Erick194 Posted June 17, 2018 (edited) PlayStation Doom: Master Edition. DoomWiki page by @Dark Pulse Finally, Beta 4 is released NEWS: Fourth Beta Release PSXDOOM BETA 4 [11/16/2022]. NEWS: PSP Beta 4 Release : PSP_PSXDOOM_MASTERED_BETA_4 (397MB). Conversion by @Kroc This version isn't more than a hack of the original PSXDoom game. On the contrary, this is a re-built version from the reverse engineering of the original PSXDoom.exe, and thus being mod friendly. What's new?: New Demo format as Dualshock support is added. The original demos are compatible, you just need to convert them to the new demo format. Uses the wall rendering coding from PSX Hexen, you will notice a slightly difference between the old vs the current rendering. Incorporates new formats for simple modifications without recompiling the exe, they are as follows: PSXTXINF.TXT -> allows animation, switches and sky manipulations. PSXMPINF.TXT -> similar to the traditional MapInfo. PSXGMINF.TXT -> similar to the traditional GameInfo. Allows to run either PAL or NTSC formats depending on the console version you are using. The missing enemies were added: Arch vile, Commander Keen, Wolf SS and the Icon Of Sin. The Icon Of Sin battle is a bit interesting. you will see it. I did it that way in order to avoid memory overflow. New "SKYPALS" lump added, specially for skies palettes. DualShock's analog sticks and vibration supported. The vibration is the same from PSX Quake 2, but adapted for PSXDoom ME. PSXDOOM.WAD contains new textures provided by @riderr3 and @Impboy4. This was added for future modifications for a Beta 5 Several maps were fixed using the bug fixing from PsyDoom and the other modifications were made by us.. Some music tracks were changed due to the warning message: "W:not enough sound RAM!", these errors were present in Beta 3. Texture perspectives were fixed as well, the following images display the changes applied: Besides, several modifications from PsyDoom by @intacowetrust were added which are shown in the following list: Spoiler Fix an original PSX crash which happens when the player tries to activate a 'door' special on a 1-sided line. Implemented Doom 64 style dual colored lighting. Due to the need for binary map format compatibility, the feature is slightly more limited than D64. However it does have additional tweaks & controls available that aren't found in the D64 engine. Implemented the ability to have floor skies. Tweak how co-op indirect monster kills are handled. Instead of assigning the kill to nobody try assigning the kill to the player being targeted by the enemy; this player is most likely responsible for the indirect kill. If this is not possible (e.g due to monster infighting) then randomly assign the kill to one player or another. Implement a tweak which allows multiple 'Computer Area Map' powerups to be picked up (enabled by default). This fixes issues on some maps where 100% items cannot be obtained because there are multiple map powerups present. Fix an original bug where sometimes sprites on the edge of ledges 'warp' between the top and bottom of the ledge. Fix a bug where sometimes loading a nightmare save file does not have enemies moving and shooting faster. Also fix a similar bug when using the password system with nightmare passwords. Needed to make sure game settings were correct (based on skill level) in both these scenarios - now fixed. Co-op: fix key pickup sounds not playing Co-op/dm: fix an original bug where sector specials that cause pain also change the status bar face for the other player. Now the pain face will only be shown for the player receiving the pain. Implement a fix (enabled by default) to the 'total kills' counter: increment the total whenever a new enemy is spawned. This fix prevents the total kill % from exceeding 100 and allows the player to determine how many enemies are actually left. Fix some types of blood decorations (thing types 79-81) not moving up or down with elevators Fix line activation logic not being reliable in some cases. Fixes some situations where switches would be hard to use, and also some exploits where switches could be used through walls. Fix a bug introduced where the screen would stay red a while after picking up berserk. Fix an integer underflow. Fix an original Doom bug where sometimes enemy gibs after crushing can block the player. The bug would happen if the enemy is