[Error(s) in this video] 1. Due to hardware limitations of the actual Super Nintendo system, the new version of the engine caps at 20 FPS instead of 30. Still a huge improvement over the original game and it still reaches the 20 FPS consistently. 2. I forgot to mention the special controller that have rumble motors in them that this game natively supports
Hey if memory serves 20fps is what many N64 games run at, so it's very respectable. On emulator I over-clock the SFX2 by 50%. That runs smoothly enough, and I know it's not 20fps.
Does it cap at 20 FPS because it's just going to use the FX 2 chip at a possible overclock? I noticed it's running on an FX PAK PRO in the video and it supports overclocking the chip in it's menus. I am guessing there isn't going to be a new custom chip made to get higher FPS. Congrats on getting to work on this!
I beta tested the original SNES Doom for Williams ENT back in the mid 90s and was also hired to also promote the game in gaming BBS and chat rooms. Before anyone complains, I hear you, I had the same complaints but they apparently didn’t listen.
You ever play the final Map of DOOM 2 on a stock 486? It lags, BADLY. It even crashes if you don't clear the demons out fast enough. So... There's miracles even a SFX chip can't pull off. (edit to explain)
They never released doom II on the SNES, so if they do this it wouldn't be a rerelease this time. It would be awesome, but I don't know how likely that will be.
I cant believe they brought back Randy for this I doubly cant believe they brought you into this. This is actually amazing. Yall are the kings of optimization. What an honor it must be to work on such a project.
Yes it’s still very surreal to think about. I never would have expected this 6 years ago when I began covering SNES Doom intensively. Randy is such a good programmer. And we are lucky that he came back for this.
As a long time Doom fan and someone who’s first Doom experience was on SNES, I am stoked for this. So cool to see so many others excited for this as well!
Great work. It's nice to see older works remastered/enhanced from the perspectives of those who originally worked on it and those who tinkered with it as they grew.
Something I was immediately concerned about was what "exactly" this was going to be. Happily, I'm glad to see that it's not just some low level PC on a chip that uses the video out signal and controller input. Think those GBA or Genesis on Super NES adapters you can buy. Really happy that this truly is an ENHANCED version of real Super NES DOOM!
If you want to be pedantic “SNES” Doom was more “SuperFX2 Doom” as everything was done on the FX2 chip except music, sound effects and maybe the status bar etc.
the shotgun in the hand of doomguy in the intro image, amazing, it was in the original 1993 game, but removed later to make it less... (did you expect something ? no, is just less.)
I kind of wish there was the option to have the liquid textures on the floor. But the fact you were able to squeeze even more out of this build is insane.
I had doom on Snes as a kid, that was my first time ever playing doom, shortly after playing Quake. I never pirated doom for some reason. The first time I played a closer match would have been on the GBA ports and after playing Chex Quest, finding out you can drop the doom wad in to play chex quest with doom levels. I love seeing these tech marvels.
When I read about this new enhanced SNES Doom, I immediately thought "I bet Cacodemontube and Roebloz worked on this... I should hit up Randy and ask him what he knows about this thing" and here I am watching this video and confirming my suspicions were 100% correct. But hey man, I've been a subscriber since your humble beginnings when you were just another wierdo who was fascinated with the SNES port of Doom and Randys programming magic like myself. Your first couple of vids had like, under 30 views when i subscribed and I am absolutely f*cking stoked for you to have come all this way and done such a cool thing working on this project. Im looking forward to playing the hell out of this new version of SNES Doom when it releases. Cheers, brother!!! Keep up the niche gaming awesomeness!!!
Thank you so much for the nice comment. I started this channel from early 2012 until late 2012 and left it be for 6 years and came back in late 2017 because I really wanted to cover something I’m passionate about. I never would have expected it to gain a fanbase like this and a chance to work on a official project from Id Software. I would like to thank you for sticking around for so long and experiencing those humble beginnings. I’ll do my best to keep trying to do what I love.
@@Cacodemontube , I'm glad to have supported you as well. I didn't mean to be harsh to you, but I was only that way because a. I believe in your skills, b. I believe in the skills of Randy, and c. I believe in overcoming hardware, software, music, and other limitations in a game.
honestly with the shaving of the map sizes i wonder if the maps could have been larger had the videos been culled from the release, but also adding more robust memory management to the custom engine... that would have taken additional development that might not be in the budget though
Can’t wait for this I am so hyped! This port of Doom is what got me to becoming a Doom fan in the first place and I really hope I can get this new version. Speaking of which, is it just the Collector’s edition that’s limited to the 666 units or does that go for the Standard one as well?
The standard edition has no specific limit when pre orders open. The pre order stays on the site for about 1 month and then after that deadline goes by all the orders that have been made will be produced.
We have gathered here this day to giveth thanks to the efforts of this man. Praised be thy DOOM. May you forever grace the internet with your mighty ports. Amen!
This blows the Sega 32X and even the Atari Jaguar version out of the water. And that’s saying something considering the Jaguar port in particular was developed by John Carmack and ID Software themselves. I hope when this is released next year you’ll still be able to play this online via the SNES Xband modem. Yes, out of the box this port had console online multiplayer all the way back in 1995. Which was in itself was mind blowing for its time.
Thank you! We're trying to make this game as complete as possible. Even more so than the original SNES version. That being said: to get more stuff in the game we did remove the XBAND multiplayer. Sorry if that's dissapointing to you....
Congratulations! 🔥 So happy to See You involved in this project! After Your interview with Randy and full code release i was frequently looking at Your Channel hoping for new SNES doom content, but this blew my mind! Can't wait for 2025 now 🔥
Thank you! It was such an honor to work on this as a fan. I’m glad I can finally share this news to you all! Good to hear that you’re excited about it! :)
This is really cool and amazing, but I hate that limited run games are involved, I wish it was literally anyone else but them. But hey, you and the others did an amazing job
@@Mrwill-in8ks Thanks for still really liking the idea and such… I guess you can understand that it’s more about the opportunity to work on something official to me than anything else…
@Cacodemontube Yeah, it's cool to see this being possible and actually being able to play this on real hardware. I might pick this up, but I don't own a snes. It's looks really cool and impressive, great work you and the others did
That's insane! Do you think it's in any way feasible to get a full SNES port of Doom 2 as well? I've seen your work on some of the levels, and it's extremely impressive.
