Keep this in mind boys the reason we have this “enhance” version is because the creator behind the snes port had the source code for the game and release it for fans to mess with. So I’m happy this is something cool is coming from it.
Really hoping LRG considers funding a Sega Saturn version rewrite. Apparently the developers of that port had it running at 60FPS on the Saturn until John Carmack forced them to go with software rendering due to texture warping issues, and later on he mentioned that he regretted that decision. It's neat how much of an improvement this SNES version is, but the Saturn port was really disappointing.
@@KingKrouch to bad that source code is lost, one of the programs that work on that port talk about it, it’s been lost since 90’s unless he redid his work again
@KingKrouch the 32x port of doom resurrection 2024 and virtua racing and virtua fighter will always be better than saturn versions and thier long loading times !
@@TheLastLineLive They absolutely do. It's running here on an Analogue Super Nt + SD2SNES *it's very likely running on a modified version of Redman's GSU-2 SD2SNES FPGA core
I'm glad that is still "SNES" DOOM and not some low-end PC on a chip that simply "hijacks" the Super NES's video output and controller input. Seeing this makes me even more excited for this release!
That is pretty much what the SuperFX chip was back then and this will be a faster version of that, apparently. The SuperFX CPU did the calculations, drew the game to the cart RAM, the SNES DMA would move the 'tiles' from the game cart RAM to the SNES VRAM and then display it.
@@AFourEyedGeek SuperFX works in conjunction with the SNES hardware. For example, in Yoshi Island the Super FX takes care of the sprites (due to the scaling effects) and some 3D elements that have polygons like the doors in the castle, but the SNES hardware takes care of everything else such as the tiles, background and all the game's music. It's no different with Doom than any other game that uses Super FX. What he means is probably those "Doom running on the NES" or "Doom running on the Sega Genesis" videos where it's literally just a Raspeberry Pi running the game and the NES/Sega Genesis hardware itself does absolutely nothing other than output the game image, there's nothing impressive about that. At least Doom here is still using the SNES hardware, but with the help of Super FX in some ways. (and it is still necessary to work with the limitations of Super FX and SNES in mind so it is not as easy as simply running Doom on a Raspberry Pi)
@@MoonSarito For Yoshi Island, you are 100% correct. For Doom, that is not how it works. This new game cart will also not be using a SuperFX chip, that is Nintendo's technology, this is something new but with a similar idea behind it. SNES Doom is run on the SuperFX chip, it renders its video output to the game cart RAM and that data is transferred to the VRAM on the SNES. That DMA transfer uses up so much of the SNES bus there is very little resource left for anything else to run on the SNES. However, I did miss that the audio is running on the SNES. So the SNES is responsible for the input, audio, DMA transfer to VRAM, and display out, but the rest is on the game cart. The SNES is acting like a video player for the 'mini console' on the game cart. The original developer has talked about how it works on another TH-cam video. There is good news that with a fast enough SuperFX style chip, the game can run as fast as what the DMA transfer can handle. So lets say the DMA can transfer 20 full frames a second, then you can render any game, or in this case Doom, and it can run at 20fps. The thing is, this 2024, we are going to pay what, $100, to play Doom at hopefully 20fps, at 256 x 224 resolution. Not for me. I'll keep to the awesome and recent remaster by Nightdive Studios.
@@AFourEyedGeek Still, on that last part, I guarantee you the 666 special edition carts will easily sell out, and who knows how many of the regular carts people will buy, so I think the developer and publisher will be very pleased with those results for a limited physical retro release like this. This is ultimately a great thing for SNES in 2024, and I hope to see a whole lot more of this kind of stuff for the system too.
@@dxtremecaliber what I’d like to know is how linden secured cooperation out of bethsoft when they have a policy of not collaborating with non bethsoft companies…. At least that’s what they have in public and reminded me of when I sought a license with them… Hypocrisy?
I remember playing the original SNES DOOM on emulator in school alot, you'd be surprised how playable it can be when you have nothing else like it at the time.
Yea it's not so bad, better than the 32X version imo. We also had countless hours fun with the SNES version of MK1, which is often described as a bad port. Seems like we have to much these days, back then we were thankful for what we got.
If the computer was capable of emulating SNES and the FX2 chip in the cartridge to play SNES Doom, it's capable of running Doom natively for a far superior experience.
@@yellowblanka6058 I wanted to say the same thing. My only guess why'd they pick SNES Doom is it's easier to use Snes9x and a rom on a school computer as you can run the program directly without installing anything.
I used to play SNES doom quite a lot as it was the only way I could get my doom fix and reading news about the source code being released, the online functionality being restored and now THIS is so wild to see. I love it so much.
If Randy added E4, he might as well add the trigger for that doorway in E1M1 considering it was added in Ultimate Doom as well. This also definitely needs SNES Mouse support, with the dpad becoming a non-tank directional input if it's plugged in
But is there dat much much of a difference? The only things I can spot is the intro, a simple effect on the title screen and a slightly improved framerate. But yes, improvements in any way are always welcome.
@@graciatiranda So just "trust me bro"? It's on a FX PAK Pro so there isn't much they can really do and are working within those confines for now. So unless they really do have a new chip they are making which would cost a pretty penny since they are being paid to do this I doubt we will see much more. A locked 30 FPS would be a huge leap though.
They're never going to get a publishing deal with Nintendo, but I'd love to see what a Super FX upgrade could do for Star Fox and Stunt Race. Maybe even Star Fox 2.
People will probably make rom patches for those games to use super fx 3. In the video they used an FXPAK and talked about use in emulators. At the least we'll probably get an emulator version of it but if we're lucky a flash cart with FX3.
@@phetinthasanh7083yes, altrough for simple effects in the title screen no special chip would be necessary. At least, other games without any helper chips have similar effects to offer. I think (no, I'm sure) they need the more powerful and faster additional chip for other things in the game, like improving the framerate and handling of zooming/scaling multiple independent objects, like enemies, items and layout of the levels. Stock SNES hardware would be able to display just one layer of mode7 plus one layer of background and sprite tiles, and so far I know, this game does much more. I'm not an expert, but that's my thoughts.
@@darkcoeficient there is only so much data the SNES can transfer from the game cart to its internal video RAM. Limiting the max fps we can see, but I hope it can get more through than what we are seeing so far.
@@AFourEyedGeek There's only so much they can do if they're working with a boosted FX chip, even the most powerful FX chip was/is not going to compare favorably to a computer CPU of the time - it has little to do with transfer speed from the cart to internal RAM and more to do with the limited CPU power available. This is more of a curiosity than anything, there are far better (and cheaper) ways to experience Doom these days.
