Homebrew [RELEASE] Wii-DOOM / Wii-HERETIC / Wii-HEXEN / Wii-STRIFE (ALL-IN-ONE) *PROPER*

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
Got a link?

It's not done yet.
Actually, i don't know what to wirk first on.

I have those 4 ports running and i even have 1 more game in the starting position which was never seen before on a Wii or even Gamecube. Guess the name (as this song is part of said game):



And I have another project which does START but actually had some bugs when i tried porting it using the RVL-SDK C-Compiler.
 
Last edited by nitr8,

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
Well, i just released R34 of WII-DOOM only!
Linked within first post.

Dozens of changes and additions. This is NOT BOOM.
Most commonly:

>> SIGIL << support added

Dehacked bug with D4V fixed
Limit removals included.

More to find out for yourself...

Now go, have fun and play it already. "There's more demons to toast..."
 
Last edited by nitr8,

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
Well, i just released R34 of WII-DOOM only!
Linked within first post.

Dozens of changes and additions. This is NOT BOOM.
Most commonly:

>> SIGIL << support added

Dehacked bug with D4V fixed
Limit removals included.

More to find out for yourself...

Now go, have fun and play it already. "There's more demons to toast..."
Had a blast killing some demons with the shiny new Wii U Pro Controller support. Great work! :yaywii:

So, this is what i tested in WIIDOOM R34:
  • CHEX.WAD
  • CHEX2.WAD (Using CHEX iwad)
  • CHEX3.WAD (Using CHEX iwad)
  • D4V.WAD (Doom 4 Vanilla 2.5.8, using DOOMU or DOOM2 iwads)
  • D64D2.WAD (Doom64 for Doom II 1.2 Final)
  • DOOM1.WAD (1.1)
  • DOOM2.WAD (1.9)
  • DOOM2BFG.WAD
  • DOOM2F.WAD (1.8F)
  • DOOMBFG.WAD
  • DOOMU.WAD (1.9UD)
  • FREEDM.WAD
  • FREEDOOMU.WAD
  • HACX.WAD (1.2)
  • HACX2.WAD (2.0 r61) (Using HACX iwad)
  • PLUTONIA.WAD (NEW)
  • PLUTONIAO.WAD (OLD)
  • SIGIL_COMPAT_V1_0.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_V1_1.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_v1_2.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_v1_21.wad (Using DOOMU iwad)
  • SIGIL_SHREDS.wad (Registered version) (Using DOOMU iwad)
  • SIGIL_V1_0.wad (Using DOOMU iwad)
  • SIGIL_V1_1.wad (Using DOOMU iwad)
  • SIGIL_v1_2.wad (Using DOOMU iwad)
  • SIGIL_v1_21.wad (Using DOOMU iwad)
  • StrainFix.wad (Using HACX iwad)
  • TNT.WAD (NEW)
  • TNTO.WAD (OLD)
The WADs in red did not allowed me to select the SIGIL chapter, only the original 4 are shown. They also do not warn about needing the DOOMU iwad.

The CHEX games didn't work either, the game exits to HBC after selecting difficulty.

DOOM.WAD (1.9) is loaded as a pwad, so i can't start it.

I noticed that, contrary to WiiROTT, you need to use Home button to start the game after selecting the wads (instead of Plus button), the same for menu controls once loaded. Was this intentional or maybe an unintended swap?

Last, but not least, OGG music works, but is always slow pitched! :lol:
 
Last edited by niuus,

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
Had a blast killing some demons with the shiny new Wii U Pro Controller support. Great work! :yaywii:

Wow, you're saying that Wii U Pro Controller actually works? I didn't know and i also didn't test it.
I DID add support for the Wii U Pro Controller into libWIIUSE with R34 but didn't check the results. If it works, GOOD.

The CHEX games didn't work either, the game exits to HBC after selecting difficulty.

Well, I had a quick look at the debug results and found it like after 15 minutes of searching. I once made a check against the loaded game itself when starting a new game. But that has been removed now and will be fixed with the next release. At least that works for now: tested OK.

DOOM.WAD (1.9) is loaded as a pwad, so i can't start it.

That's kinda serious... I don't have v1.9 of the DOOM IWAD as it seems. I will have to see where i can get it...

I noticed that, contrary to WiiROTT, you need to use Home button to start the game after selecting the wads (instead of Plus button), the same for menu controls once loaded. Was this intentional or maybe an unintended swap?

That was changed some day when i was working on the loader for the games. I need to switch it over to "+" - no big deal. Will be fixed with the next release.

Last, but not least, OGG music works, but is always slow pitched! :lol:

For the WADs you mentioned: I need to check.
Usually, HACX2 is for LEGACY. It might not work with Wii-DOOM.

The SIGIL compatibility WADs are working as expected.
They ALL replace the Episode 3 maps.
You can (for example) even use DOOM v1.2 to play them

EDIT: That 32KHz OGG "BUG" is in all those libraries: libSDL, libSDLmixer, libOGC, libAESND.
I'm not quite sure if this is intended, but as it looks from the RVL-SDK headers, it is definitely supposed to be just like that. So i won't fix that on the code side. If you want, i can provide you FFMPEG and a script that will convert the "D_E5M*.OGG" files automatically for you to the correct rate. Those would then only have to be copied into the "/apps/WiiDoom/doom1-music" folder.

