DOOM3 (but u can actually load ur saves now)
tiny you-are-L dot com slash doom-tree-savefix
(Just spell you-are-L and add the missing stuff, and you get your latest compiled DOOM3. Enjoy :>)
Get the link below first for the game data, then replace dhewm3.vpk in the vpk folder with the fixed one above:
Rinne wants me to keep the drama alive (pt. 3)
Whilst I was attempting to fix the save file crash for his DOOM3 port that I compiled (That was a doozy... the issue with said port is that Rinne genuinely forgot to version-lock VITASDK, VitaGL, VitaShaRK, and literally every library used in the project, meaning I had to get old builds manually and do some trickeries on Makefile), more drama happened... and this time, it affected me and Wolff once more.
We had practically let the drama rest and continued on our way, whilst Rinne and his gang just could not do the same. They threatened to report Wolff's server if some people (me) and some things (probably Rinne's comments getting rightfully exposed there) were not removed. Wolff and I also got banned from the Zealous Chuck, assuming the cause to be that Rinne also threatened Zealous Chuck's moderation team (or Mr. Chuck himself, who knows).
Rinne is now threatening separate PlayStation VITA servers (that he isn't the owner of, nor has any power over it) to essentially cover himself up. I cannot make this up ;-;
Rinne, PLEASE leave us alone. Grow up, and accept that the things you did were unacceptable rather than doubling down. I really do not want to give this drama more energy.
Rinnegatamate is actively shredding the PSVITA homebrew scene
Not only that, but he’s (badly) shifting the blame to vibecoders. His narrative on AI is too messy to even back up his actions. He states he’s against vibecoders, then shifts to being OK with vibecoding optimisation batches on DOOM3 PSV without stating it in the Youtube video’s description, nor that video’s comments, nor the Github project’s description, nor on the commits. He only stated it twice in Vita Nuevo and once in HENkaku, not mentioning it again. He then assumes vibecoded ports have no quality control, but tell me here… does DOOM64 Ex and Ghostship on the Vita run at 60FPS capped no matter the map? They still drop, more than often, no matter if you have an overclock and lowered the resolution. Compare that to DELTARUNE on the PlayStation Vita: Clearly stated that AI has been used, and the issues with the port are not only clearly written, but are actively investigated to improve the port (the proof is comparing the port’s different build versions… the newest is clearly the best). And yet, it gets 60FPS with stock clocks despite it being more technically complex than the prior mentioned ports.
I will not speak in detail of the hateful thing he’s been saying, because I got a Reddit strike for simply stating what he said. All I can tell you is to look in Vita Nuevo (specifically in off-topic), and to scroll up to him supporting a statement that Trump had made about Europe. I will not go further into detail, and I do NOT support any of his comments.
If you told me, I would assume that Rinne is the toxic person here, spreading false narratives. The vibecoded ports he points to are perceptually identical in quality to his own ports, whilst respecting licenses, and definitely not having 0 human input. It is impossible to vibecode a port of any game with only AI, without human input, as of now. You need to try it out, debug it, and get logs to make sure you can push out an update to fix its issues. The perceptual difference is gone, and rather than stating it formally, Rinnegatamate has prefered the route of guilt-tripping the PSVita homebrew community, threatening to shut down libraries and services we rely on.
I compiled DOOM3 so you don't have to! DOWNLOAD LINK + GAME FILES PROVIDED
The latest commit of ldhewm3-rearmed, formely named Potatoom3 (commit 66eaa71), and yes, this includes the first optimization batches.
Download (.vpk): https://gofile.io/d/R2uBCZ
Edit: Forgot to state that you also need the libshacccg.suprx plugin. Here ya go! No need to put it on your config.txt and reboot your Vita, as it's a shared library (rather than a kernel or user-mode plugin that needs to be loaded in on boot) that is "loaded" on-demand by DOOM3. No need to reboot! The plugin goes in ur0:data, NOT ur0:tai!
Tips:
- You may want to overclock the Vita, if you don't like those FPS drops into the 10's.
- You must provide DOOM3 files in ux0:data/dhewm3. Here's a GoFile link for it with the base game + the Resurection of Evil DLC. If anyone would be kind as to share just the game data as a .zip file or pack it all up in a .vpk file for our mobile warriors, that would be amazing.
- If you find a way to do so, you may want to lower the resolution and/or the graphics (although, I don't think it would help as much as an overclock, as I'm fairly certain the game's heavily CPU-bottlenecked).
Here's what should be in the dhewm3 folder:
Base game:
Filename Size MD5-sum
base/pak000.pk4 337MB 71b8d37b2444d3d86a36fd61783844fe
base/pak001.pk4 220MB 4bc4f3ba04ec2b4f4837be40e840a3c1
base/pak002.pk4 398MB fa84069e9642ad9aa4b49624150cc345
base/pak003.pk4 303MB f22d8464997924e4913e467e7d62d5fe
base/pak004.pk4 227MB 38561a3c73f93f2e6fd31abf1d4e9102
base/pak005.pk4 540KB 2afd4ece27d36393b7538d55a345b90d
base/pak006.pk4 214KB a6e7003fa9dcc75073dc02b56399b370
base/pak007.pk4 118KB 6319f086f930ec1618ab09b4c20c268c
base/pak008.pk4 12KB 28750b7841de9453eb335bad6841a2a5
Resurection of Evil DLC (optional):
Filename Size MD5-sum
d3xp/pak000.pk4 514MB a883fef0fd10aadeb73d34c462ff865d
d3xp/pak001.pk4 98KB 06fc9be965e345587064056bf22236d2
It should look like this
ux0/
└── data/
└── dhewm3/
├── base/
│ ├── pak000.pk4 (337 MB)
│ ├── pak001.pk4 (220 MB)
│ ├── pak002.pk4 (398 MB)
│ ├── pak003.pk4 (303 MB)
│ ├── pak004.pk4 (227 MB)
│ ├── pak005.pk4 (540 KB)
│ ├── pak006.pk4 (214 KB)
│ ├── pak007.pk4 (118 KB)
│ └── pak008.pk4 (12 KB)
│
└── d3xp/ (optional – Resurrection of Evil)
├── pak000.pk4 (514 MB)
└── pak001.pk4 (98 KB)