Doom PSX Alpha Version 0.05 and 0.30 WORKING over Adrenaline PSVita/PSTV (0.30 Image-FIX Working)

peter8

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There was 3 Doom PSX Alpha Versions released the last days, also include a Beta copy for Final Doom PSX.
Alpha 0.05 has a Image with bin + cue, BUT the 0.30 and 0.32 plus Final Doom are in RAW Files, it need a Image-FIX.
For the 0.30 Version there is a working Image-Fix, but 0.32 and Final Doom Beta need replace files from the original version for Build-Fix, some Files are broken and have zero bytes. .





I - Tools for Vita / PSP
II - Data Match
III - Erick194, Doom Alpha PSX 0.32 plus Final Doom PSX Beta Version Build Fix information
IV - Differences
V - More Information with Pictures from Erick194 in this forum topic / Pictures from german database


I - Tools for Vita / PSP ->

PSX2PSP v1.4.2 - create PSP EBOOT
PsOne ISO Maker PRO v0.1a = Doom PSX Alpha 0.30 Image-FIX
PSXDoomAlphaMakeCD.zip from Erick194 = Doom PSX Alpha 0.32 + Final Doom PSX Beta Version Build-FIX


II - Data Match ->

Doom PSX Alpha 0.05 :
Build ID = /
Build Date = PSX.EXE 14.07.1995
File Size = 252MB plus 4 Music Tracks
PSX EBOOT with PSX2PSP v1.4.2 = WORKING, need US ID from Doom

Doom PSX Alpha 0.30 :
Build ID = /
Build Date = PSX.EXE 14.07.1995
File Size = 79MB
Bad-Dump FIX = Image-FIX with PsOne ISO Maker PRO v0.1a = WORKING
PSX EBOOT with PSX2PSP v1.4.2 = WORKING, need US ID from Doom (later the Folder can renamed with a last extra Symbol)
NOTE ! = on Copyright Screen press very fast any button to skip it, or Freeze (not on PS3 CFW Cobra)

Doom PSX Alpha 0.32 :
Build ID = /
Build Date = PSX.EXE 14.07.1995
File Size = 79MB
Bad-Dump (broken files), need FIX Files from original Final Version

Final Doom PSX Beta Version :
Build ID = SLUS_000.77
Build Date = 28.11.1995
File Size = 50MB
Bad-Dump (broken files), need FIX Files from original Final Version


III - Erick194, Doom Alpha PSX 0.32 plus Final Doom PSX Beta Version Build Fix information ->

- The audio files in those folders have zero bytes, triggering an infinite loop. It is caused by this line in the code :
C:

void T_Start(void)
{
// Some code...
psxcd_play(CD_TRACK[cdmusic_title_screen], CDVolume);
do {} while(psxcd_elapsed_sectors() == 0);
}
- In order to create the missing cd images you need to get: COMPLETE.RAW CREDITS.RAW DMSELECT.RAW DOOM1FIN.RAW DOOMMAIN.RAW DOOMRAVE.RAW FINALE1.RAW files from the original Final Doom game. And they should replace the files that contain these names inside the alpha build folders.

- Doom Alpha PSX 0.32 plus Final Doom PSX Beta Version Build-FIX from Erick194 GEC Entretaiment :
https://www.mediafire.com/file/yar4srau4djl8jk/PSXDoomAlphaMakeCD.zip/file


IV - Differences ->

Doom PSX 0.05 Alpha Version, differences :
* complete done all Maps, no Image mistakes, its all working fine.
- correct Image dump
- Everything has differences. (Textures, Map Design, Audio sampler, Liquid effect, Light effect, Window effect etc..)
- Has 1 Map, that is not in any other Version. (this is where the ENERGY texture was used)
- Cheats differences. from Erick194
To do list : not all Secrets was tested

Doom PSX 0.30 Alpha Version + Image-FIX, differences :
* complete done from start to end, no Image mistakes, its all working fine.
- failed Image dump
- Has Nightmare Imp on Ultra Violence difficulty. (Map 38 Tricks and Traps)(MAXIMUM The Video Game Magazine Issue 2)
- 99% mostly the same like the Final Version.
- Level 8 = The Exit do not work.
- Level 22 = The yellow door do not work to the Exit.
- Level 49 = Missing (The file is in the wrong folder, MAP49.WAD file from the MAPDIR5 folder should be in MAPDIR6 folder)
- Doom 1 has some Maps with the double Shotgun.
- Some windows effects are different, to all Versions.
- Some Keys are with skull and keycard mixed up.
- Imp has a different audio sample.
- Sometimes the music break up.
- Some Maps has tiny differences.
- Redemption Denied has difference in Spidermastermind Position.
- Cheats differences. from Erick194
- All Speedrun tricks working from Final Version.
To do list : not all Secrets was tested