I was just happy to be able to play Doom on the SNES, as flawed as it was, it was still a great experience for me. That being said, i'm very excited for this version. Something about doing something that shouldn't be possible that I love.
So awesome! My favourite port of the game. I have collected copies of this game for 30 years now. I have seen some modders make snes doom with different levels and wondered if TFC could be done. Good to see this come out on cart, i am very interested to get one.
@@Cacodemontube After scrolling through your work, it seems the original dev made the obvious choice having you as a part of the project. It all sounds amazing. I haven't owned a SNES since 2008 but I'll be very interested to see how this pans out. I have high hopes. One of the greatest games seeing improvements on one of the greatest consoles. Exciting times ahead! I wish you all the best.
I played Doom first time on SNES. Even made a RUclips video about it, because the port of Mr.Linden is so impressive and fascinating! Would it be possible to give the demons not only the facing side, but the other animations too, so you can go around them and see the side or the back of them? Probably not because of the cartridge limitations... Is this new Super FX Chip capable of handling more than 16 MBit splitted into two 8 MBit banks?
Sounds really awesome but I doubt it hits the 2025 release date, heard that they haven't even decided what chip they're gonna use yet to create the "SuperFX 3"
Hello from France. I have been following your RUclips channel for a long time. I immediately thought of you when I learned about this project. Do you think that the specters will be added to the game and the Demon Knights? Will we be able to see enemies from multiple angles? It was my first Doom experience and despite qll the lacks of this version, i love it ! THANKS !
@@Antischumi Thank you for the nice comment! I can confirm that Spectres are in the game. If you meant the Hell Knight then I can say they’re not in this version because they appeared in Doom 2 for the first time and this is Doom 1
For me, I'm irritated with the FOMO of the special edition. 666 copies, so they're going to be ridiculously priced- and you won't benefit from that. The scalpers will. Just release the special edition at an elevated price and let us buy it.
@@Beauc4652 I’m sorry, I really don’t have any say in anything LRG does with regular and special editions. I just wanted to work on something officially sanctioned by Id Software and Bethesda with a programmer I adore for his work. I agree that 666 is bit tiny even for limited release standards. I see what they were going with for whole demonic idea but I don’t want you to get the impression that I had anything to do with that. I hope you will still enjoy the effort the dev team put into it wether it is the regular version or the special edition…
@@Cacodemontube Well I apologize if it seemed like a direct critique. It was not meant that way. I'm sure you have nothing to do with the limited edition version- I'm just saying it would be nice if maybe they signed 666 copies, but made the same edition available without autographs from the talented coders, for those of us who will soon be swearing against our mother's name at the pricing of the original 666 copies.
This is a cool project for sure, but does this new version address the other shortcomings of the original? Namely: Monsters only having front facing sprites, therefore monster infighting is impossible? Shrunken window for less resolution than even the 32X version Many missing animation frames I'm not expecting SNES Doom to rival the modern versions. But Monster-in-fighting would be a huge improvement over the original.
Well as of the time the prototype is being shown at Quakecon there are no multi angled sprites. I wouldn’t know about monster infighting. The differences are more in performance and playability. Alongside having the full level set in the game. Also I recognize your username from the folks at Famicom Dojo! Greetings! :)
Is the documentation for the Super FX 3 going to be open sourced? I've seen a video that said it was made to work in Mesen, but that doesn't mean anywhere there worked with sour directly or contributed code to the main repo (I couldn't find it there).
Really glad that you get to work on the real thing, you deserved it! Man, I wish there was an editor for making SNES Doom levels, I enjoy it's limitations a lot.
Yeah, I think it will be a little game changer for doom community in general. There are probably many Doom mappers like myself, who enjoys limited speedmapping, but can't get over the obscure tools available right now. Though recent source code realise really brings the hope for the best :)
If you're able to answer more specific technical questions, then I have two of them. One: ROM size limitation. What would that be for SuperFX 3? Are we looking at being able to map the full 8 MB of ROM that the largest SNES games can use? Or possibly even higher? Two: Clock speed. How fast is SuperFX 3 running in terms of core clock speed? Afaik SuperFX 2 was 21.4 MHz.
The game is 4 MB now which is bigger than the maximum limit of Super FX 1 and 2 games which was 2 MB. I was talking about the memory banks of all the level data, BLOCKMAP, THINGS, etc… It had to fit in that specific space. As of the FX 3 speed I don’t know exactly how fast. Only that it’s faster thant the FX 2.
@@Cacodemontube Fingers crossed that 4 MB won't be the limit for modders who might use SuperFX 3 for other games. I know at least one talented SNES dev who works on SA-1 conversions, porting games to use the SA-1 chip, and I've got the idea of being able to mod SuperFX 3 into any retail SNES game on the mind now. Games above 4 MB are a bit more rare, but being able to get SuperFX 3 modded into those would be awesome. The RAM stuff's also insane btw. 3 MB of SFX RAM plus an extra 1 MB for the SNES side is kind of nuts for SNES standards haha. I've seen at least one Star Fox ROM hacker just blow their lid hearing that lol
Oh man, SNES Mouse support too? Too cool. Has anyone ever figured out the wall hangup problem that plagued the OG version of the game where doomguy just suddenly sticks to some random vertex or something? What causes it and how to eliminate it?
Congrats for getting to work on it! Do you know a rough timeframe when we can expect the pre-order page to be up (like is it gonna be days from now, or a week or more)? I don't wanna miss out on this. :D
I always wondered, and I have no game development understanding I admit so I could be totally wrong, and perhaps maybe it would have hurt the game even worse when it released, but what if Williams Entertainment and Randy kept the core game but to make the game visually clearer totally redid the graphics to be on the level of Wolfenstein 3D with 256 colors and less detailed sprites? Would the game have looked any clearer visually?
