Dark Pulse Posted May 1 2 hours ago, DeadEcho said: I tried seeing if the co-op/Dm mode worked with the PS1 link cable but it seems like it didnt work. Has anyone else tried that? It should work, but from what I've heard, it was fairly fickle even on the original game. Goes without saying, but you need two TVs, two PlayStations, and two copies of the GEC Master Edition to do it. And obviously that means needing a way to load burnt discs or ISOs. 2 Share this post Link to post
DeadEcho Posted May 2 (edited) 6 hours ago, Dark Pulse said: It should work, but from what I've heard, it was fairly fickle even on the original game. Goes without saying, but you need two TVs, two PlayStations, and two copies of the GEC Master Edition to do it. And obviously that means needing a way to load burnt discs or ISOs. Regarding Doom and final doom, both played very well via system link. I beat both on co-op with my brother years ago. I have all those things needed, including two burned copies of Master edition, two ps1s (both scph-7750) with TonyHax memory cards too. When i set it all up and select coop on both systems, it just sits there. On doom and final doom, it usually connects within 5-7 seconds. Edited May 2 by DeadEcho 2 Share this post Link to post
Dark Pulse Posted May 2 2 hours ago, DeadEcho said: Regarding Doom and final doom, both played very well via system link. I beat both on co-op with my brother years ago. I have all those things needed, including two burned copies of Master edition, two ps1s (both scph-7750) with TonyHax memory cards too. When i set it all up and select coop on both systems, it just sits there. On doom and final doom, it usually connects within 5-7 seconds. It very well could be something wrong then. I'm not sure how much testing of that GEC has done - I do think they have real hardware of some sort though. That'd be a question for them to answer in any sort of detail. 1 Share this post Link to post
riderr3 Posted May 3 (edited) On 5/1/2024 at 7:44 PM, DeadEcho said: I tried seeing if the co-op/Dm mode worked with the PS1 link cable but it seems like it didnt work. Has anyone else tried that? Maybe it is something with your hardware, because I has been one of the first, who tested multiplayer modes on hardware and it works well, as the original PSX Doom/Final (even I used non-original link cable). I finished all levels in coop mode and played DM mode also (used chipped japanese SCPH-7000 and SCPH-7500). The few miscellaneous problems is the rumble feedback - player 1 has rumble from player 2 and also the opposite (GEC added this and already trying to fix that I think). And also when player 1 used the switch, player 2 can hear the click from opposite part of level for example, I already posted about this. Edited May 3 by riderr3 1 Share this post Link to post
Vita93 Posted May 10 Passwords up to level 109, Ultra Violence, Max Status: 1,H558ZKCRKH 2,06PQH1V71Z 3,H6670JBQJG 4,03LTJ0Y!02 5,H33!1HFTHK 6,04MSKZX9Z1 7,H4492GDSGJ 8,09SMBY04YW 9,H994VFHMFC 10,0!TLCXZ3XV 11,H!!3WDGLDB 12,07QPDW26WY 13,H776XCKPCF 14,08RNFV15VX 15,H885YBJNBD 16,0XDHQ!40!8 17,HXX07TMHTR 18,0YFGR93Z97 19,HYYZ8SLGSQ 20,0VBKS8628! 21,HVV29RPKRT 22,0WCJT75179 23,HWW1!QNJQS 24,01JCL68W64 25,H11W3PRCPM 26,02KBM57V53 27,H22V4NQBNL 28,0ZGFN4!Y46 29,HZZY5MTFMP 30,00HDP39X35 31,H00X6LSDLN 32,0N58ZKCRKH 33,HNNRG2W820 34,0P670JBQJG 35,HPPQH1V71Z 36,0L3!1HFTHK 37,HLLTJ0Y!02 38,0M492GDSGJ 39,HMMSKZX9Z1 40,0S94VFHMFC 41,HSSMBY04YW 42,0T!3WDGLDB 43,HTTLCXZ3XV 44,0Q76XCKPCF 45,HQQPDW26WY 46,0R85YBJNBD 47,HRRNFV15VX 48,0DX07TMHTR 49,HDDHQ!40!8 50,0FYZ8SLGSQ 51,HFFGR93Z97 52,0BV29RPKRT 53,HBBKS8628! 54,0CW1!QNJQS 55,HCCJT75179 56,0J1W3PRCPM 57,HJJCL68W64 58,0K2V4NQBNL 59,HKKBM57V53 60,0GZY5MTFMP 61,HGGFN4!Y46 62,0H0X6LSDLN 63,HHHDP39X35 64,W9SMBY042W 65,C994VFHMKC 66,W!TLCXZ31V 67,C!!3WDGLJB 68,W7QPDW260Y 69,C776XCKPHF 70,W8RNFV15ZX 71,C885YBJNGD 72,W5NRG2W8Y0 73,C558ZKCRFH 74,W6PQH1V7XZ 75,C6670JBQDG 76,W3LTJ0Y!W2 77,C33!1HFTCK 78,W4MSKZX9V1 79,C4492GDSBJ 80,W1JCL68W!4 81,C11W3PRCTM 82,W2KBM57V93 83,C22V4NQBSL 84,WZGFN4!Y86 85,CZZY5MTFRP 86,W0HDP39X75 87,C00X6LSDQN 88,WXDHQ!4068 89,CXX07TMHPR 90,WYFGR93Z57 91,CYYZ8SLGNQ 92,WVBKS8624! 93,CVV29RPKMT 94,WWCJT75139 95,CWW1!QNJLS 96,WS94VFHMKC 97,CSSMBY042W 98,WT!3WDGLJB 99,CTTLCXZ31V 100,WQ76XCKPHF 101,CQQPDW260Y 102,WR85YBJNGD 103,CRRNFV15ZX 104,WN58ZKCRFH 105,CNNRG2W8Y0 106,WP670JBQDG 107,CPPQH1V7XZ 108,WL3!1HFTCK 109,CLLTJ0Y!W2 6 Share this post Link to post
