Files
lowbit--ps5-doom/TODO.md
T

2.0 KiB

TODO

Add-ons (PWADs)

The launcher only starts the main games; add-on WADs are refused by the importer and the send screen. What the 2024 re-release add-ons contain (checked 2026-10-04):

WAD Maps Needs beyond loading the file
nerve.wad (No Rest for the Living) MAP01-09, DOOM II format UMAPINFO: level names, music, intermission pictures, MAP08 ends the game, secret exit to MAP09
masterlevels.wad (Master Levels) MAP01-21 UMAPINFO as above plus its own skies (SKYM1...); its new textures (PNAMES, TEXTURE1, patches) replace the IWAD's the vanilla way
sigil.wad (SIGIL) E5M1-9 UMAPINFO, episode 5 (menu entry M_EPI5, SKY5, intermission), DEHACKED (par times only)
sigil2.wad (SIGIL II) E6M1-9 As SIGIL for episode 6, plus its own flats (a second F_START block, which id's engine cannot merge: it only sees the last block) and Boom's ANIMATED/SWITCHES
id1.wad (Legacy of Rust) MAP01-16 The id24 spec: a 63 KB DEHACKED with new things, DECOHACK, SBARDEF, SKYDEFS, new sprites and flats, id24res.wad; in effect a modern engine

Loading itself exists: id's -file still works. Order of work:

  • Pick an add-on in the launcher under its game and start it with -file; accept PWADs in the importer and the send screen into their own folder; give each add-on its own saves.
  • A UMAPINFO reader (level names, music, skies, progression, intermission and end screens, episode entries). Covers No Rest for the Living and the Master Levels, and is the base for SIGIL and for community WADs that ship UMAPINFO.
  • Episodes 5 and 6 for SIGIL and SIGIL II; flat merging and ANIMATED/SWITCHES for SIGIL II.
  • Legacy of Rust and most community WADs (Boom, MBF21, DEHACKED) need far more than id's engine: decide between extending it and moving the game core to a modern port (for example DSDA-Doom or Woof!) behind our PS5 layer.