The SNES version was my absolutely favorite. The graphics may look… well bad, but long time fans knows exactly where to go. The DOS version was my first Doom game after Wolfenstein 3D, so the graphics were easy to get used especially after having to deal with limitations back then. As for the controls, I got it right away. Press Up and Down to move forward, Right and Left to turn around, and L and R buttons to strafe. The four buttons for shooting, switching weapons, and opening doors. Super simple. The enemies all faced towards you, and they don’t do damage to each other, so the challenge was… something. The soundtrack is amazing and surprising on a SNES platform. Overall the SNES version of Doom is great, but in this day and age I’ll stick with the better ports today, and have a nostalgic memory of this SNES classic forever.
SNES has 128 KB / 1 megaBIT, not megaBYTE of RAM I doublechecked so I wouldn't fail to correct a dev on their own system. Also, I hope they support the mouse!
He did state it's using a improved SFX chip they are calling the "SFX3" variant. Said it will be fully compatible with SNES and retro systems from cartridge, but that pc emulators would need to be updated for compatibility.
I wonder if Randy Linden would be nice enough to make this enhanced GSU-2 chip FPGA core open sourced, so homebrew developers, and SD2SNES users, could give this a try.
Randy Linden said that 30fps is a physical limitation of SNES interface. Even that was achieved by crazy frame buffer manipulation. He also said that 25 FPS was achievable on a stock FX2, by offloading pixel "chunkification" to the SNES hardware instead of FX2.
Why not? It was fully possible, someone just needed to do it. The controller port is capable of _large amounts_ of bidirectional communication... Rumble only requires a byte or so of data every time it needs to be activated. You're just specifying the duty cycle or rumble pattern, and the duration. That's trivial for the SNES. ASCII had peripherals which allowed the transfer of game save data through the controller port in the games they published. (They originally created it in the Famicom era, so players of Wizardry could transfer their adventuring party to subsequent games in the series.) But yeah... It's cool af. A shame I'll probably be playing it with the mouse. (Wonder if they'll implement mouse+controller)
@@Bakamoichigei Because there's no rumble mechanics in the actual gamepad. That's so far my understanding of it all. You gave me some interesting insights, still I fail to understand how rumble becomes a possibility without to damage the controller longterm because I'd think it curses an overload on those components. Then again, I have zero technical expertise in that aspect, so I am quite thankful for any helpful answer.
@@MegaManNeo The whole thing sounds cool. I like when people don't let questions of practicality or necessity get in the way of something cool they want to do. Does the world need an enhanced version of the SNES port of DOOM? lol, hell no. Does it even make sense to do it? Not really! But Randy Linden wants to make a definitive version of his 'impossible' DOOM port, so god dammit that's just what he's gonna do! 😤 (And as someone who still has their childhood red cartridge of SNES DOOM, I'm totally here for it!)
As someone who still plays the SNES version sometimes, this is super cool! I've always appreciated the SNES version due to the music and how oppressive the ambiance feels compared to PC. I only found out you could run by holding down B years later due to my younger brother accidentally finding out. 😅
This is amazing! me and my big brother had this game when it first came out in the 90s and it was laughable. This looks like one heck of an improvement.
Snes Doom does not have the button to open the first secret, but the old non-Ultimate version for PC does open that secret door without pillar button. Correct me if I'm wrong (so many Doom versions after 30 years of gaming you can get confused) It seems the new Snes Doom got a bit better resolution and fps. I always loved that particular soundtrack version, great memories. A beloved version now better.
They should really get someone to redo the soundtrack. I always thought it was weird how snes doom didn't use metal guitars when earthbound was able to make metal guitars sound good on snes.
How is this running on a FX PAK Pro? I thought it was using a custom SuperFX 3 chip, which would not be implemented in FXPAK firmware. I seriously doubt they'll make this available digitally.
Will this have working snes mouse, and superscope controls like originally intended but cut from original release? would be interesting to have mouse look and dpad movement
I can't wait to see the final product. This is just running on a simple FXPack Pro flash cart. There ain't no special chip in that cart. What we're seeing is just the game with it's improvements that were able to be done through simple coding alone, probably running in some sort of FX compatibility mode. The final should run even better with the actual FX3 chip.
There is a special chip in that cart, the FXPak Pro has an FPGA in it, which is used to emulate the various enhancement chips. The new SuperFX 3 in this case.
It's a modest but noticeable improvement in framerate. I'm hoping they'll be able to add in the missing levels and bosses. A save function would be nice, too, but I'm not holding my breath.
This is super cool but I do hope that the addition of the FMV logos doesn't make the price jump too much or take up space that could've been used for other things. This is clearly already going to be expensive being a LRG release with how much is going for it so I have to hope they didn't just think "well what's $20 more" when doing certain things.
SuperFX 3, in this demo running on the FPGA in the FXPak Pro. Standalone carts will probably use an FPGA, but they're still investigating using an ASIC.
Looks really good. I just wish enemies weren’t as blurry from a distance as they look still. Did he mention what needs to be improved from here to now?
Realistically, there's really only so much they can do with an overclocked SuperFX2 chip running on SNES hardware...this game is going to be best played elsewhere.
This is awesome, but those intros definitely reminded me of "If Quake was made today." I'm sure that's why those intros are skippable in the Nightdive port of Quake 1. They aren't in other releases. Think they're in on the joke.
This enhancement is a huge step forward😁 But i really want to see textures on both floors and ceilings as well, 3D sprite enemies along with better ai etc,,, So if we could expand that game engine, that would be really really cool😁 I still hope this is just a demo and that enhanced graphics and superscope will be added in the near future😁
It won't be a "SNES Doom", will it? You can do "modern" Doom by shoving a Raspberry into a cart port (people done it with NES). I consider it cheating.
@@volo870well ,sticking a rasberry pie inside a cartride is not less cheating then an fx chip inside a cartride. Well yeah, i do in general only care what a stock hardware can do, bur in some cases i do accept some exceptions. Now obviously the snes was never made with (real) 3D in mind so that’s why an external 3D chip comes handy. Now the only thing i do consider absolutely cheating is the 32X because it uses it’s own av out. Now another thing to say is that the 8bit nes is in some cases more advanced then the snes in that can stream data straight from the cartride at full color and full resolution at 60fps. Both the 16bit snes & even the pseudo fake 32bit genesis cannot do that because of the fact that data first needed to be copied into ram first wich slows things down. So they both can only pump half the data straight from the cart. So extra bits inside a console sadly doesn’t always mean everything🥲🤣
@@johneygd Well if Genesis is "pseudo fake 32bit" that makes SNES 8-bit (Ricoh 5A22 has only 8 data pins). Be consistent! 🤣 NES having no onboard tile memory does not make it advance - it is like saying that Oscar Pistorius having no legs makes him a better runner... yes, but not quite. I assume that a REALLY smart programmer that has unconstrained external computing power may conjure a codec that will strategically blit i-frames at 30 FPS to SNES VRAM to be projected at a giant Mode7 canvas. That shall make the SENS act as a pass-through imaging device.
