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systems:prboom [2021/08/03 20:04] – More clarify on mods lbrpdxsystems:prboom [2026/04/29 21:50] (current) – [Add Additional WADs (PWADs)] Fix md5 doom.wad lbrpdx
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-{{ :emulators:doom_logo.png?nolink&400 |}}+<WRAP group> 
 +<WRAP round box twothirds column> 
 +{{ :systems:prboom2.gif?nolink&368 |}} 
 +{{ https://raw.githubusercontent.com/fabricecaruso/es-theme-carbon/master/art/logos/prboom.svg?nolink&260 }}
  
-======= DOOM ======= +====== PrBoom ======
- +
-<csv> +
-Emulator, ROM Folder, Extension, BIOS, Config +
-lr-prboom, /userdata/roms/prboom, .wad, prboom.wad, /userdata/saves/prboom/[DOOM-EPISODE]/prboom.cfg +
-</csv>+
  
 Batocera is shipped with the SHAREWARE version of Doom. So you can play Episode 1 of this insane 3rd person shooter from 1993. Batocera is shipped with the SHAREWARE version of Doom. So you can play Episode 1 of this insane 3rd person shooter from 1993.
 +
 +This system scrapes metadata for the "prboom" group(s) and loads the ''prboom'' set from the currently selected theme, if available.
 +
 +Grouped with the "ports" group of systems.
 +</WRAP>
 +
 +<WRAP third column>
 +{{ https://raw.githubusercontent.com/fabricecaruso/es-theme-carbon/master/art/consoles/prboom.png?nolink&350 |}}
 +</WRAP>
 +</WRAP>
 +
 +==== Quick reference ====
 +
 +  * **Emulator:** [[#retroarch|RetroArch]]
 +  * **Core:** [[#libretro:_prboom|libretro: prboom]]
 +  * **Folder:** ''/userdata/roms/prboom''
 +  * **Accepted ROM formats:** ''.wad'', ''.iwad'', ''.pwad''
 +
 +===== BIOS =====
 +
 +No PrBoom emulator in Batocera needs a BIOS file to run.
 +
 +===== Game files =====
 +
 +Batocera comes with the shareware version of Doom. It relies on this to run any [[#add_additional_wads_(pwads)|other WADs]] at all. This "base" WAD can be replaced with a commercial copy of the game's WAD.
  
 When adding ''.wad'' files, make sure you put the filenames in lowercase. Uppercase ''.WAD'' won't work. When adding ''.wad'' files, make sure you put the filenames in lowercase. Uppercase ''.WAD'' won't work.
 +
 +===== Emulators =====
 +
 +==== RetroArch ====
 +
 +[[https://docs.libretro.com/|RetroArch]] (formerly SSNES), is a ubiquitous frontend that can run multiple "cores", which are essentially the emulators themselves. The most common cores use the [[https://www.libretro.com/|libretro]] API, so that's why cores run in RetroArch in Batocera are referred to as "libretro: (core name)". RetroArch aims to unify the feature set of all libretro cores and offer a universal, familiar interface independent of platform.
 +
 +=== RetroArch configuration ===
 +
 +RetroArch offers a **Quick Menu** accessed by pressing ''[HOTKEY]'' + {{:wiki:south.png?nolink&20|South button (B SNES)}} which can be used to alter various things like [[:advanced_retroarch_settings|RetroArch and core options]], and [[:remapping_controls_per_emulator|controller mapping]]. Most RetroArch related settings can be altered from Batocera's EmulationStation.
 +
 +Standardized features available to all libretro cores: ''prboom.videomode'', ''prboom.ratio'', ''prboom.smooth'', ''prboom.shaders'', ''prboom.pixel_perfect'', ''prboom.decoration'', ''prboom.game_translation''
 +
 +^ ES setting name ''batocera.conf_key'' ^ Description => ES option ''key_value'' ^
 +^ Settings that apply to all cores of this emulator ||
 +| **GRAPHICS BACKEND ''prboom.gfxbackend''** | Choose your graphics rendering\\ => OpenGL ''opengl'', Vulkan ''vulkan''. |
 +| **AUDIO LATENCY ''prboom.audio_latency''** | Audio latency in milliseconds, turn it up if you hear crackles\\ => 256 ''256'', 192 ''192'', 128 ''128'', 64 ''64'', 32 ''32'', 16 ''16'', 8 ''8''. |
 +| **THREADED VIDEO ''prboom.video_threaded''** | Improves performance at the cost of latency and more video stuttering. Use only if full speed cannot be obtained otherwise.\\ => On ''true'', Off ''false''. |
 +
 +=== libretro: PrBoom ===
 +
 +== libretro: PrBoom configuration ==
 +
 +^ ES setting name ''batocera.conf_key'' ^ Description => ES option ''key_value'' ^
 +^ Settings that apply to all systems this core supports ||
 +| **VIDEO RESOLUTION ''global.prboom-resolution''** | Smooth out jagged edges on 3D object polygons\\ => 320x200 ''320x200'', 640x400 ''640x400'', 960x600 ''960x600'', 1280x800 ''1280x800'', 1600x1000 ''1600x1000'', 1920x1200 ''1920x1200'', 2240x1400 ''2240x1400'', 2560x1600 ''2560x1600''. |
 +| **CONTROLLER TYPE ''global.prboom_controller1''** | Select controller type\\ => Gamepad Classic ''1'', Gamepad Modern ''773'', Keyboard + Mouse ''3''. |
 +
 +Additional configuration ''/userdata/saves/prboom/[DOOM-EPISODE]/prboom.cfg''.
  