crushed during it's death animation. Fix an original bug where sounds sometimes have incorrect reverb applied after starting a level Fix audio clicks when stopping sounds suddenly, like missiles being destroyed. Allow the stopped sound a little time (~1/4 second) to fade out. Cheats: add a message for when the 'X-Ray Vision' cheat is enabled and disabled. Sector special 11 (Damage 10/20% and End level): don't play the player's death sound (silent death). This makes the behavior more like PC. Classic renderer: fix tall sprites like tech pillars sometimes vanishing up close. These pillars can be found in 'MAP01: Attack' of Final Doom. Implement sector special '32' (strobe hurt) which behaves the same as special '4' on PC. The PSX version of special '4' is missing the strobe, and this behavior must be preserved for map compability reasons. For a PC style 'strobe hurt' special '32' can now be used, if desired. Fix an original bug where the 'lower and change texture' special doesn't work sometimes. The bug can happen if the sector being lowered is surrounded by another sector that isn't at the destination height. Without this fix a series of lowering floor segments like E3M1 in PC Doom will not work. Fix an original bug where sometimes sound propagates through closed doors that should block it. This bug can be observed with the small window into the secret room, in MAP03 of Doom. It allows sound to pass through it even though it is closed. Add support for line special 128 from PC (repeatable 'raise floor to nearest' line cross trigger) Add support for line specials 130 & 129 from PC ('raise floor turbo' line cross trigger, once and repeatable) Add support for line specials 131 & 132 from PC (raise floor turbo switch, once and repeatable) Add support for the 'Raise Floor 512' line special (140) from PC Add support for a new 'invisible/ghost' platform flag on sectors. This makes the sector render as if it's floor height is the same as the lowest sector floor height around it. First Beta Release PSXDOOM BETA1 [27/08/2018]. PSP Beta 1 Release : PSP_PSXDOOM_MASTERED_BETA1 (269MB). Conversion by @Kroc Second Beta Release PSXDOOM BETA2 [31/10/2018]. Some fixes in Exes files. PSP Beta 2 Release: PSP_PSXDOOM_MASTERED_BETA2 (295MB). Conversion by @Kroc Third Beta Release PSXDOOM BETA 3 [1/10/2019]. PSP Beta 3 Release : PSP_PSXDOOM_MASTERED_BETA_3 (376MB). Conversion by @Kroc Spoiler Important: An error was discovered in the MAP02 of Master Levels (in Beta 3), which makes the level impassable, apologies in advance, will be corrected for subsequent betas, please use the cheat code (right, left, R2, R1 , Triangle, L1, O, X), to advance to the next level. NEWS: [22/09/2019] Update of the "Tools and Projecs" tool, this includes what was included in beta 3, the nightmare difficulty and the vram viewer, in addition this tool is able to prepare the map to test the level process without enemies. And the best thing about this tool is that you can change the music to your liking, just play the file (Music Hack.bat) and choose your music and send me the information according to the number you chose, I hope you like it. In the Music Hack window, press the "C" key, to change the music and choose the number from the list and finally press the "M" key to create the hack. Tools and Projecs V4 Welcome to the community project by GEC and Doomworld community. This project has the purpose of incorporing the "missing" levels from the PC versions: (Ultimate Doom, Doom II, Master Levels, TNT and PLutonia) according to the PSX limitations. In the final version of this project, the CD image will uploaded with all the maps, and it will run as follows: there will be a menu with GEC and Doomworld community logos and credits of everyone involved with our project, then you enter to the main menu and select the game you want to play and it will run its respective exe. game (games mentioned above) Those who feel like of participating in such project, are free to do it! Notice for the mappers: Spoiler You will get some tools to create a CD image, both Doom or Final Doom, but this games can only run one map which is MAP01 with the purpose of testing the edited maps; you will be also getting maps converted to PSX Doom Format to be edited. Both PSX Doom and Final Doom have several limitations when mapping, every WAD's lumps cannot excced the 64Kb as it will prompt the error