs alot slower than 21MHz, so ultimately FPS depends on how long it takes instructions to go to the FX2 and then for the SNES CPU to read a large image through the cartridge slot many times a second), and total, you have 128KB of RAM on the SNES itself and you effectively have to rely on slower RAM that resides on the cartridge to store textures and stuff.all they had to do was just put together a shitty clone engine (not really as hard as you would think on an SNES, given the power of the chip they used)
LOLThe chip took all the hard work out of it. All they had to do was make something with it, the hard part (fast-ish textured polygon rendering) was already done for them.
taufan99 wrote:wolfman wrote:Rename the file to SNESDoom.7z and extract with 7zip.
Here is a link to another version with maps: http://www.mediafire.com/?9bf6ffqbrl5s4cc
Uhh, i have a bug. When i shoot plasma rifle, the sounds crashed and ZDOOM gets crashed too. Fixes?
Chances are that they're using a stripped down version of the level format since they needed to conserve RAM/needed less information (no floor textures). Don't quote me on this, but I would guess that texture names were probably just an 8-bit integer or something instead of text, along with similar stuff done to other areas of the level format.
And about the other ports that you could compare it to, bear in mind that those other ports didn't have the help of anything like a SuperFX chip to render anything for them, meaning they had to come up with something themselves.
I think it does a pretty remarkable job considering the technical limitations that come with relying on a cartridge-mounted coprocessor that runs through a 3.5MHz system bus to do all your renderingAlso keep in mind that they did horrendous jobs porting the game to other platforms as well. I will admit, SNES Doom (non-rendering wise) isn't as bad as I'm making it out to be, but it was still a mediocre job of imitating Doom's mechanics (still, they did a better job than the other ports).
Fairly certain the fact that the 32x has two 23MHz 32-bit RISC CPUs and plenty more RAM than the SNES + FX2, in addition to the Genesis having a CPU about twice as fast as the SNES's, has something to do with the fact that the SNES version is in many aspects inferior to the 32x versionMy point being, platform has nothing to do with it, it depends on the degree of how bad the developers screw things up
SNES Doom's team just screwed up a little less than the other porting teams, that's all. And they were already ahead of the game with rendering already being taken care of for them; they didn't have to do anything, whereas the other teams had no such head start. If it hadn't been for the SuperFX chip, the SNES version would've probably been one of the worst ones.
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