Hey did you ever play the old snes doom mod? I worked on it. I also started work on a snes doom 2 mod back in the day. I have all the resources if you want them. I have noticed the snes doom mod being used in youtube videos, and they seem to be outdated versions. I also never released my interpretation of doom 2 on the snes. It is basically finished, but there were a few more things i wanted to do to it. Pm me if so..
Dude, we need SNES Doom 2... If only someone in the romhacking community could figure out how to put a bunch of levels together so we don't end up with a rom directory that has 32 individual SFC files with Level 1 of all of them being each stage of Doom 2 and then from E1M2 on being your bog standard issue Snes Doom 1. You know why I say this... hahaha.
Do you mean the old SNES Doom total conversion WAD file? If so then yes I played it a lot back in the day because I wanted to imagine a version running on native PC hardware. But with the source code being fully released I guess that can finally be a possibility. It just depends on the right person to get it done…
@@DrAcOFoto No, I know nothing of it, I have been out of the loop for a while. Snes Doom mod was from about 20 years ago, my attemp at a snes doom 2 mod was shortly after, but never put it out there, I still have it though..
@@Shanesshiit there was a previous attempt where someone posted about it in Reddit, but the user deleted his account, though the post remains there. If you want to read about the most recent mod, google "Doom II Comes To The SNES, Thanks To Fans" (Time Extension article). It would be cool to see your work if you ever decide to share it.
@@Cacodemontube That's very cool. I saw a twitter post that there isn't enough memory to have monster rotations, but how are they able to add a full motion video Bethesda intro then? We'd all much rather have monster rotations over any FMV.
@@robarmstrong5404 Yeah I understand that. I’d love to have the rotations also but I think given that it’s an official project we don’t have much choice. Personally I really like the “twist” of them aleays facing you in the SNES version because combined with their more aggressive AI path finding, I feel they are much scarier in SNES than in the PC version.
@@Cacodemontube Man, that's the one thing I really hoped for. With all the new levels, it seems like something that could've been added. But, then again, I know nothing about coding, yet, I can surmise such a feature is or can get cpu heavy if it was somehow incorporated.
@@Cacodemontube I figured you probably would not, just wanted to throw it out there to someone who mattered. Thanks for responding and your awesome work. I've been dreaming of an improved DOOM snes for a long time. When I saw this at quakecon I thought it would be a lazy re release but to know that it is a full on improvement is amazing. . Thank you!
Me again with questions... (I'm always excited about SNES DooM as it was the first way I played it) But is there a reason the floors and ceilings are not textured in this new version? I think I remember it being mentioned that it was a cart space issue so is it a performance thing now? or keep the nostalgia for that version?
@@karlaboerger3619 Sorta like a spiritual successor to the original. We can’t use a actual FX chip because A: Nintendo doesn’t make them anymore and B: They are Nintendo’s copyright. So we’re working on a workaround that replicates it very accurately
I heard briefly about a “new & improved snes port of Doom” but I had no clue just how much was improved! Congrats on making one of the worse ports of doom more playable! If there’s a digital release I’ll be sure to give it a try
@@maxrichards5925 Thank you very much! I think that given that LRG focuses on physical media and stuff that there will be no “official” digital release but I think you can kinda guess where I’m going with this…
@@Cacodemontube I see. I might get the physical release anyway, but I do have an fx pak pro. By the way do you know if using a fx pak pro with the xband would work? I learned yesterday that it was brought back but I’m not really sure why an older flashcart didn’t work
@@maxrichards5925 There were problems with FX pak pro’s and SD2SNES flashcarts because the FPGA in those was slightly off in generating the frames with the framerate just like the original Super FX2 version which meant it didn’t sync. Our tests concluded that the original USA red carts were needed for XBAND. It could be that the people who work on the FX Pak Pro have updated the firmware so the FPGA runs more closely to the FX2 but I can’t really remember if it has been done or not. So don’t quote me on that…
Man, this is one of the coolest projects I've heard about in a while. Must have been an honor to be a part of this! Might even consider getting a SNES now. By the way, are you happen to be Dutch? I hear a certain accent? ;-)
You did great work but if you still had to fit all those extra levels within that limited memory space rather then expanding it’s memory, then it makes me wondering “why putting a fmv intro rather then using that extra spave for other stuff instead”??? Personally i would like to see textures on ceilings and floors instead (even if that will drop the framerate down to 15fps), i just don’t care. And for those ones who does care about high frame rate and authentic feel of the snes, why not add floor & texture support as an option to keep both parties satisfied.
@@Cacodemontube yeah ive been impressed with the frame improvements to super fx games using the fpga chip. been trying them on my sd2snes. facinating stuff
I'm surprised they didn't change the title, like add a "+" or "v1.666", or maybe there's a "director's cut" joke to be found here involving a chainsaw...
@@HelpTheWretched I like the chainsaw idea but I’m pretty sure Id Software wouldn’t like that lol
4 месяца назад
Daaamn, I really want to purchase this one, I still have my Snes working at this moment and when I heard that this version is going to be release I said to myself... bro this must be mine!
@@Cacodemontube , there will be ways to make it happen...just look at Mario Paint as the inspiration to do so, particularly, its Character Stamp feature.
This might be a silly food for thought question, but was it possible to implement the MSU1 chip/feature? I imagine that with the MSU1 it would have made the DOOM SNES more awesome with cleaner sounds and possibly Andrew's IDKFA's soundtrack implemented as a bonus! While at the same time potentially demonstrating the power of the MSU1 chip on the SNES!
You can get a adapter on the internet to get USA games to play on the Super Famicom. The JP and USA consoles are compatible with each other’s games. I use a USA version of the SNES for Japanese Super Famicom games and the North American SNES games. But with that you can cut out the little tabs inside the cartridge bay.
@@turbinegraphics16 , didn't Doom have an NSFC (Super Famicom) port as well? Why not make such a port for this new version of Doom as well? Japan has been having a bigger, and bigger, presence in Japan, and it's now even technically a part of the Smash Brothers franchise. Even the PC/Steam versions of Doom have Japanese created WADs that are pretty good.
