Posts Tagged ‘doom’

PS2Doom v1.0.5.0

March 21, 2010

Time for a new release, featuring:

  • Simple but effective WAD selector: No more need to having only a WAD per ps2doom!
  • Controller almost fully configurable using the configuration file (ps2doom.config)
  • HDD support (at last). Thanks Adilson Pierog for his contribution and for figuring out which irx were needed and its correct sequence order. I Just needed to integrate it better into the source and make the hardcoded paths configurable.
  • Now uses freesd instead of LIBSD. Japanese users should be happy now. And PS3 compatible now?
  • For doom2 wads, sound is no longer half sampled. Sounds the same to me, anyway…

For me, the major update was the use of a configuration file to make the controls configurable. That also opened the door to HDD support which needed some special treatment of WAD paths. I was hoping to release also easy to use configurator for Windows PC written in C# which would set the configuraton file but I forgot the lib I’m using (libconfig) did not have a C# wrapper. With proper free time I would do it by myself, but as you all saw, I was hoping to have this ready for January…

Those who are interested at using the HDD must read the ‘Whatsthis.txt’ file released along with the distribution below. It explains exactly what settings you must change at the config file and where to put it. Please pay attention to that, before asking any questions, thanks.

For the future, well this might be the last update I do for PS2Doom due to lack of time and things doesn’t seem to get better any soon, since I need to solve some personal issues more important than homebrew development.

I still have my own wish list for PS2doom, including cheat support and MP3 decoding during playback (that way not only we’ll have Doom music but literally any music we wanted) and who knows one day I’ll accomplish this? But besides this, I don’t see much future for PS2doom… I guess the next step would be dropping this version of ps2doom and start adapting PrBoom+, maybe chopping off some more performance hungry features of it. PrBoom+ would allow PWAD support and networking with Doom running on other platforms such as the PC, for example. For those who would take the task, my improvements for the starting Lukasz version would be reusable into PrBoom+ port (mc support, audio alternative to the still broken SDLaudio).

If there is any developer who wants to continue the project of start PrBoom+ port, please go ahead. Fell free to use my code as reference. I’ll soon put the souce as a google code project but in the meanwhile, get it from the assembla repository >here<.

Have fun!

Get it from here :

PS2Doom v1.0.4.1

June 12, 2009

New features:

– Savegame handling for different WAD : Now savegames from doom1 and doom2 and other WADs can happy cohexist at the same memory card.

Important: This means that your previous saves needs to be renamed at the PS2DOOM memory card folder. Use uLaunchELF for that (copy the save files to a USB storage device for example, rename those at your computer – see below, delete those same files at the memory card and copy the renamed saves from the USB device back to the PS2DOOM memory card folder). Refer to uLaunchELF documentation for this operations (I won’t offer help at this subject).

Until now, the saves follows the scheme for all the WADs : doomsav0.dsg,  doomsav1.dsg, and so on. For now on, the saves reflect the WAD name:

For doom2.wad savegames, you should use the the naming scheme : doom2sav0.dsg,  doom2sav1.dsg, etc. Similarly for doom1.wad saves, this will be doom1sav0.dsg,  doom1sav1.dsg.

For doom.wad, the filenames should be doomsav0.dsg,  etc. You get the picture (sorry to explain this to detail, but I wanted to keep this clear).

Bug fixes:

– Should work with the doom2f.wad (I don’t own it). It should run with previous versions (memory requirements issue since sounds weren’t being downsampled)
– Previous/next weapon selection was buggy (some weapons weren’t selectable) – fixed
– Fixed a crash when a lump is not found (doom.wad at “menu slideshow”) – original sources bug?
– Save/load file handle fixed (no more trying to load/save from empty slots)

I also realised the the source files cosmitoFileIO.c and cosmitoFileIO.h weren’t being included at the distribution archives… Going to fix that.

Get it from here :

PS2Doom v1.0.4.0

May 31, 2009

Well, almost a entire month has passed since the last update and I can assure you it was been a hell of a 4 weeks at the job. No spare time to do anything than work. No cinema, no walkings, no friends, no life. And yes, no ps2doom.

It took me only about 2-3 hours of quality free time on this week end to understand how strafe was implemented at lsdldoom and how key/button events are handled in Doom. So, implementing strafe for the right analog stick was almost a linear task and for better, it wasn’t necessary to change the code dramatically.

Now ps2doom plays beautifully with strafing 🙂 If you never tried this feature on ps2 lsdldoom port, you don’t know what you’re missing now on ps2doom! It tooks the gameplay to another dimension completely. Actually, I feel the gameplay with a Dualshock PS2 controller surpasses by large keyboard gameplay at action time, not accounting for the extra functions you can quickly access though keyboard.

Have a try and lots of fun! Doom is incredibly addicting, even after you finished it over and over.

