Source code for the SNES version of "Doom" is released.

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Source code for the SNES version of "Doom" is released.

The Super Nintendo version of Doom is truly a marvel. Released two years after the original PC game, this port completely eliminates Id Software's "Doom" engine. Head programmer Randall Linden created an entirely new game engine (Reality) instead, in order to run the game on 16-bit consoles with strict memory and storage limitations.

As with most console ports of Doom in the 90s, sacrifices were inevitable. In this video, you can see that the floor and ceiling textures are missing and instead are monochromatic (the skyboxes are still there). Several other levels are missing due to storage limitations, and the enemy models are so short of sprites that their backs are not visible.

However, this was Doom on a 16-bit console, which oddly enough supported two-player death matches via XBAND modem. For those interested in this technical feat, Randall Linden has made the source code for the port available on Github. It's great to have access to the code for posterity, but perhaps a new SNES FPS game is in the works?

For more technical details on the ported version, Fabien Sanglard's excerpt from Game Engine Black Book: Doom is well worth a read. As for Linden himself, he contributed to the creation of Bleem, a PlayStation emulator that was actually released commercially in the 90s.

Also, for your enjoyment, here are some superficies of Doom: [9

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