 ===== Wiggle Fix ===== ===== Wiggle Fix =====
  
-On some ARM platforms floor and ceilings got some disturbtive graphics output. Disabling it completely gets rid of the effect. This screenshot illustrates the problem at full effect! +On some ARM platformsfloor and ceilings got some disruptive graphics output. Disabling it completely gets rid of the effect. This screenshot illustrates the problem at full effect! 
 {{:emulators:doom_whiggle_fix.png?nolink&200 |}} {{:emulators:doom_whiggle_fix.png?nolink&200 |}}
 This is due to some fix for texture "vibrations" (not exactly the same issue as the wiggle but triggered with the same option) the fix was backported from prboom-plus but it seems it's causing trouble in some platforms. This is due to some fix for texture "vibrations" (not exactly the same issue as the wiggle but triggered with the same option) the fix was backported from prboom-plus but it seems it's causing trouble in some platforms.
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 **Annother method?** **Annother method?**
 Yes, navigate to ''/userdata/saves/prboom/[DOOM-EPISODE]/prboom.cfg'' and search Video Section for //r_wiggle_fix// and disable it. Yes, navigate to ''/userdata/saves/prboom/[DOOM-EPISODE]/prboom.cfg'' and search Video Section for //r_wiggle_fix// and disable it.
 +
 <code> <code>
 ## Video settings ## Video settings
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 General: ''IWAD = Internal Where's All the Data'' and ''PWAD = Patch Where's All the Data'' General: ''IWAD = Internal Where's All the Data'' and ''PWAD = Patch Where's All the Data''
  
-So in general IWADs are standalone files and can be started by themselved. They MUST NOT be renamed.+So in general IWADs are standalone files and can be started by themselves. They MUST NOT be renamed.
  
 Known IWADs so far: Known IWADs so far:
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 <csv> <csv>
 GAME NAME,WAD NAME,md5 GAME NAME,WAD NAME,md5
-Doom v1.9,doom.wad,cd63c5ddff1bf8ce844237f580e9cf3+Doom v1.9,doom.wad,1cd63c5ddff1bf8ce844237f580e9cf3
 Doom - TNT Evilution v1.9,tnt.wad,4e158d9953c79ccf97bd0663244cc6b6 Doom - TNT Evilution v1.9,tnt.wad,4e158d9953c79ccf97bd0663244cc6b6
 Doom 2 Hell on Earth v1.9,doom2.wad,25e1459ca71d321525f84628f45ca8cd Doom 2 Hell on Earth v1.9,doom2.wad,25e1459ca71d321525f84628f45ca8cd
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 <csv> <csv>
 GAME NAME,(P)WAD NAME,IWAD ASSOCIATED,MD5 GAME NAME,(P)WAD NAME,IWAD ASSOCIATED,MD5
-Doom 1 Episode 5 - SIGIL free on https://romero.com/,SIGIL_v1_21.WAD,doom1.wad,743d6323cb2b9be24c258ff0fc350883+Doom 1 Episode 5 - SIGIL,SIGIL_v1_21.wad,doom1.wad,743d6323cb2b9be24c258ff0fc350883 
 +Doom 1 Episode 6 - SIGIL II,SIGIL_II_V1_0.WAD,doom1.wad,d0442f5a75f2faef3405c09a0c3acc58
 Doom 2 - No Rest for the Living,nerve.wad,doom2.wad,967D5AE23DAF45196212AE1B605DA3B0 Doom 2 - No Rest for the Living,nerve.wad,doom2.wad,967D5AE23DAF45196212AE1B605DA3B0
 Goldeneye 007,goldeneye.wad,doom2.wad,EF1E338364A1196533635698AF997A94 Goldeneye 007,goldeneye.wad,doom2.wad,EF1E338364A1196533635698AF997A94
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 So if you put a prboom.cfg in ''\roms\prboom\prboom.cfg'', it will apply to every game in ''roms\prboom\'' and subfolders. So if you put a prboom.cfg in ''\roms\prboom\prboom.cfg'', it will apply to every game in ''roms\prboom\'' and subfolders.
  