Was there any mention to you of the rumble feature? I heard that there would be a controller made specifically for this port that included rumble, my guess is that it's exclusive to the limited edition and not the standard
I think the controller might be sold separately and not necessarily bundled/exclusive to the collectors edition, at least that’s my guess based on the tidbits I’ve read. This could also lead to some cool romhacks that add rumble into other games!
@@LoveatFirstHikeit was confirmed by Randy himself that the rumble specs will be released for romhackers to insert it in other games in the future. Simply awesome.
[Error(s) in this video]
1. Due to hardware limitations of the actual Super Nintendo system, the new version of the engine caps at 20 FPS instead of 30. Still a huge improvement over the original game and it still reaches the 20 FPS consistently.
2. I forgot to mention the special controller that have rumble motors in them that this game natively supports
I think that you can get the 30 FPS, and maybe more, if you all used MSU-1 technology on the game.
Hey if memory serves 20fps is what many N64 games run at, so it's very respectable.
On emulator I over-clock the SFX2 by 50%. That runs smoothly enough, and I know it's not 20fps.
N64 gameplaying leads to headaches for many people amd it's the framerate that causes it.
Does it cap at 20 FPS because it's just going to use the FX 2 chip at a possible overclock? I noticed it's running on an FX PAK PRO in the video and it supports overclocking the chip in it's menus. I am guessing there isn't going to be a new custom chip made to get higher FPS. Congrats on getting to work on this!
ARM cartridge with SNES graphic output could handle full speed
I beta tested the original SNES Doom for Williams ENT back in the mid 90s and was also hired to also promote the game in gaming BBS and chat rooms. Before anyone complains, I hear you, I had the same complaints but they apparently didn’t listen.
Wish they did listen
@@lordsquid6652 , maybe this time, they WILL listen?
@unklejohn8575, are you beta testing this new SNES/NSFC port of Doom (I/1993) as well, out of curiosity?
If they're doing this, I can't wait to see an official Doom 2 for the SNES! Honestly I'm more hyped for this than GTA 6.
We can only hope...
You ever play the final Map of DOOM 2 on a stock 486? It lags, BADLY. It even crashes if you don't clear the demons out fast enough. So...
There's miracles even a SFX chip can't pull off. (edit to explain)
@Cacodemontube cool are we getting rumble mouse !?
They never released doom II on the SNES, so if they do this it wouldn't be a rerelease this time. It would be awesome, but I don't know how likely that will be.
A rumble SNES controller, and mouse compatibility, but not rumble mouse though. At least from what I have read
i was happy when i heard about the SNES Doom update... now hearing that you were involved i cant wait
I really appreciate your enthusiasm
And original developer
@@rustymixer2886 meh I only care about Cacodemontube (lol jk)
I cant believe they brought back Randy for this
I doubly cant believe they brought you into this. This is actually amazing. Yall are the kings of optimization. What an honor it must be to work on such a project.
Yes it’s still very surreal to think about. I never would have expected this 6 years ago when I began covering SNES Doom intensively.
Randy is such a good programmer. And we are lucky that he came back for this.
@@Cacodemontube , so, are you going to add in the OSTs that they omitted from the first SNES/NSFC Doom (I/1993) port, yes or no?
It's so awesome that someone is actually improving Doom on the SNES.
@@MoonSarito Thank you!
As a long time Doom fan and someone who’s first Doom experience was on SNES, I am stoked for this. So cool to see so many others excited for this as well!
I’m so happy that people share the same fascination with this version as I do. It’s great to see!
I wished I still had my games back then. Having a red cart with Doom was one of the coolest things to have.
This is awesome. Hard work paying off!
THANK YOU! I can't wait!!!!
Years of dedication led to this moment! Thank you!
Great work. It's nice to see older works remastered/enhanced from the perspectives of those who originally worked on it and those who tinkered with it as they grew.
@@sppspharmdude Yeah that’s true. The new generation joins forces with old original generation
Something I was immediately concerned about was what "exactly" this was going to be.
Happily, I'm glad to see that it's not just some low level PC on a chip that uses the video out signal and controller input.
Think those GBA or Genesis on Super NES adapters you can buy.
Really happy that this truly is an ENHANCED version of real Super NES DOOM!
I can assure you that it's more in the FPGA territory of hardware. It's not low level emulation.
@@Cacodemontube Awesome to hear! And well done on your contributions!
If you want to be pedantic “SNES” Doom was more “SuperFX2 Doom” as everything was done on the FX2 chip except music, sound effects and maybe the status bar etc.
@@yellowblanka6058 Yeah same could be said about Star Fox and other 3D focused FX games
@@Cacodemontube , hey, thanks for working on making a dream come true.
The moment I saw the news I immediately thought of you. Never would've thought this would happen when I first subbed a couple years back
Thank you very much! It truly is a dream come true.
A lot has happened in the 6 years since I returned to this channel indeed...
Thank you for the work and the video. Tell Randy that we are excited to see improvements! I'm looking forward to the physical release.
Sorry for the late reply. It slipped by the notifications.
I’ll tell him for sure! Thank you very much!
Congrats for this! The SNES version was very important for me
Thank you! The SNES version is the same for me! :)
@@Cacodemontube I Played this versión before to have a pc!! It was great and funny
the shotgun in the hand of doomguy in the intro image, amazing, it was in the original 1993 game, but removed later to make it less... (did you expect something ? no, is just less.)
Doomguy should be strong enough to dual wield a chaingun and a shotgun easily ;)
@@Cacodemontube alien vendetta titlepic
technically the shotgun was ADDED to the original artwork lol
30 fps with circle strafing alone would be amazing! Any word if we can use the SNES mouse with this special release? You and Randy are amazing
@@64bitRewind Thank you so much! And yes, the SNES mouse will be supported! :)
@@Cacodemontube WHAT? 🤯🤯🤯🔥🔥😁🔥🔥
Not sure how relevant circle strafing is when the enemies always face you
@@yellowblanka6058 Well avoiding projectiles will be easier now
Did it really say it'll be 30fps? (I can't load this video for some reason)
So now with Doom 32X Resurrection and this version we can now really talk about good ports for both of these consoles!
Sorry for the late reply.