@@volo870true that. The snes cpu is not fully 16bit because it only has an 8bit data bus. Now while the sega genesis did had a 58000 cpu being stated as a 32bit cpu but only 16bit of them are usible and sega was wise to not advertise their genesis as a 32bit system because i guess that would,ve been misleading. Now interestingly enough theres a homebrew port of genesis doom wich contains a powerful cpu in the cart to do all it’s graphics and it runs and looks better then the original snes version.
@@johneygd MegaDoom in even more interesting - it runs on stock Mega EverDrive PRO cart. I have to assume it was developed in collaboration with Krikzz. The particularly interesting aspect is that the thing uses the same Cyclone IV FPGA as the FXPAK PRO in this video. I wonder, why wasn't same done for the SNES? Lack of Blast Processing? 😁😁😁
This isn't the actual hardware though, it's running on fxpak pro which can play rom files that are significantly larger in size than the maximum allowable file size on genuine hardware. An FXPak Pro cartridge costs around $250
I've always wondered if anything happened with the Doom SNES source code that Randy Linden released. Guess this is the result. It's already performing much better than the original port, and if it looks jerky, it's simply because the port had to cut a lot of animations to fit into the SNES cartridge. I'm guessing by removing the codes for modem play and mouse support, Randy managed to free some memory to put into the performance. Having a Super FX-like chip really made a huge difference to the performance. This clearly isn't 30fps, but looks like it's running in 20+ fps instead of the teens to single-digit FPS the original SNES version was infamous for. This thing is very much collector's only and is a pretty awful way for most people to play Doom on. But I'm glad Linden decided to return to the port that made his name, and get it as close to perfect without having to worry about Christmas shipping dates. The emulation scene would be dying to get their hands on a ROM dump of this enhanced version.
Imagin if that source port of snes doom was used on sega 32X and sega CD combo. Be nice if some hacker can mske that haplen to see how much futher enchnce the code can be improved.
@@jc_dogen its true but the 32x version look medival almost every where while snes stays true to pc with diffrent color walls and level lay out as it should be. So adding that version to 32X well every thing will look pc like. And split screen included be a treat for that.
Sorry was expecting a bit more from this. Looks like they are taking advantage of overclocking the Super FX 2 and adjusting the source to that extra power. I doubt they made a new "Super FX 3" as people are saying online (I would love to be wrong). Since they are doing some MSU-1 like things with videos they should have also used it for streaming audio and given the option to choose between the SNES music and PC music. Still a cool product but with it being Limited Run Games only TH-camrs will get theirs in a timely manner and everyone else will have to hope they get it before they are in the old folks home. Just a small edit here but it is running on a FX PAK PRO so my theories are probably correct as they would need to make a new firmware for the FX PAK PRO to add those features outside of it. Which would be a huge undertaking but not impossible.
I that they use the super fx 2 chip inside the fx pak pro, Randy already said that they found out a way to increase the frame rate without touching the clock speed of the super fx 2. I think that what we see here is the optimization that we get from that. The super fx 3 will add some more code optimization, it will be able to support 4 mb of rom (instead of 2mb that the original doom has) and possibly some MHZ increase. We will see how it will turn out
There's a bigger difference between the "SuperFX 3" and the "SuperFX 2" than there was between the "SuperFX 2" and "SuperFX". Higher clockspeed, more addressable memory, and some memory streaming enhancements (similar to what the MSU-1 provides). The demo here is implemented using a custom firmware for the FXPak Pro that adds the SuperFX enhancements on top of the existing SuperFX FPGA implementation, and they've not yet decided if the final cartridge is going to use an ASIC or FPGA for the SuperFX 3.
It's an updated port of the original game, based on the original source, and developed by the original developer (Randal Linden). It adds a ton of extra maps (mainly the entire fourth episode), a bunch of new features, and significantly improved performance. It uses a new variant of the SuperFX chip with various enhancements. It's likely that the cartridge release will use an FPGA to implement the SuperFX 3, but Linden has said they're still looking into getting an ASIC for it.
@@thatssomegoodpie Most of the RetroN consoles are not actual clone consoles, but just software emulation boxes with a ROM dumper attached. They will not support games using new enhancement chips unless they get a firmware update to support it. Any hardware/FPGA clone console will support it, as long as they run the game directly off the cart (so no MiSTer support until they add support for the new chip).
I still won't get this. No chance they're in stores and I don't preorder. Tomb Raider on Switch I'll probably get though since it'll actually be attainable
That was hard to tell through my little run through here. I wish I had observed a bit more closely, I was too wowed by the drastic increase in framerate and movement for SNES version here, and dev did confirm it will be even faster in final release. The individualed rumble implementation was cool, and I don't think you see it in this video, but there's a menu showing that it also now include episode 4 "they flesh consumed" (he overviewed the level list and confirmed they added E4 when I questioned it)
The original SNES DOOM was a programming miracle, one of the best pieces of code ever written. This release is about getting that code running as smooth as possible, and fixing things which effect gameplay, like adding circle strife. I'd rather have the fastest FPS possible that be able to look at demon backsides.
I just don't see the point. There's an infinitely better version of this game that you can play on your PC or a modern console right now. Back in the day, this port had a purpose because not everyone had a PC that could run Doom, or they didn't have a PC at all.
@@volo870Nah, I play with original textures. Maybe some subtle light effects and higher display resolution but I've yet to see any good HD texture mods that don't look like someone covered everything in grease or painted it.
@@alexsilva28so I was looking for a switch that apparently is not in the snes version. There's usually a switch in that pillar that opens a early door that allows you out into the foyer, but it looks like it's just not in the SNES version. So I had to use alternative common entrance down in the zig zag slime area. The gentleman giving me the overview may not have been aware that I was already familiar with where they switch placements were, but I thought maybe they had changed something so I was following his guidance.
In the original 3 episode version of doom there is no switch. The switch was added in ultimate doom to make the map flow a little better for deathmatch. The snes port is based off the original doom, not ultimate doom so that’s why the switch isn’t there
To be fair, it wasn't so farfetched to think they'd add that secret back since they're adding episode 4 maps. It's not a big deal, but it would've been a nice touch.
