SA1-Root
Project for accelerating SNES games using the SA-1 chip. (by VitorVilela7)
DOOM-FX
Doom/FX for Super Nintendo with SuperFX GSU2A (by RandalLinden)
SA1-Root | DOOM-FX | |
---|---|---|
18 | 9 | |
486 | 1,168 | |
- | - | |
0.0 | 2.6 | |
over 1 year ago | almost 2 years ago | |
Assembly | Assembly | |
- | GNU General Public License v3.0 only |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SA1-Root
Posts with mentions or reviews of SA1-Root.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-12-16.
- Game Slowdown
- Anyone have a list of SA-1 games with msu-1 patches?
- speed fix hacks for popular retro oldschool games including SPACE Shooter Gradius III for SNES!!!!! YES SHMUPS !!!! They fixed the slowdown
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SNES has a special place in my heart.
If you're a fan of R-Type I have good news - someone made a patch for the game that allows you to run it at full speed with no lag: https://github.com/VitorVilela7/SA1-Root
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What a gem 💎 this game
This has a good summary (along with some awesome SA-1/other snes patches): https://github.com/VitorVilela7/SA1-Root
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Gradius III SA-1 Hack on EverDrive??
get the patch here: https://github.com/VitorVilela7/SA1-Root/releases
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Cleared Gradius III Snes with the SA-1 Origin patch!
C'mon OP, you didn't link to that anywhere, not here, not on the video description!
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Improvement patch compatibility list
(SA1) https://github.com/VitorVilela7/SA1-Root/tree/master/Super-R-Type
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There oughta be a WiFi Game Boy cartridge
The most interesting one being the SA-1 chip. It's the exact same processor as in the SNES except clocked much faster, 10.74MHz instead of 3.58MHz. This means you can hack games to have their original code run on the SA-1 instead of the original CPU. Which is exactly what Vitor Vitela did for numerous games to remove their massive slowdowns.
https://github.com/VitorVilela7/SA1-Root
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Playing R-type 2 for the first time. WOW!!
But funny you mention the slowdown, because this past year hacker Vitor Vilela released a ROMhack to eliminate it... :O
DOOM-FX
Posts with mentions or reviews of DOOM-FX.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-02-28.
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How do computers calculate sine?
I recently learned how Doom was ported to the SNES. It's quite impressive. The SNES hardware was nowhere near fast enough to do all the trig calculations needed for the game but cartridge based games had a trick up their sleeve: they could include actual hardware inside the cart that the game code could make use of. It was more expensive but if you expected to sell a boatload of copies, it could be worth it. However, even using extra hardware wasn't enough in this case. So they pre-calculated lookup tables for sine, cosine, tangent etc. for every angle at the necessary precision. They were helped by the fact that the game resolution in this case was fairly low.
If you're interested, 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...
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Unreasonably effective – How video games use LUTs and how you can too
A Podcast Of Unnecessary Detail just did an episode talking about the SNES Doom port and how it used LUTs for trigonometry as the SNES didn't have a graphics processor.
https://festivalofthespokennerd.com/podcast/series-3-episode...
https://github.com/RandalLinden/DOOM-FX
- Anyone know if it can run DOOM?
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I know it's not a great version, but I've always wanted to own it, and now I do.
Fun fact: Randy Linden, the original developer of the game, has posted the complete source on GitHub (https://github.com/RandalLinden/DOOM-FX) and then made some additional changes so that it could rebuild a byte-perfect copy of the original US ROM.
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Digital Foundry: DF Retro: The Making of Doom on Super NES - The Original 'Impossible Port'...?
Looks like it does use BSP: https://github.com/RandalLinden/DOOM-FX/blob/master/source/rlbsp.a
- Doom/FX for Super Nintendo
- Doom-Fx - Doom/fx for super nintendo with superfx gsu2a
- I noticed the 32x version of DooM recently got huge improvements on original hardware from the community, it is possible the SNES version could have been a lot better also? The SNES team was supposedly understaffed and under the holiday crunch.
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SNESDEV Game Jam — coding games in assembly that run on the actual Super Nintendo for the 30th anniversary of this retro console (from June 4th to September 9th)
Doom/FX for Super Nintendo with SuperFX GSU2A enhancement chip
What are some alternatives?
When comparing SA1-Root and DOOM-FX you can also consider the following projects:
NovaTheSquirrel2 - A very early sequel to Nova the Squirrel for SNES
gba-remote-play - 📡 Stream Raspberry Pi games to a GBA via Link Cable.