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Final Doom (PSXFINALDOOM-RE)
PORTSNATIVE

Final Doom (PSXFINALDOOM-RE)

NATIVE PORTSHOOTER / ACTIONWINDOWSALPHA

Final Doom (PSXFINALDOOM-RE)

Final Doom

OriginMS-DOS

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Final Doom es un videojuego de disparos en primera persona que utiliza el motor de juego, objetos y personajes de Doom II, lanzado en 1996 y distribuido como un producto oficial de id Software.

Official project information

Author's original READMEOpen on GitHub ↗

PSXFINALDOOM-RE

Welcome to the complete reverse engineering of PSX Final Doom by [GEC], this effort took about 2 and a half years and 4 months after the release of the PSXDOOM-RE source code to complete, This is practically PsxDoom but updated for Final Doom, one of the great differences of both games was the mouse support that included Final Doom.

This will be of great help to the project PsyDoom with the advantage of being updated soon with Psx Final Doom.

You need to download and install the Psy-Q SDK http://www.psxdev.net/downloads.html

It is necessary to visit this page for installation since it is a very old software, frequently presenting failures in modern Windows http://www.psxdev.net/help/psyq_install.html

Once you have completed the installation process, go to copy the files in the PSYQ folder and it is necessary for the compilation.

Now everything is complete, copy the PSXDOOM-RE folder to the root "C:" of your hard drive.

You need to copy the PSXFINALDOOM SLUS_003.31 game files, with everything and their folders, the MOVIE.STR file is impossible to copy in Windows, it is the only file that is previously in the ABIN folder.

You run the MAKEFILE.bat to compile and create the main.exe file, it will be automatically copied to the GAME folder.

In the GAME folder, you run the MAKE_CD.bat file, it will create the CD image, and it will also create 2 necessary files that are "PSXCDABS.C and PSXCDABS.H" these are automatically copied to the previous folder, this is essential since if you modify the code or the files of the game these will change your LBA address and the file size, which requires compiling it again to avoid getting loading errors.

Notes: The project is created with CodeBlocks, although it does not serve to compile, but to have the code in order and verification.

The mkpsxiso.exe program is originally created by lameguy64, but the present version is modified by me, to create the files "PSXCDABS.C and PSXCDABS.H". https://github.com/Lameguy64/mkpsxiso by lameguy64

Special thanks to my brothers for the help to the community in DoomWorld and Kaiser since he is the only one to see the progress of my work and helps me in several occasions.

News:

  • No clip cheat code from PsyDoom.
  • VRAM Viewer added from Master Edition PsxDoom.
  • FPS Counter that can be deactivate/activate in the code itself.
  • Various bug fixes that have been included in PSXDOOM-RE
View official project
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PROJECT FILE

Project type
NATIVE PORT
Genre
Shooter / Action
Status
alpha
Original platform
MS-DOS
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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