I understand this is an early prototype but right now at least, this looks like nothing more than SNES Doom with an overclock. Monsters still are always facing the player, animation frames are missing, it still runs in a shrinken resolution, and textures are missing. Maybe these things will be addressed. I'm not expecting SNES Doom to compete with Doom running on today's hardware, but it would be really nice to get multi-facing enemy sprites at least for monster in-fighting. That is a critical point of classic Doom.
Original doom on SNES was unplayable. This could redeem itself, but the missing ceiling and floor textures doesn't seem worth buy a cart. I could easily run a rom of it with everdrive.
If we're being honest, this is more of a curiosity for diehard collectors than something your everyday person is going to spend money on. You can get Doom1+2 on Switch/PC/PS5/XB etc. for $10 and have the full Doom experience without dealing with the limitations of an SNES enhancement chip.
@@yellowblanka6058 Well, yeah. If you just want to play DOOM you can run the original in your browser online for free. Just like the Commodore 64 port of Super Mario Brothers, the Intellivision port of DK2 Arcade, or PACMAN 4k for Atari 2600 it's not about there being better ports. It's like you said, a novelty for those of us that want it. If it's not your thing, that's fine too...more copies for us super fans and old timers. 😄
no the original runs at about 10 fps lol. this is noticeably better. although the theoretical limit is probably about 20 fps (unless they lower the resolution) because there's only so much bandwidth between the cartridge and vram on the snes.
Keep this in mind boys the reason we have this “enhance” version is because the creator behind the snes port had the source code for the game and release it for fans to mess with. So I’m happy this is something cool is coming from it.
Thank god, saw him talking about it on twitter
The creator actually worked on this remaster himself, which is kudos to him
Really hoping LRG considers funding a Sega Saturn version rewrite. Apparently the developers of that port had it running at 60FPS on the Saturn until John Carmack forced them to go with software rendering due to texture warping issues, and later on he mentioned that he regretted that decision. It's neat how much of an improvement this SNES version is, but the Saturn port was really disappointing.
@@KingKrouch to bad that source code is lost, one of the programs that work on that port talk about it, it’s been lost since 90’s unless he redid his work again
@KingKrouch the 32x port of doom resurrection 2024 and virtua racing and virtua fighter will always be better than saturn versions and thier long loading times !
AM I JUST SEEING ANIMATED INTROS ON AN SNES?!?!?!?
If you like what you see, do a search for MSU1. :) There's a lot more where that came from!
You should search for "MSU-1" or "SuperRT" and prepare to be mind blown already.
We can already do that with the MSU-1 games....
They probably have an sd card or something of that nature handling that, as opposed to just a typical snes rom chip.
@@TheLastLineLive They absolutely do. It's running here on an Analogue Super Nt + SD2SNES *it's very likely running on a modified version of Redman's GSU-2 SD2SNES FPGA core
I'm glad that is still "SNES" DOOM and not some low-end PC on a chip that simply "hijacks" the Super NES's video output and controller input.
Seeing this makes me even more excited for this release!
That is pretty much what the SuperFX chip was back then and this will be a faster version of that, apparently. The SuperFX CPU did the calculations, drew the game to the cart RAM, the SNES DMA would move the 'tiles' from the game cart RAM to the SNES VRAM and then display it.
This is SNES era tech so is enough for me
@@AFourEyedGeek SuperFX works in conjunction with the SNES hardware.
For example, in Yoshi Island the Super FX takes care of the sprites (due to the scaling effects) and some 3D elements that have polygons like the doors in the castle, but the SNES hardware takes care of everything else such as the tiles, background and all the game's music.
It's no different with Doom than any other game that uses Super FX.
What he means is probably those "Doom running on the NES" or "Doom running on the Sega Genesis" videos where it's literally just a Raspeberry Pi running the game and the NES/Sega Genesis hardware itself does absolutely nothing other than output the game image, there's nothing impressive about that.
At least Doom here is still using the SNES hardware, but with the help of Super FX in some ways. (and it is still necessary to work with the limitations of Super FX and SNES in mind so it is not as easy as simply running Doom on a Raspberry Pi)
@@MoonSarito For Yoshi Island, you are 100% correct. For Doom, that is not how it works. This new game cart will also not be using a SuperFX chip, that is Nintendo's technology, this is something new but with a similar idea behind it.
SNES Doom is run on the SuperFX chip, it renders its video output to the game cart RAM and that data is transferred to the VRAM on the SNES. That DMA transfer uses up so much of the SNES bus there is very little resource left for anything else to run on the SNES. However, I did miss that the audio is running on the SNES. So the SNES is responsible for the input, audio, DMA transfer to VRAM, and display out, but the rest is on the game cart. The SNES is acting like a video player for the 'mini console' on the game cart.
The original developer has talked about how it works on another TH-cam video. There is good news that with a fast enough SuperFX style chip, the game can run as fast as what the DMA transfer can handle. So lets say the DMA can transfer 20 full frames a second, then you can render any game, or in this case Doom, and it can run at 20fps.
The thing is, this 2024, we are going to pay what, $100, to play Doom at hopefully 20fps, at 256 x 224 resolution. Not for me. I'll keep to the awesome and recent remaster by Nightdive Studios.
@@AFourEyedGeek Still, on that last part, I guarantee you the 666 special edition carts will easily sell out, and who knows how many of the regular carts people will buy, so I think the developer and publisher will be very pleased with those results for a limited physical retro release like this. This is ultimately a great thing for SNES in 2024, and I hope to see a whole lot more of this kind of stuff for the system too.
I was not expecting to the the Bethesda and modern id logo intros! Thats crazy
such a waste of ROM. There better not be anything missing that could have fit in their place
Its ugly and embarrassing, lmfao. Modern logos on an old game re-release makes zero sense.
Probably necessary to secure a re-release.
@@ironhell813facts
@@dxtremecaliber what I’d like to know is how linden secured cooperation out of bethsoft when they have a policy of not collaborating with non bethsoft companies….
At least that’s what they have in public and reminded me of when I sought a license with them…
Hypocrisy?
I remember playing the original SNES DOOM on emulator in school alot, you'd be surprised how playable it can be when you have nothing else like it at the time.
Yea it's not so bad, better than the 32X version imo. We also had countless hours fun with the SNES version of MK1, which is often described as a bad port. Seems like we have to much these days, back then we were thankful for what we got.
If the computer was capable of emulating SNES and the FX2 chip in the cartridge to play SNES Doom, it's capable of running Doom natively for a far superior experience.
With Bleem and everything behind him, he is one of the most underated Genius of all Human History, i am not kidding!
@@yellowblanka6058 I wanted to say the same thing.
