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{{#seo:
|title=Wii Homebrew Games (Shooter) - GameBrew
|title_mode=append
|image=wiidoomwii.jpg
|image_alt=WiiDoom
}}
{{Infobox Wii Homebrews
{{Infobox Wii Homebrews
|title=WiiDoom
|title=WiiDoom
|image=wiidoomwii.jpg
|image=wiidoom2.png
|description=Port of DOOM
|description=Port of DOOM.
|author=Jendave
|author=Jendave
|lastupdated=2010/08/29
|lastupdated=2010/08/30
|type=Shooter
|type=Shooter
|version=0.4.5
|version=0.4.5
|license=GPL and Freeware
|license=GPL and Freeware
|download=https://dlhb.gamebrew.org/wiihomebrews/wiidoomwii.7z
|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/
}}
}}
'''WiiDoom''' is a Wii port of [http://en.wikipedia.org/wiki/Doom_(video_game) Doom] using the open source [http://prboom.sourceforge.net/about.html PrBoom] engine.
WiiDoom is a Wii port of [http://en.wikipedia.org/wiki/Doom_(video_game) Doom] based on the open source [http://prboom.sourceforge.net/about.html PrBoom] engine.
 
It is compatible with all versions of DOOM, DOOM II, and Final DOOM.  


== Installation ==
== Installation ==
#WiiDoom is available via the [[Homebrew Browser Wii]].
Requirements:
#If you are using the [[Homebrew Channel Wii]], just copy the '''WiiDoom''' directory from the archive (located in the '''apps''' directory) to the '''apps''' directory on the root of your SD card. If you are using another loader, you have to use the "boot.dol" file.
* A Wii.
#Place IWAD files in /apps/wiidoom/data/
* Wii remote and Nunchuk.
#To play PWADS you will need a full copy of Doom 1 or Doom 2. Place PWAD files in /apps/wiidoom/data/pwad/
* WiiDoom (available via the [[Homebrew Browser Wii|Homebrew Browser]]).
#Launch the game using your loader.
* Some method of booting Wii homebrew (i.e. Homebrew Channel).
* Doom 1/2/Final WAD file.
 
Instruction (via [[Homebrew Channel Wii|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 [https://www.dropbox.com/s/c6f5s0l760gudfo/WiiDoom-fork.zip?dl=0 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


==Media==
D-Pad - Pan automap
<youtube>OQ2OrLFUe9M</youtube>
 
Start - Menu
 
===Classic Controller===
Left Stick - Movement (pressure sensitive; tilt hard for sprint, tilt softer to move at walking speed)


== WiiDoom-Fork ==
Right Stick - Turning
Short version, Thecolorofmoney removed the Chex Quest PWADs and repackaged it into a .zip rather than .7zip (personal preference), and uploaded to a better file host.


Download here: https://www.dropbox.com/s/c6f5s0l760gudfo/WiiDoom-fork.zip?dl=0
D-Pad Left/Right - Previous/Next weapon


R - Fire


Long version, from Mr. Reaper:
A - Interact


The default WiiDoom download above seems to crash if you try to load DOOM1.WAD (the included shareware Doom!). It did run for me with the standard DOOM.WAD though.
Minus - Automap follow


But I found this WiiDoom-Fork, which is an updated and improved version: https://github.com/smitnich/WiiDoom-Fork
Plus - Automap


It does run the included Doom Shareware. And, as noted on its page, this fork added some controller options, music support, and it fixed a long-standing bug where stereo sound was reversed in the game (sounds which should come from the right were coming from the left). I don't think any other Wii Doom port has fixed that problem.
ZR/ZL - Automap zoom in/out


However, this fork was not packaged correctly on the github site, so I went ahead and put together a functional package, including the Timidity files which enable music. I also did a bit of hex editing of the .dol in order to alter the expected locations of those files so they could be put within the WiiDoom folder instead of being on the root, to make things more tidy. And by the way, that WiiDoom path is hard-coded, so don't try renaming it or you'll get crashy!
D-Pad - Pan automap


Also, along with the DOOM1.WAD (shareware) file, I included Chex Quest and Chex Quest 2 PWADs (those are also free), so you should be able to play this without any further downloads. Unfortunately this port cannot load .DEH files which are needed to fully convert mods like Chex Quest, so not quite everything in the games will be converted -- for example, the Flemmoids will shoot at you even though they normally shouldn't. And note that Chex Quest 2 uses sounds from Chex Quest (1), so they both must be loaded in order to play Chex Quest 2 (without having Doom sounds in the game, anyway).
Home - Menu


Including the sound files does make for a much larger download... so this is 29.4 meg.
==Screenshots==
https://dlhb.gamebrew.org/wiihomebrews/wiidoom3.png


Download here: https://www.datafilehost.com/d/052f38df
https://dlhb.gamebrew.org/wiihomebrews/wiidoom4.png


