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[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]


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7 hours ago, jalvani said:

Based on previous the topic posts GEC already have the ability to build their own executable for Doom and have already made more ambitious changes to the game like adding missing monsters among many other things. Why would the retail maps require optimization for this feature? You effectively get the same monster count/thing layout playing coop via two playstations on the original game. If anything I'd suspect the memory requirement might be minimally less as you don't have to see the Doomguy sprite in single player like you do in coop.

 

But it seems like you know more about this than me or GEC, Anyway thanks for your time, I certainly didn't expect to be shot down by a firing squad over a harmless request.

Nobody's really trying to shoot you down (at least, I'm not). It's just one of those things that may or may not be what they aim for on their project.

 

PS: Doomguy's sprites are always loaded. They're not usually seen unless in co-op, correct, but Doomguy, the HUD, and so on are always loaded into RAM no matter what.

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On 10/12/2022 at 11:37 AM, jalvani said:

Based on previous the topic posts GEC already have the ability to build their own executable for Doom and have already made more ambitious changes to the game like adding missing monsters among many other things. Why would the retail maps require optimization for this feature? You effectively get the same monster count/thing layout playing coop via two playstations on the original game. If anything I'd suspect the memory requirement might be minimally less as you don't have to see the Doomguy sprite in single player like you do in coop.

 

But it seems like you know more about this than me or GEC, Anyway thanks for your time, I certainly didn't expect to be shot down by a firing squad over a harmless request.


I think the link about the declined UV+ support on PsyDoom can give you a idea why is probably not a great idea to adding it:
 

Quote

I gave this a try out via a quick and dirty hack. My thinking on it is that it doesn't add enough value versus the already existing Nightmare skill level to justify adding, since NM on the PSX already behaves much like UV+ minus all the extra weapons. Plus for technical reasons I want to avoid adding another skill level due to the implications that has for the password system.


And we are talking about a Source Port that uses code from the GEC reversed engineered psx doom code. Now imagine that on an hack rom meant to be played on actual hardware. Also, playing UV+ with a PSX Controller seem like a suicide.

I'm not saying that is not possible, but probably is not a big thing to justify the addition.

NightFright didn't tried to "shot down", he just give you a answer to you question lol

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Indeed, this isn't a personal crusade of mine or anything, I just believe it isn't fitting into the scope of this project and what it's meant to achieve.

 

The point here is not to implement features of the Unity port, but just provide the missing levels from the PSX releases in a way that remains faithful to the existing map conversions. At least that's how I understood it. Different opinions are not forbidden.

Edited by NightFright

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can I submit a suggestion for a red Glowing Eyes mod romhack for PSX Doom?  I played vanilla/Crispy Doom with Boiled Doom mod and its a lot of fun with glow in the dark monster eyes.  

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1 hour ago, Sparkoro said:

can I submit a suggestion for a red Glowing Eyes mod romhack for PSX Doom?  I played vanilla/Crispy Doom with Boiled Doom mod and its a lot of fun with glow in the dark monster eyes.  

 

Oh, this would be a big problem here. Glowing eyes I've did in Boiled Doom is actually a color palette hack (originally implemented not by me, btw), which may cause some bugs in regular game. I suppose there is no way to make some "true brightmap" sprites on real PS1 hardware.

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Very controversial topic since it's a gamechanger. Many people would hate that. That's also stuff for a mod at best.

 

Also: If you play this on PC, the game is already easy. Being able to spot enemies in the dark isn't exactly adding any challenge. Believe me, I know what I am talking about. Had that discussion in the ZDoom forums with my brightmaps.

Edited by NightFright

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7 hours ago, Sparkoro said:

I played vanilla/Crispy Doom with Boiled Doom mod and its a lot of fun with glow in the dark monster eyes.  

Continuing on the same (impractical) path, why not Colorful (Hell), Smooth, Ketchup or some randomizer mod? For now, let us be content to see this long-awaited, infamous Doom map collection completed: as about UFOs, until now there has always been much talk about them, but nothing concrete has ever been seen on the horizon. 😋

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Well, I bought a PS3 just because it was able to run PS1 games, PSX Doom among them, of course. Being able to play it with keyboard and mouse smoothly via PsyDoom now still feels like a big relief, even if the original experience is nothing I would want to miss.

Edited by NightFright

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  • 4 weeks later...

