JohnSNES - SNES Emulator is a paid app for Android published in the Arcade list of apps, part of Games & Entertainment.
The company that develops John SNES - SNES Emulator is John emulators. The latest version released by its developer is 3.14. This app was rated by 1 users of our site and has an average rating of 5.0.
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Yes. But pkunzip also had a small footprint. I implore people to use up to date software, especially since we have emulators now that are cycle accurate and PC's that can run these older systems with absolutely no effort.
I used to use ZSNES way back in the day on an old Pentium 133 MHZ I think it was. I tried it in Linux Mint, but it would lock up after a while. I bought FF6 (FF3 US) full price the day it came out and still go back to it and a few others once in a while. SNES9X was a bit buggy years ago, but it works the best for me now. Somewhere I found a 'snes9x-gtk_1.52-1_amd64.deb' file and that works great for me in Linux.
hi i have a gpd xd and i noticed some games have an audio problem in the core (snes9x 2005), example: stone warriors game is slow, lupine sansei with password to access game 9 music will hear a delay, others like the chester cheetah, in stage 2 of run saber lag is heard, combatribes in the music of the last part they hear lag, in the spawn game you hear audio crackle when hitting.I have also noticed that in some games like side pocket, kaizou shubbinman zero , blues brothers the sound is half heard and they work better on (snes9x 2005 plus)also in the option of (frame throttle) "synchronize to extract content framerate (g-sync, freesync) improves the problem somewhat but damages the image quality, it looks screen tearing.Does someone know how to solve this problem?. this problem also occurs in the snes9x ex alpha and plus app
This thread is for discussing SNES Doom's various gameplay oddities and obscurities and how this version of the game differs from PC Doom, as well as other general discussion about SNES Doom. Here's some to start with:
Something weird in SNES Doom is that exit switches play the "menu close" sound effect, just like they're meant to do in PC Doom, but don't due to a bug. Considering Randy Linden didn't have access to the source code, and as far as I'm concerned the sound lump name (DSSWTCHX) does not indicate that it's meant to be used for exits, this is rather strange. Doom 2 on GBA does the same thing, but that was made after the source code release and that version was clearly made using the help of a source port as it has things such as "A SECRET IS REVEALED!"
Another "beta" similarity in SNES Doom are the lost souls; not only do they play the player oof sound as their death sound (just like their unused death sound lump in PC Doom), but they act like a mix between the early and final lost souls; they pretty much act like flying demons and don't have a charge attack (their charge animation and sound is used for a melee attack). It's probably just a coincidence (apart from them using the oof sound; that was probably just a mistake since they saw the death sound for lost souls in PC Doom's wad was the oof sound and didn't verify in-game to see if it actually plays or not) but it's still interesting.
I've only just realised that SNES Doom's intermission screen is a bit... odd. I don't know what it is about it but it feels bootleg? Don't know how to describe. I also wonder why they didn't put the level names on the intermission screens, they only on the automap. You can see that there's space for the level name above "FINISHED", just like the PC version. Considering there's only 20 bytes left for either data or code on the cartridge I guess there just wasn't enough space to add minor quality of life stuff like this.
Hopefully not distracting too much from the topic but, the GBA version is based entirely on Jaguar Doom. I've done a partial reverse engineering of it in the past and there's no evidence it used code from anywhere else, certainly not from any public source ports. They may have gotten ideas from such but there's no way to know that for sure, especially with features that are simple and almost obvious to anybody working on the game.
Are you sure? The GBA version of Doom 1 is of course a Jaguar-based port, but as far as I know, Doom 2 on GBA runs on the "Southpaw" engine for 3D GBA games, it's entirely custom similar to the Reality Engine used in SNES Doom. There's definitely source port inspiration in Doom 2 for sure. (As a side note Doom 1 was meant to use a custom engine too but they were told to re-do the entire version from the start using the Jaguar source code during the final weeks of development, which pissed the developer off. I wonder if it was just terrible or something.)
You are talking to someone who knows more about the Jaguar codebase and its descendants than John Carmack himself. Forgive me for asking but why is there doubt? Its Quasar. And yes, a Quasar Statement is like a seal of approval.
Oh I don't doubt their expertise on Jaguar Doom - but maybe they misread my original post as saying Doom GBA and not Doom 2 GBA. I'm almost 100% certain Doom 2 on GBA uses the Southpaw engine; even the wiki page says so: _II_for_Game_Boy_Advance . It would be news to me if that's another Jaguar-based port too.
Also, as mentioned earlier in the SNES DOOM source code release thread, E3's sky on the final version of the port use E2's, whereas in this magazine scan (shared by @D1m3) describing an early developmental version of it, E3 clearly uses its own original screen.
Something ironic about SNES Doom's renderer is that unlike other versions of Doom, the game actually performs better when the player is in a large open space (provided the walls are not very tall), and performs at its worst if the player is hugging a wall. Though I haven't confirmed this, based on things I read a while back on the SNES Doom source threads both here and on NESdev, this is because of the way the SuperFX plots the level geometry (more specifically, wall textures) to the screen. This can be demonstrated in the opening area of E3M1/E3M9 after the lift is raised, the game seems to run at a full 24 FPS (the highest the Reality Engine can go).
I only just realised that this screen is part of Doom and not the XBAND BIOS. This screen doesn't appear on any other XBAND game and it's the same font used for the Doom copyright notice screen. So the "How-to-play goes here" thing doesn't make much sense, now I'm confused.
I've only just realised that SNES Doom's intermission screen is a bit... odd. I don't know what it is about it but it feels bootleg? Don't know how to describe. I also wonder why they didn't put the level names on the intermission screens, they only on the automap. You can see that there's space for the level name above "FINISHED", just like the PC version. Considering there's only 20 bytes left for either data or code on the cartridge I guess there just wasn't enough space to add minor quality of life stuff like this.
This is also why the XBand stuff is so barebones, probably - no room for a font, and no room to finish it (and it was probably added at the last minute itself, since it was never advertised on the box).
I've been looking through old magazine previews for Doom 64, and I can say that it's possible that Williams were giving magazines who asked for Doom 64 footage SNES Doom footage, for some reason. It wasn't just EGM doing this; Total! magazine in the UK, who were very enthusiastic about Doom 64 and were giving it lots of coverage ever since it first started development in late 1994, had this low-quality (possibly from a damaged VHS) image of SNES Doom:
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