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Releases: Cacodemontube/DoomSNESRecomp
Release list
DoomSNESRecomp v0.03
v0.03
-
Corrected IDDT projectile tags and moved filtering after the native object-list
cursor save, preventing rejected objects from hiding later enemies. -
Match enhanced automap arrow interpolation by native object and triangle edge,
keeping newly spawned projectiles separate from their shooters. -
Sample vertical look with native world captures when interpolation is off.
Vertical look remains smooth when the interpolated frame-rate mod is enabled.
See tests/V005_FOLLOWUP.md for regression and live checks. -
Added the default-on Mouse skull pointer option within modern controls.
The native animated skull follows the mouse; hover and click select menu items. -
Show active fireballs, rockets and plasma alongside living monsters in the
second IDDT automap mode. -
Clear the enhanced world's one-row top border to prevent native scratch
graphics flashing through it. -
Reduce nearest-neighbor scaling work by expanding source pixels once and
copying repeated rows, with identical output. See tests/V004_FOLLOWUP.md. -
Added an off-by-default Crouching option to modern controls. Hold Ctrl
for half-height eye and passage/
moving-ceiling clearance, with standing prevented under a low ceiling.
Crouch observers are installed only while crouching is needed. -
Added automap zoom on +/=, -, keypad +/- and the mouse wheel. Restored
native zoom-out input that modern weapon-cycle suppression intercepted. -
Rewind modern input/jump state during run-ahead and advance speculative
jump timing. Developer input requests now apply before real simulation. -
Cache unchanged high-resolution world images and omit unused high-resolution
native texture-phase matching; HUD and overlays remain independently composed. -
Keep enhanced output with empty noclip visibility cameras. Uncovered rays
retain previous high-resolution pixels for the original trailing-image effect,
rather than stretching native-resolution framebuffer pixels. -
Fixed Ctrl+fire entering the OS window-drag loop while the mouse is captured.
-
Fixed translucent automap double captures erasing 3D interpolation history.
-
Removed per-texel library rounding calls while preserving sample coordinates.
-
Added opt-in SPC/DSP guest-sync timing and run-ahead/cache comparison options
to the performance harness. See tests/V002_FOLLOWUP.md for measurements.
The reported Linux stutter/music crackle is not confirmed fixed. High resolution,
widescreen, interpolation and run-ahead remain CPU-intensive, especially together.
Downloads: Windows x64 and x86, Linux x64, macOS Intel (x64) and Apple Silicon (arm64). Extract the full ZIP and run DoomSNESRecomp. Supply your own verified Doom (USA) ROM. SHA256SUMS.txt verifies all archives.
Validation: all five platform build/test jobs passed. Archive architectures, source revisions, versions and contents were verified. Additional local ROM/source parity checks passed 39 of 40 tests; doom_radius_filter fails in its line-of-sight setup fixture. That investigation remains unresolved.
DoomSNESRecomp v0.02
v0.02
- Windows x64 and x86, Linux x64, and native macOS Intel and Apple Silicon releases.
- Fixed Ctrl+L mod-change resume crashes by saving the native CPU continuation
and beam-driver state with the emulated machine. - Fixed distorted status-bar faces and menu artwork after resume by preserving
PPU graphics-upload settings and write latches. Paused resume also retains
HUD counters, weapon artwork and the enhanced world view. - Stabilized pause menus at startup and after IDCHOPPERS. Plain R no longer
triggers the host renderer shortcut while entering cheats; Ctrl+R remains available. - Fixed close enemy sprites breaking or duplicating across widescreen camera
boundaries. Sprite discovery is merged and each native identity is projected once. - Fixed Episode 2/3 skies reverting to Episode 1 at some angles or with mouselook.
- Removed brief native-resolution/aspect flashes during pause and automap handoffs.
- Reduced Super FX observer overhead and prevented simulation catch-up from
starving presentation updates. - Improved audio continuity across buffer-starvation recovery by preserving
the native consumer's fade instead of replacing it abruptly with silence. - Added native music-cheat handling and picture retention during track uploads,
plus broader input, cheat, rendering, restart and audio diagnostics. - Fifteen automated regression tests, renderer lifecycle checks and live
running/paused mod-change tests cover the updated behavior.
Known limitations: the reported E1M1 music crackle is still unresolved; the
starvation fix does not establish that all crackling is gone. Enemy artwork and
simulation retain the original SNES game's discrete timing. Older incomplete
savestates lack required continuation/graphics state and are rejected; SRAM
saves remain compatible. Wall/level geometry projection was left unchanged
during the close-sprite and restart fixes.
Runtime archives include assets, default-disabled mod packages, licenses and
checksums. They contain no ROM, generated source, personal configuration or saves.
Downloads and requirements
- Windows: x64 and x86 runtime ZIPs.
- Linux: x64, built on Ubuntu 22.04 (glibc 2.35 or later), with system OpenGL drivers.
- macOS: separate Intel x64 and Apple Silicon arm64 ZIPs, macOS 15 or later. Binaries are ad-hoc signed; Apple notarization is not included.
- Extract the complete ZIP and supply your own verified Doom (USA) ROM. On macOS/Linux, run ./DoomSNESRecomp from the extracted folder.
- SHA256SUMS.txt lists the hashes of all five runtime ZIPs.
See CHANGELOG.md and the tests/*_AUDIT.md reports in the repository for details and validation.
DoomSNESRecomp v0.01
Windows x64 and x86 builds of the finished DoomSNESRecomp version, with logo1.png embedded as the executable icon.
Extract the entire ZIP, run DoomSNESRecomp.exe, and select your own verified Doom (USA).sfc ROM. No ROM is included. Keep the assets/ and mods/ directories beside the executable.
- Optional high-resolution 3D rendering and automap, widescreen, interpolated presentation, and transparent automap.
- More stable wall and corner geometry with the corrected SNES texture alignment.
- High-resolution menu background, white widescreen tint, and preserved weapon/status bar.
- Host keyboard P pause disabled; Doom's own pause remains available.
- Toggleable PC keyboard cheats, unlocked episodes at every difficulty, and modern keyboard/mouse controls.
Both architectures passed all 14 automated tests, the renderer state tests, and a 4x widescreen gameplay/menu route. Their captured menu images were identical. The x86 build is a genuine 32-bit executable; x64 is 64-bit.
SHA-256 checksums are provided in SHA256SUMS.txt. ZIPs contain no ROM files, generated source, saves, or local settings.