About PSX Doom by RukarioGyiyg996 at 12:21 AM EDT on April 27, 2011
So I wanted to attempt to make a full rip of PSX Doom.

However, in addition to the CD-AUDIO streams that have already been ripped. There's dynamic sequenced music present in a dir called "MUSIC"

The dir contains .LCD and .WMD files

A listing reports:
DOOMSFX.LCD
DOOMSND.WMD
MUSLEV1.LCD
MUSLEV10.LCD
MUSLEV11.LCD
MUSLEV12.LCD
MUSLEV13.LCD
MUSLEV14.LCD
MUSLEV15.LCD
MUSLEV16.LCD
MUSLEV17.LCD
MUSLEV18.LCD
MUSLEV19.LCD
MUSLEV2.LCD
MUSLEV20.LCD
MUSLEV3.LCD
MUSLEV4.LCD
MUSLEV5.LCD
MUSLEV6.LCD
MUSLEV7.LCD
MUSLEV8.LCD
MUSLEV9.LCD

There's also three directories named SNDMAPS1, SNDMAPS2 and SNDMAPS3 respectively. Each of them contain .LCD files named after all the map's in PSX Doom.

I'm curious, what steps should I take into making PSF's out of these?
by manakoAT at 1:22 AM EDT on April 27, 2011
If you know how to make a custom driver out of the executable, then yes ;)
by RukarioGyiyg996 at 1:32 AM EDT on April 27, 2011
Dunno anything about driver's, so I'm a bit lost there. Also the IWAD, while having a proper header that fit's the profile of a WAD file, all the data seems to be compressed\encrypted.

Dammit Midway.

I also find it strange how there's .WAD's for each of the levels of the game, not something iD software might do, but Midway developed this port so their programmers must of been smoking something, because I see no reason to have tons of .WAD files for single levels.

On topic about drivers, would I have to have a debugger to figure out how to get music init's and such? I'm not much of a developer but I might grind my way to getting out as much info and try to do it myself.
Separate WADs by lafoxxx at 5:26 PM EDT on September 15, 2011
The reason of a such decision is to enhance the performance - while the level is loading, it means all the data that will be used, is precached. And it's much faster to load everything from one file straight.


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