Saturday, February 26, 2011

PSP Legacy Release 4

DOOM Legacy is a source port of the original DOOM for PC, which plays DOOM, DOOM 2, Final DOOM, and Heretic. PSP Legacy is DOOM Legacy for the PSP, which was ported by kgsws and later updated by Duke. I've made some additional changes for things that annoyed me when playing.
Change log:
  • Fixed auto map rendering. Toggle with START button. You can zoom in by holding and zoom out by holding .
  • DOOM 1 - E3M1 no longer has clipped geometry and sprites in the beginning (bug in GU hardware renderer).
  • DOOM 2 - MAP01 no longer has invisible walls and flats (BSP precision issue).
  • Stick input is now analog and not digital. Added sensitivity controllers for both X and Y.
  • Increased the number of sound channels from 16 to 24.
  • Optimized sound mixing code.

Bugs:
  • Standby will most likely crash the game (not related to my changes).
  • Some levels have rendering errors (holes in floors and walls), but these are also found in the PC version of DOOM Legacy and has nothing to do with this port.

PSP Legacy R4, 2 MB
PSP Legacy Music Pack by Duke, 263 MB
PSP Legacy Music Pack by Antonio Aiello (no Heretic), 91 MB

44 comments:

  1. Great job dude, the textures were a deal breaker and you fixed it XD...keep up the good work and thanks :)

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  2. Great job man! My wife and I have a ball playing DM on the PSP's with this. Just a tip - if you are getting rendering errors in levels eg missing textures or flats run the levels thru GLBSPX 2.24 and allow it to rebuild nodes and insert GWA lmp into the files. With gothicdm.wad and gothic2.wad which are our favorites this made them render properly as well as a few other wads there were issues with (fyi map19 gothic2.wad crashes with a phibounds freaked out error). Love this and please continue with updates - would appreciate mapinfo.lmp support if possible to work around levels with issues. :)

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  3. Cool, I didn't know that. I will definitely play with GLBSPX when I get time. Thanks for the tip.

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  4. Hey great work.
    But if you want to do the perfect work, you've to port Zdoom on psp.
    Why don't you think about it?
    Trust me, it'll be the greastest console doom port of all time.

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  5. Posted this in Doomworld news section :)

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  6. Nice. Just one question.. where are the bots? :/

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  7. Oyster: I ran my wads thru GLBSP and that solved the rendering errors that Legacy had. And it should also reduce the loading times some. Neat! And thanks for the attention at doomworld. :)

    Alexander: ZDoom looks great but there are so many source ports it difficult to pick the best one. I usually prefer as much vanilla doom as possible. But you never know, some other source port might be a victim for a PSP2 port one day. :)

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    Replies
    1. Check out Odamex, it has already been ported to Wii and Xbox

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  8. "no WAD present" when start "Legacy" anybody know why? and SCR folder seems to be corrupted.

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  9. The 'src' folder is not needed to play the game. Just copy the 'legacy' folder to your PSP. You will also need to copy a WAD file to the 'legacy' folder (doom.wad, doom2.wad, heretic.wad etc).

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  10. Awesome! But please add bots to next revision.

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  11. thanks for this release!

    two questions... is it possible to "move" the automap? i tried all kind of combinations but couldn't get it to work. if it's not in yet this would be a nice addition for a future release - to make the automap functionality complete.
    is it possible to map anything else besides the look to the analog stick?
    i want the controls like in psx doom... but i am running out of keys and could not figure out hot to map for example "next weapon" to "analog right" any idea?

    thank you

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  12. sorry, i forgot one thing...

    do you have any idea how to turn off the "jumping" of killed enemies?
    for example if a sergeant gets shot with the double barrel, it looks like he jumps up instead of just being blown away...
    and i also would like to turn down the brightness in the depth a bit.
    these are probably legacy properties, but I could not find any kind of "legacy config" did i miss something? can this stuff be accessed through some kind of console commands?

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  13. Unfortunately, follow mode isn't bound to any key IIRC. Also any brightness/gamma control is probably broken since the switch to hardware rendering. The rest I've no idea about, haven't played with this since the release.

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  14. Hi pal:
    I've noticed another bug on the latest version of legacy (well, don't know if old versions too). The game freezes some times when the reproduction of a MP3 ends.
    Almost all tracks I've tried have this bug. First I tried with tracks of 1 minute (or less) and always happened; then with tracks about 10 minutes the game runs with no problems; but randomly, some tracks always give a freeze.
    Just that, have a good one and thanx again for this great port !

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  15. (I'm the same of the post above). Pal, I discovered what gave that MP3 error. The tracks we want to use MUST be 44100Hz 192kbps stereo, with that, the freezes are vanished :D.
    May yoy add that info in the music.txt file for other guys who have the same issue can fix it.
    Cheers !

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  16. I didn't know that. It was Duke (who did the third release) that did the music support. I've only played with the music that can be downloaded from his page. It's unfortunately too late to add that info now without doing another release. Thanks anyway. :)

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  17. The game is stretched man, can you add the 4:3 support ora adapt the game to 16:9?

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    Replies
    1. Yeah, I guess I got used to it. I do not think I will ever fix it, so I guess I just handed the torch to someone else.

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  18. Hi again pal (Im the guy of the MP3 "error"). As someone said some posts up, there`s a way to use the analog pad as buttons ? As he said, I would like to config. the left and right analog as "next weapon" and "back weapon" since the limited buttons just let me: L for move to left, R for move to right, square to open doors/switches, triangle for next weapon, circle for jump (many custom wads NEED this one) and cross for fire.... Even if you don't have a 5th release coming, a new 4th release with this option would be great... you know, Doom doesn't need "look up & down" necessarily... Thx !

