dirsors Posted March 18 Hi, I'm trying to make work the PS2Doom - Doom for Playstation 2, but it have some problems. PS2doom was made by Lukasz - https://lukasz.dk/2008/02/11/doom-playstation-2-port/ in 2008. It was based on SDL Doom -> https://www.libsdl.org/projects/doom/ First, I would like to know how can I fix the bug that cause no animation of the switches, like the first switch from E3M1 (the eye). My fork is here: https://github.com/dirsors/ps2doom and any help would be appreciated. 0 Quote Share this post Link to post
dirsors Posted March 20 I'm interested in fixing bugs for the PS2Doom. The first bug is related with switches that don't animate, like the first switch on E3M1 of Doom 1. As already discussed at this forum, looks like something to do with the linuxdoom code (wich is base for ps2doom) that was ruined. At this moment I just want to fix this. Some bugs I already fied, like the ouch face when damage is greater than 20% and the IDCLEV cheat. I need help from a good C programmer that knows the source code - and it's problems from linuxdoom. Any help would be appreciated. 0 Quote Share this post Link to post
Dynamo Posted March 21 I imagine you've tried reaching out to the original programmer? That would be my best piece of advice, although given this was made in 2008 and not updated since then, it looks to me like an extremely rough first draft more than a project meant for any kind of usage. Hope you can figure things out, though, as getting Doom to run on older consoles like that is always neat. 1 Quote Share this post Link to post
Individualised Posted March 21 (edited) Chocolate Doom fixes this (and all other inaccuracies to the original executables that the source code release has), but I'm not sure where the relevant code is. If you're able to find it it should be a drop-in replacement however. I thought that P_ChangeSwitchTexture in p_switch.c might have been the culprit, but the code in Chocolate Doom seems to be identical to the source code release. Edited March 21 by Individualised 0 Quote Share this post Link to post
dirsors Posted March 22 I think the solution for me could be find here: https://github.com/Russian-Doom/russian-doom/issues/55 and here https://github.com/bradharding/doomretro/commit/a5a53c9f15292d0eb013a4dcd9ed1d540234eb00 I'll try it. 0 Quote Share this post Link to post
dirsors Posted March 23 Here I have more precision on what is happening: 0 Quote Share this post Link to post
dirsors Posted March 25 Problem solved. The function at p_switch.c: void P_InitSwitchList(void) Just changed if (gamemode == registered) to if (gamemode == registered || gamemode == retail) And now the switches are animated properly. 1 Quote Share this post Link to post
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