My only guess why'd they pick SNES Doom is it's easier to use Snes9x and a rom on a school computer as you can run the program directly without installing anything.
@@greensun1334 My main issue with the SNES port of MK1 was the atrocious input lag. MK2 and MK3 were decent.
I used to play SNES doom quite a lot as it was the only way I could get my doom fix and reading news about the source code being released, the online functionality being restored and now THIS is so wild to see. I love it so much.
It's always nice to see new releases, hacks and improvements for my all time favourite system, the allmighty SNES.
I still have this game and I'm happy to see that frame rate run smoother, I might have to get this for the hell of it.
If Randy added E4, he might as well add the trigger for that doorway in E1M1 considering it was added in Ultimate Doom as well. This also definitely needs SNES Mouse support, with the dpad becoming a non-tank directional input if it's plugged in
Randy confirmed on Twitter that it still supports the SNES mouse
@@MarioKartSuperCircuit Still? It didn't support the mouse originally.
@@guspazThe manual claims otherwise, but the game originally supported both the SNES mouse and the Super Scope.
@@particleicicle super scope? That would be interesting!
So cool that SNES is getting this Enhanced version in 2024.
😂
But is there dat much much of a difference? The only things I can spot is the intro, a simple effect on the title screen and a slightly improved framerate. But yes, improvements in any way are always welcome.
@@greensun1334Its still wip. When it is released in 2025 its gonna be better
@@graciatiranda So just "trust me bro"? It's on a FX PAK Pro so there isn't much they can really do and are working within those confines for now. So unless they really do have a new chip they are making which would cost a pretty penny since they are being paid to do this I doubt we will see much more. A locked 30 FPS would be a huge leap though.
@@greensun1334 The press release mentioned rumble, every map from the PC version being included (even episode 4), and circle-strafing
They're never going to get a publishing deal with Nintendo, but I'd love to see what a Super FX upgrade could do for Star Fox and Stunt Race. Maybe even Star Fox 2.
Or if they're ambitious enough to make new games with the super fx chip.
People will probably make rom patches for those games to use super fx 3. In the video they used an FXPAK and talked about use in emulators. At the least we'll probably get an emulator version of it but if we're lucky a flash cart with FX3.
Already exists for use wirh this chip.
absolute madladdery getting this all to work. what a time to be alive
Finally some footage! It's better than I expected! And they're gonna improve the frame rate MORE!? I can't wait to buy this.
Wait a minute, that "screen melt" wasn't in the original game
They have a special chip to do all that. No it wasn’t in the original
Indeed, it had a static title screen.
@@phetinthasanh7083 I think you can just do that with HDMA on a stock console.
@@phetinthasanh7083yes, altrough for simple effects in the title screen no special chip would be necessary. At least, other games without any helper chips have similar effects to offer.
I think (no, I'm sure) they need the more powerful and faster additional chip for other things in the game, like improving the framerate and handling of zooming/scaling multiple independent objects, like enemies, items and layout of the levels. Stock SNES hardware would be able to display just one layer of mode7 plus one layer of background and sprite tiles, and so far I know, this game does much more. I'm not an expert, but that's my thoughts.
It's using new fx3 chip
Very cool to see this being worked on, I hope they can get the performance boosted, as it still looks slow.
Perhaps it needs to be this way for compatibility?
While it still looks slow, it is much faster than the original SNES game!
@@darkcoeficient there is only so much data the SNES can transfer from the game cart to its internal video RAM. Limiting the max fps we can see, but I hope it can get more through than what we are seeing so far.
@@AFourEyedGeek There's only so much they can do if they're working with a boosted FX chip, even the most powerful FX chip was/is not going to compare favorably to a computer CPU of the time - it has little to do with transfer speed from the cart to internal RAM and more to do with the limited CPU power available. This is more of a curiosity than anything, there are far better (and cheaper) ways to experience Doom these days.
@@MegaFinalRoundYeah now it looks actually playable
The SNES version was my absolutely favorite. The graphics may look… well bad, but long time fans knows exactly where to go.
The DOS version was my first Doom game after Wolfenstein 3D, so the graphics were easy to get used especially after having to deal with limitations back then.
As for the controls, I got it right away. Press Up and Down to move forward, Right and Left to turn around, and L and R buttons to strafe. The four buttons for shooting, switching weapons, and opening doors. Super simple.
The enemies all faced towards you, and they don’t do damage to each other, so the challenge was… something.
The soundtrack is amazing and surprising on a SNES platform.
Overall the SNES version of Doom is great, but in this day and age I’ll stick with the better ports today, and have a nostalgic memory of this SNES classic forever.
Dont have sprites movement for Left and Right.
Next LRG release after this...
Mortal Kombat UNCUT on SNES.
A boy can dream...
The original and unreleased Mortal Kombat Nitro.
It would be awesome if this happened and I’d pick it up for sure!
Hopefully you can gib the enemies in this version.
This is pretty impressive
SNES has 128 KB / 1 megaBIT, not megaBYTE of RAM
I doublechecked so I wouldn't fail to correct a dev on their own system.
Also, I hope they support the mouse!
He did state it's using a improved SFX chip they are calling the "SFX3" variant. Said it will be fully compatible with SNES and retro systems from cartridge, but that pc emulators would need to be updated for compatibility.
Why do you want mouse support? The original had SNES DOOM had mouse support, and IIRC it was a lousy way to play the game.
@user-uu3wy1bh4z because they are making rumble snes controller with it but people want a rumble mouse
@@Offramp-z7p It doesn't have to be lousy.
@@rustymixer2886 Ok, that made me laugh. 🤣
this version seems to run way better than the original. Very impressive
I wonder if Randy Linden would be nice enough to make this enhanced GSU-2 chip FPGA core open sourced, so homebrew developers, and SD2SNES users, could give this a try.
He said the rumble specs will be released for other romhackers to add to games. Most likely the updated code will be released too.
He's confirmed that he will release the SuperFX 3 source.
The framerate might not look like much but if you've seen the original you know how much of an improvement that is.
Randy Linden said that 30fps is a physical limitation of SNES interface. Even that was achieved by crazy frame buffer manipulation. He also said that 25 FPS was achievable on a stock FX2, by offloading pixel "chunkification" to the SNES hardware instead of FX2.
I feel like the rumble feature is what makes me drool the most because it shouldn't be possible.
Why not? It was fully possible, someone just needed to do it. The controller port is capable of _large amounts_ of bidirectional communication...
Rumble only requires a byte or so of data every time it needs to be activated. You're just specifying the duty cycle or rumble pattern, and the duration.
