RandalLinden/DOOM-FX
View on GitHub ↗ ★ 1,254 Assembly
Doom/FX for Super Nintendo with SuperFX GSU2A
10 mentions on Hacker News by 10 people: 4 stories, 6 comments · first 2020-07-14 · latest 2024-06-16
20082026
-
Apparently the lead programmer released much of the source code a few years ago here https://github.com/RandalLinden/DOOM-FX But it was uncompilable because of copyrighted assets/code. This seems to be the full source which includes the…
comment by Sakos · 2024-06-16 · in Doom for SNES full source code released by former Sculptured Software employee -
…you can peruse the C code that was used to generate the tables. Here's the file for sine/cosine: https://github.com/RandalLinden/DOOM-FX/blob/master/source/m...
comment by staplung · 2024-03-08 · in How do computers calculate sine? -
…didn't have a graphics processor. https://festivalofthespokennerd.com/podcast/series-3-episode... https://github.com/RandalLinden/DOOM-FX
comment by cromulent · 2024-02-29 · in How video games use lookup tables -
…to the metal. The source code of the SNES Doom port was open sourced if you wanna take a look: https://github.com/RandalLinden/DOOM-FX
comment by jasonwatkinspdx · 2023-01-30 · in Zelda: A Link to the Past (SNES) re-implemented in C -
…There is also the official SNES port for the faster Super FX GSU-2 chip running at 21 Mhz. https://github.com/RandalLinden/DOOM-FX
comment by Comevius · 2022-06-08 · in Porting Doom to a/UX -
…FX assembly language [1]; how the PC version did things would’ve been neither here nor there. [1] https://github.com/RandalLinden/DOOM-FX - yes, that’s the original code on GitHub, released by the author
comment by wk_end · 2020-11-06 · in Western Digital SweRV RISC-V Core