Dark Pulse Posted June 6, 2021 Just now, Adamast0r said: Thanks a lot Dark Pulse. I really don't mean to drag this on. Thanks for all the help. It's fine, I'd just like to figure out why the hell it isn't working. By all logic it SHOULD. 1 Quote Share this post Link to post
Erick194 Posted June 6, 2021 (edited) 1 hour ago, Adamast0r said: Thanks a lot Dark Pulse. I really don't mean to drag this on. Thanks for all the help. It works for me like that. Quote FILE "Doom.bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00 POSTGAP 00:02:00 TRACK 02 AUDIO INDEX 01 07:57:14 TRACK 03 AUDIO INDEX 01 11:08:33 TRACK 04 AUDIO INDEX 01 13:06:27 TRACK 05 AUDIO INDEX 01 17:04:31 TRACK 06 AUDIO INDEX 01 20:32:42 TRACK 07 AUDIO INDEX 01 22:42:44 TRACK 08 AUDIO INDEX 01 23:38:31 FILE "FinalDoom.bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00 TRACK 02 AUDIO PREGAP 00:02:00 INDEX 01 05:01:39 TRACK 03 AUDIO INDEX 01 08:16:58 TRACK 04 AUDIO INDEX 01 10:14:52 TRACK 05 AUDIO INDEX 01 14:12:56 TRACK 06 AUDIO INDEX 01 17:40:67 TRACK 07 AUDIO INDEX 01 19:50:69 Edited June 6, 2021 by Erick194 0 Quote Share this post Link to post
Lollie Posted June 7, 2021 5 hours ago, Adamast0r said: Also, when I open the Doom.bin with Notepad++ it's completely empty. Don't know if that's really supposed to be the case. It definitely shouldn't be empty. Doom.bin isn't human-readable in Notepad++ (it's a disc image full of game data), so you'd only see a bunch of garbled text and symbols, but the bin itself should be around 277mb. (Final Doom is around 238mb) 0 Quote Share this post Link to post
Dark Pulse Posted June 7, 2021 1 hour ago, Lollie said: It definitely shouldn't be empty. Doom.bin isn't human-readable in Notepad++ (it's a disc image full of game data), so you'd only see a bunch of garbled text and symbols, but the bin itself should be around 277mb. (Final Doom is around 238mb) Somehow I missed this... Yeah, if it's TOTALLY empty, then somehow he's got a bad rip and would need to re-rip. 0 Quote Share this post Link to post
Muusi Posted June 7, 2021 @Adamast0rr if you own the game and for some reason can't get a good rip, i think it's completely fine to download a rip from a rom site that has a .cue and separate .bin files for each track. The problem here is clearly the .bin you have. 0 Quote Share this post Link to post
adamastor Posted June 7, 2021 Thanks folks. I do own the original game, but I don't have a PSX anymore. When I found out about this port I figured it was the best way to replay that particular flavor of Doom. I'll go ahead and try to get another rip. 0 Quote Share this post Link to post
Dark Pulse Posted June 7, 2021 11 minutes ago, Adamast0r said: Thanks folks. I do own the original game, but I don't have a PSX anymore. When I found out about this port I figured it was the best way to replay that particular flavor of Doom. I'll go ahead and try to get another rip. As long as you got the disc, that's really all you need, so don't worry. :) 1 Quote Share this post Link to post
intacowetrust Posted June 7, 2021 10 hours ago, Adamast0r said: How about this error? Hello @Adamast0r it looks like the game is complaining that your .bin file contains no data as others have pointed out (empty file). It verifies the settings in the .cue file before launch to make sure each track is not beyond the end of the file. You will need to obtain a valid rip in order to play. 10 hours ago, Dark Pulse said: Only thing I can think of then is that PsyDoom does not like BIN/CUE rips that are a single BIN file instead of a per-track BIN file, and you'd have to re-rip it as a ISO/CUE or as a split-track BIN/CUE. Paging @intacowetrust for clarification here. Single or multiple .bin files can be used along with the .CUE file - it shouldn't matter to PsyDoom. I mostly use a single .bin file for testing, so it's definitely not a problem. 12 hours ago, LateNightPerson said: This port is great, too bad theres no multiplayer support yet The original 2 player (Link Cable) multiplayer is supported over TCP/IP. It's more suited to LAN play however (where very low latencies are guaranteed) because the networking is like original DOS Doom's networking and highly synchronous. Here is a video of the feature being tested:https://www.youtube.com/watch?v=3s1lsN34PJE 2 Quote Share this post Link to post