That's trivial for the SNES. ASCII had peripherals which allowed the transfer of game save data through the controller port in the games they published. (They originally created it in the Famicom era, so players of Wizardry could transfer their adventuring party to subsequent games in the series.)
But yeah... It's cool af. A shame I'll probably be playing it with the mouse. (Wonder if they'll implement mouse+controller)
@@Bakamoichigei Because there's no rumble mechanics in the actual gamepad.
That's so far my understanding of it all.
You gave me some interesting insights, still I fail to understand how rumble becomes a possibility without to damage the controller longterm because I'd think it curses an overload on those components.
Then again, I have zero technical expertise in that aspect, so I am quite thankful for any helpful answer.
@@MegaManNeo oh, lol. No, see, they're partnering with someone to do a custom controller which *has* rumble hardware. 😅
@@Bakamoichigei Oooh~ well then I am less surprised but at the same time, it sounds cool 😀
@@MegaManNeo The whole thing sounds cool. I like when people don't let questions of practicality or necessity get in the way of something cool they want to do.
Does the world need an enhanced version of the SNES port of DOOM? lol, hell no. Does it even make sense to do it? Not really!
But Randy Linden wants to make a definitive version of his 'impossible' DOOM port, so god dammit that's just what he's gonna do! 😤 (And as someone who still has their childhood red cartridge of SNES DOOM, I'm totally here for it!)
people can complain about the floor textures but i'm buying because it has fmv
But you've already seen it
@@DenkyManner and you already played doom
Just say you are rich and you want to waste your money
Glad to see they're working on this but I expected it to be better performing, looks kinda the same to me
@@Blueflag04they call me Mister Moneybags and I have more gold than you could even dream of
This on a CRT will be epic.
If only they could fix the lava and add dimming to it like the GBA version. That would be cool.
As someone who still plays the SNES version sometimes, this is super cool! I've always appreciated the SNES version due to the music and how oppressive the ambiance feels compared to PC. I only found out you could run by holding down B years later due to my younger brother accidentally finding out. 😅
this would be cool if it wasn't LRG
I'd be the first in line to buy if it wasn't sold by Limited Run.
Making the SNES version have interminable production logos is so on brand.
This is amazing! me and my big brother had this game when it first came out in the 90s and it was laughable. This looks like one heck of an improvement.
Snes Doom does not have the button to open the first secret, but the old non-Ultimate version for PC does open that secret door without pillar button. Correct me if I'm wrong (so many Doom versions after 30 years of gaming you can get confused) It seems the new Snes Doom got a bit better resolution and fps. I always loved that particular soundtrack version, great memories. A beloved version now better.
This is really good for the SNES they should see how much they can improve the resolution
Damn bro strafe! Haha. Nice to see footage.
The SNES Doom OST is definitely better than the original. Great soundchip.
Does somebody know if we'll be able to strafe and turn at the same time, unlike the original port?
I'll answer my own question. Yes, circle strafe is supposed to be included. They'll get my money simply for this reason. Can't wait!!
They should really get someone to redo the soundtrack. I always thought it was weird how snes doom didn't use metal guitars when earthbound was able to make metal guitars sound good on snes.
That requires storage space
Hell no! The snes doom ost is awesome!
How is this running on a FX PAK Pro? I thought it was using a custom SuperFX 3 chip, which would not be implemented in FXPAK firmware. I seriously doubt they'll make this available digitally.
The chip in game not system here
That was the first thing I noticed. I want it for my fxpak
Custom FXPak Pro firmware that adds support for it.
I'm so excited for this! Thanks for the video!
The audio sounds great!
Will this have working snes mouse, and superscope controls like originally intended but cut from original release? would be interesting to have mouse look and dpad movement
I have a Sony trinitron crt TV.... Will this look good on my classic TV with my snes?
Now I want to see a GBA cartridge with rumble.
I hope the enemies can turn around and enemjes in fight like the pc version.
Thats whats missing also tell those guys not to for get
snes doom but better :), limited run :(
If in this video shows the game running on a stock FXPAK PRO - we'll have our chance in playing this. 😉
I can't wait to see the final product. This is just running on a simple FXPack Pro flash cart. There ain't no special chip in that cart. What we're seeing is just the game with it's improvements that were able to be done through simple coding alone, probably running in some sort of FX compatibility mode. The final should run even better with the actual FX3 chip.
There is a special chip in that cart, the FXPak Pro has an FPGA in it, which is used to emulate the various enhancement chips. The new SuperFX 3 in this case.
@@guspaz Maybe. The dev did say in an interview that what we were seeing wouldn't be the final performance that the official cart will have.
It's a modest but noticeable improvement in framerate. I'm hoping they'll be able to add in the missing levels and bosses. A save function would be nice, too, but I'm not holding my breath.
This is super cool but I do hope that the addition of the FMV logos doesn't make the price jump too much or take up space that could've been used for other things. This is clearly already going to be expensive being a LRG release with how much is going for it so I have to hope they didn't just think "well what's $20 more" when doing certain things.
I hope all those initial logos are skippable
So is it using the MSU1 of the fxpak or are they running a new chip in FPGA? The cart from LRG. will it be using msu1?
SuperFX 3, in this demo running on the FPGA in the FXPak Pro. Standalone carts will probably use an FPGA, but they're still investigating using an ASIC.
This is running on an FXPAK PRO? Color me impressed!
Is it a stock cart? If so - add an extra layer of color!
Looks really good. I just wish enemies weren’t as blurry from a distance as they look still. Did he mention what needs to be improved from here to now?
This frame rate and all 27 original Maps are all it took to sell me.
@@Offramp-z7pat least it's the complete game, unlike the 32X port with big parts of missing content. We were happy with it.
Realistically, there's really only so much they can do with an overclocked SuperFX2 chip running on SNES hardware...this game is going to be best played elsewhere.
@@greensun1334 And there's no legit way to obtain the BFG on the 32x. And if you use a cheat to get the BFG, the game will not let you see the ending.
if you cant skip those intros i swear lol
Is it me or did the texture resolution drop a tad? I don't remember the acid pools being just flat green?
It's the same
The original game (and this enhanced port) did not support textured floors or ceilings.
So it’s running on an FXPAK? Meaning it will run on everdrives despite the new super fx 3 ?
It will not, no Everdrive supports any variant of the SuperFX chip. The FXPak Pro uses an FPGA to emulate the chips.
They rectify their mistakes from 30 years ago finally
This is awesome, but those intros definitely reminded me of "If Quake was made today." I'm sure that's why those intros are skippable in the Nightdive port of Quake 1. They aren't in other releases. Think they're in on the joke.