screen. Textures can be varied but they have kimitations as well, that's why I've incorporated the "Vram Viewer" in "Custom GZDoom Builder" in which you can have a guide when retexturing the maps. In order to create maps for PSXFinalDoom, you must first to convert it in PSXDoom Format to be able to edit it in "Custom GZDoom Builder" using PSXDoom Format. To "death trigger" it uses sector tag just like original PC Doom, but PSXDoom has the advantage to use it in all of the maps, here's a list of the tags: 666 -> Mancubus -> Lower Floor To Lowest 667 -> Arachnotron -> Raise Floor 24 668 -> Spider -> Lower Floor To Lowest 669 -> Hell knight -> Lower Floor To Lowest 670 -> Cyber demon -> Open Door 671 -> Baron Of Hell -> Lower Floor To Lowest Rules: Spoiler The finished maps, must be sent to me to get them into the final version. The maps in development cannot be shown to the public(e.g. uploading them on the Internet) you can show screenshots instead. Easter Eggs are not allowed without authorization. Make use of a good sector colors and ambience echoes. Make use of the Nightmare/additive/translucent flags for monsters (e.g. Nightmare Imp/Demon/Revenant) You cannot add new textures without authorization. The maps must have Cooperative and Death Match thigs. Make good use of the 3D effect This rule is no longer necessary: For reasons of avoiding the spoiler of the finished maps, it is forbidden to show videos of the finished map, as in YouTube or any other similar medium. Tools Info: Spoiler Custom GZDoom Builder by GEC: this tool comes with new features such as: Doom: PSXDoom (PSXDoom Format) being able to edit PSXDoom levels. Sector Coloring by Index to set color effects to the sectors. Vram Viewer Mode, rather necessary when texturing. New action in Map Analysis Mode "Check Psx Doom Errors". Mkpsxiso.exe: modified tool to create new CD images for the PlayStation, it just needs to run MAKE PSXDOOM CD.bat file PSXHAKING.exe: tool that is able to hack "PSXDOOM.EXE" to the file inserting, among others. It's very necessary to get "PSXDIR.txt" generated by Mkpsxiso.exe. MAKEIMG.exe: tool that creates files: MAPSPR00.IMG, MAPTEX00.IMG for the graphics and MAP00.LCD for the sounds of the levels, you need PSXDOOM.WAD from the CD, it can be either Doom or Final Doom. PSXMAP.exe: encodes, decodes and converts map formats: (PC Doom to PSXDoom), (PSXDoom to PSXFinalDoom) and (PSXFinalDoom to PSXDoom). Find Side: is a small tool that is responsible for indexing the flanks that are equal to the line, either front or back, with the aim of reducing the size of the lump of SIDEDEFS. Just place Map01.wad and it will generate MAP01_new.wad, with the reduced sidewalls. OLD NEWS: [30/09/2018] Spoiler Fixed the error of, Clip-Mid Texture. Now in visual mode, you can see the map with the psxdoom lighting system. Fixed the error of Find_side tool, now the "Link Scroll" parameter works correctly. Added 2 new textures W_BLANK and F_BLANK. New maps added. OLD NEWS: [12/09/2018] Spoiler Custom GZDoom Builder by GEC Updated: New action in Map Analysis Mode "Check Psx Doom Errors", this is responsible for finding textural errors, either inverted or stretched, but that's not all, you can also visualize the errors in the 3D view, also looking for inconsistencies with the animated textures, already for walls, floors and ceilings. It also updates all the tools, I reconstructed the code under Visual Studio 2009, I hope that it avoids the blocks with some antivirus, I also added new bat files, to generate the map with Find_Side tool. Here some screenshots: Spoiler Maps: Here is the list of every map to be converted, we GEC, are going to make the maps where the Icon Of Sin appears, as it need certain special effects, among other maps: Ultimate Doom: E3M1: Hell Keep -> @CoTeCiO 26. In the Grip of Madness E3M2: Slough of Despair -> GEC 12. Beyond Fear E3M8: Dis -> @Dark Pulse 09. A Calm Panic Rises E3M9: Warrens -> @CoTeCiO 25. Mind Massacre E4M5: They Will Repent -> @ riderr3 2. The Broken Ones E4M6: Against Thee Wickedly -> @ marver0PS 04. Hell's Churn E4M7: And Hell Followed -> @Saint_Guy 14. Twisted Beyond Reason E4M9: Fear -> GEC 11. Breath Of Horror Doom II: Level 13: Downtown -> @Impboy4 20. Hopeless Despair Level 15: Industrial Zone -> GEC 25. Mind Massacre Level 20: Gotcha! -> @DeXiaZ 12. Beyond Fear Level 24: The Chasm -> @DynamiteKaitorn 15. The Slow Demonic Pulse