adamastor Posted June 7, 2021 10 hours ago, intacowetrust said: Hello @Adamast0r it looks like the game is complaining that your .bin file contains no data as others have pointed out (empty file). It verifies the settings in the .cue file before launch to make sure each track is not beyond the end of the file. You will need to obtain a valid rip in order to play. Thanks for the help, intacowetrust. The guys here made me see that as well. I'll try and get a valid .bin file. 1 Quote Share this post Link to post
Shokan Kong Posted June 12, 2021 (edited) Hello Edited June 12, 2021 by Shokan Kong 0 Quote Share this post Link to post
Shokan Kong Posted June 12, 2021 I took a disk image Doom and replaced the Master Edition beta 2 extracting files from disk The original code of the disc left was able to run PsyDoom 0.7.4 0 Quote Share this post Link to post
Umbra Posted June 14, 2021 Hello! I've been playing this version of PSX DOOM tons as of lately, and I just encountered a game-breaking bug when reaching The Citadel. I was not able to get the platform that leads to that door to go up, no matter how much I interacted with the back walls, forcing me to noclip out of that room. Reloading the map and trying again had the same result. There's also that silly medkit floating in mid-air, but I added it just for the laughs. It's been some time since I played the original PSX DOOM on a real hardware, so I was wondering if these are actual glitches or caused by the reverse-engineering? Same question goes for attacks going through enemies at times and switches/doors/key bars being a bit finnicky to trigger. 1 Quote Share this post Link to post
intacowetrust Posted June 15, 2021 6 hours ago, Umbra said: Hello! I've been playing this version of PSX DOOM tons as of lately, and I just encountered a game-breaking bug when reaching The Citadel. I was not able to get the platform that leads to that door to go up, no matter how much I interacted with the back walls, forcing me to noclip out of that room. Reloading the map and trying again had the same result. Hello Umbra, thanks for checking out the project. With regards to the first issue the problem is a bug caused by collision handling differences between PSX and PC. It also confused me a lot when I was playing through the map again a while back... You have to explicitly shoot the wall underneath the cage in order to raise the platform needed to reach the door. You can easily kill the imps inside the cage also without triggering this shoot switch, it's quite confusing :( On PC it appears to work differently as bullets passing through the cage will trigger the platform, and since most people will kill the imps inside it never really caused confusion. Here's a video of someone playing (presumably in a PSX emulator) and punching this mystery switch after killing everything else: Spoiler Here's a view of this switch from Doom Builder: Spoiler 6 hours ago, Umbra said: There's also that silly medkit floating in mid-air, but I added it just for the laughs. Yeah that's also an original PSX bug, there's a glimpse of it in the following section of the same video: Spoiler And here's how the Medkit looks in Doom Builder. Notice how it's touching the central column. Presumably when that inner part raises some of the collision code bumps it up (as a nearby object) because of that: Spoiler 6 hours ago, Umbra said: It's been some time since I played the original PSX DOOM on a real hardware, so I was wondering if these are actual glitches or caused by the reverse-engineering? Same question goes for attacks going through enemies at times and switches/doors/key bars being a bit finnicky to trigger. PsyDoom is very accurate at replicating most of this behavior from the original game, including collision funkiness and issues around switches and doors. If it's happening then it's more than likely in the original game too. I use a test suite of 194 demos covering an entire playthrough of every single level in both Doom and Final Doom (PAL and NTSC) in order to verify that the original exact behavior can be reproduced in PsyDoom. Since demos are recorded as just inputs for each frame, even the slightest deviation in behavior could cause any one of these to break and de-sync. In some cases I've made a few select bug fixes that do affect demo compatibility but these can all be disabled if desired, or when replaying original demos. 7 Quote Share this post Link to post
