|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
Apparently there are unused status bar face graphics that need to be ripped. RAM address $704 controls the current status bar face; valid values are multiples of 2 in the range of 00 - 38.
The SNES port of Doom should have been an impossibility. Should.
Present at ROM address 0x80810E:
Rage/Reality Engine written by Randy Linden. Special thanks to my loving wife, Jodi Harvey.
Also, the Episode 1 sky texture (stored as an uncompressed 8bpp graphic at 0x8000) contains an additional message that is not actually visible in game without somehow clipping outside of the boundaries of the map:
A small amount of uncompiled source code can be found in the data for several music tracks. This is only visible in SPC RAM after the data has been decompressed from ROM.
mov tempword,A ; save ID code mov PlayChan+X,A mov PlayCurVelocity+
- In the Japanese version, you can play any episode on any difficulty.
- Different regions have a different splash screen before the title screen, European version has Ocean logo, North American version has Williams Entertainment logo and Japanese version has Imagineer logo.
|The Doom series|
|DOS||Doom (1993) (Prototypes) • Doom II: Hell on Earth • Final Doom|
|Windows||Doom (1993) (Prototypes) • Doom 3 (Prototypes) • Doom (2016)|
|Mac OS Classic||Doom (1993) (Prototypes) • Doom II: Hell on Earth • Final Doom|
|Mac OS X||Doom 3 (Prototypes)|
|Linux||Doom (1993) (Prototypes)|
|PlayStation||Doom • Final Doom|
|Nintendo 64||Doom 64|
|Game Boy Advance||Doom • Doom II: Hell on Earth|
|J2ME||Doom RPG • Doom II RPG|
|Xbox 360||Doom II: Hell on Earth|
|PlayStation 3||Doom II: Hell on Earth • Final Doom|