Is this done without any extra chips on the cartridge? E.g. The superfx chip?
It uses a new variant of the SuperFX that has higher clockspeeds, more addressable memory, and some memory streaming stuff.
If I want to play a clunky version of Doom I will do so on my Sega Saturn, thank you. 😂🤣😂
This enhancement is a huge step forward😁
But i really want to see textures on both floors and ceilings as well, 3D sprite enemies along with better ai etc,,,
So if we could expand that game engine, that would be really really cool😁
I still hope this is just a demo and that enhanced graphics and superscope will be added in the near future😁
It won't be a "SNES Doom", will it? You can do "modern" Doom by shoving a Raspberry into a cart port (people done it with NES). I consider it cheating.
@@volo870well ,sticking a rasberry pie inside a cartride is not less cheating then an fx chip inside a cartride.
Well yeah, i do in general only care what a stock hardware can do, bur in some cases i do accept some exceptions.
Now obviously the snes was never made with (real) 3D in mind so that’s why an external 3D chip comes handy.
Now the only thing i do consider absolutely cheating is the 32X because it uses it’s own av out.
Now another thing to say is that the 8bit nes is in some cases more advanced then the snes in that can stream data straight from the cartride at full color and full resolution at 60fps.
Both the 16bit snes & even the pseudo fake 32bit genesis cannot do that because of the fact that data first needed to be copied into ram first wich slows things down.
So they both can only pump half the data straight from the cart.
So extra bits inside a console sadly doesn’t always mean everything🥲🤣
@@johneygd Well if Genesis is "pseudo fake 32bit" that makes SNES 8-bit (Ricoh 5A22 has only 8 data pins). Be consistent! 🤣
NES having no onboard tile memory does not make it advance - it is like saying that Oscar Pistorius having no legs makes him a better runner... yes, but not quite.
I assume that a REALLY smart programmer that has unconstrained external computing power may conjure a codec that will strategically blit i-frames at 30 FPS to SNES VRAM to be projected at a giant Mode7 canvas. That shall make the SENS act as a pass-through imaging device.
@@volo870true that.
The snes cpu is not fully 16bit because it only has an 8bit data bus.
Now while the sega genesis did had a 58000 cpu being stated as a 32bit cpu but only 16bit of them are usible and sega was wise to not advertise their genesis as a 32bit system because i guess that would,ve been misleading.
Now interestingly enough theres a homebrew port of genesis doom wich contains a powerful cpu in the cart to do all it’s graphics and it runs and looks better then the original snes version.
@@johneygd MegaDoom in even more interesting - it runs on stock Mega EverDrive PRO cart. I have to assume it was developed in collaboration with Krikzz.
The particularly interesting aspect is that the thing uses the same Cyclone IV FPGA as the FXPAK PRO in this video.
I wonder, why wasn't same done for the SNES? Lack of Blast Processing? 😁😁😁
hows rumble work on an og snes controller or am I missing something?
It's a new controller.
Fuck me. Going this far and not showing all its glory on a CRT TV. What a sacrilege 😭
This isn't the actual hardware though, it's running on fxpak pro which can play rom files that are significantly larger in size than the maximum allowable file size on genuine hardware.
An FXPak Pro cartridge costs around $250
It's a work in progress, there's no point running it off custom chips and PCBs when they're not done yet. The final product is a standalone cart.
Dont have Sprites Movement in the New Version
Huh, still no textures on floors & ceilings???
What a let down☹️
Why would you want this port updated when legit anything can run the DOS version
Not that it isn't cool though. Will it add all the removed stuff?
I've always wondered if anything happened with the Doom SNES source code that Randy Linden released. Guess this is the result. It's already performing much better than the original port, and if it looks jerky, it's simply because the port had to cut a lot of animations to fit into the SNES cartridge. I'm guessing by removing the codes for modem play and mouse support, Randy managed to free some memory to put into the performance. Having a Super FX-like chip really made a huge difference to the performance. This clearly isn't 30fps, but looks like it's running in 20+ fps instead of the teens to single-digit FPS the original SNES version was infamous for.
This thing is very much collector's only and is a pretty awful way for most people to play Doom on. But I'm glad Linden decided to return to the port that made his name, and get it as close to perfect without having to worry about Christmas shipping dates. The emulation scene would be dying to get their hands on a ROM dump of this enhanced version.
Imagin if that source port of snes doom was used on sega 32X and sega CD combo.
Be nice if some hacker can mske that haplen to see how much futher enchnce the code can be improved.
@@hossalvarado3838 exactly. The emulation scene would go nuts trying to see how and what they can run this new version on.
why? doom 32x resurrection already exists.
@@jc_dogen thats true but the levels on 32x ressurection are jauarish and not pc clone like snes
@@jc_dogen its true but the 32x version look medival almost every where while snes stays true to pc with diffrent color walls and level lay out as it should be.
So adding that version to 32X well every thing will look pc like. And split screen included be a treat for that.
Ah had a feeling it would utilise the fpga chip
How many megahertz does this run at now?
now if we could get a doom resurrection release on 32x
Awesome!!
Good on ID playing ball
Sorry was expecting a bit more from this. Looks like they are taking advantage of overclocking the Super FX 2 and adjusting the source to that extra power. I doubt they made a new "Super FX 3" as people are saying online (I would love to be wrong). Since they are doing some MSU-1 like things with videos they should have also used it for streaming audio and given the option to choose between the SNES music and PC music. Still a cool product but with it being Limited Run Games only TH-camrs will get theirs in a timely manner and everyone else will have to hope they get it before they are in the old folks home. Just a small edit here but it is running on a FX PAK PRO so my theories are probably correct as they would need to make a new firmware for the FX PAK PRO to add those features outside of it. Which would be a huge undertaking but not impossible.
I that they use the super fx 2 chip inside the fx pak pro, Randy already said that they found out a way to increase the frame rate without touching the clock speed of the super fx 2. I think that what we see here is the optimization that we get from that. The super fx 3 will add some more code optimization, it will be able to support 4 mb of rom (instead of 2mb that the original doom has) and possibly some MHZ increase. We will see how it will turn out
There's a bigger difference between the "SuperFX 3" and the "SuperFX 2" than there was between the "SuperFX 2" and "SuperFX". Higher clockspeed, more addressable memory, and some memory streaming enhancements (similar to what the MSU-1 provides). The demo here is implemented using a custom firmware for the FXPak Pro that adds the SuperFX enhancements on top of the existing SuperFX FPGA implementation, and they've not yet decided if the final cartridge is going to use an ASIC or FPGA for the SuperFX 3.