As usual, source is included with the pack:


PS2Doom v1.0.3.0

May 1, 2009

This time, good news for people who want to run PS2Doom from memory cards:

Now the .WAD file is loaded from the same directory ps2doom.elf resides, so this avoid the mess of having files at the root of USB storage devices. As a consequence, the files can be entirely placed at memory cards. USB storage devices are still supported, of course.

Currently, HDD is not yet supported. To detect the device name and full path of ps2doom.elf I just parse the main’s argv[0] string. It seems that when launching from HDD using uLaunchELF, the device name appears as “host:”… So I’m not sure on how to detect when ps2doom is executed from HDD. Any help?

I believe HDD support will be added along with a config file where would be listed all the .WAD paths to feed a WAD selector.

Another feature added :
– The Quit option menu now boots back to the OSD PS2 Browser

Get it: ps2doom_v1030

Next stop: Strafe support.

PS2Doom v1.0.2.2

April 20, 2009

Finally, it’s possible to save/load from memory card!

It was a matter applying some fixes I did for lsdldoomps2 into this port and initing memory card support by the book, using ps2sdk’s mc_example.c example as reference.

Enjoy it:
PS2Doom v1.0.2.2

Strafe support for PS2Doom

March 15, 2009

Today I was trying to add strafe support for the right or left analog stick just like in lsdldoom but it seems it’s not trivial. I really miss this feature from lsdldoom… I must try another time. This was feeling much like work today and work is not fun 🙂

PS2Doom v1.0.2.1

March 12, 2009

Minor update:

No more hicups on sound during screen melt/wipe effect at the start of a new game or at level ending.

PS2Doom v1.0.2.0

March 1, 2009

Time for updates:

Version features USB keyboard support, so if you own a keyboard compatible with the PlayStation2 (not all USB keyboards are, unfortunably) it’s time to try it! It was as simple as enable it at the SDL makefile 😉 

Now it’s possible to change the weapon at will 🙂 Select previous/next weapon with the Square and Circle buttons, respectively.

Also,  gamma correction, run, and map view are accessible. L1 button now results in ‘n’ key instead of a ‘x’ key, which is good for confirmation input.

Saving and loading is still only possible via host: device.


Dualshock Joystick mappings:
Left Analog Stick :     Move

Cross:     Shift / Run

Square     : o / Previous weapon

Circle     : p / Next weapon

Triangle     : Escape

L1     : n

L2     : y

R1     : Fire

R2     : Space / Open doors

Start     : Enter

Analog Left click     : Map

Analog Right click     : Brightness (gamma)


Please note: Enter key action (required to menu operations like starting new game) is a bit clumsy for now. For bringing up the menu, use the Cross button but to select items, use the Start button. This will be fixed.

Enjoy it:

PS2Doom with proper sound, at last!

February 24, 2009

And today is the day!

Sound seems now reasonable, after adding some calls to swap between the mixer and game threads and even without any optimization over the mixer code, it seems to run well.

This is PS2Doom v. (let’s call the original Lukasz version and features sound. Basically is the same version presented at but I first replaced the sound routines by Jason’s hoping to get sound working. Since it didn’t worked, I removed the SDLmixer calls from Jason’s functions and injected my own mixer calls.

I developed a rather simple mixer I decided to call cosmitoMixer, or cosMix for short and I’ll present it properly soon. Currently the cosMix uses SJPCM lib (this means it will fail on some older Japanese consoles) but hopefully I’ll switch to isjpcm lib.

Binary and sources here :

Instructions for running and compiling included. WADs not included.

The plan is to drop the unstable lsdldoom port and apply all the features I’ve been adding to PS2Doom port.

Stay tuned for more updates.

Sound in PS2Doom closer than ever

February 22, 2009

Sound support for Lukasz’s Doom port is closer than ever!

I decided to drop the use of  SDL for audio. I took the sources of ps2doom and injected my own sound mixing engine, which is still being developed and improved.

Actually, I started from Lukasz sources and adapted Jason’s sound functions from his own port, which makes use of SDLmixer. However, for some unknown reason, this didn’t worked.

Jason’s functions seemed better than the other present at Lukasz sources so I started from this Lukasz/Jason combined work and replaced SDLmixer call to my own mixer functions.

Sound is currently shitty. It needs proper tunning of the cooperative multitask of the sound mixer thread.

Just for a tease, I leave you two alpha previews:

does minimal task switching, just to get some time slice for the sound mixing but not enough to avoid the run out of the sound buffers. So the laggy “echo” effect.

has perfect sound yet performance drags. It does excessive task switching for every ‘while’ loop over the source code. So basically shows that there are some critical loops over the game code shouldn’t be interrupted by the sound mixing routines. A wise selection must be made. The optimal is therefore between the two versions.

Volume and panning isn’t impremented yet, so the sound comes at full volume, even if the sound sources are far away.

How to try it?

Just copy it to a USB pen along with doom1.wad or doom.wad (not included) and run it with uLaunchELF. It only loads the first wad it finds, so put doom1.wad or doom.wad into the pen drive, not the both at once.

Currently, doom2.wad isn’t working.

Get it from the rapid share link before it expires 😉