elf-alchemist Posted May 16 On 6/17/2018 at 1:07 AM, Erick194 said: Ultimate Doom: E4M7: And Hell Followed -> @Saint_Guy 14. Twisted Beyond Reason Master Levels: Titan Manor (MANOR.WAD) -> @ riderr3 09. Tendrils Of Hate Trapped on Titan (TTRAP.WAD) -> @DeXiaZ 15. Digitized Pain The Garrison (GARRISON.WAD) -> @ riderr3 27. Lurkers Black Tower (BLACKTWR.WAD) -> @DeXiaZ 18. Mutation Bloodsea Keep (BLOODSEA.WAD) -> @Dark Pulse 10. Breath Of Corruption Mephisto's Maosoleum (MEPHISTO.WAD) -> GEC TEETH.WAD: The Express Elevator to Hell -> @mr-around 08. Demon Drone Bad Dream -> @DeXiaZ 05. Malignant Doom2 Map14 Homenaje (TWM01.WAD) ->@Impboy4 14. Hell's Churn Jim Flynn Levels: The Titan Anomaly -> @ riderr3 15. Digitized Pain The Farside Of Titan -> @ riderr3 08. Demon Drone John "Dr. Sleep" Anderson Levels: Dante's Gate ->@mr-around 09. Tendrils Of Hate Crossing Acheron ->@mr-around 13. Sanity's Edge Master Levels Outtakes, Christen Klie: The Hive ->@mr-around 02. Vexation The D.M.Z. ->@mr-around 01. Bells Of Agony The C.P.U. ->@mr-around 04. Larva Circuits The Fury ->@mr-around 06. The Foulness Consumes The Enemy Inside ->@mr-around 08. Demon Drone Device One ->@mr-around 12. The Broken Ones Cabal series: Sverre André Kvernmo: Cabal 1: Bloodflood ->@mr-around 03. Infectious Cabal 2: Derelict Station ->@mr-around 15. Digitized Pain Cabal 3: The Watchtower ->@mr-around 12. Beyond Fear Cabal 4: Temple of Death ->@mr-around 28. Creeping Brutality Cabal 5: We who are About to Die -> @ riderr3 14. Hell's Churn Cabal 6: Eye of the Storm -> @ riderr3 26. In the Grip of Madness Cabal 7: The Image of Evil ->@mr-around 23. Lamentation Well well well. Isn't this perfect? I was just looking to make a PSX addon for my Masterpack project, and the big music list is already here. This is gonna help a ton in the music selection. 0 Share this post Link to post
Tipo Posted June 9 Hey guys, the last time i was active here was 5 years ago. After reading a few pages iam not really sure if its done or still wip. 0 Share this post Link to post
Dark Pulse Posted June 10 (edited) 18 hours ago, Tipo said: Hey guys, the last time i was active here was 5 years ago. After reading a few pages iam not really sure if its done or still wip. Mostly done, but on hiatus for the remaining few things as GEC has turned their attention to other projects. That said, the latest beta still has in excess of 100 maps. 4 Share this post Link to post
candreeck Posted June 14 Hi, I have some questions, because I'm quite confused. 1. What is map order in this package? 2. There are billions of wads to classic DOOM, but are there some for PSX DOOM? Where to search and how to play them (PSX OOM TC or via this? 3. Is there any way to play vanilla-friendly wads with PSX sounds, music and graphics? With this darker mood? Thanks 0 Share this post Link to post
Dark Pulse Posted June 14 3 hours ago, candreeck said: Hi, I have some questions, because I'm quite confused. 1. What is map order in this package? 2. There are billions of wads to classic DOOM, but are there some for PSX DOOM? Where to search and how to play them (PSX OOM TC or via this? 3. Is there any way to play vanilla-friendly wads with PSX sounds, music and graphics? With this darker mood? Thanks 1) Answered right'chere! 2) There are a few small maps that run on actual PSX Doom, but it requires using GEC's tools to burn a level to an ISO and running the ISO. I know PsyDoom does support custom levels though, and that is generally a much friendlier (and more performant) way to play PSX Doom, including this project. I don't know of any custom levels specifically in mind, but I sure if you look, you may find a few! 3) That's just a simple sound and texture replacement, pretty much. I don't know of any offhand, but those sorts of things have been around for years. It won't fully reflect the PSX atmosphere in some ways, though - colored lighting requires you to edit the map, for example, and the mapper may not have paid attention to (or indeed, even known about) memory limits that would need to be addressed on the real PSX. 3 Share this post Link to post
FINAL_BAGMAN Posted July 17 Sorry, I'm a bit confused by this hack since neither the original post nor the doomwiki page make it clear - is this just a collection of all the cut levels but without the original game? If that's the case, is there a way to combine Master Edition with the original? Playing them separate like this is less than ideal. 0 Share this post Link to post
