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|version=0.4.5 | |version=0.4.5 | ||
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|download=https://dlhb.gamebrew.org/wiihomebrews/ | |download=https://dlhb.gamebrew.org/wiihomebrews/wiidoom.7z?k33p0fil35 0.4.5 + fork | ||
|website=http://arikadosblog.blogspot.com/ | |website=http://arikadosblog.blogspot.com/ | ||
|source=https://code.google.com/archive/p/wiidoom/ | |source=https://code.google.com/archive/p/wiidoom/ |
Latest revision as of 10:35, 28 Ocak 2024
WiiDoom | |
---|---|
General | |
Author | Jendave |
Type | Shooter |
Version | 0.4.5 |
License | GPL and Freeware |
Last Updated | 2010/08/30 |
Links | |
0.4.5 + fork Download | |
Website | |
Source | |
WiiDoom is a Wii port of Doom based on the open source PrBoom engine.
It is compatible with all versions of DOOM, DOOM II, and Final DOOM.
Installation
Requirements:
- A Wii.
- Wii remote and Nunchuk.
- WiiDoom (available via the Homebrew Browser).
- Some method of booting Wii homebrew (i.e. Homebrew Channel).
- Doom 1/2/Final WAD file.
Instruction (via Homebrew Channel):
- Copy the WiiDoom directory (inside the apps directory) into the apps folder of your SD card.
- Copy any Doom WAD files (doom.wad, doom2.wad, etc..) into the /apps/wiidoom/data/ directory.
- Leave the prboom.wad file in the directory.
- Copy any pwads (add-on levels) into the pwads directory, which is inside the /apps/wiidoom/data/ directory.
The Wad Loader runs first, allowing you to select the version of doom (IWAD) and any (optional) add-on levels (PWads).
Select at least the IWAD and the start button will appear. Select Start and Doom loads up.
Note: The official WiiDoom seems to crash if you try to load DOOM1.WAD (the included shareware Doom, it did run the standard DOOM.WAD though). Try the WiiDoom-fork version if you encounter any issues.
User guide
Supported IWADS
IWADs (or internal WAD files) contain levels, sounds, textures, and sprite data necessary to play the game. An IWAD represents the unmodified base content of the game. The following commercial wads are known to work:
- Original Doom and Ultimate Doom (shareware and full).
- Doom II.
- Final Doom.
- TNT: Evilution.
- The Plutonia Experiment.
PWAD usage
Multiple pwads are supported, using the same logic as the original Doom engine.
The order you select them in the Wad Loader will be the exact order they're sent to the engine.
Check the add-on level's instructions to determine if any special order is needed.
WiiDoom only looks at the .wad files in the pwads directory, so you can store the .txt files that accompany the PWADs in the same directory.
Controls
If the Nunchuk is not working when WiiDoom first loads, then simply unplug it and plug it back in.
Wiimote & Nunchuck
WAD Loader:
B - Exit to Wii
A - Select
D-Pad Left/Right - Scroll PWAD list
In game:
Nunchuck Control Stick - Move around
Nunchuck Z - Run
Nunchuck C - Automap
Aim - Turn left/right
D-Pad Left / Wiimote D-Pad Right - Weapon select
B - Fire
A - Use/Open/Menu Select
D-Pad - Pan Automap
1 - Automap Follow
Plus/Minus - Button Automap Zoom In/Out
(This is only for the WiiDoom fork, WiiDoom 0.4.5 has issues with the Classic Controller and Gamecube Controller.)
GameCube Controller
Control Stick - Movement (pressure sensitive; tilt hard for sprint, tilt softer to move at walking speed)
C Stick - Turning
D-Pad Left/Right - Previous/Next weapon
R - Fire
A - Interact
B - Automap follow
Z - Automap
X/Y - Automap zoom in/out
D-Pad - Pan automap
Start - Menu
Classic Controller
Left Stick - Movement (pressure sensitive; tilt hard for sprint, tilt softer to move at walking speed)
Right Stick - Turning
D-Pad Left/Right - Previous/Next weapon
R - Fire
A - Interact
Minus - Automap follow
Plus - Automap
ZR/ZL - Automap zoom in/out
D-Pad - Pan automap
Home - Menu
Screenshots
Media
WiiDoom v0.4.5 (Cid2Mizard)
Known issues
- Keycards/skullkeys are not shown in the HUD.
- Some walls/textures are not drawn.
- No music. (Music is fixed in the fork because Timidity and a soundfont are prepackaged.)
- Weapon display in TNT is broken.
Changelog
0.4.5 2010/08/29
- Full SDHC Support.
- Full USB Support.
- Classic Controller Support.
- Gamecube Controller Support.
- Changed /prboom/ to /apps/wiidoom/data/.
- Various bugfixes and tweaks.
0.4.2 2010/05/13
- Compiled against devkitpro r21 and latest SDL.
0.4.1 2008/05/12
- Fixed shareware wad crashing bug.
0.4 2008/11/17
- Added WAD loader.
- Finale cast can now be advanced through.
- Config file saving/loading works.
- Classis stairbuilding enabled by default.
- Added IR crosshair option in general settings menu.
- Disabled IR crosshair by default.
- Fixed vertical resolution to fit on the screen better.
- Fixed Twilight Hack Input bug.
- Moved messages output location to original spot.
- "Reset to defaults" now works.
0.3.1 2008/10/10
- IR input based on raw values (and seems smoother, IMO)
- BFG/weapon switching bug fixed
- Added (small) IR crosshair, to help with aiming
0.3 2008/09/21
- Saving/Loading works (using Nintendo-style save slots).
- Messages are now correctly displayed on screen.
- Automap works (panning, zooming, and follow mode).
- Boot.dol distributed instead of Boot.elf (much smaller file).
- Preliminary PWAD support (one wad at a time).
0.2 2008/09/10
- Remapped Wii controls to joystick handling code.
- Control stick no longer stalls.
- Joystick code extended to handle nearly all currently supported device inputs.
- IR controls partly implemented (basic turning).
- Menu navigation made consistent with Wii titles.
- Audio now plays at correct pitch.
- Brightness/Gamma set to low value.
- Framerate uncapped.
- Weapon switching via Left/Right on D-pad.
- IR is now linear.
0.1.1 2008/08/23
- Fixed the "Quit" bug.
- Hit "A" for all instances of "Y" (yes) to verify.
- Replaced the Homebrew Channel icon to Funkamatic's.
0.1 Alpha 2008/08/22
- First public version.
Credits
Contributors:
- Lnuxguy.
- Richard L. Bartlett.
- David Hudson.
- Funkamatic.
External links
- Author's website - http://arikadosblog.blogspot.com/
- Google Code - https://code.google.com/archive/p/wiidoom/
- WiiBrew - https://wiibrew.org/wiki/WiiDoom
- GitHub - https://github.com/smitnich/WiiDoom-Fork