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    1. I'm sorry, just to clarify. Why can't you move with the analog and bind next/prev weapon to the d-pad (basically just swap the d-pad with the analog stick)? Is it the run bug that prevents you from doing this?

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  19. Hello Markus.
    I am late into the PSP game, it seems I've missed the Homebrew boom and the chance to report bugs. If you do happen to read this message I would kindly like to ask for run support when using the analog nub for movements.

    I have the nub set to move/look and when you use it the run settings are completely ignored. I've noticed that with the analog controls, if you adjust the X and Y values you can slow the movement down to a normal speed. However, you can never run when it is required for a secret door, to get away, etc.

    I additionally set up the d-pad for movement and when it is used the always run feature, as well as the run button, function as they should. So it appears the run controls work with the d-pad just not with the analog nub.

    While adding run support with analog controls may seem like a trivial request, I would like to comment that using the analog stick for movements is a requirement with Heretic. I quickly ran out of buttons to map options to when using the d-pad for controls. I found that I had to bind the inventory, weapons, and inventory choice to d-pad, forcing me to use the analog stick for movements. After doing so I found I greatly enjoyed using analog movements with the only issue being the lack of run.

    Thank you for reading!
    -Another World

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  20. @ Another World: Sounds like a bug. However, this will require a dedicated run button which might be difficult to find space for. Maybe I'll do a fix someday, but I can't promise that I will. The PSP scene is almost dead now and I have begun to lose interest a bit, but perhaps that changes.

    Cheers, Markus.

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  21. This is great, thanks. Is it possible to play Eternal Doom as I am getting an error about textures, then a halt ? Also, is there a maximum wad size I can use cause Eternal is 28mb ? Am I right in thinking I can also use any Boom compatible wads ?

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  22. Do gwa files auto load ?

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    1. I'm not sure if Legacy supports external GWA files (if that is what you meant). But GWA nodes inside of the WAD should auto load.

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  23. Do you also need to/should you create fresh partition lines with GLBSP ? Also, is there any particular value for the 'Factor' setting or is the default of 11 okay ? Thank you for your help and time (and a good bit of homebrew).

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    1. "Fresh partition lines" should in theory generate a more optimal BSP tree for hardware rendering than what the original map compiler did (assuming that glBSP is bug free). Play with it if you want but I doubt you'll notice any difference.

      Regarding the "Factor" setting I think 11 is a good value. If you have holes in floors or flats you could try increasing it.

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    2. Thanks for the help and both your replies.

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  24. @Markus Buretorp,
    Thank you for your reply. I was heavily into the NDS Homebrew scene, and have watched that come to an end. It seems that developers have simply moved onto new challenges. As Homebrew enthusiasts it means that there are some projects which will never be final releases, and this is something we must accept.

    I am thrilled that I can enjoy Doom and Heretic on my new PSP. It is great fun and your update is the version to have!

    I do hope that you find the time to add run support with the analog nub. The game allows the user to bind run to any button, meaning that the real issue would not be finding room for a run button. The problem seems to be that the analog nub's X/Y values (which can be set from slow-to-fast) are overwriting any input from the run button.

    Regardless, good luck with future projects! -=)

    -Another World

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  25. How do I enable the doom guy's face/original hud?

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  26. Nice job on this Markus. Bought syndicate just to support you man. Thank you.

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    1. Cool! Although you support EA, not me directly. :)

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  27. Is there any way to remap Weapon Switch to Analogue UP and Analogue DOWN? I am used to such scheme from Doom-PSP port.

    In config.cfg I have found an interesting option:

    originalweaponswitch "Off"

    If legacy is made by the same people who did Doom-PSP port, the it explains it. But the option still seems to do nothing.

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    Replies
    1. No, I don't think so. It have been discussed in this thread earlier.

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  28. Hi Markus, question... is this port "ad hoc" compatible ? I've tried with one PSP Fat and a PSP Slim but I can't find the way... I wanna try on Death Match and Coop but can't do this.... help please !

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    1. It should be but I have not tried myself. Oyster mentioned further up that he has been playing deathmatch.

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  29. Heya,
    Just wanted to tell you that you did an amazing job!
    But I have a little problem : as someone already mentioned it, Plutonia Map29 crashes with a "phibound" error, like some other maps. But How does it work when you create a .gwa file? I guess that I have to "insert" it into the wad file, but I really have no idea how to proceed...
    Can you explain what do I have to do?

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    1. Download http://glbsp.sourceforge.net/download.php and select "GL, Normal if missing" and process your WAD files. That should be it.

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    2. Still have the "phiBounds" error (tested again with Plutonia Map 29)...
      Well, thank for your answer anyway.
      I have another question though : some maps like Alien Vendetta's map 20 (Misri Halek) or Scythe 2's map 27 (Afterlife 2) have a problem with saves. Seems like there isn't enough memory allocated for saves, so when trying to save after getting into the level and killed some enemies, I have an error :
      "Z_Malloc : failed on allocation of 696144 bytes. Try to increase heap size using -mb paramter (actual heap size : 14Mb)"
      So how can I increase this "heap size"?

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  30. I wonder if the 'phiBounds' error was new to this release or if it existed in earlier releases as well.

    I don't think you can change the heap size unless you edit the code and recompile or find a way to pass command line arguments (-mb).

    If you want to recompile the code it requires some setup. You will need http://sourceforge.net/projects/minpspw/

    Zzz..

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