Level 28: The Spirit World -> @ riderr3 19. Steadfast Extermination Level 29: The Living End -> @mr-around 10. Corrupted Level 30: Icon of Sin -> GEC 24. Lamentation Level 31: Wolfenstein -> GEC 03. Sanity´s Edge Level 32: Grosse -> GEC 10. Corrupted Master Levels: Titan Manor (MANOR.WAD) -> @ riderr3 09. Tendrils Of Hate Trapped on Titan (TTRAP.WAD) -> @DeXiaZ 15. Digitized Pain The Garrison (GARRISON.WAD) -> @ riderr3 27. Lurkers Black Tower (BLACKTWR.WAD) -> @DeXiaZ 18. Mutation Bloodsea Keep (BLOODSEA.WAD) -> @Dark Pulse 10. Breath Of Corruption Mephisto's Maosoleum (MEPHISTO.WAD) -> GEC TEETH.WAD: The Express Elevator to Hell -> @mr-around 08. Demon Drone Bad Dream -> @DeXiaZ 05. Malignant Doom2 Map14 Homenaje (TWM01.WAD) ->@Impboy4 14. Hell's Churn TNT: Level 3: Power Control -> @Dragonsbrethren 03. Infectious Level 5: Hanger -> @Dark Pulse 07. Unhallowed Level 6: Open Season -> @Dark Pulse 08. Demon Drone Level 7: Prison ->@mr-around 16. Corrupted Core Level 8: Metal ->@mr-around 22. Beyond Fear Level 9: Stronghold -> @ riderr3 04. Larva Circuits Level 10: Redemption -> @ riderr3 27. Lurkers Level 11: Storage Facility -> @DynamiteKaitorn 15. The Slow Demonic Pulse Level 14: Steel Works-> @ riderr3 11. Retribution Dawns Level 15: Dead Zone -> @mr-around 15. Digitized Pain Level 18: Mill -> @DynamiteKaitorn 09. Tendrils Of Hate Level 19: Shipping/Respawning -> @DeXiaZ 12. The Broken Ones Level 20: Central Processing ->@mr-around 19. A Calm Panic Rises Level 21: Administration Center ->@mr-around & @ riderr3 21. Breath of Horror Level 22: Habitat -> @ riderr3 13. Sanity's Edge Level 25: Baron's Den -> @ riderr3 30. Breath Of Corruption Level 27: Mount Pain -> @DeXiaZ 28. Creeping Brutality Level 29: River Styx -> @ riderr3 22. Beyond Fear Level 30: Last Call -> GEC Level 31: Pharaoh-> @ riderr3 05. Malignant Level 32: Caribbean -> @ riderr3 20. Corrupted Plutonia: Level 2: Well of Souls -> @Dragonsbrethren 18. Mutation Level 4: Caged -> @Dragonsbrethren 01. Bells Of Agony Level 7: Caughtyard -> @ marver0PS 10. Breath Of Corruption Level 8: Realm -> @Impboy4 19. A Calm Panic Rises Level 9: Abattoire -> @ riderr3 24. Twisted Beyond Reason Level 11: Hunted -> @DynamiteKaitorn 05. Malignant Level 12: Speed ->@mr-around 14. Hell's Churn Level 13: The Crypt -> @ riderr3 06. The Foulness Consumes Level 14: Genesis ->@mr-around 07. Unhallowed Level 15: The Twilight ->@mr-around 09. Tendrils Of Hate Level 16: The Omen -> @DynamiteKaitorn 28. Creeping Brutality Level 17: Compound -> @ riderr3 25. The Slow Demonic Pulse Level 18: Neurosphere -> @Dark Pulse 15. Digitized Pain Level 19: NME -> @mr-around 27. Lurkers Level 21: Slayer ->@mr-around 24.Twisted Beyond Reason Level 22: Impossible Mission-> @DynamiteKaitorn Mind Massacre Level 23: Tombstone -> @ riderr3 23. Lamentation Level 24: The Final Frontier -> @ riderr3 07. Unhallowed Level 25: The Temple of Darkness ->@mr-around 16. Corrupted Core Level 26: Bunker -> @ marver0PS 12. The Broken Ones Level 27: Anti-Christ ->@mr-around 17. Mind Massacre Level 28: The Sewers -> @DeXiaZ 16. Corrupted Core Level 29: Odyssey of Noises ->@mr-around 10. Breath Of Corruption Level 30: The Gateway of Hell - > GEC Level 31: Cyberden -> @DeXiaZ 18. Mutation Level 32: Go 2 It -> @DynamiteKaitorn 27. Lurkers John Romero Maps: E1M4B: Phobos Mission Control -> @ Uroboros87 06. Corrupted CoreE1M8B: Tech Gone Bad -> @Dark Pulse No Rest for the Living: Level 1: The Earth Base -> @ riderr3 18. Creeping Brutality Level 2: The Pain Labs -> @ riderr3 08. Mutation Level 3: Canyon of the Dead ->@mr-around 6. Corrupted Core Level 4: Hell Mountain ->@mr-around 21. Steadfast Extermination Level 5: Vivisection ->@mr-around 17. Lurkers Level 6: Inferno of Blood ->@mr-around 18. Creeping Brutality Level 7: Baron's Banquet ->@mr-around 10. Corrupted Level 8: Tomb of Malevolence -> @DynamiteKaitorn 17. Lurkers Level 9: March of the Demons ->@mr-around & @ riderr3 22. The Broken Ones Special Levels: E1M10: Sewers (Xbox Doom) ->@mr-around 23. Retribution Dawns MAP33: Betray (Xbox Doom II)-> @DeXiaZ 6.Corrupted Core SIGIL Levels: E5M1: Baphomet's Demesne -> @DeXiaZ 20. Hopeless Despair E5M2: Sheol ->@mr-around 11. Breath Of Horror E5M3: Cages of the Damned ->@mr-around 07. Mind Massacre E5M4: Paths of Wretchedness -> @ riderr3 24. Lamentation E5M5: Abaddon's Void -> @Impboy4 26.In The Grip Of Madness E5M6: Unspeakable