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DoomSNESRecomp v0.03

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@Cacodemontube Cacodemontube released this 13 Oct 21:23

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.