Dark Pulse Posted July 18 9 hours ago, FINAL_BAGMAN said: Sorry, I'm a bit confused by this hack since neither the original post nor the doomwiki page make it clear - is this just a collection of all the cut levels but without the original game? If that's the case, is there a way to combine Master Edition with the original? Playing them separate like this is less than ideal. Correct, these are just the cut levels. GEC intended for a "combined" deal to be a totally separate project, last I was aware. 1 Share this post Link to post
riderr3 Posted July 18 (edited) 10 hours ago, Dark Pulse said: Correct, these are just the cut levels. GEC intended for a "combined" deal to be a totally separate project, last I was aware. It should be put in the first message of thread. Otherwise the same question will be asked by newcomers over and over. 20 hours ago, FINAL_BAGMAN said: is there a way to combine Master Edition with the original? Playing them separate like this is less than ideal. After this project is planned "Definitive edition" where also be added original PSX levels with new features like Nightmare skill, rumble, analog controls, texture view cheat, e.t.c. Also it probably best to stay orig levels as separate episodes in "Definitive edition" (like Lost Levels did), here is why: 1) Two Hell Keep levels in one episode will create confusion and nonsense. (Remember PSX Doom has it's own Hell Keep) 2) The exclusive last levels of PSX Doom 1 and 2 will no more be last levels (but they are intended to be last levels) 3) Music sequence at levels will be messed and repeated because of putting original levels between Master Edition levels. Changing music will impact size of RAM, and levels can be unplayable, missing sounds, e.t.c. 4) Endless discussion about what level sequence is needed. ... and many more problems which will appears. The new features is also can be provided for original PSX Doom/Final with the xdelta patch, in case if added by GEC. Also I give idea to @Erick194 of possible tool that can just combine Master Edition and original levels automatically making it as separate episodes and with all master edition features, making it "Definitive edition". With that tool on your computer just put paths to Master Edition CD image and Doom or Final Doom CD image (USA, EU, or JAP versions). It will save bandwidth, size at some more! Edited July 18 by riderr3 0 Share this post Link to post
law2 Posted July 18 (edited) Thank you all for this mod and greetings to @Erick194 for the Wolfenstein enemy (conversations on my old account on Doomworld). I played the latest Beta and liked it, but found two things which bother me. Firstly, the levels like Sewers (from Xbox) are very boring. Secondly, even though I love the soundtrack, the track repetition put me off. I think we need more music. I just couldn't play more, because I grew tired of these tunes. 3 Share this post Link to post
Dark Pulse Posted July 18 1 hour ago, law2 said: Thank you all for this mod and greetings to @Erick194 for the Wolfenstein enemy (conversations on my old account on Doomworld). I played the latest Beta and liked it, but found two things which bother me. Firstly, the levels like Sewers (from Xbox) are very boring. Secondly, even though I love the soundtrack, the track repetition put me off. I think we need more music. I just couldn't play more, because I grew tired of these tunes. The levels themselves are generally intended to be pretty close to the originals, just PSX-ified. If they suck, it's probably because the original level sucks, too. :P "More music" isn't that easy, since it's sequenced on the PS1's SPU. This basically means we'd need to set up some sort of DAW or tracker workflow to actually create new music - it's not streamed audio (except for a few specific CD tracks). Theoretically more music could be added via CD audio, but that also would take up huge amount of space, and eventually the CD-ROM would run out of space. 3 Share this post Link to post
Harry Anoos the 3rd Posted July 19 (edited) Are the first doom's uncut PC levels a possibility for this project? PSX doom uses the jaguar port's watered down levels, even though the psx is more than capable enough of handling the original levels. 0 Share this post Link to post
riderr3 Posted July 19 (edited) 14 hours ago, Harry Anoos the 3rd said: Are the first doom's uncut PC levels a possibility for this project? PSX doom uses the jaguar port's watered down levels, even though the psx is more than capable enough of handling the original levels. I remember somebody in this thread already said that this is done (it is just for a separate fan project). The only problem is limitation for only one custom map can be made. The full tools will be released after current project is done, at least this is information for now. Edited July 19 by riderr3 0 Share this post Link to post