Persecution -> @Impboy4 12.Beyond Fear E5M7: Nightmare Underworld-> @ riderr3 11. Breath of Horror E5M8: Halls of Perdition-> @ riderr3 14. Twisted Beyond Reason E5M9: Realm of Iblis -> @ riderr3 21. Steadfast Extermination extramap.wad : Doom 3DO Altar Of Extraction -> @ riderr3 15. The Slow Demonic Pulse Jim Flynn Levels: The Titan Anomaly -> @ riderr3 15. Digitized Pain The Farside Of Titan -> @ riderr3 08. Demon Drone John "Dr. Sleep" Anderson Levels: Dante's Gate ->@mr-around 09. Tendrils Of Hate Crossing Acheron ->@mr-around 13. Sanity's Edge Master Levels Outtakes, Christen Klie: The Hive ->@mr-around 02. Vexation The D.M.Z. ->@mr-around 01. Bells Of Agony The C.P.U. ->@mr-around 04. Larva Circuits The Fury ->@mr-around 06. The Foulness Consumes The Enemy Inside ->@mr-around 08. Demon Drone Device One ->@mr-around 12. The Broken Ones Cabal series: Sverre André Kvernmo: Cabal 1: Bloodflood ->@mr-around 03. Infectious Cabal 2: Derelict Station ->@mr-around 15. Digitized Pain Cabal 3: The Watchtower ->@mr-around 12. Beyond Fear Cabal 4: Temple of Death ->@mr-around 28. Creeping Brutality Cabal 5: We who are About to Die -> @ riderr3 14. Hell's Churn Cabal 6: Eye of the Storm -> @ riderr3 26. In the Grip of Madness Cabal 7: The Image of Evil ->@mr-around 23. Lamentation Support Marines: Accredited for participating in the project. @Dantosking @Eris Falling @Kloki38 Files to be downloaded: 30/9/2018 All the tools updated. Download it again if you already did it! Gzdoom Builder Custom By GEC V3 -> Fixed the error of 3D visual mode, with full brightness and psx lighting color. Tools and Projects V3 PSX Levels PSX PK3 PSX XBOX Levels If you want to download these files, you can do so, but it is no longer necessary. Spoiler Thanks @CoTeCiO , @Dragonsbrethren y @ riderr3, for reporting errors and ideas. The problem of Gzdoom Builder Custom was solved when loading the map without sky. Problem solved in Gzdoom Builder Custom, in vram viewer. Now it shows the missing switch. Corrected the DoomEd 50 Gzdoom Builder Custom graphic. The error was corrected when copying things, now you can copy them with all their flags. A new line flag was discovered, I called it Clip Mid-Texture, which allows you to cut the texture at the height of the graphic. Problem solved in PSXMAP.exe, encoding function. New MAKEIMG, now called MAKE_IMG_LCD.exe, can create MAPTEX00.IMG correctly. You can also run it in the XEBRA emulator, but do not forget to code the map first. Gzdoom Builder Custom By GEC Gzdoom Builder Custom By GEC V2 Tools and Projects Tools and Projects V2 Find Side Projects Cd Tools Good luck mapping and ... Welcome to Hell =) Create a new Map "old method": Spoiler Here's an example of how inserting maps to PSXDoom. It works exactly the same for this project. Info Vram: Spoiler I'm sorry for making you suffering my friends =) I knew all the limitations found in PSXDoom since the beginning but well, a little more about technical info wouldn't be out of place, right? As you could see, the textures has a stretching effect, let me tell you that yoffset doesn't work well on walls, I suggest leaving yoffset to 0; regarding the platforms when they go up or down you see the texture stretches, it's better reducing the sector's height or creating a special effect by adding sectors to avoid these texture stretchings. The errors about "FrontZClip: Point Overflow", "LeftEdgeClip: Point Overflow" and "RightEdgeClip: Point Overflow", I don't know much about this issue, but according to the reversed engineering within the PSXDOOM.EXE it seems that this is caused by the lines and segments. About creating the CD Image it may result a little complicated, but you will get used to it; here's a video about creating maps using the tools: Spoiler What's VRAM? this is where preloaded textures are storaged for a easier graphic calling when rendering How does VRAM work? In PSXDOOM, there are some blocks where graphics are storaged; once the block is full, it loads it in the VRAM and it gets empty and it's used once again but using a different identification and position in the VRAM; totally PSXDoom has twelve blocks, once the twelve blocks are exceeded it will gives the error "Texture Cache Overflow", this happens because there must be several sprites being loaded in the VRAM. Here's another video giving an example about the VRAM and some screenshots I've created. Another