-For example, I noticed that most WAD mods have a too low brightness. In order to fix that, you can create a ''prboom.cfg'' filw with ''Video-->usegamma 0/1/2/3/4''.+For example, I noticed that most WAD mods have a too low brightness. In order to fix that, you can create a ''prboom.cfg'' file with ''Video-->usegamma 0/1/2/3/4''. 
 + 
 +--> Click to open#
  
 <code> <code>
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 </code> </code>
  
 +<--
  
 ==== Other examples for specific WADs ==== ==== Other examples for specific WADs ====
-=== Sigil (5th Episode) === 
  
-SIGIL is the 5th Episode for ULTIMATE DOOM. It was created by the creator of DOOM - John Romero and can be [[https://www.romerogames.ie/si6il|downloaded for free right here]].+=== Sigil (5th Episode) & Sigil II (6th Episode) === 
 + 
 +SIGIL was released on 31th Mai in 2019, whereas SIGIL II released on December 2023 on the 30th anniversary of this iconic game. They can be considered as the official 5th Episode and 6th Episode for ULTIMATE DOOM. They were created by the famous author of DOOM - John Romero and both parts can be [[https://romero.com/sigil|downloaded for free right here]].
  
 **How to use?** **How to use?**
  
-Place the downloaded WAD to your prboom directory in roms. Now edit ''/userdata/saves/prboom/[DOOM1-EPISODE]/prboom.cfg'' and set the WAD next to be loaded to the main WAD in //Files Section//. I've only tested for ULTIMATE DOOM and it worked like a charme.+Place the downloaded WADs to your prboom directory in roms. Now edit ''/userdata/saves/prboom/[DOOM1-EPISODE]/prboom.cfg'' and set the WAD next to be loaded to the main WAD in //Files Section//. I've only tested for ULTIMATE DOOM and it worked like a charm, you are greeted with a nice intro screen and you have the Ultimate DOOM with now six episodes in total.
 <code> <code>
 ## Files ## Files
 wadfile_1                 "SIGIL_v1_2.wad" wadfile_1                 "SIGIL_v1_2.wad"
-#wadfile_2                 ""+wadfile_2                 "SIGIL_II_V1_0.WAD"
 #wadfile_3                 "" #wadfile_3                 ""
 #wadfile_4                 "" #wadfile_4                 ""
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 Extract the two WAD files and then edit ''/userdata/saves/prboom/[DOOM1-EPISODE]/prboom.cfg'' and set the WAD next to be loaded to the main WAD in //Files Section//. Extract the two WAD files and then edit ''/userdata/saves/prboom/[DOOM1-EPISODE]/prboom.cfg'' and set the WAD next to be loaded to the main WAD in //Files Section//.
 +
 <code> <code>
 ## Files ## Files
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 Extract the WAD file and then edit ''/userdata/saves/prboom/[DOOM2-EPISODE]/prboom.cfg'' and set the WAD next to be loaded to the main WAD in //Files Section//. Extract the WAD file and then edit ''/userdata/saves/prboom/[DOOM2-EPISODE]/prboom.cfg'' and set the WAD next to be loaded to the main WAD in //Files Section//.
 +
 <code> <code>
 ## Files ## Files
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 Now you edit gamedata and hide the added PWAD files (Sigil.wad), you now have a clean list. Now you edit gamedata and hide the added PWAD files (Sigil.wad), you now have a clean list.
  
 +==== Enhanced music ====
 +
 +PrBoom can let you add enhanced music, like back in the 90s when using a SC-55 synthesizer to render the music tracks. Some of these tunes have been recorded and can be found on the Internet (Google is your friend).
 +
 +Once you downloaded the tracks that you want to add, you need to update the config file from the Doom game you want to change musics for. Its location follows always the same pattern, for example ''/userdata/saves/prboom/[DOOM1-EPISODE]/prboom.cfg/prboom.cfg'' for DOOM1. You need to add/modify the section:
 +
 +<code>
 +## Music
 +#mus_bunny                 "bunny.mp3"
 +#mus_e1m1                  "e1m1.mp3"
 +#mus_e1m2                  "e1m2.mp3"
 +#mus_e1m3                  "e1m3.mp3"
 +...
 +</code>
 +
 +===== Controls =====
 +
 +Here are the default PrBoom's controls shown on a [[:configure_a_controller|Batocera Retropad]]:
  
 +{{ https://raw.githubusercontent.com/batocera-linux/batocera-controller-overlays/master/solid-4k/prboom.png }}
  
 +===== Troubleshooting =====
  
 +==== Further troubleshooting ====
  
 +For further troubleshooting, refer to the [[:support|generic support pages]].
  
  • systems/prboom.1628021056.txt.gz
  • Last modified: 5 years ago
  • by lbrpdx