@Erick194 @Gerardo194


I submitted a pull request for Doom Builder PSX to allow seamless testing with PsyDoom. Once it's configured, you just hit F9 in Doom Builder and it loads up directly to the map you're working on.


https://github.com/Erick194/DoomBuilderPSX/pull/5


Disclaimer: I don't know anything know very little about C#, so I just followed the syntax of what was there. It worked for me during my testing.

Edited by fenderc01

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On 10/15/2022 at 11:34 PM, NightFright said:

Well, I bought a PS3 just because it was able to run PS1 games, PSX Doom among them, of course. Being able to play it with keyboard and mouse smoothly via PsyDoom now still feels like a big relief, even if the original experience is nothing I would want to miss.

 

The PlayStation TV is a true, true hidden gem of micro consoles.  Once jailbroken, it allows you to run PSP / PS1 games using a tool called Adrenaline.  The way it runs PS1 games is almost native, it allows you to overclock the PSP CPU and it gives you HDMI output.  PSX Doom works well with it.

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I'm waiting for the Master Edition beta 4 to come out as soon as possible. I want to play on ps2 ps3 and test Psydoom Multiplayer with a friend.

Edited by Shokan Kong

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2 hours ago, Jannak said:

Everytime I try to load the current release and instead I get this message, what's going on?

error.PNG

PsyDoom needs to be updated. It won't run in the current version.

 

Until it does, load it up in a PS1 emulator like DuckStation, or I'm sure someone will convert it to a PSP EBoot before too long.

Edited by Dark Pulse

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Congrats on the Beta 4 release! Happy to confirm that it runs on my PS2

20221116_200936.jpg

 

Is there any way that I could get the original PSX Doom/Final Doom maps working in this as well? Like using PSXMPINF.TXT?

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1 hour ago, Wavy said:

Is there any way that I could get the original PSX Doom/Final Doom maps working in this as well? Like using PSXMPINF.TXT?

 

1) After this project there will be possible a fan compilation which contains combined maps from original and Master Edition, it's said before.

2) I suppose a patches for original PSX Doom/Final Doom images will be available later which bring Master Edition features. Some people are prefer to play Master Edition maps separately.

Edited by riderr3

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So, do I understand right that inability to use the entire set of levels is not possible because it takes quite a lot of time to load map data recorded close to central area of a CD disk, plus it may also cause other in-game defects?

Because, with the reverse-engineered code it is possible to increase the limit of available maps, and the ROM size is at least twice as small comparing to CD's capacity. BTW, I don't know if PlayStation's laser can read the whole CD as most PSX games don't come even close to CD limits.

Edited by Dimon12321

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2 hours ago, Wavy said:

Congrats on the Beta 4 release! Happy to confirm that it runs on my PS2

20221116_200936.jpg

 

Is there any way that I could get the original PSX Doom/Final Doom maps working in this as well? Like using PSXMPINF.TXT?

Yes. Erick has already planned that. After final version is completely done. We will work on the version that contains Master Edition and Original PSXDoom and Final Doom in one pack. 

That's the main purpose of this project. 

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3 hours ago, Dimon12321 said:

So, do I understand right that inability to use the entire set of levels is not possible because it takes quite a lot of time to load map data recorded close to central area of a CD disk, plus it may also cause other in-game defects?

Because, with the reverse-engineered code it is possible to increase the limit of available maps, and the ROM size is at least twice as small comparing to CD's capacity. BTW, I don't know if PlayStation's laser can read the whole CD as most PSX games don't come even close to CD limits.

This has nothing to do with it, and as of Beta 4, the code is already expanded to support 255 or 256 maps, I can't remember which one for sure. Probably 256.

 

The original reason was because the game executable only assumed 64 map slots, and the password system followed suit. With the executable reworked and a way figured out to encode higher level numbers in the password system, this is no longer an issue. 

 

The load issue you mentioned is a moot point at any rate. You're getting 300 KB/sec at best since PS1 is a 2x drive, and all the data has to be loaded into RAM anyway.

Edited by Dark Pulse

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9 hours ago, riderr3 said:

1) After this project there will be possible a fan compilation which contains combined maps from original and Master Edition, it's said before. 

 

8 hours ago, Gerardo194 said:

Yes. Erick has already planned that. After final version is completely done. We will work on the version that contains Master Edition and Original PSXDoom and Final Doom in one pack. 

That's the main purpose of this project. 

 

I undertand that the goal of the project is to merge The Master Edition with PSX Doom and Final Doom at the end but I'm curious if there's a way that I could add maps in Beta 4 now since PSXMPINF is a thing.

 

If there isn't, then I'm more than fine just to wait on the completed version.

Edited by Wavy

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