important thing is that in PSXDoom, when loading textures to the VRAM, it will only load textures with a width of (16, 64, 128) in that order, it won't load textures 32, 96, 256 or any other size, only sprites can be loaded with any size. Spoiler By the way, when I refer to you can't exceed the 64kb, this is just for "Lumps" inside the WAD, not the WAD itself. PSX Doom: Max Things = 6553 Max Linedefs = 4681 Max Sidedefs = 2184 Max Vertexes = 8192 Max Segs = 5461 Max SSectors = 16384 Max Nodes = 2340 Max Sectors = 2340 PSX Final Doom: Max Things = 6553 Max Linedefs = 4681 Max Sidedefs = 5461 Max Vertexes = 8192 Max Segs = 5461 Max SSectors = 16384 Max Nodes = 2340 Max Sectors = 4096 If an error about ZMALLOC appears to you when you die and then you restart the map, you just need to compress the WAD. I've also updated the tools for you to be downloaded. Besides, I've deleted the thing number 15, thanks to @CoTeCiO; by the way there is also the unused lamp that shared the same doomednum 65 that the Chainguuner had, but I changed the number to doomednum 90 if you wanna use it. That's it! Edited November 23, 2022 by Erick194 Beta 4 Released 52 Quote Share this post Link to post
THEBaratusII Posted June 17, 2018 (edited) So I've downloaded those 4 files linked in the OP post, but I do have a question on setting it up and testing it. On GZDOOM Builder Custom, not sure which resource WAD/folder to use that properly loads. When I tried using PSXDOOM.WAD from the ROM's ABIN folder and it gives me this : How do I fix it? Edited June 17, 2018 by Baratus 95 0 Quote Share this post Link to post
Erick194 Posted June 17, 2018 Are you going to join to the project? GZDoom Builder can't run the actual PSXDOOM.WAD, in this case I've put the following link PSX_PK3 so that you can use it instead of a wad. 1 Quote Share this post Link to post
Bashe Posted June 17, 2018 (edited) Question regarding the project - how is this different from the PSX Doom Lost Levels mod released a few years back? It seems to be accomplishing the same thing. Please do correct me if I'm wrong, I'm just curious. EDIT: and now I realize how it's different. Disregard me :V Edited June 17, 2018 by Bashe dum dum can't read closely 1 Quote Share this post Link to post
THEBaratusII Posted June 17, 2018 5 minutes ago, Erick194 said: Are you going to join to the project? GZDoom Builder can't run the actual PSXDOOM.WAD, in this case I've put the following link PSX_PK3 so that you can use it instead of a wad. If it's about converting the levels I could try. Also the nodebuilder gives me this while I was making a test level. Does this require a run-time or something? I have Windows 7 64bit for those wondering. 0 Quote Share this post Link to post
Erick194 Posted June 17, 2018 I've never seen that error before, I also have Windows 7 64bit. 0 Quote Share this post Link to post
Erick194 Posted June 17, 2018 I've also tested it on my Laptop, Windows 10 64bit and it doesn't give me errors. Even though if it uses run-time it would be the same as the Official GZDoom Builder 0 Quote Share this post Link to post
THEBaratusII Posted June 18, 2018 5 hours ago, Erick194 said: I've never seen that error before, I also have Windows 7 64bit. Here's this from the Event Viewer. anything? Spoiler Activation context generation failed for "C:\Users\***\Documents\Gzdoom Builder Custom By GEC\Compilers\Nodebuilders\PSXBSP.exe". Dependent Assembly Microsoft.VC90.DebugCRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8" could not be found. Please use sxstrace.exe for detailed diagnosis. 0 Quote Share this post Link to post
Erick194 Posted June 18, 2018 Try this nodebuilder: PSXBSP.7z it's compiled in release mode, the one you have is in debug mode. 0 Quote Share this post Link to post
Tristan Posted June 18, 2018 I know I expressed interest in working on this but realistically I don't think I'm going to have the time to :/ Will the Lost Levels be used as a visual basis for this project? I was very particular about all the choices I made in LL, particularly with pharaoh and neurosphere. My intention had been to take those maps and make them the same as the LL versions. also have you considered including TWM01.wad? It was Tom Mustaine's rejected master level that already had an official PSX version before it was scrapped. 1 Quote Share this post Link to post
