fgsfdsfgs / prboom-plus

PSVita port of Graf Zahl's PrBoom-Plus fork.
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Building the Vita port

Requirements

The required fork of vitaGL is present in this repository. You don't need to install it manually.

Build instructions

  1. Create a build folder: mkdir vitabuild && cd vitabuild
  2. On Windows under MSYS2 run:

    cmake -G"MSYS Makefiles" -DCMAKE_TOOLCHAIN_FILE="$VITASDK/share/vita.toolchain.cmake" ..

    On Linux omit the -G option.

  3. Run make. This should produce a VPK in the vitabuild/src directory.

Using the Vita port

Installation

  1. Install VPK.
  2. Extract data.zip from the latest release to root of memory card (ux0: or uma0: or whatever, hereafter we'll use ux0 as an example).
  3. Copy any supported IWADs (see below) you have to ux0:/data/prboom/iwads/.

Launcher controls

Supported games / IWADs

To play a game from this list, copy the corresponding files to ux0:/data/prboom/iwads/.

Game File(s)
Shareware Doom * doom1.wad
Doom / Ultimate Doom doom.wad
Doom II doom2.wad
Final Doom: TNT Evilution tnt.wad
Final Doom: The Plutonia Experiment plutonia.wad
Chex Quest chex.wad, chex.deh
FreeDoom: Phase 1 freedoom1.wad
FreeDoom: Phase 2 freedoom2.wad
FreeDM freedm.wad
Hacx hacx.wad

* included in data.zip for the latest Vita release

Loading PWADs (and other custom game files)

Put all custom files into ux0:/data/prboom/pwads/, then use the Files tab in the launcher to select any custom content you want. You can select WAD, LMP, DEH and BEX files there. Files will be loaded in the specified order.

Recording demos

When Record demo is set to On, the demo is saved to ux0:/data/prboom/temp/mydemo.lmp.

Notes

If the game closes without producing a crash dump or an error message, a file named ux0:/data/prboom/error.log should be generated, which contains error messages.

To join a game by IP, select Game address, enter the address, then hit Connect to address. The server is a separate program and for now has to be hosted on a PC. Grab the latest PrBoom fork release and use prboom-plus_server.exe to run it.

Netgames will only work correctly if all players have selected the same game and set of custom files (stuff in the Files tab). PWAD order does matter.

You can specify custom command line parameters in a response file, then load it using the Override response file option. Don't forget to select the correct profile.

You can only change the video mode in the launcher. Resolutions only have effect in Software modes.

This does not support music packs like Chocolate Doom, but you can just use a PWAD full of MP3s/Oggs or specify music overrides in ux0:/data/prboom/prboom-config.cfg.

Controls can be rebound from in-game. Check Options -> Setup -> Key Bindings.

You can add custom profiles to the launcher by editing ux0:/data/prboom/profiles.cfg. It also saves your PWAD list for each profile.

You can use custom SF2 soundfonts for MIDI playback by choosing FluidSynth as your MIDI player and setting the FluidSynth soundfont setting in the launcher. FluidSynth seems to work best when sample rate = 22050, otherwise you might get some crackles.

To disable autorun, either bind a button to it in the key bindings menu or edit ux0:/data/prboom/prboom-plus.cfg and change autorun 1 to autorun 0. If you bind a button, autorun state is saved in the config, so you can unbind it later.

PrBoom Plus is Boom compatible with some additional features. This is a fork of Graf Zahl's PrBoom fork, which also adds support for a few more modern features like UMAPINFO. This means you can run SIGIL.wad instead of SIGIL_COMPAT.wad and other similar PWADs. However this does not run Heretic, Hexen or Strife.

See also the original README.

Credits