How it's built, patched and set up for its played test. The numbers are under Test runs.
Doom runs on DSDA-Doom, the Doom port Walnut packages and patches for the PS3 (big-endian sound lumps, textures in formats the RSX has, batched GL draws). The engine is free; the game’s data is not, so Walnut doesn’t offer it: Walnut Games makes a package of it from your own copy (the Overview’s Installation, and the Guides). In a 16-minute session from DOOM.WAD (The Ultimate Doom, episode 1) it held about 59 frames a second at 1920x1080 on the OpenGL renderer, with clean sound and music, the right picture and no crash.
Status
Played once on the PS3 (2026-11-02, 936 s of play from The Ultimate Doom’s DOOM.WAD: median 59 fps, 1% low 40, no crash, no audible dropouts, nothing wrong in the picture; Platinum 95, provisional under an hour of play). Its launchers start DSDA-Doom 0.30.0 (Debian’s package with Walnut’s patches, dsda-doom), which also plays Freedoom 2 at about 56 fps on its OpenGL renderer.
- Data: game-data-packager’s
doom-wad(build.toml[data_setup]), made from the player’s own copy; the WADs go to/usr/share/games/doom/, where Freedoom’s are. - Launchers (desktop/launchers), one per IWAD,
NoDisplay=truewithX-Walnut-Requires=the WAD (shown once the menu rule for it exists, PLAN 5.10):dsda-doom -iwad /usr/share/games/doom/doom.wad -vidmode gl -width 1920 -height 1080 -fullscreen
Build
| Packages | dsda-doom |
|---|---|
| Suite | not in the game suite yet |
| Game data | the player supplies it (see the game's page) |
Our source packages
None: the game runs from Debian's packages as they are.
Played test
What a played session sets up (rating/test.toml); the medal comes from these sessions only.
| Process | dsda-doom |
|---|---|
| Set aside | ~/.local/share/dsda-doom, ~/.dsda-doom (the game starts on fresh defaults) |
| Load ends at | ^(R_Init|S_Init|HU_Init|ST_Init|Playing demo:) |