Add games gets a first row, Send from PC or phone. Its screen runs a small HTTP server for as long
as it is open (port 9666, or the next one the sandbox allows) and shows the address as text and as
a QR code. The page it serves takes dropped files and whole folders, uploads them one at a time with
progress, and lists what the console did with each. Game WADs are moved into place, archives go
through the importer and are deleted afterwards, add-ons and other files are refused with a reason.
qrcodegen 1.8.0 joins the pinned third-party fetch, renamed to fetch-third-party.sh; the page is
embedded at build time by tools/embed-file.py. tools/send.py does what the page does, for console
tests with test/console-send.cfg.
DOOM now opens on a game list. The package bundles id's freely
distributable shareware DOOM1.WAD; players add The Ultimate DOOM, DOOM II,
TNT and Plutonia (or Freedoom) from their own files:
- copied into /data/homebrew/PPSA99666/wads, as WADs or inside ZIP, 7Z or
RAR archives, which are imported once at the next start;
- downloaded from an http:// or https:// link typed on the system
keyboard: a WAD, an archive, or a folder listing to pick from. Archives
are read in place over HTTP range requests, so a large solid 7Z needs no
room on the console beyond the game WADs it holds.
The console uses sceHttp/sceSsl and the IME dialog; the PC build uses
libcurl. Archives go through libarchive, liblzma and zlib, fetched pinned
and built for both targets, with large allocations taken from mmap.
Engine fixes that came with it: IdentifyVersion takes the launcher's
choice and sets gamemission, so TNT and Plutonia get their own level names
and finale texts; the sky check no longer gives The Ultimate DOOM the
DOOM II skies; saves are per game; widescreen full-screen pictures from the
2024 re-release are drawn centred instead of rejected.
The console test runner receives doom.log over the capture connection
instead of reading the kernel log.