(Careful, it looks like this free file host tries to open popups that download crapware. Just close the popup immediately and click the download link on the original page until you get the 7zip file. Feel free to mirror this file at a better host.)
==Media==
'''WiiDoom v0.4.5''' ([https://www.youtube.com/watch?v=OQ2OrLFUe9M Cid2Mizard]) <br>
<youtube>OQ2OrLFUe9M</youtube>


== Bugs ==
== Known issues ==
*Keycards/skullkeys are not shown in the HUD.
*Keycards/skullkeys are not shown in the HUD.
*Some walls/textures are not drawn.
*Some walls/textures are not drawn.
*No music. (Music is fixed in the fork because Timidity and a soundfont are prepackaged.)
*No music. (Music is fixed in the fork because Timidity and a soundfont are prepackaged.)
*Weapon display in TNT is broken
*Weapon display in TNT is broken.


== Changelog ==
== Changelog ==
0.4.5 - 29-August-2010
'''0.4.5 2010/08/29'''
*Full SDHC Support
*Full SDHC Support.
*Full USB Support
*Full USB Support.
*Classic Controller Support
*Classic Controller Support.
*Gamecube Controller Support
*Gamecube Controller Support.
*Changed /prboom/ to /apps/wiidoom/data/
*Changed /prboom/ to /apps/wiidoom/data/.
*Various bugfixes and tweaks
*Various bugfixes and tweaks.


0.4.2 - 13-May-2010
'''0.4.2 2010/05/13'''
* Compiled against devkitpro r21 and latest SDL.
* Compiled against devkitpro r21 and latest SDL.


0.4.1 - 5/12/2008
'''0.4.1 2008/05/12'''
* Fixed shareware wad crashing bug
* Fixed shareware wad crashing bug.


0.4 - 17/11/2008
'''0.4 2008/11/17'''
* Added WAD loader
* Added WAD loader.
* Finale cast can now be advanced through
* Finale cast can now be advanced through.
* Config file saving/loading works
* Config file saving/loading works.
* Classis stairbuilding enabled by default
* Classis stairbuilding enabled by default.
* Added IR crosshair option in general settings menu
* Added IR crosshair option in general settings menu.
* Disabled IR crosshair by default
* Disabled IR crosshair by default.
* Fixed vertical resolution to fit on the screen better
* Fixed vertical resolution to fit on the screen better.
* Fixed Twilight Hack Input bug
* Fixed Twilight Hack Input bug.
* Moved messages output location to original spot
* Moved messages output location to original spot.
* "Reset to defaults" now works
* "Reset to defaults" now works.


0.3.1 - 10/10/2008
'''0.3.1 2008/10/10'''
* IR input based on raw values (and seems smoother, IMO)
* IR input based on raw values (and seems smoother, IMO)
* BFG/weapon switching bug fixed
* BFG/weapon switching bug fixed
* Added (small) IR crosshair, to help with aiming
* Added (small) IR crosshair, to help with aiming


0.3 - 9/21/2008
'''0.3 2008/09/21'''
* Saving/Loading works (using Nintendo-style save slots)
* Saving/Loading works (using Nintendo-style save slots).
* Messages are now correctly displayed on screen
* Messages are now correctly displayed on screen.
* Automap works (panning, zooming, and follow mode)
* Automap works (panning, zooming, and follow mode).
* Boot.dol distributed instead of Boot.elf (much smaller file)
* Boot.dol distributed instead of Boot.elf (much smaller file).
* Preliminary PWAD support (one wad at a time)
* 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.


0.2 - 9/10/2008
'''0.1.1 2008/08/23'''
* Remapped Wii controls to joystick handling code
* Fixed the "Quit" bug.
* Control stick no longer stalls
* Hit "A" for all instances of "Y" (yes) to verify.
* Joystick code extended to handle nearly all currently supported device inputs
* Replaced the Homebrew Channel icon to Funkamatic's.
* 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 - 8/23/2008
'''0.1 Alpha 2008/08/22'''
* Fixed the "Quit" bug
*First public version.
* Hit "A" for all instances of "Y" (yes) to verify
* Replaced the Homebrew Channel icon to Funkamatic's


0.1 Alpha - 8/22/2008
==Credits==
*First public version
Contributors:
*Lnuxguy.
*Richard L. Bartlett.
*David Hudson.
*Funkamatic.


== External links ==
== External links ==
* Official Website - http://arikadosblog.blogspot.com/
* Author's website - http://arikadosblog.blogspot.com/
* Wiibrew - https://wiibrew.org/wiki/WiiDoom
* Google Code - https://code.google.com/archive/p/wiidoom/
* Google Source - http://arikadosblog.blogspot.com/
* WiiBrew - https://wiibrew.org/wiki/WiiDoom
* GitHub - https://github.com/smitnich/WiiDoom-Fork

Latest revision as of 10:35, 28 Ocak 2024

WiiDoom
Wiidoom2.png
General
AuthorJendave
TypeShooter
Version0.4.5
LicenseGPL and Freeware
Last Updated2010/08/30
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

wiidoom3.png

wiidoom4.png

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

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