law2 Posted July 25 On 7/19/2024 at 1:26 AM, Dark Pulse said: More music" isn't that easy, since it's sequenced on the PS1's SPU. This basically means we'd need to set up some sort of DAW or tracker workflow to actually create new music - it's not streamed audio (except for a few specific CD tracks). Theoretically more music could be added via CD audio, but that also would take up huge amount of space, and eventually the CD-ROM would run out of space. I knew this. Erick once have written than the talented people could create even better music with this sound font. What is the CD image size estimate when everything is done? I guess there won't be much space left for the CD tracks, right? Is there a tutorial for inserting new CD tracks into the image? I would like to add some extra tunes by Mr Hodges and play it on Xbox. Beta 4 plays like a VERY unique experience with missing levels only, completely like a new adventure. 1 Share this post Link to post
Dark Pulse Posted July 26 (edited) 7 hours ago, law2 said: I knew this. Erick once have written than the talented people could create even better music with this sound font. What is the CD image size estimate when everything is done? I guess there won't be much space left for the CD tracks, right? Is there a tutorial for inserting new CD tracks into the image? I would like to add some extra tunes by Mr Hodges and play it on Xbox. Beta 4 plays like a VERY unique experience with missing levels only, completely like a new adventure. The maps and data files themselves are pretty small. I think the original ISO of 59 maps is something like 240 MB for Final Doom (which had far less maps) and about 275 for the original game, so there is admittedly a fair bit of unused space (A PS1 CD stores 700 MB, or 660 MB before you factor in error correction), so basically, the original games don't even fill half of the maximum space. That said, one can't just "add" new music tracks to the game. CD-Audio stuff has to be called in code, etc. just like if it were sequenced. You could replace music tracks and build a new TOC for that, but actual adding of content requires adjustments to the code. Also, for the record, the only CD Audio stuff is the logo (Track 2), the main menu (Track 3), the credits (Track 4), the intermission music between maps (Track 5), the song change when you enter Club Doom (Track 6), the changeover when you move from the Doom 1 section to the Doom 2 section/the "You have won!" speech (Track 7), and beating the game/the "You did it!" speech (Track 8). Final Doom has all the same track assignments and purposes, except there is no Track 8, the song from it has been moved to track 7, and it's without speech, since the game ends far earlier. This is despite the game not having Club Doom, or any maps that contain the linedef that tells the game "Start playing CD Audio Track 6." Edited July 26 by Dark Pulse 2 Share this post Link to post
Lollie Posted July 27 (edited) On 7/19/2024 at 8:56 AM, Dark Pulse said: "More music" isn't that easy, since it's sequenced on the PS1's SPU. This basically means we'd need to set up some sort of DAW or tracker workflow to actually create new music - it's not streamed audio (except for a few specific CD tracks). Theoretically more music could be added via CD audio, but that also would take up huge amount of space, and eventually the CD-ROM would run out of space. For what it's worth, audio tools are more or less available thanks to @intacowetrust's work on PsyDoom — various audio conversion tools (currently no binaries, must be built from PsyDoom's CMAKE [notes]), and two VSTs for modern DAWs: a .VAG sampler instrument and a PS1 reverb effect. I've used these conversion tools and VSTs once before, though I didn't try to convert the resulting song for native playback in PS1 Doom (the most I did was use CD audio in PsyDoom). Still, the limitations were... interesting! The process of setting up .VAG files with loop points is definitely more cumbersome and technical, the main constraint being that loop points have to fall on every 28th sample block, otherwise you get pops and clicks in your looping samples. I also wasn't really trying to keep PS1's memory limits in mind. These constraints would be present regardless of the workflow though, as everything would have to be converted into formats that PS1 Doom can understand. I think it's fair to say a tracker-to-PS1-Doom workflow could be quite viable, something that can convert .XM/.IT or .XRNS to a set of .LCD/.WMD/.VAG files. No idea what it would take to build the necessary conversion tools though, and it'd be important to know the absolute maximum size that a song can be. CD audio would still be far easier by comparison, though obviously it comes with much tighter disc-space constraints. I don't think PS1 Doom utilizes .XA streaming audio (a common audio format for PS1 games), but it'd be a solid middle-ground if it were available. Edited July 27 by Lollie 3 Share this post Link to post