Umbra Posted June 18, 2021 Thanks for the quick reply. I loved what you did with this reverse-engineering. I had a blast playing through PSX again on PC with this level of accuracy. Great job! 1 Quote Share this post Link to post
Shokan Kong Posted June 20, 2021 12.06.2021 в 19:16 Шокан Конг сказал: 12.06.2021 в 19:16 Шокан Конг сказал: 1 Quote Share this post Link to post
SteelPH Posted June 26, 2021 Spoiler Only one pillar in Command Center actually lowers here. 1 Quote Share this post Link to post
Impboy4 Posted June 26, 2021 1 hour ago, SteelPH said: Hide contents Only one pillar in Command Center actually lowers here. That happens in the original hardware as well. For some odd reason, sectors can get stuck trapping monsters inside (Deepest Reaches from Final Doom is another case) 1 Quote Share this post Link to post
SteelPH Posted June 26, 2021 2 minutes ago, Impboy4 said: That happens in the original hardware as well. For some odd reason, sectors can get stuck trapping monsters inside (Deepest Reaches from Final Doom is another case) Ah, that explains it. Thanks for the heads up. 0 Quote Share this post Link to post
intacowetrust Posted June 26, 2021 4 hours ago, SteelPH said: Only one pillar in Command Center actually lowers here. Thanks for pointing out @SteelPH. As Impboy mentioned this bug also occurs in the original game, and can be seen via various playthroughs on YouTube. The issue is a map bug, where the 2nd Baron is sticking into the ceiling: The floor mover won't lower because it's set to not crush, and it thinks it's crushing the Baron by moving since the Baron doesn't fit within the sector height - so it just stops. It's a slight flaw in the floor movement logic but mainly a map bug. The Baron only appears on Ultra Violence (or Nightmare on PsyDoom) so if you use a lower difficulty then it should lower correctly. 7 Quote Share this post Link to post
SteelPH Posted June 26, 2021 Right. It's been a while since I played on actual hardware. Keep up the great work though. Loving the port so far. 1 Quote Share this post Link to post
lafoxxx Posted July 10, 2021 (edited) Just checked the Automap and it seems that colors used are no longer from DOOM palette, but 255-0-0 for walls, 0-255-0 for player and 0-255-255 (that teal color from MS Windows, unlike light blue) for things, etc. Possible to bring the classic colors (from DOOM palette) back? Edited July 10, 2021 by lafoxxx 1 Quote Share this post Link to post
intacowetrust Posted July 11, 2021 12 hours ago, lafoxxx said: Just checked the Automap and it seems that colors used are no longer from DOOM palette, but 255-0-0 for walls, 0-255-0 for player and 0-255-255 (that teal color from MS Windows, unlike light blue) for things, etc. Possible to bring the classic colors (from DOOM palette) back? Thank you for reporting this issue! You are indeed correct; I double checked PsyDoom against the Avocado emulator and there was some discrepancy with the line colors on the automap. Turns out there was a slight bug with the handling of color values for untextured geometry that was affecting the automap. This should be fixed in the next build. 1 Quote Share this post Link to post
intacowetrust Posted July 12, 2021 (edited) The 0.8.0 release has just been put out on GitHub! It can be obtained from the usual place, on the 'releases' page: https://github.com/BodbDearg/PsyDoom/releases This release focuses mainly on expanding the engine's capabilities for modding, removing limits and so on. Outside of this however there are still a few tweaks, bug fixes and other improvements that will be of interest to everyone. Here is the list of things which have changed: Feature changes & improvements Expanded the available VRAM for the game from 1 MiB to a maximum of 128 MiB (the default). Greatly expanded the amount of main RAM available to the engine; it's now 64 MiB by default (up from around 1.3 MiB). This can also be increased further via config settings, if needed. Added support for any power of two texture size for walls and flats from 2x2 up to a