I think it'd be funny if they kept in the code for online multiplayer that is now impossible to use because xband has been out of service since '97.
@@naverick22 he said he removed it
They should have done a 16 bit version of the bethesda and Id logos instead of the current video animations
So what is this exactly? Is LRG selling MSU-1 rom hacks with the SNES Doom source code?
It's an updated port of the original game, based on the original source, and developed by the original developer (Randal Linden). It adds a ton of extra maps (mainly the entire fourth episode), a bunch of new features, and significantly improved performance. It uses a new variant of the SuperFX chip with various enhancements. It's likely that the cartridge release will use an FPGA to implement the SuperFX 3, but Linden has said they're still looking into getting an ASIC for it.
"Limited Run".
No thanks.
This doesn't look that different from actual SNES Doom? What am I missing here?
The performance difference is night and day, plus E4 is added in
Will this run on cheaper clone consoles like the retron consoles from hyperkin?
No
Of course not, its a limited print game
@@Blueflag04 how does it being limited print affect how it will run on clones… the video even shows it running on an analogue console.
@@thatssomegoodpie Most of the RetroN consoles are not actual clone consoles, but just software emulation boxes with a ROM dumper attached. They will not support games using new enhancement chips unless they get a firmware update to support it. Any hardware/FPGA clone console will support it, as long as they run the game directly off the cart (so no MiSTer support until they add support for the new chip).
I’m going to need that rom smh 🤦♂️
Super awesome, are the graphice going to change for the sprites.
Who thought they would never buy anything from 'Limited Run Games' until now?
I still won't get this. No chance they're in stores and I don't preorder. Tomb Raider on Switch I'll probably get though since it'll actually be attainable
I wont ever buy from that greedy company. They fired someone over a twitter post too
Damn impressive
Impressive!
I'd be more impressed with a TI99/4A port.
Lookin good
Epic
Are the enemies still only forward facing? I'm hoping they add their back and side sprites, but it doesn't look like have.
That was hard to tell through my little run through here. I wish I had observed a bit more closely, I was too wowed by the drastic increase in framerate and movement for SNES version here, and dev did confirm it will be even faster in final release.
The individualed rumble implementation was cool, and I don't think you see it in this video, but there's a menu showing that it also now include episode 4 "they flesh consumed" (he overviewed the level list and confirmed they added E4 when I questioned it)
@@beavermatic Yeah, what's up with that "new controller" they mentioned?
The original SNES DOOM was a programming miracle, one of the best pieces of code ever written. This release is about getting that code running as smooth as possible, and fixing things which effect gameplay, like adding circle strife.
I'd rather have the fastest FPS possible that be able to look at demon backsides.
@@Offramp-z7pindeed, Doom on SNES is one of the famous "impossible ports"!
it's not about seeing different enemy sprites, it's the fact that it changes how the game plays.
Both the game and the FMV logos run at an impressive frame rate. I wonder what's inside the cartridge.
It's an fxpak pro, it has built in support for external files
@@Vanity0666 Thanks
I so would not buy this but it's cool.
I just don't see the point. There's an infinitely better version of this game that you can play on your PC or a modern console right now. Back in the day, this port had a purpose because not everyone had a PC that could run Doom, or they didn't have a PC at all.
Are you the person that plays with those ugly high-res textures?
@@volo870Nah, I play with original textures. Maybe some subtle light effects and higher display resolution but I've yet to see any good HD texture mods that don't look like someone covered everything in grease or painted it.
There's no "point" to most gaming: we're all choosing different ways to waste time.
This is better than that Tomba crap they put out, that was pathetic. Carbon Engine? aka steal other peoples emulators and call it done
@@xxsemb mvg makes his own emulators....
We need a 3DO version just for the soundtrack alone.
imagine needing someone to guide you through e1m1
I'm used to the switch being on the right pillar though
@@alexsilva28so I was looking for a switch that apparently is not in the snes version. There's usually a switch in that pillar that opens a early door that allows you out into the foyer, but it looks like it's just not in the SNES version. So I had to use alternative common entrance down in the zig zag slime area.
The gentleman giving me the overview may not have been aware that I was already familiar with where they switch placements were, but I thought maybe they had changed something so I was following his guidance.
In the original 3 episode version of doom there is no switch. The switch was added in ultimate doom to make the map flow a little better for deathmatch. The snes port is based off the original doom, not ultimate doom so that’s why the switch isn’t there
imagine being a crybaby troll. Let the Devs talk. you know... the adults
@@EXWiz4rd Ahhh that's the answer I wanted. Thanks
This noob didn’t even know that the hidden switch was added in Ultimate Doom 😂
To be fair, it wasn't so farfetched to think they'd add that secret back since they're adding episode 4 maps. It's not a big deal, but it would've been a nice touch.
I understand this is an early prototype but right now at least, this looks like nothing more than SNES Doom with an overclock.
Monsters still are always facing the player, animation frames are missing, it still runs in a shrinken resolution, and textures are missing. Maybe these things will be addressed. I'm not expecting SNES Doom to compete with Doom running on today's hardware, but it would be really nice to get multi-facing enemy sprites at least for monster in-fighting. That is a critical point of classic Doom.
I think the highest priority was adding episode 3 and 4. getting the missing side and back sprites would be awesome though.
Original doom on SNES was unplayable. This could redeem itself, but the missing ceiling and floor textures doesn't seem worth buy a cart. I could easily run a rom of it with everdrive.
You say that as though the Everdrive would support their new custom "SuperFX 3".
@@zaneiken07I doubt it's running on an Everdrive...
@@greensun1334 I never said it did. The prototype is running on the FXPak Pro/SD2SNES as seen in the video though.
If we're being honest, this is more of a curiosity for diehard collectors than something your everyday person is going to spend money on. You can get Doom1+2 on Switch/PC/PS5/XB etc. for $10 and have the full Doom experience without dealing with the limitations of an SNES enhancement chip.
@@yellowblanka6058 Well, yeah. If you just want to play DOOM you can run the original in your browser online for free. Just like the Commodore 64 port of Super Mario Brothers, the Intellivision port of DK2 Arcade, or PACMAN 4k for Atari 2600 it's not about there being better ports. It's like you said, a novelty for those of us that want it. If it's not your thing, that's fine too...more copies for us super fans and old timers. 😄
So the remaster is an MSU-1 game?
This looks about the same as the original snes version of doom. Would be interesting to see a side by side.
I'm certain there will be comparisons, if not by digitalfountry themselves.
no the original runs at about 10 fps lol. this is noticeably better. although the theoretical limit is probably about 20 fps (unless they lower the resolution) because there's only so much bandwidth between the cartridge and vram on the snes.