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intacowetrust

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  1. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Of course - I love to see cool stuff people are making for PsyDoom. I had a lot of fun playing this map, thanks for sharing!
  2. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Not without substantial changes to how the renderer works, since the assumption of a 90 degree field of view is baked in everywhere and used to simplify various calculations. Supporting widescreen would mean widening the 90 degree field of view, and dropping all of the tricks that went along with it. After all these changes it wouldn't really be the same 'classic' renderer anymore. Plus I feel like this use-case is already more or less covered by using the Vulkan renderer and rendering at 240p with widescreen enabled. TLDR: I don't plan on implementing this feature. You can output to a low resolution but the results will not likely be pretty as I said, since the game is trying to fit a fixed grid of pixels into another fixed grid of pixels of a different size, in order to emulate the 'stretch' that PSX Doom had originally via hardware features unique to CRTs. This pixel grid mismatch works OK at high resolutions since the artifacts are barely noticeable but at lower output resolutions you're going to see doubled or dropped columns of pixels. One thing you might be able to do however is to disable the stretching on PsyDoom's end and try to have your CRT stretch the picture in some way via its settings, if it allows such a thing. You can disable PsyDoom's stretching of the output framebuffer by changing the following value in 'graphics_cfg.ini' to 256: #--------------------------------------------------------------------------------------------------- # Determines the game's horizontal stretch factor and affects both the Classic and Vulkan renderers. # # Given an original logical resolution of 256x240 pixels, this is the width to stretch that out to. # If set to '292' for example, then the stretch factor would be 292/256 or 1.14 approximately. # # Some background information: # PSX Doom (NTSC) originally rendered to a 256x240 framebuffer but stretched that to approximately # 292x240 (in square pixel terms, or 320x240 in CRT non-square pixels) on output; this made the game # feel much flatter and more compressed than the PC original. The PAL version also did the exact # same stretching and simply added additional letterboxing to fill the extra scanlines on the top # and bottom of the screen. # # Typical values: # 292 = Use (approximately) the original PSX Doom stretch factor for the most authentic look. # 256 = Don't stretch horizontally. Makes for a more PC-like view, but some art won't look right. # -1 = Stretch to fill: the logical display width is automatically set such that the original PSX # view area and UI elements will fill the display completely, regardless of how wide it is. #--------------------------------------------------------------------------------------------------- LogicalDisplayWidth = 256 This will make PsyDoom render pixels 1:1. If you had a 320x240 output resolution then PsyDoom would basically put the 256x240 framebuffer in the center of that area with black letterboxing at the sides. If your CRT allowed you could then adjust the picture to widen it and fill the whole screen area, but I guess that depends on the capabilities of your box. Thanks for the offer, I'd definitely be interested to hear how the game works on Steam Deck! At the minute I'm just outputting plain Unix style executables but perhaps Flatpak is the way to go for a more polished release. I know that dependencies on Linux systems can be a bit of a nightmare and eventually those executables might break with some new update (or different distro) - hopefully Flatpak can help address that? (I'm not well versed in the Linux world, but it seems like that might be one the main objectives of these new container formats)
  3. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Just to clarify the Vulkan support on Linux isn't just limited to the RPI4, the Vulkan renderer works on standard desktop Linux too. It's the RPI3 or lower that cannot use Vulkan, since there are no drivers available. (I know there was a proof of concept driver for the RPI3, but that comes with some pretty severe limitations) Hopefully it just works out of the box on Steam Deck, I've been testing on Mint (Debian based) but the Steam Deck is Arch based so not sure if additional work is needed for it to compile.
  4. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Yes, for the classic renderer the game draws to the same 256x240 sized framebuffer as the PlayStation. You can also configure the Vulkan renderer to draw to a similar sized framebuffer, if you want to. This produces results similar to the original game, but with far less glitches and imprecision. That's just the internal render resolution however, there's a separate output resolution that I recommend everyone set as high as they can, ideally at your display's native resolution. This is what PsyDoom will default to out of the box. The internal framebuffer is blitted to this output area. The reason I recommend the output resolution be set as high as possible is because in order to reproduce the original aspect ratio of PSX Doom, the 256x240 framebuffer is stretched to an area of approximately 292x240. This stretching can cause noticeable doubled or missing columns of pixels if the output resolution is too low. It wasn't a problem with CRTs back in the day because they were much more flexible about that sort of thing but todays displays use fixed grids of pixels unfortunately. I would avoid the stretching entirely, but its pretty of crucial to how the game looks in terms of aspect ratio. Generally output resolutions of 1080p or more work best.
  5. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Depends how complex the map is, 32 MiB is quite a lot of textures though so probably not a problem in practice for most maps. Yep, because there will be Linux support. Note: a Raspberry Pi 4 will be required for Vulkan, and you will also have to install the beta Vulkan drivers via this command: sudo apt-get install mesa-vulkan-drivers These drivers are also very slow and unoptimized currently, because they are very much a work in progress. It runs fine at 480p ('crispy' PSX Doom territory) but going above that starts to dip below 60 FPS. Hopefully this will improve with future OS releases and updates to that package. Seems like you have to for some reason. The default GUI of the RPI doesn't let you just click on the executable to run it.
  6. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Yeah the Pi 400 is unable to do the 8192x8192 textures needed to support PsyDoom's 128 MiB VRAM surface, hence it has to fall back to using 32 MiB (a 4096x4096 texture) instead. Obviously this is still TONS for running the original games, since the PSX only had 1 MiB of VRAM (a 1024x512 texture). I need to tweak the config defaults for this device so that it only tries to use 32 MiB instead.
  7. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Small teaser for the next release ;-)
  8. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    It's still a bit off since there is a lot going into the next release. Rest assured however progress towards this milestone is being made continually with each passing week. I would not be able to commit to an exact timescale however, I'm afraid.
  9. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    That's ok, thanks for submitting the bugs! You can just add them in there whenever you want, they won't do any harm :)
  10. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Indeed they are - sprite, sector and player weapon interpolations are already implemented in the latest code. See this ticket for thoughts on the issue: https://github.com/BodbDearg/PsyDoom/issues/26
  11. intacowetrust