Dark Pulse Posted July 27 3 hours ago, Lollie said: For what it's worth, audio tools are more or less available thanks to @intacowetrust's work on PsyDoom — various audio conversion tools (currently no binaries, must be built from PsyDoom's CMAKE [notes]), and two VSTs for modern DAWs: a .VAG sampler instrument and a PS1 reverb effect. I've used these conversion tools and VSTs once before, though I didn't try to convert the resulting song for native playback in PS1 Doom (the most I did was use CD audio in PsyDoom). Still, the limitations were... interesting! The process of setting up .VAG files with loop points is definitely more cumbersome and technical, the main constraint being that loop points have to fall on every 28th sample block, otherwise you get pops and clicks in your looping samples. I also wasn't really trying to keep PS1's memory limits in mind. These constraints would be present regardless of the workflow though, as everything would have to be converted into formats that PS1 Doom can understand. I think it's fair to say a tracker-to-PS1-Doom workflow could be quite viable, something that can convert .XM/.IT or .XRNS to a set of .LCD/.WMD/.VAG files. No idea what it would take to build the necessary conversion tools though, and it'd be important to know the absolute maximum size that a song can be. CD audio would still be far easier by comparison, though obviously it comes with much tighter disc-space constraints. I don't think PS1 Doom utilizes .XA streaming audio (a common audio format for PS1 games), but it'd be a solid middle-ground if it were available. XA would be smaller, but slightly lower fidelity than CD Audio - IIRC, it's 37.8 kHz sample rate, stereo. (18.9 kHz and/or mono is also possible, though.) The basic thing with it is that, like CD Audio, you really can't have gapless looping/playback, which sequenced music can most definitely do. 1 Share this post Link to post
Bigot Posted July 27 (edited) So regarding new tracks, it is not as easy as one could thought. Thanks for the detailed and technical answers. I hope that something could be done in the future to spice the atmosphere up. Lollie, your track is superb. It's maybe not 100% Doom PSX vibes, but it certainly fits. And these footsteps... Quality stuff. 1 Share this post Link to post
Lollie Posted July 28 (edited) On 7/27/2024 at 4:35 PM, Dark Pulse said: XA would be smaller, but slightly lower fidelity than CD Audio - IIRC, it's 37.8 kHz sample rate, stereo. (18.9 kHz and/or mono is also possible, though.) The basic thing with it is that, like CD Audio, you really can't have gapless looping/playback, which sequenced music can most definitely do. For sure, though I think the loss in fidelity is pretty negligible - you'd notice the loss of quality in the higher frequency ranges, so songs that sound like Club Doom or the intermission tunes would suffer a bit. But the actual soundscapes played during maps tend to have darker tones, so that loss in fidelity would be easier to overlook. (edit: I had a bit here about how darker-tone tracks could feasibly play at a lower sample rate without a noticeable drop in quality, but .XA really does just limit to one of two sample rates, making that option a lot more limiting.) The loss of gapless looping is a bigger loss, but I think it's fairly easy to overcome just by planning the tune more deliberately. As long as a tune doesn't start/end abruptly, and the tune is long enough (ie: a few minutes at least) that replaying it over and over won't get grating, you could live without gapless loops. Chances are the game's sound effects would be able to mask the looping track anyway. Edited July 30 by Lollie : oopsie, correction 1 Share this post Link to post