Doom PSX 0.32 Alpha Version + Build-FIX from Erick194, differences :
To do list : Find Nightmare Imp. Testing Map 49, was Missing in 0.30 Alpha Version. Secrets.
- failed Image dump
- difference cheats from Erick194)

Final Doom PSX Beta 28-11-1995 Version + Build-FIX from Erick194, differences :
* complete done from start to end, no Images mistakes, its all working fine.
- failed Image dump
- The Data Match for Level Maps are not the same compare with the original Final Doom PSX Version.
- No gameplay differences found. Only one switch was not show up, but was still working.
- The textures for the Result Screen has mistakes.
- Map 29 has a Ending.
- Map 30 need to load over Level Select Option over Main Menu, because Map 29 had the Ending.
- Map 30 has also a Ending.
- All Speedrun tricks working from Final Version.
Note :
- The original Final Version from Final Doom PSX has placeholder for a Map 31 and 32, that was canceled.
To do list : not all Secrets was tested


V - More Information with Pictures from Erick194 in this forum topic / Pictures from german database ->

- Cheats
- Picture procedural liquid effect
- Alpha 0.30 sprite viewer via cheat code
- Video for Alpha 0.30 Redemption Denied Difference in Spidermastermind Position
- Debug info via cheat code

Extra, Pictures are from the german OGDB database, there is a comparsion guide with data match article.


Million thanks for this release, I was waiting sooo long ! Amazing.
 

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Erick194

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The other Alpha CD Images are: 0.30, 0.32 and Final Doom build. These are compile with the tool mkpsxiso.exe using the MAKE_CD.bat file. This will make BIN/CUE images to be run on emulators. You have to decompress them on the main Alpha builds directory.

In order to create the missing cd images you need to get: COMPLETE.RAW CREDITS.RAW DMSELECT.RAW DOOM1FIN.RAW DOOMMAIN.RAW DOOMRAVE.RAW FINALE1.RAW files from the original Final Doom game. And they should replace the files that contain these names inside the alpha build folders.

The PSXDoomAlphaMakeCD.zip file can be found on GEC Entretaiment Inc.'s Twitter.

I was unable to post a link to the file.

Regards: Erick Vasquez from GEC
 
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peter8

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hello Erick, great you are here. (of course I know you, great work from you)

so far I get all Images to work, but Only 0.32 and Final Doom crash on Loading screen, Only 0.05 and 0.30 work for me. Also try out mkpsxiso.exe but something is not compatible with my system, so I had use psxisomaker.

Final Doom PSX Beta Build is incomplete ? because we have to fix it with original data files from original Final Doom PSX Version ? hmm, maybe the same problem for 0.32 ? since 0.30 is working...
But why is my 0.30 working without replace and not 0.32 ? It is working but later crash...

Please call hiddenpalace and send them your images for Final Doom and 0.32. And please send me PSXDoomAlphaMakeCD.zip, I dont have twitter.
 
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Erick194

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It's not that it's incomplete, it's that the audio files in those folders have zero bytes, triggering an infinite loop.
It is caused by this line in the code.

C:
void T_Start(void)
{
    // Some code...
    psxcd_play(CD_TRACK[cdmusic_title_screen], CDVolume);
    do {} while(psxcd_elapsed_sectors() == 0);
}

https://www.mediafire.com/file/yar4srau4djl8jk/PSXDoomAlphaMakeCD.zip/file

 
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peter8

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ah zero bytes, so we have placeholder files that go into loop, thanks I understand now. :)
This make sense. I had not check out the files, I still on 0.05 testing.

I will try out your tool thanks man.
 
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peter8

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Ok, I have found something out. ->

It is highly possible, that the 0.32 and Final Doom Beta Version is a bad dump. The Source was 'maybe' a disc and not Raw Date files.
Because : It is not possible to extract on 'Normal' way the Data files from the PSX Image since it has a different structure. When try to extract the Files from the original Final Version, it will end up the-same in zero bytes. It need specific extract.
But even when Re-Place the Files alone will not help and end up in Loop.

The 0.30 Alpha Build is also a bad dump, since we have no image here, but the Data Files was correct extracted and thats why its working and 0.32 and Final Doom Beta not.

All in one, we try to fix something that make the Build touched, its not untouched anymore. Broken Image because of bad dump.
Make no sense we have a correct image from 0.05 but not for 0.32 and Final Doom Beta.