Yeah it truly is an amazing time for retro games on that part
this is increidble, thank you so much for your work on this project
I kind of wish there was the option to have the liquid textures on the floor. But the fact you were able to squeeze even more out of this build is insane.
Glad to see this channels still going
Snes doom is so underrated i’m glad it’s getting a remake and congrats that you got to work on this!
I had doom on Snes as a kid, that was my first time ever playing doom, shortly after playing Quake. I never pirated doom for some reason. The first time I played a closer match would have been on the GBA ports and after playing Chex Quest, finding out you can drop the doom wad in to play chex quest with doom levels. I love seeing these tech marvels.
When I read about this new enhanced SNES Doom, I immediately thought "I bet Cacodemontube and Roebloz worked on this... I should hit up Randy and ask him what he knows about this thing" and here I am watching this video and confirming my suspicions were 100% correct. But hey man, I've been a subscriber since your humble beginnings when you were just another wierdo who was fascinated with the SNES port of Doom and Randys programming magic like myself. Your first couple of vids had like, under 30 views when i subscribed and I am absolutely f*cking stoked for you to have come all this way and done such a cool thing working on this project. Im looking forward to playing the hell out of this new version of SNES Doom when it releases. Cheers, brother!!! Keep up the niche gaming awesomeness!!!
Thank you so much for the nice comment.
I started this channel from early 2012 until late 2012 and left it be for 6 years and came back in late 2017 because I really wanted to cover something I’m passionate about. I never would have expected it to gain a fanbase like this and a chance to work on a official project from Id Software.
I would like to thank you for sticking around for so long and experiencing those humble beginnings. I’ll do my best to keep trying to do what I love.
@@Cacodemontube , I'm glad to have supported you as well. I didn't mean to be harsh to you, but I was only that way because a. I believe in your skills, b. I believe in the skills of Randy, and c. I believe in overcoming hardware, software, music, and other limitations in a game.
I can't think of a better official acknowledgement for you than this. Congrats!
Also, I hope we get a digital release for this.
Yes it’s so surreal! Thank you!
Do you mean digital official release or a rom?
@@Cacodemontube Both ;)
@@TheFieryWind99 There will be no official digital release I think…
As for the other scenario: 🤔
Congratulations on your hard work, technical accomplishments, and finished product.
@@natelawrence Thank you!
honestly with the shaving of the map sizes i wonder if the maps could have been larger had the videos been culled from the release, but also adding more robust memory management to the custom engine... that would have taken additional development that might not be in the budget though
Can’t wait for this I am so hyped! This port of Doom is what got me to becoming a Doom fan in the first place and I really hope I can get this new version. Speaking of which, is it just the Collector’s edition that’s limited to the 666 units or does that go for the Standard one as well?
The standard edition has no specific limit when pre orders open.
The pre order stays on the site for about 1 month and then after that deadline goes by all the orders that have been made will be produced.
I started with the Snes port of doom also.
@@DooM420 Awesome!
I played the demo of this at Quakecon! You guys are doing amazing work! I’m definitely looking forward to getting my hands on it when it releases.
@@yoku-dr7bd Thank you! I’m glad you liked it! I’m also really excited to play it when it’s done! :)
We have gathered here this day to giveth thanks to the efforts of this man. Praised be thy DOOM. May you forever grace the internet with your mighty ports. Amen!
This blows the Sega 32X and even the Atari Jaguar version out of the water. And that’s saying something considering the Jaguar port in particular was developed by John Carmack and ID Software themselves. I hope when this is released next year you’ll still be able to play this online via the SNES Xband modem. Yes, out of the box this port had console online multiplayer all the way back in 1995. Which was in itself was mind blowing for its time.
Thank you! We're trying to make this game as complete as possible. Even more so than the original SNES version. That being said: to get more stuff in the game we did remove the XBAND multiplayer. Sorry if that's dissapointing to you....
Congratulations! 🔥
So happy to See You involved in this project!
After Your interview with Randy and full code release i was frequently looking at Your Channel hoping for new SNES doom content, but this blew my mind!
Can't wait for 2025 now 🔥
Thank you! It was such an honor to work on this as a fan.
I’m glad I can finally share this news to you all!
Good to hear that you’re excited about it! :)
This is great and I'm very much looking forward to this!
Thank you! Glad to hear that!
Very cool man! I can't wait to get this and dive in! 🍻
Thank you very much!
The original Doom SNES source code had mentions to SNES mouse, this new version has support for it?
@@RAFAEL60160 Yes! As a matter of fact, the original release also had SNES mouse support!
When I saw that circle-strafing was added, I thought of you first!
That’s really funny to hear. Actually that credit goes to Randy himself. But yeah it was a big topic of discussion in the past…
This is really cool and amazing, but I hate that limited run games are involved, I wish it was literally anyone else but them. But hey, you and the others did an amazing job
@@Mrwill-in8ks Thanks for still really liking the idea and such… I guess you can understand that it’s more about the opportunity to work on something official to me than anything else…
@Cacodemontube Yeah, it's cool to see this being possible and actually being able to play this on real hardware. I might pick this up, but I don't own a snes. It's looks really cool and impressive, great work you and the others did
@@Mrwill-in8ks Thank you!
Awesome news. Wish I still had an old SNES.
When the rom drops, i would be playing it. #Doom And #DoomII
That's insane! Do you think it's in any way feasible to get a full SNES port of Doom 2 as well? I've seen your work on some of the levels, and it's extremely impressive.
Thank you for the compliment! I have no idea if there will be more. It's not my decision.
Very cool, thanks for sharing this. Cheers.
@@ClassicDOOM No problem! Love your content! :)
I was just happy to be able to play Doom on the SNES, as flawed as it was, it was still a great experience for me. That being said, i'm very excited for this version. Something about doing something that shouldn't be possible that I love.
Yeah I really understand that fascination with such "underdog ports"
Brilliant work. I'd love to see move Super FX games upgraded to this chip.
Don't we all ;)
So awesome! My favourite port of the game. I have collected copies of this game for 30 years now. I have seen some modders make snes doom with different levels and wondered if TFC could be done. Good to see this come out on cart, i am very interested to get one.
