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Maes

PSX Doom editing/hacking

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I recently rented the PSX Doom disc, and after playing it I gave it a run on my PC, to see if it used the same WAD structure as the PC version.

To my surprise (or rather: NOT that much of a surprise), it was reasonably standard, but not quite: there was a "PSXDOOM.WAD" IWAD, but the levels were stored each on a separate WAD, along with some external resources for each level.

When trying to open those with standard PC tools, they mostly failed.

After hex-checking, I found out that:

  • All single level WADS have an IWAD header and ENDOFWAD entry.
  • All known level lumps (SSECTORS, NODES, etc.) had their first letter ASCII value offset by some fixed amount, perhaps 32 or 64 positions, so that standard level editors won't be able to read them
  • The IWAD used the same initial letter scrambling for most lumps again rendering them unreadable by standard editors, but it should be trivial to find a workaround.
  • By manually editing the scrambled names to the "correct" ones, part of the data was now readable by Doombuilder and Wintex, but DB crashed, while Wintex displayed mostly garbage and messy lines, so there should still be some minor or major incompatibilities or even underlying encryption.
Are there any known documentation/editors/converters or any previous attempt at bridging PSX/PC Doom ?

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Edit: Okay.. I need to read the post date next time so sorry to bump

http://www.doomworld.com/vb/wads-mods/38608-the-console-doom-hacking-project-console-specs/


PSX and Jaguar Doom compresses the lumps and to indicate if its compressed or not, it 'bit-ANDS' the first character of the lump name by 0x80. PSXDoom also has a different sector format and uses a new LEAFS lump for converting subsectors into polygons since PSX Doom uses 'true' 3D rendering.

Specs for PSX Doom can be seen here: http://dl.dropbox.com/u/18609/psxdoomSpecs.txt

Also got a couple of utilities for various console ports of Doom which can be found here: http://dl.dropbox.com/u/18609/assortedTools.7z

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Heh, I was wondering why Maes would be asking such a question since all the developments you guys have made towards Doom64/PSX Doom.

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