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Thread: PS2Doom v1.0.5.0 released (last week)
  

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  1. #1 Thumbs up PS2Doom v1.0.5.0 released (last week) 
    cosmito is offline Member
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    Hi,

    Last week end I released the v1.0.5.0. Below is a copy of my post at http://ps2homebrewing.wordpress.com

    It features:
    • Simple but effective WAD selector: No more need to having only a WAD per ps2doom!
    • Controller almost fully configurable using the configuration file (ps2doom.config)
    • HDD support (at last). Thanks Adilson Pierog for his contribution and for figuring out which irx were needed and its correct sequence order. I Just needed to integrate it better into the source and make the hardcoded paths configurable.
    • Now uses freesd instead of LIBSD. Japanese users should be happy now. And PS3 compatible now?
    • For doom2 wads, sound is no longer half sampled. Sounds the same to me, anyway…


    For me, the major update was the use of a configuration file to make the controls configurable. That also opened the door to HDD support which needed some special treatment of WAD paths. I was hoping to release also easy to use configurator for Windows PC written in C# which would set the configuraton file but I forgot the lib I’m using (libconfig) did not have a C# wrapper. With proper free time I would do it by myself, but as you all saw, I was hoping to have this ready for January…

    Those who are interested at using the HDD must read the ‘Whatsthis.txt’ file released along with the distribution below. It explains exactly what settings you must change at the config file and where to put it.

    For the future, well this might be the last update I do for PS2Doom due to lack of time and things doesn’t seem to get better any soon, since I need to solve some personal issues more important than homebrew development.

    I still have my own wish list for PS2doom, including cheat support and MP3 decoding during playback (that way not only we’ll have Doom music but literally any music we wanted) and who knows one day I’ll accomplish this? But besides this, I don’t see much future for PS2doom… I guess the next step would be dropping this version of ps2doom and start adapting PrBoom+, maybe chopping off some more performance hungry features of it. PrBoom+ would allow PWAD support and networking with Doom running on other platforms such as the PC, for example. For those who would take the task, my improvements for the starting Lukasz version would be reusable into PrBoom+ port (mc support, audio alternative to the still broken SDLaudio).

    If there is any developer who wants to continue the project of start PrBoom+ port, please go ahead. Fell free to use my code as reference. I’ll soon put the souce as a google code project but in the meanwhile, get it from the assembla repository >here< or from the attached pack which contains both source and binaries.

    Have fun!

    PS: Sorry dlanor, only recently I read you created the .CNF tools to be usable on other SW other than uLE... I could reuse it if I knew, but still I was convinced libconfig had support for C#. Also, I didn't implemented compability with host: device as you wanted. Do you have the time to take the sources and implement it? I'm not much motivated to do it, to say the truth...
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  2. #2  
    CaptainHIT's Avatar
    CaptainHIT is offline Member
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    Thanks for this nice new version. I've already downloaded it from the link on your site. But honestly didn't tried it yet.
    ____________________________
    PS2 30004R, FreeMC 1.8b, Maxtor 160GB Slim HDD, SMS 2.9 R4, uLaunchELF 4.42
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  3. #3  
    cosmito is offline Member
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    The update may interest most for people who wanted to custom the controller and HDD owners. No special gameplay or ingame feature was added.
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  4. #4  
    dlanor is offline Member
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    Quote Originally Posted by cosmito View Post
    • Simple but effective WAD selector: No more need to having only a WAD per ps2doom!
    • Controller almost fully configurable using the configuration file (ps2doom.config)
    • HDD support (at last). Thanks Adilson Pierog for his contribution and for figuring out which irx were needed and its correct sequence order. I Just needed to integrate it better into the source and make the hardcoded paths configurable.
    • Now uses freesd instead of LIBSD. Japanese users should be happy now. And PS3 compatible now?
    • For doom2 wads, sound is no longer half sampled. Sounds the same to me, anyway…


    For me, the major update was the use of a configuration file to make the controls configurable.
    I agree that configurability is a major concern for every homebrew, but I'm sure the other new features will be much appreciated too.

    For the future, well this might be the last update I do for PS2Doom due to lack of time and things doesn’t seem to get better any soon, since I need to solve some personal issues more important than homebrew development.
    That is understandable, as real-life concerns must of course take precedence.
    We just hope everything turns out fine with that, and also that you may have more time for homebrew stuff again sometime in future.

    If there is any developer who wants to continue the project of start PrBoom+ port, please go ahead. Fell free to use my code as reference.
    I'm not myself a candidate for that, but I'm glad you've given a clear 'go ahead' on this for anyone else who may be inspired to pick up the project.

    PS: Sorry dlanor, only recently I read you created the .CNF tools to be usable on other SW other than uLE... I could reuse it if I knew, but still I was convinced libconfig had support for C#.
    No matter. I have given permission for anyone to use that CNF stuff, but that certainly doesn't make it mandatory

    There is room for more than one method of doing these things, and you should of course use whatever suits you and your project best.

    Also, I didn't implemented compability with host: device as you wanted. Do you have the time to take the sources and implement it?
    I'm not sure about that, especially as I am more inclined to investigate the possibilities of the SMB protocol rather than HOST. I've never much liked the fact that HOST requires a special client running on the PC, in command-line mode at that (which locks up some PC resources). So for the future I'm hoping for wider use of SMB instead, as already used by SMS and OPL.

    I'm not much motivated to do it, to say the truth...
    Neither am I, especially as I am not really into network gaming of any kind (even on LAN-only).

    Best regards: dlanor
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  5. #5  
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    Ryudo is offline Member
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    in this doom i can save the game or not?, play in usb is avalilable?
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  6. #6  
    asbo is offline Member
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    this is great!
    now playing through doom2

    @Ryudo yes you can save and yes you can play off usb.

    asbo
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  7. #7  
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    i cant play because wad requirement?
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  8. #8  
    asbo is offline Member
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    the wad is the game data, since this is/was (?) copyrighted (I think?) it can't be packaged with Ps2doom.

    Doom has been open sourced now though right? so I'm not 100% sure on legalities, but I think you can download a copy for free legally now. but don't take my word for it.

    asbo
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  9. #9  
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    thanks asbo i tried found the wad
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  10. #10  
    CaptainHIT's Avatar
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    Quote Originally Posted by asbo View Post
    the wad is the game data, since this is/was (?) copyrighted (I think?) it can't be packaged with Ps2doom.

    Doom has been open sourced now though right? so I'm not 100% sure on legalities, but I think you can download a copy for free legally now. but don't take my word for it.

    asbo
    The executable file is opensource only, not the commercial WAD. You can copy, create your own executable as much as you wish. But copying or downloading a commercial WAD isn't legal. You can use the demo WAD of the commercial ones or download any other free WAD from the internet. There are thousands of them.
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