maximum of 1024x512. Previously only wall textures with pixel widths 16, 64 and 128 were possible. Previously only 64x64 pixel flats were allowed. Classic renderer: now allowing up to 8192 sprites (instead of 64) to be drawn per subsector. Removed all limits on: The maximum map lump size (was 64 KiB). The maximum number of flats in a map (was 16). Classic renderer: the number of draw subsectors (was 192). Classic renderer: the amount of geometry that can be clipped (was 20 edges and 32 vertices max). The number of scrollable lines (was 32). The number of moving floors (was 30). The number of moving ceilings (was 30). The number of specials that can be triggered in one frame by crossing lines (was 8). The number of switches that can be activated at once (was 16). The maximum size of the music sequencer's .WMD file (was around 70 KiB in previous builds). 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. Implemented a new 'invisible/ghost' platform flag for sectors. This makes the sector render as if it's floor height is the same as the lowest sector floor height around it. Can be used to make invisible platforms, like the 'self-referencing sector' technique for the PC engine. Implemented support for a new 'MAPINFO' lump to allow user maps and episodes to be named etc. See PsyDoom's modding docs for more details. Implemented the ability to add custom animated textures and flats via the 'PSYFANIM' and 'PSYTANIM' lumps. Added the ability to define new switch types via the 'PSYSWTEX' lump. Implemented a simple 'DECORATE' style lump for adding new (non-interactive) decor sprites. Implemented the ability to use Lua for scripted line and sector specials. Scripts allow more control over specials and for elaborate sequences of events to be scheduled. See PsyDoom's modding docs for more details. Implemented the ability to adjust floor and ceiling texture offsets via scripting. Can be used to do scrolling effects. Reimplemented the following missing enemies/things from PC Doom II: Arch-vile (now DoomEd number '91' for PSX). Wolf-SS. Commander Keen. All 'Icon Of Sin' related things. Reimplemented the following missing line specials from PC: 131 & 132: 'raise floor turbo' switch, once and repeatable. 130 & 129: 'raise floor turbo' line cross trigger, once and repeatable. 128: repeatable 'raise floor to nearest' line cross trigger. Reimplemented the following sector specials missing from PC: 11: E1M8 style 'death' exit Made the 'Texture Cache Overflow' error a non-fatal warning. Graphical corruption may still happen when this situation arises, but using a warning allows the game to recover. Implemented an optional on-screen stat counter that can show kills, secrets and item stats. This can be toggled in the 'Extra Options' menu. Added logic to de-duplicate and merge identical sounds played at the exact same time to keep audio levels under control. Removed the use of the 'TEXTURE1' and 'SPRITE1' lumps by the engine. This makes adding new textures and sprites much easier. Instead use the size and offset info in the texture header. Now generating the list of sprites in the game based on main WAD contents rather than hardcoding. Allows new lumps to be added to main game IWADS without breaking the lump numbers in the sprite list. Also allows new sprites to be more easily defined. Lua: add the ability to have an external camera viewing something for a brief period. Useful for showing the result of using a switch etc. Define new hint flags to specify whether a sky wall should be drawn above a 2-sided linedef. Allows the mapper to control the behavior and fix certain problem cases if required. Vulkan renderer: allow lower and upper walls to extend past sector floors and ceilings. Allows certain special effects to be achieved when used in conjunction with sky floors or ceilings. In order to support this change renderer batching must be broken in some (rare) situations. This change also makes the renderer behavior/results more consistent with the classic renderer. Added PsyDoom specific generic marker things, intended for use in scripting. Overhauled WAD management to allow for more than one main IWAD. PsyDoom will now load 'PSXDOOM_EXT.WAD' and 'PSX_MISSING_ENEMIES.WAD' from the mod directory specified via the '-datadir <MY_DIRECTORY_PATH>' command line argument. The user can also manually add extra IWADs via the '-file <WAD_FILE_PATH>' program argument. For more on all this, see PsyDoom's modding documentation. Limit removing: allow sprites with odd widths to be used (normally these would display corrupt). Level loading: now handling missing textures more gracefully. Missing textures are replaced with a default and a warning is issued after level startup. Tweaked audio compression further to reduce the amount of compression. Should now only activate when sounds get really loud. Vulkan renderer: add a (default enabled) tweak that brightens automap lines to compensate for them appearing perceptually darker, due to their thinness at high resolutions. This tweak is required due to a correction made to the automap line colors for both renderers. Previously they were over bright for both renderers due to a bug, so dimness not an issue. File overrides mechanism: make file name matching case insensitive. Add a developer cheat to automatically re-load a map 'in-place' when it has changed. This reloads the map but preserves player position and view angle. Useful for quickly previewing changes. Bug fixes Fix a bug where sometimes sound would not work on startup. Original bug: fix bullet puffs not appearing sometimes when shooting certain walls outdoors. Original bug: LCD Loader: fix a bug that could sometimes cause sounds to be cut short. This bug can be observed on Final Doom MAP28 (Baron's Lair) with the Revenant's pain sound being cut short. Automap: fix some colors being slightly incorrect versus how they appear in the original PSX game. Windows: fix the game (unintentionally) running at lower resolutions when the Windows display scale is not at 100% (thanks @aybe!) Original bug: fix the 'House Of Pain' hidden door bug by applying a map patch. Fix music in Doom MAP04 having notes that are slightly off; fix a slight difference in pitch calculations versus the original game. Fix lights in a room not going fully out in Final Doom MAP08, Minos, after collecting the Super Shotgun. Final Doom MAP23 (Ballistyx): fix the altar ceiling hole not being see through and fix some outer walls dissapeering in the yellow key cage area. MAP47 The Citadel: fix not being able to see over the small starting hut even though it is lower than other buildings. Original bug: fix numeric overflows in the line-of-sight calculations that would sometimes cause enemies to not see the player. These overflows occurred when sector floor and ceiling heights differed greatly. Fix a strange sound playing when returning from the finale to the main menu. Fix the item bounding box display in the VRAM viewer. Fix view height interpolation being broken when a platform underneath the player is moving but the player is not touching it. Fix the engine crashing without explanation if certain required/non-optional textures are not found. Instead issue an error explaining what is wrong. Tweak the rocket blast fix to the correct forces applied in some situations and to try and ensure the explosion is always rendered. Original bug: fix certain 'raise platform' actions not fully finishing when the target floor height was reached. This bug would prevent further specials from being executed on sectors, because movers were still regarded as 'active'. Classic renderer: fix invalid handling of textures that are uncompressed for wall segment rendering (resulted in crashes). Classic renderer: fix numerical overflows in sky wall rendering in some cases when really close to sky walls that are very high overhead. Classic renderer: fix numeric overflows in extremely tall maps with far offscreen walls. Vulkan renderer: fix flickering when sprites are placed at exactly the same location. Vulkan renderer: fix a slight error in setting up texture wrapping for the sky (could affect custom skies). Final Doom: fix the revenant missile fire sound sometimes playing upon reaching the MAP30 finale. Audio tools fixes and error handling tweaks: LcdTool: show more info when there is a sample size mismatch with the WMD when building the LCD file. Fix the handling of implicit blocks in the VAG file. Need to be aware of the file size and zero any blocks that are not in the file. Edited July 12, 2021 by intacowetrust 18 Quote Share this post Link to post
