PS2 SDL DOOM port resurrection

PS2 PS2 SDL DOOM port resurrection 14\11\2025

El_isra

Developer
I've brought back to life the PS2 SDL DOOM port made by lukaszdk 14 years ago

took his repository as a basis, then added stuff from a fork of his work that he linked on this blog, wich has working sound

I've added:

  • CI with github actions
  • Support for EXFAT USB storage and MMCE storage
  • Support for COH-H PS2 Models: Namco SYSTEM246 and SYSTEM256, as well as Konami PYTHON1
  • built on PS2DEV v1.0 enviroment. keeping the legacy stability of pre-2021 homebrew (limits the potential things to be done in exchange for not dealing with all the issues that WILL arise from porting a 24 year old codebase to newlib PS2SDK, wich is not worth it since this is a game, not an app like OPL that gets continuous updates)


    https://github.com/israpps/ps2doom
 
Where do I need to put .WAD files?

I ask because when I put these files next to DOOM.ELF I get:
IMG_20251114_202755arw.png


Tried on SCPH-70004 through USB (FAT32).
I put DOOM.ELF into this localization:
mass:/PS2DOOM/bin/DOOM.ELF unfortunately without luck.
 
Yes, I changed it a bit on latest release available on GitHub

The game can look for the wad files in either:

mass:/APPS/DOOM/
mmce0:/APPS/DOOM/
host:/
the same location of the ELF
 
Thanks!
It worked!

Is there a way to add a feature to choose a specific .WAD file?
Something like in PS2Doom v1.0.5.0:
IMG_20251115_001544.jpg
Because right now by default your fork loads only the 1st .WAD file that is available (probably by timestamp).
 
Thanks!
It worked!

Is there a way to add a feature to choose a specific .WAD file?
Something like in PS2Doom v1.0.5.0:
View attachment 46841
Because right now by default your fork loads only the 1st .WAD file that is available (probably by timestamp).
could be done, need to check how that doom makes it. is it open source?

EDIT: Nevermin, I did not saw you linked to it

nah, I'm too lazy to add that LOL

I will make a mini launcher that sends the WAD manual request over an arg, otherwise, I would need to mess up with SDL, and I dont want that lol
 
To be add PS2Doom v1.0.5.0 has the best sound.
It can be launched from any directory. .WAD files need to be in the same folder as binary (ELF).
  • 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…
It should also be the latest version of Doom port that has source code with binary.

The only con that I remember is that although the controls are configurable I cannot get analog to work properly.
I mean left analog to walk\strafe, right to look.
Currently left analog is for walk\look, right to strafe which is not comfortable.
Oh and the music is missing or support for it has not been added.
 

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