Erick194 Posted June 18, 2018 46 minutes ago, Eris Falling said: I know I expressed interest in working on this but realistically I don't think I'm going to have the time to :/ Will the Lost Levels be used as a visual basis for this project? I was very particular about all the choices I made in LL, particularly with pharaoh and neurosphere. My intention had been to take those maps and make them the same as the LL versions. I understand that maybe you don't feel comfortable of not using the Lost Levels maps but this is the best way to make them for PSXDoom in its actual port, with everything and its own limitations. Hope you guys can understand this. 47 minutes ago, Eris Falling said: also have you considered including TWM01.wad? It was Tom Mustaine's rejected master level that already had an official PSX version before it was scrapped. Regarding of that level as you mention it now, of course it must be included. 0 Quote Share this post Link to post
Trevor0402 Posted June 18, 2018 Well, I followed all of the steps in the video and I always keep getting this error. Is there a workaround to this? 0 Quote Share this post Link to post
Erick194 Posted June 18, 2018 (edited) Question: which game are you running, Doom or FinalDoom? by the time you use the MAKEIMG.exe you'll also need the PSXDOOM.WAD for either Doom or FinalDoom each one separated. I suggest you to create two files: one with MAKEIMG,exe, another one with PSXDOOM.WAD for Doom and the other with PSXDOOM.WAD for FinalDoom. Don't forget to hack PSXDOOM.EXE using PSXHACKING.EXE Example: Edited June 18, 2018 by Erick194 0 Quote Share this post Link to post
THEBaratusII Posted June 18, 2018 Here's how I did so far 1. Ran the GZDoom Builder included in the OP post (The latest one!) 2. Create the map and save it as a file. 3. Rename MAP01.WAD TO MAP00.WAD and ran MAKEIMG.EXE, creating the MAP00.LCD, MAPSPR00.IMG AND MAPTXT00.IMG (MAPTEX00.IMG I assumed) 3.5 Rename the MAP00.LCD, MAPSPR/MAPTEX FROM 00 to 01 (ex L MAPSPR01.IMG) 4. Copy LCD to SNDMAPS1 folder 4.5 Hex Edit MAP01.WAD change PWAD TO IWAD 5 Copy IMG/WAD to MAPDIR0 folder 6. Ran PSXHAKIGN.exe and generated NEWPSXDOOM.EXE 7. Replace PSXDOOM.EXE with NEWPSXDOOM.EXE 8. Built together the image file via mkpsxiso tool 9. Now to test it. Then I get something like this : Now I wonder if it's either the BLOCKS lump or the nodebuilder bug. 0 Quote Share this post Link to post
Erick194 Posted June 18, 2018 It's not any bug, it's a textures load error. I'm updating the MAKEIMG.exe to fix the output name of MAPTXT00.IMG to MAPTEX00.IMG and it will also turn the MAP00.wad into an IWAD. Besides, you mustn't replace PSXDOOM.EXE with NEWPSXDOOM.EXE, just leave it like that. 1 Quote Share this post Link to post
Erick194 Posted June 18, 2018 (edited) Level Test. Updated MAKEIMG.exe. Edited June 18, 2018 by Erick194 0 Quote Share this post Link to post
THEBaratusII Posted June 18, 2018 30 minutes ago, Erick194 said: It's not any bug, it's a textures load error. I'm updating the MAKEIMG.exe to fix the output name of MAPTXT00.IMG to MAPTEX00.IMG and it will also turn the MAP00.wad into an IWAD. Besides, you mustn't replace PSXDOOM.EXE with NEWPSXDOOM.EXE, just leave it like that. I wonder what's causing the texture load error? even when MAKEIMG is updated it's still gives me the P_LOADBLOCKS: DATA FAILURE error. 0 Quote Share this post Link to post
Erick194 Posted June 18, 2018 By the way. Are you copying the PSXDIR.txt to the ABIN file and then running the PSXHACKING.exe? 0 Quote Share this post Link to post
THEBaratusII Posted June 18, 2018 2 minutes ago, Erick194 said: By the way. Are you copying the PSXDIR.txt to the ABIN file and then running the PSXHACKING.exe? YAY! It's works, thanks for the help! Now to get a better emulator for best results. 4 Quote Share this post Link to post
Erick194 Posted June 18, 2018 Great, my friend!!! Put it in practice now. Now the question is: are you gonna participate in the project?? 0 Quote Share this post Link to post
riderr3 Posted June 18, 2018 Finally this project is started. The PSX Doom is the first Doom which I played, and I have some experience with PSX hacking. But right now I have a couple of projects on my plate so maybe I'll join somewhere later, if the free slots will remain. 1 Quote Share this post Link to post
