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Releases: BodbDearg/PsyDoom

0.2.0

13 Apr 08:16
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0.2.0 Pre-release
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  • The music sequencer and sound system is now entirely converted to native C++.
  • The game can now load .LCD (sound sample) files using the current modding/overrides mechanism. This makes it possible to play new PSX maps with sound, such as those found in "[GEC] Master Edition PSX Doom".
  • The game can play now custom maps without having to provide 'MAPSPR--.IMG' and 'MAPTEX--.IMG' files. If these files are not present, the required lumps are loaded from PSXDOOM.WAD instead.
  • The music in Club Doom now loops correctly.
  • Fixed the first 2 seconds of CD audio tracks being skipped.
  • Fix for pause/unpause of cd audio not resuming playback from the previous position.
  • Automap: fix a PSX DOOM bug where lines flagged with ML_DONTDRAW would draw when the computer map powerup is obtained.

0.1.1

08 Mar 18:04
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0.1.1 Pre-release
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  • Fixed issues with the game freezing sometimes on level loads.
  • Fixed music not stopping fully on game pause.
  • The music sequencer is now driven completely by the host machine's clock, not an emulator clock. As a result music timings and playback should be more accurate. The sequencer logic also no longer runs under emulation and can be debugged normally.
  • The lowest levels of cdrom and spu handling (via the PsyQ SDK) are now completely native and talk directly to the emulator 'hardware'. Having control over the interactions with the hardware allowed the game freezing issue to be fixed.
  • Spu and cdrom advancement have been completely detached from the rest of the emulated PlayStation and now advance at their own pace and as required. Having isolated spu/cd components will eventually allow me to move sound and music to another thread and make it more reliable.

0.1.0

28 Feb 04:27
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0.1.0 Pre-release
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  • All rendering and UI code is now implemented pretty much completely natively (i.e regular C++ code) and talks directly to the Avocado rasterizer/gpu. The only remaining work that needs to be done is moving global variables out of the address space of the emulated PlayStation, which I will do near the end of the project. Leaving globals inside the PlayStation's RAM makes it easier to re-emulate certain functions to compare behavior, if required.
  • Further improvements to input latency, bypass emulation layers completely to reduce input lag.
  • Screen fades now work.
  • Improved audio handling, hopefully less stutter.
  • Updated Avocado with some fixes for CD music not stopping and some UI sprites rendering 1 pixel too small.
  • Title screen: fix a bug from the original game with a 4 pixel gap in the fire at the right side of the screen.
  • Allow the 'Nightmare!' skill to be selected from the main menu (note: currently Nightmare passwords are broken)
  • Fix not being able to close the window on an I_Error (fatal error message, like "Texture Cache Overflow").
  • Add a hack that allows playing the game at 60 Hz instead of the regular 30 Hz max. The hack is enabled by adding the -highfps command line switch. Current issues/limitations:
    • View bobbing doesn't work.
    • Gravity being far too strong (related to this physics bug, see: https://www.youtube.com/watch?v=7RBycvyZf3I).
    • Not as smooth as it could be, occasional stuttering.
    • It also doesn't seem to work properly on MacOS.

0.0.3

28 Jan 09:58
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0.0.3 Pre-release
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  • Window is auto sized based on user screen resolution.
  • Window can be resized.
  • Game now applies the NTSC scaling that the original game did, stretching the framebuffer from 256 pixels wide to 293 pixels wide. Aspect ratio appears more correct.
  • Frame pacing improvements and input handling tweaks to try and reduce input latency.
  • Demos now play at the correct speed (15 Hz).
  • Xbox 360/One controller can now be used along with analog sticks. Controls are hardcoded at the minute and based on more modern layouts.

0.0.2

26 Jan 01:17
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0.0.2 Pre-release
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  • Rebranding/renaming to 'PsyDoom'
  • Fix a bug with the warp cheat not being shut off after pause menu closed.
  • Recompile on Windows with the WinXP SDK - enables running on Win7 and XP.
  • Can now quit app by closing window.
  • MacOS build - put the required files in the same directory as the .app to use.

0.0.1

23 Jan 07:40
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0.0.1 Pre-release
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A VERY early binary (Windows x64) of the project for those who want to try it out.

Please see the main readme file (https://github.com/BodbDearg/StationDoom) for instructions on how to run, as the game has VERY particular requirements at the moment. You need to have exactly the correct version of PSX DOOM in order for this to all work, along with a correct PSX bios.

Version commit SHA: d2a192d