I Drink Lava Posted August 6 (edited) This is gonna be a weird question, but is it possible to make an option to change the analog stick axes? I ask this because of the PSP support. It's actually possible to use the PSP's single analog stick in PS1 games using a plugin called POPSAnalog, a PSP Go, and a paired DualShock 3 to activate analog support. Here's a pre-made save file if anyone ITT has a PSP and is interested it testing it out. You'd need to launch it through PSP Go 6.60 POPS with POPSloader V4i. As it is, the PSP's analog stick works perfectly as the left stick on the DualShock. However, since it's mapped to strafing, you're stuck with digital turning. Edited August 7 by I Drink Lava : Added link to POPS 2 Share this post Link to post
Dark Pulse Posted August 6 3 hours ago, I Drink Lava said: This is gonna be a weird question, but is it possible to make an option to change the analog stick axes? I ask this because of the PSP support. It's actually possible to use the PSP's single analog stick in PS1 games using a plugin called POPSAnalog, a PSP Go, and a paired DualShock 3 to activate analog support. I could upload a pre-made save file if anyone ITT has a PSP and is interested it testing it out. You'd need to launch it through PSP Go 6.60 POPS with POPSloader V4i. As it is, the PSP's analog stick works perfectly as the left stick on the DualShock. However, since it's mapped to strafing, you're stuck with digital turning. That'd probably require support from GEC unless there's someone out there who knows coding and wouldn't mind doing more than a basic EBOOT conversion. 2 Share this post Link to post
flamming_python Posted August 11 On 8/6/2024 at 8:52 AM, Dark Pulse said: That'd probably require support from GEC unless there's someone out there who knows coding and wouldn't mind doing more than a basic EBOOT conversion. It doesn't require anything specific to the PSP. Simply changing in the PSX Doom source code the analog stick to control turning instead of strafing. And then it will work that way on the PSP automatically when you launch it and have the POPSAnalog plugin running. 0 Share this post Link to post
Dark Pulse Posted August 11 3 hours ago, flamming_python said: It doesn't require anything specific to the PSP. Simply changing in the PSX Doom source code the analog stick to control turning instead of strafing. And then it will work that way on the PSP automatically when you launch it and have the POPSAnalog plugin running. That's exactly what I mean. That sort of thing would need to become supported by GEC. 0 Share this post Link to post
I Drink Lava Posted August 11 It would probably be easier to edit the POPSAnalog plugin itself so that it hijacks both the left and right sticks, then maps the y-axis from the left stick and the x-axis from the right stick to the PSP's one analog stick. 2 Share this post Link to post
flamming_python Posted August 14 (edited) On 8/11/2024 at 8:55 PM, I Drink Lava said: It would probably be easier to edit the POPSAnalog plugin itself so that it hijacks both the left and right sticks, then maps the y-axis from the left stick and the x-axis from the right stick to the PSP's one analog stick. Well that's an idea actually. Maybe have a kind of config file that changes what sticks/axi are mapped to the analog nub depending on the game. I can do that myself once I set up a PSP dev environment. Which I'll get around to sooner or later. BTW, I presume you created that save file yourself and are running the Master Edition on your PSP Go? Because I haven't been able to run any custom PSX eboots on my PSP 3000 using the PSP Go 6.60 POPS, only official PSX eboots signed by Sony. Perhaps due to copy protection key differences between different PSP revisions, I don't know. Well, just inquiring on the off chance that you stumbled across a solution. 0 Share this post Link to post
riderr3 Posted August 16 On 8/11/2024 at 7:34 AM, flamming_python said: It doesn't require anything specific to the PSP. Simply changing in the PSX Doom source code the analog stick to control turning instead of strafing. And then it will work that way on the PSP automatically when you launch it and have the POPSAnalog plugin running. I already mentioned it long time ago about different usage of analog sticks - leave to user how stick will works. Just add different schemes of control specially for each stick(even each axis) and everyone will be pleased. For myself, I use left analog only for moving/turning and R1/L1 use for strafing, therefore current scheme in beta 4 not really comfortable for me (and also PSP users). Somebody want modern-like controls when you shoot with triggers and moving/strafing with left analog stick. 0 Share this post Link to post