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BlackShark

DOOM PSP port Black-DOOM

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Hello guys!

Im working on a Doom port for the playstation portable based off of DoomPSP .5 plus. Im adding Multiplayer Deathmatch and Coop support for it and fixing some bugs. One of those bugs is the Z height unlimited actors bug (even if your like 50 feet above an object, if you try to go over it you will still be stopped). Im here to ask some of you other devs what you did to fix that bug??? driving me up a wall :S

Thank you in advance :)

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Hit me if I'm wrong,but infinite tall things are no bug. They were standard "back in the days". If you want to work around that,you could have a look at ZDoom's collision detection code. You of course would have to supply correct z-heights for all things in the game,so better prepare for some work :D

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farhaven said:

Hit me if I'm wrong,but infinite tall sectors are no bug. They were standard "back in the days". If you want to work around that,you could have a look at ZDoom's collision detection code. You of course would have to supply correct z-heights for all things in the game,so better prepare for some work :D


Thank you, and work...yes indeed :S

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Instead of "fixing" the infinite height "bug", fix the shitty sound engine with the incorrect SSG reload/item respawn frequency, the chainsaw attack sound not stopping after finishing attack and most importantly, the lack of silent BFG. If you do it properly, you can knock out the latter two in one swoop.

Also fix the shitty GUI that requires restarting the game if you accidentally put something in the wrong section (such as a WAD in the dehacked section).

And allow for lower CPU clock speeds. I'm 99% positive all IWAD levels will theoretically work fine at 166mhz, maybe even going as low as 133mhz.

I have been planning to port prboom to the PSP (but not before fixing the aforementioned bugs), but until I fix my dead computer I can't really progress on it.

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well, Im waiting for a said *fix* on the sound problem from a friend, the problem is due to the sound Library doesn't allow sounds to be silenced, also I fixed it so that if your in the button config mode, you can press R and L and go back to single player-Multiplayer/wad selector menu. as for restarting the menu for when you load the wrong data in the wrong slot, Thats a good idea, that annoys me alot too, Ill work on that. When I finish all these on my to-do list, ill work on ad-hoc multiplayer. Only God knows how many walls ill knock my head through figuring that out......

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make sort of a zdoom on there, have it soyou can play total conversion pwadss on there. the Doom psp out there right now is crap.
All you can make is levels, you cant do anything special like import new weapon Graphics, or sounds, it ends up freezing. And when you end coming to the screen that starts a demo, that freezes too.

so maybe you can maek this better then that one.
And i like the idea of multiplayer.

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make it so that the shoulder buttons can be set to turn with the d-pad being strafe and forwards/backwards. this is the one thing horribly evilly wrong with doom on the gameboy advance!

oh, and have autorun too

(apologies if this is already an option)

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I wish someone would port Zdoom to the GP2X; that way we could have Doom, Heretic, Hexen and Strife all in one port.
At the moment we have individual ports of PrBoom, Heretic and Hexen but no Strife.

Any takers?

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