    PSX Doom as a Unity add on

    It would be great to see PSX Doom returned to its natural homeplace on consoles (and other platforms) via an official port, but sadly it's probably not likely to happen for the foreseeable future due to the technical, legal, marketing and commercial reasons outlined in previous posts. Who knows though, I might have written off Doom 64 as something we'd never see re-released a while ago but here we are now... PSX Doom seems much less likely though given the awkward position it occupies as being somewhat in between PC Doom and Doom 64. Regardless I am not too worried about these things because so long as we have open personal computing platforms then ports like PsyDoom (shameless plug!) will allow us to experience PlayStation Doom in an updated, modernized form. PSX Doom may not receive any official updates but it is most certainly not forgotten by the Doom community.
  12. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Not officially yet but proper support will be added in the next release. I was waiting for the project to be finished up rather than trying to hit a moving target, but since the Master Edition has been in stasis for over two and a half years now I'm just going to go ahead and add support. For now however you can use the method @BlueThunder linked to.
  13. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Indeed there is! The key sequences you type to activate various cheats are found in the 'cheats_cfg.ini' settings file and can be altered if required. Here are the default settings, along with comments explaining how to activate the cheats via (hardcoded) game controller button sequences instead: #--------------------------------------------------------------------------------------------------- # Keyboard key sequences which can be input to activate various cheats in the game. # By default these are mapped to mimick PC DOOM II cheats as much as possible. # # Limitations: # (1) Only the A-Z and 0-9 keys are acceptable in a key sequence, other characters are ignored. # (2) The maximum sequence length is 16 keys. # # If you need to input these via a game controller you can do so by inputting the original PSX # buttons on the pause menu. You can see which inputs map to original PSX buttons (for cheat entry) # in the controls configuration .ini file. For reference, the original PSX cheat sequences were: # # God Mode: Down, L2, Square, R1, Right, L1, Left, Circle # Level Warp: Right, Left, R2, R1, Triangle, L1, Circle, X # Weapons, armor & keys: X, Triangle, L1, Up, Down, R2, Left, Left # Show all map lines: Triangle, Triangle, L2, R2, L2, R2, R1, Square # Show all map things: Triangle, Triangle, L2, R2, L2, R2, R1, Circle # X-Ray vision: L1, R2, L2, R1, Right, Triangle, X, Right # # The new cheats added to PsyDoom are assigned the following original PSX buttons: # # No-clip: Up, Up, Up, Up, Up, Up, Up, R1 # VRAM viewer: Triangle, Square, Up, Left, Down, Right, X, Circle # No-target: X, Up, X, Up, Square, Square, X, Square #--------------------------------------------------------------------------------------------------- CheatKeySequence_GodMode = iddqd CheatKeySequence_NoClip = idclip CheatKeySequence_LevelWarp = idclev CheatKeySequence_WeaponsKeysAndArmor = idkfa CheatKeySequence_AllMapLinesOn = iddt CheatKeySequence_AllMapThingsOn = idmt CheatKeySequence_XRayVision = idray CheatKeySequence_VramViewer = idram CheatKeySequence_NoTarget = idcloak
  14. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    You'll be glad to hear that task is actually already nearly done - it'll be in the next release ;-) More good stuff on the way too...
  15. intacowetrust

    PsyDoom 0.8.3 - PSX Doom port (reverse engineered) for PC

    Hello everyone, just thought I'd give you a small update on the status of PsyDoom and share a little bit of good news. The issues I mentioned previously that were preventing further work on the project have now been resolved - I'm free to continue as before. Nothing more to add at this point, but needless to say there will be another release coming with new features and bug fixes.
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