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Chex Quest - PS Vita Port

Port of Chex Quest (1996) to PlayStation Vita using the doomgeneric engine. No SDL. All video, audio, and input are implemented directly against the Vita system libraries.


🔥 ALSO AVAILABLE ON PSP!

I have just released a native port for the PlayStation Portable! It features a custom OPL2 synthesizer, native resolution, and full optimization for the PSP hardware. 👉 Check out the Chex Quest PSP Port here


📅 Update (Feb 25)

THANKS TO THE WORK OF LATINWIZARD99 THE GAME NOW HAS COMPLETE ASSETS.

🛠️ How It Works

The project takes the doomgeneric source port of Doom, replaces all platform-specific code with a single Vita backend file (doomgeneric_vita.c), and adds OPL3 FM music synthesis via Nuked-OPL3. The result is a standalone VPK that runs Chex Quest (or any compatible Doom IWAD) natively on the Vita.

📋 Requirements

  • PS Vita or PSTV running HENkaku/Enso (firmware 3.60-3.74)
  • VitaShell
  • chex.wad (the original Chex Quest WAD file)
  • Note: doom1.wad and doom.wad are also supported as fallbacks.

📥 How to Install

  1. Download the VPK from the Releases page.
  2. Transfer it to the Vita and install it using VitaShell.
  3. Place your WAD file at:
    ux0:/data/chexquest/chex.wad
    
  4. Launch the game from the LiveArea.
    • Save files and debug logs are written to the same directory.

🎮 Controls

Action Input
Move Left Stick
Turn Right Stick
Fire Square OR R Trigger
Use / Open Cross (X)
Run L Trigger
Automap Triangle
Strafe Modifier Circle
Menu Start
Confirm Select
Weapon Cycle D-Pad Left / Right

Quick Save / Load

  • Quick Save: D-Pad Up (Saves to slot 0)
  • Quick Load: D-Pad Down (Loads from slot 0)
  • Note: Both have a 1-second cooldown. The in-game save/load menu does not work, please use these combos instead.

⚠️ Known Issues

  • Music is simplified: Only 9 OPL voices, single-voice instruments only. Two-voice GENMIDI patches are not rendered correctly. Music sounds noticeably different from the original PC version.
  • Pitch Bend: Parsed but ignored. Notes play at fixed pitch regardless of MUS pitch bend events.
  • No Gamma Control: usegamma is hardcoded to 0.
  • Scaling: Nearest-neighbor scaling. The 320x200 framebuffer is scaled to 960x544 without filtering. Pixels are visible and diagonal lines look rough.
  • Input: No external controller or mouse support.
  • Error Handling: If no WAD file is found, the game logs an error and exits after 5 seconds with no on-screen message.

🙏 Credits

  • id Software for Doom
  • Digital Café for Chex Quest
  • ozkl for doomgeneric
  • LatinWizard99 for completing the assets and testing
  • DraxTube for the porting work

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