Thank you! Yes it’s also my favorite port of the game. And I also have every regional version of it complete in box.
Physical games all the way!
I cannot imagime E4M2 running on SNES, especially in UV/Nightmare! The very beginning has so much going on...
@@purebaldness I never got E4M2 to ever work with the old tools so I don’t know exactly how it would play. That’s why I’m really interested in that
@@Cacodemontube After scrolling through your work, it seems the original dev made the obvious choice having you as a part of the project. It all sounds amazing.
I haven't owned a SNES since 2008 but I'll be very interested to see how this pans out. I have high hopes. One of the greatest games seeing improvements on one of the greatest consoles. Exciting times ahead! I wish you all the best.
TAKE MY MONEY. I cant wait for this
@@OrangeSodaKing Thank you! :)
Subbed! Stoked for this release!
@@chanceschraeder2456 Thank you for the sub and the excitement!
I played Doom first time on SNES. Even made a RUclips video about it, because the port of Mr.Linden is so impressive and fascinating! Would it be possible to give the demons not only the facing side, but the other animations too, so you can go around them and see the side or the back of them? Probably not because of the cartridge limitations... Is this new Super FX Chip capable of handling more than 16 MBit splitted into two 8 MBit banks?
Sounds really awesome but I doubt it hits the 2025 release date, heard that they haven't even decided what chip they're gonna use yet to create the "SuperFX 3"
I wouldn’t worry about that too much. It’s probably just a way to keep options open.
Hello from France. I have been following your RUclips channel for a long time. I immediately thought of you when I learned about this project. Do you think that the specters will be added to the game and the Demon Knights? Will we be able to see enemies from multiple angles?
It was my first Doom experience and despite qll the lacks of this version, i love it ! THANKS !
@@Antischumi Thank you for the nice comment!
I can confirm that Spectres are in the game.
If you meant the Hell Knight then I can say they’re not in this version because they appeared in Doom 2 for the first time and this is Doom 1
@@Cacodemontube Thank you. Yean i meant Hell Knight. I forgot it is only in Doom 2.
Perhaps Doom 2 for SNES !😁
@@Antischumi No problem! And yeah who knows?
Doom Eternal on the GBC next?
Lol imagine! ;)
Now we need a full version of GBA Quake
For me, I'm irritated with the FOMO of the special edition. 666 copies, so they're going to be ridiculously priced- and you won't benefit from that. The scalpers will. Just release the special edition at an elevated price and let us buy it.
@@Beauc4652 I’m sorry, I really don’t have any say in anything LRG does with regular and special editions. I just wanted to work on something officially sanctioned by Id Software and Bethesda with a programmer I adore for his work.
I agree that 666 is bit tiny even for limited release standards. I see what they were going with for whole demonic idea but I don’t want you to get the impression that I had anything to do with that.
I hope you will still enjoy the effort the dev team put into it wether it is the regular version or the special edition…
@@Cacodemontube Well I apologize if it seemed like a direct critique. It was not meant that way. I'm sure you have nothing to do with the limited edition version- I'm just saying it would be nice if maybe they signed 666 copies, but made the same edition available without autographs from the talented coders, for those of us who will soon be swearing against our mother's name at the pricing of the original 666 copies.
@@Beauc4652 It’s okay my friend. I understand the frustration with it. I hope you manage to get ahold of a copy without any hassle.
That's how LED tricks customers into buying their shady products.
Very Cool! Glad to see this happening
Thank you!
awesome, does this version have proper strafing now ie strafing and moving instead of strafing then moving
@@adroharv5140 Yes strafing is fixed!
This is a cool project for sure, but does this new version address the other shortcomings of the original? Namely:
Monsters only having front facing sprites, therefore monster infighting is impossible?
Shrunken window for less resolution than even the 32X version
Many missing animation frames
I'm not expecting SNES Doom to rival the modern versions. But Monster-in-fighting would be a huge improvement over the original.
Well as of the time the prototype is being shown at Quakecon there are no multi angled sprites. I wouldn’t know about monster infighting.
The differences are more in performance and playability. Alongside having the full level set in the game.
Also I recognize your username from the folks at Famicom Dojo! Greetings! :)
Is the documentation for the Super FX 3 going to be open sourced? I've seen a video that said it was made to work in Mesen, but that doesn't mean anywhere there worked with sour directly or contributed code to the main repo (I couldn't find it there).
Congrats on getting this masterpiece of an achievement done!
Thank you for the compliment!
Really glad that you get to work on the real thing, you deserved it!
Man, I wish there was an editor for making SNES Doom levels, I enjoy it's limitations a lot.
Thank you! I hope people that now have access to the full source code can make some easy to use tools without Amiga emulators and all that stuff.
Yeah, I think it will be a little game changer for doom community in general. There are probably many Doom mappers like myself, who enjoys limited speedmapping, but can't get over the obscure tools available right now. Though recent source code realise really brings the hope for the best :)
If you're able to answer more specific technical questions, then I have two of them.
One: ROM size limitation. What would that be for SuperFX 3? Are we looking at being able to map the full 8 MB of ROM that the largest SNES games can use? Or possibly even higher?
Two: Clock speed. How fast is SuperFX 3 running in terms of core clock speed? Afaik SuperFX 2 was 21.4 MHz.
The game is 4 MB now which is bigger than the maximum limit of Super FX 1 and 2 games which was 2 MB.
I was talking about the memory banks of all the level data, BLOCKMAP, THINGS, etc…
It had to fit in that specific space.
As of the FX 3 speed I don’t know exactly how fast. Only that it’s faster thant the FX 2.
@@Cacodemontube Fingers crossed that 4 MB won't be the limit for modders who might use SuperFX 3 for other games. I know at least one talented SNES dev who works on SA-1 conversions, porting games to use the SA-1 chip, and I've got the idea of being able to mod SuperFX 3 into any retail SNES game on the mind now. Games above 4 MB are a bit more rare, but being able to get SuperFX 3 modded into those would be awesome.
The RAM stuff's also insane btw. 3 MB of SFX RAM plus an extra 1 MB for the SNES side is kind of nuts for SNES standards haha. I've seen at least one Star Fox ROM hacker just blow their lid hearing that lol
FX3? is that a fan continuation mod project or something?