So 0.32 and Final Doom Beta is extra, since we have manipulated files to Fix that Build ;) Not good.
But we have big luck for 0.05 its a correct dump and 0.30 has no broken files its untouched working.
Post automatically merged:

0.30 Alpha Version, differences :

- 99% mostly the same like the Final Version.
- Level 8 = The Exit do not work.
- Level 22 = The yellow door do not work to the Exit.
- Level 49 = Missing
- Episode 1 has some Maps with the double Shotgun.
- Some windows effects are different.
- Some Keys are with skull and keycard mixed up.
- Imp has a different audio sample.
- Sometimes the music break up.
- Some Maps has tiny differences.
- Has Nightmare Imp on Ultra Violence difficulty.
 
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Erick194

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For me, the alpha version 0.30 is also a failed dump because the audio CD data is also zero bytes. The detail is that it lacks the line of code that I showed you previously and that is why it allows the game to advance.

Now at level 49 it works, but the file is in the wrong folder. You must move the MAP49.WAD file from the MAPDIR5 folder to the MAPDIR6 folder.
 
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peter8

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0.30 is also a failed dump because the audio CD data is also zero bytes. = YES ;) I was think the same, Audio Tracks missing, but was in 0.05 Version 4 Tracks.
Second, all files have the same Build Date 14.07.1995 plus Final Doom Beta, this is not possible, this was maybe a backup when Final Doom was in developed. The dump was later than the 0.05 would be.
Now at level 49 it works, but the file is in the wrong folder -> lets make 2 copys, one untouched and the other with FIX ;)
Is level 49 untouched in 0.32 working ?
With your help, I can reconstruct what was going on, Thank you :)

The PSX 0.05 Alpha Version is Real ! Its true ! Yeah
A picture is printed on the original back cover from the 0.05 Version on NTSC long Box and the PAL first release BBFC15 UK.
 

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peter8

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Thank you, only with your help we have all informations now that we need :) Comparsion differences, Data Match, Data Fixes, information about bad-dumps and broken files, and of course with answers. hiddenpalace you have everything that you need ;)


One more question, I need your knowledge ->
There is also the Doom N64 Alpha Version. I had read that this Rom file only works on specific emulators. Currently we have on the PSVita only one emulator its Daedalus, and the Rom file is not working. :(
Is there any FIX to make the Alpha N64 Rom file compatible with other emulators ? And what is the Problem ? Because the original final Rom file is working on Daedalus Vita.
 

peter8

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when this works, than you are great. it will maybe help the complete gbatemp comunity, since no one can emulate it on any homebrew console. my knowlegde for n64 is not good.
this would be a big highlight on the Ps Vita, for sure ! :)

I will test later. so just insert the Rom file without patch and just make checksum only and save new file ?
Post automatically merged:

Differences, Final Doom PSX Beta 28-11-1995 Version Build-FIX from Erick194 ->
* complete done from start to end, no mistakes, its all working fine.
- The Data Match for Level Maps are not the same compare with the original Final Doom PSX Version.
- No differences found. Only one switch was not show up, but was still working.
- The textures for the Result Screen has mistakes.
- Map 29 has a Ending.
- Map 30 need to load over Level Select Option over Main Menu, because Map 29 had the Ending.
- Map 30 has also a Ending.


Note :
- The original Final Version from Final Doom PSX has placeholder for a Map 31 and 32, that was canceled.
 
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Erick194

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Great, by the way here are the cheat codes for all versions.

Cheats01.png
Cheats02.png
Cheats03.png
Cheats04.png

Post automatically merged:

Psx Doom Alpha 0.05 procedural liquid effect is available on codepen.

Post automatically merged:

Alpha 0.30 sprite viewer via cheat code
e19912e0-d103-48d9-a3bc-a8eb31bc356a.png

Post automatically merged:

Imagen

In test map 25, this is where the ENERGY texture was used.
Post automatically merged:

Alpha 0.30 Redemption Denied Difference in Spidermastermind Position




Post automatically merged:

Debug info via cheat code
34533bc9-e436-4a60-a320-46680ab7e0ed.png


But in Final Doom a lot of information was lost.

e564cc7e-dc24-41d8-9a9c-b00562d8ad84.png
 
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peter8

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Perfect work :) Amazing.

UPDATE first post with your name and new informatiobs.

please post the code for the Debug Viewer, I will try it on the PSVitaTV, when gameshark or acr we can inject the code to the image and than load over Adrenaline.
Maybe there is a password for the debug viewer or extra cheat ?

I will check out Nightmare Imp. was found on 0.30.
Post automatically merged:

Nightmare Imp found on Map 38 Tricks and Traps in Alpha Version 0.30, only on Ultra Violence difficulty. This enemy was canceled from the Final Version.

Nightmare Imp was on Magazin ->
MAXIMUM The Video Game Magazine Issue 2
 

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