Gez Posted July 12, 2021 (edited) 2 hours ago, intacowetrust said: Lua Lua scripting, too? https://github.com/BodbDearg/PsyDoom/blob/master/docs/PsyDoom Lua Scripting.md I'm not sure I like the idea of putting the SCRIPT lump before the map header. Every other lump additions have been tacked on at the end... Note that there's also the possibility of doing like FraggleScript and putting the script code inside the map header. Edited July 12, 2021 by Gez 0 Quote Share this post Link to post
intacowetrust Posted July 13, 2021 22 hours ago, Gez said: Lua scripting, too? https://github.com/BodbDearg/PsyDoom/blob/master/docs/PsyDoom Lua Scripting.md Yeah the aim of it is to give the PSX engine some of the same capabilities that the Doom 64 macro system has. It's mainly intended for scheduling a series of line specials (with delays in between) or multiple specials to happen at once, providing more flexible ways to modify sectors and that sort of thing. The scope is deliberately limited to those use cases. 22 hours ago, Gez said: I'm not sure I like the idea of putting the SCRIPT lump before the map header. Every other lump additions have been tacked on at the end... PsyDoom doesn't actually care where the lump is in the map WAD, it's just for the benefit of PSX Doom Builder (from the GEC ME project) which will not recognize the map format unless it's placed at that position. Perhaps this restriction can be lifted in future for PSX DB, however... 22 hours ago, Gez said: Note that there's also the possibility of doing like FraggleScript and putting the script code inside the map header. I think I'd prefer to keep the scripts in a separate (and appropriately named) lump rather than repurposing and changing the meaning of an existing marker lump. 0 Quote Share this post Link to post
Wavy Posted July 13, 2021 (edited) On 7/12/2021 at 5:10 PM, intacowetrust said: The 0.8.0 release has just been put out on GitHub! It can be obtained from the usual place, on the 'releases' page: https://github.com/BodbDearg/PsyDoom/releases This release focuses mainly on expanding the engine's capabilities for modding, removing limits and so on. Outside of this however there are still a few tweaks, bug fixes and other improvements that will be of interest to everyone. Here is the list of things which have changed: Feature changes & improvements Literally everything I ever wanted Nice stuff! With all of this I may try to make a semi-Doom 64 recreation in PsyDoom. Thanks for all of the hard work you've put into this! Edited July 13, 2021 by Wavy 4 Quote Share this post Link to post
Chris0neilson Posted July 14, 2021 (edited) Mapinfo.txt put folder maps and load psxdoom with datadir maps. not working maps name on level. Mapinfo.txt: Map 1 "New Hangar Hack" { Music = 0 Cluster = 1 SkyPal = -1 PlayCdMusic = 0 ReverbMode = 0 ReverbDepth = 0x27FF ReverbDelay = 0 ReverbFeedback = 0 } Map 2 "Phobos Mission Control" { Music = 0 Cluster = 1 SkyPal = -1 PlayCdMusic = 0 ReverbMode = 0 ReverbDepth = 0x27FF ReverbDelay = 0 ReverbFeedback = 0 } Edited July 14, 2021 by Chris0neilson 0 Quote Share this post Link to post
Chris0neilson Posted July 14, 2021 Its working. put mapinfo.txt into psxdoom_ext.wad in folder maps. Use psxdoom_ext load game. 0 Quote Share this post Link to post
intacowetrust Posted July 14, 2021 17 hours ago, Wavy said: Nice stuff! With all of this I may try to make a semi-Doom 64 recreation in PsyDoom. Thanks for all of the hard work you've put into this! Thank you! Hoping this opens up a few more possibilities for modding and extending PSX Doom. 2 hours ago, Chris0neilson said: Its working. put mapinfo.txt into psxdoom_ext.wad in folder maps. Use psxdoom_ext load game. Yeah that's correct, the 'MAPINFO' lump along with most of the other new lumps (except 'SCRIPTS') must be in a main IWAD file. This can either be a modified version of the original 'PSXDOOM.WAD' or (preferably) one of the 2 current 'extension' IWADs searched for by PsyDoom, 'PSXDOOM_EXT.WAD' or 'PSX_MISSING_ENEMIES.WAD'. More on this here: https://github.com/BodbDearg/PsyDoom/blob/d5510debcad08c50777e4257936e20da033ebc0a/docs/PsyDoom Modding Overview.md#Extension-IWADS 2 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.