@@jess648 It’s a spiritual successor
Cool Dino Crisis Safe Room remix at the end :)
Yeah I really like that song. It gives the outro a kind of mystique that I’m going for.
Oh man, SNES Mouse support too? Too cool. Has anyone ever figured out the wall hangup problem that plagued the OG version of the game where doomguy just suddenly sticks to some random vertex or something? What causes it and how to eliminate it?
I look forward to it, the controller, and playing it with a mouse
@@NeoTechni Thank you!
Congrats for getting to work on it! Do you know a rough timeframe when we can expect the pre-order page to be up (like is it gonna be days from now, or a week or more)? I don't wanna miss out on this. :D
I’m not sure when it will be up but I promise to let the viewers know on my channel.
@@Cacodemontube Thank you, looking forward to it!
I always wondered, and I have no game development understanding I admit so I could be totally wrong, and perhaps maybe it would have hurt the game even worse when it released, but what if Williams Entertainment and Randy kept the core game but to make the game visually clearer totally redid the graphics to be on the level of Wolfenstein 3D with 256 colors and less detailed sprites? Would the game have looked any clearer visually?
Randy ported Dragon's Lair to a floppy based PC. So of *course* he figured out how to put FMV on a SNES cartridge.
@@SomeOrangeCat Fair enough I guess. Dragon’s Lair on the Amiga was and still is a great achievement
@@Cacodemontube Randy can probably get Coke to taste like Pepsi too. He's that good.
@@SomeOrangeCat The new Chuck Norris
Hey did you ever play the old snes doom mod? I worked on it. I also started work on a snes doom 2 mod back in the day. I have all the resources if you want them. I have noticed the snes doom mod being used in youtube videos, and they seem to be outdated versions. I also never released my interpretation of doom 2 on the snes. It is basically finished, but there were a few more things i wanted to do to it. Pm me if so..
Dude, we need SNES Doom 2... If only someone in the romhacking community could figure out how to put a bunch of levels together so we don't end up with a rom directory that has 32 individual SFC files with Level 1 of all of them being each stage of Doom 2 and then from E1M2 on being your bog standard issue Snes Doom 1. You know why I say this... hahaha.
Do you mean the old SNES Doom total conversion WAD file?
If so then yes I played it a lot back in the day because I wanted to imagine a version running on native PC hardware.
But with the source code being fully released I guess that can finally be a possibility. It just depends on the right person to get it done…
Are you the same guy that did the recent conversion of the first Doom II levels?
@@DrAcOFoto No, I know nothing of it, I have been out of the loop for a while. Snes Doom mod was from about 20 years ago, my attemp at a snes doom 2 mod was shortly after, but never put it out there, I still have it though..
@@Shanesshiit there was a previous attempt where someone posted about it in Reddit, but the user deleted his account, though the post remains there. If you want to read about the most recent mod, google "Doom II Comes To The SNES, Thanks To Fans" (Time Extension article). It would be cool to see your work if you ever decide to share it.
nice!!!!!! I'm looking forward to having a copy. Big hug my friend!
@@play134 Thank you so much buddy! I really appreciate it.
I hope you will like the final product! :)
You are a hero to the SNES Doom community.
So how does the chip work? Is it basically a beefed up FX2?
Correct
@@Cacodemontube That's very cool. I saw a twitter post that there isn't enough memory to have monster rotations, but how are they able to add a full motion video Bethesda intro then? We'd all much rather have monster rotations over any FMV.
@@robarmstrong5404 Yeah I understand that. I’d love to have the rotations also but I think given that it’s an official project we don’t have much choice.
Personally I really like the “twist” of them aleays facing you in the SNES version because combined with their more aggressive AI path finding, I feel they are much scarier in SNES than in the PC version.
I hope... I pray... that we will get a mode that turns the game into its original form (especially framerate). I want to play in that sweet 8-15 fps.
@@Axel060793 That’s an interesting idea lol
Nice work man
Thank you!
By any chance, will the demons have their back and side sprites, so infighting amongst them can happen?
@@esotericmissionary The version at Quakecon doesn’t have rotations so I think not…
@@Cacodemontube Man, that's the one thing I really hoped for. With all the new levels, it seems like something that could've been added. But, then again, I know nothing about coding, yet, I can surmise such a feature is or can get cpu heavy if it was somehow incorporated.
I do wish this would come on a Super Famicom cart as well, or at least make the board compatible where I can switch it over
@@Palendrome As a Super Famicom collector, I hope they figure something out. I know as little about this as you do.
@@Cacodemontube I figured you probably would not, just wanted to throw it out there to someone who mattered. Thanks for responding and your awesome work. I've been dreaming of an improved DOOM snes for a long time. When I saw this at quakecon I thought it would be a lazy re release but to know that it is a full on improvement is amazing. . Thank you!
Please add button remapping as a feature!
Did the music receive a polish?
Congratulations for the project! Any chance to add the remastered soundtrack made by Andrew Hulshult's using MSU-1 on SNES?
@@erasmobellumat3973 The MSU1 chip isn’t used in this release, only the “FX3”
Dang! That would be a special bonus option right there.
@@inceptional I guess yeah. But maybe it would also bump up the price a lot. I don’t know…
@@Cacodemontube Probably.
Me again with questions... (I'm always excited about SNES DooM as it was the first way I played it) But is there a reason the floors and ceilings are not textured in this new version? I think I remember it being mentioned that it was a cart space issue so is it a performance thing now? or keep the nostalgia for that version?
It’s to keep the framerate from slowing down
It will used Super FX like the original. Or it be some similar chip
@@karlaboerger3619 Sorta like a spiritual successor to the original. We can’t use a actual FX chip because A: Nintendo doesn’t make them anymore and B: They are Nintendo’s copyright.