Dragonsbrethren Posted June 18, 2018 Pencil me in tentatively for Well of Souls and Power Control. I'm very happy with how these levels turned out in Lost Levels and it'll be fun to get them working on the actual engine. Out of curiosity, what's the performance goal here? Some of the Final Doom (and even Ultimate Doom/Doom 2) maps ran at an abysmal framerate in places. Should we be aiming to keep things as close to the PC version as possible, in lieu of framerate optimizations, or do we have more leeway to get things running as good as possible on the PS1 hardware? 0 Quote Share this post Link to post
THEBaratusII Posted June 19, 2018 19 hours ago, Erick194 said: Great, my friend!!! Put it in practice now. Now the question is: are you gonna participate in the project?? I may join later if there are any free slots, I'm not entirely ready for projects as I need to practice more time doing mapping for Doom. 1 Quote Share this post Link to post
Job Posted June 19, 2018 This is great, but I'm more interested in a PSX megawad in this engine, featuring member-authored maps. When would something like that be an option? 2 Quote Share this post Link to post
Dragonsbrethren Posted June 19, 2018 1 hour ago, Job said: This is great, but I'm more interested in a PSX megawad in this engine, featuring member-authored maps. When would something like that be an option? I certainly plan on releasing new PSX maps (with PC conversions) now that these tools are available. 2 Quote Share this post Link to post
CoTeCiO Posted June 19, 2018 I noticed that in GZDoom Builder the object number 15, which is the dead player body, appears as an option when that object is missing from PSX Doom. It would be good to check what other decorations could be missing to avoid confusion when mapping. 3 Quote Share this post Link to post
Gerardo194 Posted June 19, 2018 (edited) 6 hours ago, CoTeCiO said: I noticed that in GZDoom Builder the object number 15, which is the dead player body, appears as an option when that object is missing from PSX Doom. It would be good to check what other decorations could be missing to avoid confusion when mapping. Hmmm, we didn't notice that. We will check it up. Meanwhile, ignore and delete it from maps too. Thank you. 7 hours ago, Job said: This is great, but I'm more interested in a PSX megawad in this engine, featuring member-authored maps. When would something like that be an option? We are also working on these tools. The Final one will come when the project finishes. The engine might be difficult for megawads due to its limitations, that's why you need to check the Vram viewer when mapping, any questions, don't hesitate to ask us. 6 hours ago, Dragonsbrethren said: I certainly plan on releasing new PSX maps (with PC conversions) now that these tools are available. That'd be good to see. But if you do, remember you can't sell them or make a profit with it, these tools were made with non profit in mind. Anything done with these, must stay free!! Besides, thanks for join us!!! Can't wait for more people to join. Don't forget to spill the beans. Lookin' forward to your maps:) Edited June 19, 2018 by Gerardo194 4 Quote Share this post Link to post
CoTeCiO Posted June 19, 2018 1 minute ago, Gerardo194 said: The engine might be difficult for megawads due to its limitations, that's why you need to check the Vram viewer when mapping, any questions, don't hesitate to ask us. About the VRAM viewer... I'd like to have some clarification about it. I was making a map and I got flats in the sky, along with corrupted textures, so I suppose I went overboard with the textures. I'm checking the VRAM, but I don't know how much is too much. I'd like that to be explained in a little more detail, please! 1 Quote Share this post Link to post
Gerardo194 Posted June 19, 2018 (edited) @CoTeCiO when mapping, you can't exceed the colored squares or whatever they are located in the Vram viewer, with too much textures and flats. Try to open an actual psxdoom map and check it out with the Vram viewer. You'll notice it won't exceed the colored squares. I'm trying to explain this to you the best possible because @Erick194 is sleeping now. The two big squares are the processed game, next square are the fonts, the two other are the flats (up to 16 flats max) and textures. And the black rectangle located at the bottom is for sprites. I think it works like this. Edited June 19, 2018 by Gerardo194 6 Quote Share this post Link to post
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