So we’re working on a workaround that replicates it very accurately
I heard briefly about a “new & improved snes port of Doom” but I had no clue just how much was improved! Congrats on making one of the worse ports of doom more playable! If there’s a digital release I’ll be sure to give it a try
@@maxrichards5925 Thank you very much! I think that given that LRG focuses on physical media and stuff that there will be no “official” digital release but I think you can kinda guess where I’m going with this…
@@Cacodemontube I see. I might get the physical release anyway, but I do have an fx pak pro. By the way do you know if using a fx pak pro with the xband would work? I learned yesterday that it was brought back but I’m not really sure why an older flashcart didn’t work
@@maxrichards5925 There were problems with FX pak pro’s and SD2SNES flashcarts because the FPGA in those was slightly off in generating the frames with the framerate just like the original Super FX2 version which meant it didn’t sync.
Our tests concluded that the original USA red carts were needed for XBAND. It could be that the people who work on the FX Pak Pro have updated the firmware so the FPGA runs more closely to the FX2 but I can’t really remember if it has been done or not. So don’t quote me on that…
@@Cacodemontube That’s interesting. I’ll check if there’s any new updates or changelogs that mention it 👍
@@maxrichards5925 👍
666 copies of the limited edition I'm fine with, thats a good gimmick. A price $666 I would not have been cool with. 😦
I know right?
Congrats caco
@@MissRavengaming Thank you!
What about E3M3 (Refinery), which is E3M2 on SNES? Does the level stay the same or has the secret exit been removed?
@@Dimon12321 It will all be like the PC version
Man, this is one of the coolest projects I've heard about in a while. Must have been an honor to be a part of this! Might even consider getting a SNES now.
By the way, are you happen to be Dutch? I hear a certain accent? ;-)
@@Contmotore Thank you! Yeah it’s a huge honor.
Also yes I’m Dutch! Leuk om meer medemensen hier te zien! :)
@@Cacodemontube Super leuk!
@@Contmotore Bedankt!
You did great work but if you still had to fit all those extra levels within that limited memory space rather then expanding it’s memory, then it makes me wondering “why putting a fmv intro rather then using that extra spave for other stuff instead”???
Personally i would like to see textures on ceilings and floors instead (even if that will drop the framerate down to 15fps), i just don’t care.
And for those ones who does care about high frame rate and authentic feel of the snes, why not add floor & texture support as an option to keep both parties satisfied.
Looks like it's utilising the cyclone fpga in the sd2snes board. Just seen a video from the con and it's running on a sd2snes
Correct!
Actually the FPGA type may change but it’s really high quality stuff. That I can assure you.
@@Cacodemontube yeah ive been impressed with the frame improvements to super fx games using the fpga chip. been trying them on my sd2snes. facinating stuff
@@roasty80 Indeed it is! :)
When will it be available? I saw an ad somewhere but its not pn their site.
It hasn't been added to their site yet. I'll let the people here know ASAP
I suppose the way they added the intros is similar to how people create demo scenes, but I'm just guessing.
@@hiimdaisy946 Could be… but still it’s absolutely insane!
Do know if PAL edition of this will be made ?
I'm surprised they didn't change the title, like add a "+" or "v1.666", or maybe there's a "director's cut" joke to be found here involving a chainsaw...
@@HelpTheWretched I like the chainsaw idea but I’m pretty sure Id Software wouldn’t like that lol
Daaamn, I really want to purchase this one, I still have my Snes working at this moment and when I heard that this version is going to be release I said to myself... bro this must be mine!
That's awesome to hear! Thank you for being so interested in this. It's so great to work on!
Will there be a save game feature?
Is it possible to optimize the SNES version of Doom even more?
@@AgentBurgers Yes that’s what we did
full snes mouse and superscope compatibility finally added?
@@TheMrDanSan I only know about SNES mouse support.
All this game needs now is floor textures!
To keep the performance high we will not include the floor textures in this.
@@Cacodemontube and ceilings?
@@redield21 All the ceilings are single colored and dithered like the original.
@@Cacodemontube , there will be ways to make it happen...just look at Mario Paint as the inspiration to do so, particularly, its Character Stamp feature.
This might be a silly food for thought question, but was it possible to implement the MSU1 chip/feature?
I imagine that with the MSU1 it would have made the DOOM SNES more awesome with cleaner sounds and possibly Andrew's IDKFA's soundtrack implemented as a bonus!
While at the same time potentially demonstrating the power of the MSU1 chip on the SNES!
No the MSU1 chip will not be used
@@Cacodemontube Ah understood. That's a bummer. OH WELL!
The snes version already has really fucking good sound thanks to the system's amazing sound processor
Does it contain the removed music tracks?
@@Dr_Hingis I think it does
I NEED to get my hands on this!
@@Alex_Valentine Thank you!
Any plans on making more new versions of other retro games?
@@GamerMastodon I can only hope I guess…
Is it possible to circle strifing in this version?
@@DoomSlayer32 yes!
This is super cool! Do you kno if there will be a rom available to play on emulators?
I got a japanese system so I hope they have that type of cartridge shell.
You can get a adapter on the internet to get USA games to play on the Super Famicom. The JP and USA consoles are compatible with each other’s games.
I use a USA version of the SNES for Japanese Super Famicom games and the North American SNES games.
But with that you can cut out the little tabs inside the cartridge bay.
@@Cacodemontube I'll just replace the shell with a cheap game like Tuff E Nuff.
@@turbinegraphics16 👍👍👍
@@turbinegraphics16 , didn't Doom have an NSFC (Super Famicom) port as well? Why not make such a port for this new version of Doom as well? Japan has been having a bigger, and bigger, presence in Japan, and it's now even technically a part of the Smash Brothers franchise. Even the PC/Steam versions of Doom have Japanese created WADs that are pretty good.
Was there any mention to you of the rumble feature? I heard that there would be a controller made specifically for this port that included rumble, my guess is that it's exclusive to the limited edition and not the standard
There is gonna be a rumble controller yes. I’m sorry for not mentioning it. I wanted to focus on the development stories and such.
I think the controller might be sold separately and not necessarily bundled/exclusive to the collectors edition, at least that’s my guess based on the tidbits I’ve read. This could also lead to some cool romhacks that add rumble into other games!
@@LoveatFirstHikeit was confirmed by Randy himself that the rumble specs will be released for romhackers to insert it in other games in the future. Simply awesome.