EDIT2: I had a look at HACX2 and it is definitely using BOOM specials, from what the development changelog can tell. It won't work with WII-DOOM and It almost stops at loading the DEHACKED script during startup.

http://ionline.vectec.net/hacx/hacx20-log.txt

Same thing for Chex Quest 3: WII-DOOM errors out with "R_InitSprites: No patches found for SPID frame E" because there definitely is NO frame like that inside the PWAD. Instead, there is a "BEHAVIOR" lump and believe that it is being "emulated" within that file - which is being used by engines like ZDOOM for example. See Reply #230 here:

http://www.chexquest.org/index.php?topic=1820.225

BTW: That DOOM v1.9 IWAD you mentioned, has the exact same filesize as the DOOM v1.8 IWAD. Though, their SHA1SUM's differ and i've added support for loading the v1.9 one now.

So, overall:

- CHEX QUEST 3: NO SUPPORT (uses different Engine modifications)
- HACX2: NO SUPPORT (uses different Engine modifications)
- DOOM v1.9: SUPPORT ADDED
- SIGIL v1.2: SUPPORT ADDED
- SIGIL v1.21: SUPPORT ADDED
- SIGIL compatibility IWADs: working as expected (they use EPISODE 3 - "INFERNO")
- OGG music playback: working using workaround (read above within this post)
 
Last edited by nitr8,
  • Like
Reactions: CaptainHIT

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
Wow, you're saying that Wii U Pro Controller actually works? I didn't know and i also didn't test it.
I DID add support for the Wii U Pro Controller into libWIIUSE with R34 but didn't check the results. If it works, GOOD.
Working like a charm! Every button except L3/R3 works without issue.

Well, I had a quick look at the debug results and found it like after 15 minutes of searching. I once made a check against the loaded game itself when starting a new game. But that has been removed now and will be fixed with the next release. At least that works for now: tested OK.

That was changed some day when i was working on the loader for the games. I need to switch it over to "+" - no big deal. Will be fixed with the next release.

BTW: That DOOM v1.9 IWAD you mentioned, has the exact same filesize as the DOOM v1.8 IWAD. Though, their SHA1SUM's differ and i've added support for loading the v1.9 one now.
Good to know they were easy fixes!

The SIGIL compatibility WADs are working as expected.
They ALL replace the Episode 3 maps.
You can (for example) even use DOOM v1.2 to play them
Ah! So that is how they are used. Shouldn't they also warn about needing doom/tnt/plutonia iwads, though? (like the no-compat 1.0/1.1 versions do)

In the case of SIGIL_SHREDS.wad (takes about 1 minute to load when selected), using DOOMU.WAD + SIGIL_V1_1.WAD + SIGIL_SHREDS.wad, the Buckethead music is not playing, only the default midi.

With SIGIL_SHREDS_COMPAT.wad, using DOOMU.WAD + SIGIL_COMPAT_V1_1.WAD + SIGIL_SHREDS_COMPAT.wad, no music plays at all. Am i missing a step?

So, overall:

- CHEX QUEST 3: NO SUPPORT (uses different Engine modifications)
- HACX2: NO SUPPORT (uses different Engine modifications)
- DOOM v1.9: SUPPORT ADDED
- SIGIL v1.2: SUPPORT ADDED
- SIGIL v1.21: SUPPORT ADDED
- SIGIL compatibility IWADs: working as expected (they use EPISODE 3 - "INFERNO")
- OGG music playback: working using workaround (read above within this post)
Understood!

Forgot to mention before, the FreeDoom wads have a weird ghosting effect in the menus, enter options and scroll down fast. If you enter another menu, the previous one stays in the background.

Updated results using Doom 4 Vanilla. B-)
 
Last edited by niuus,

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
Working like a charm! Every button except L3/R3 works without issue.

Looks like some problem coming from libWIIUSE then.

Ah! So that is how they are used. Shouldn't they also warn about needing doom/tnt/plutonia iwads, though? (like the no-compat 1.0/1.1 versions do)

Usually not. the SIGIL compatibility IWAD's only require a registered version of DOOM - nothing more. Trying to load a PWAD with a shareware WAD should give you a message within the loader kinda like this: "you cannot -file using the shareware version of DOOM" as this is the same way the original shareware of DOOM regret to load PWADs.

In the case of SIGIL_SHREDS.wad (takes about 1 minute to load when selected), using DOOMU.WAD + SIGIL_V1_1.WAD + SIGIL_SHREDS.wad, the Buckethead music is not playing, only the default midi.

This was my intention to using PWADs and OGG music at development time. Usually from what i did, for PWADs OGG music is automatically disabled. There is only kind of a switch / check that i would have to disable. I currently only activated loading OGG for the SIGIL PWAD.

With SIGIL_SHREDS_COMPAT.wad, using DOOMU.WAD + SIGIL_COMPAT_V1_1.WAD + SIGIL_SHREDS_COMPAT.wad, no music plays at all. Am i missing a step?

That's something i must take look at. Didn't know that yet...

Forgot to mention before, the FreeDoom wads have a weird ghosting effect in the menus, enter options and scroll down fast. If you enter another menu, the previous one stays in the background.

Huh? I will check that. Maybe they use some different type of palette lump in their WADs.
 

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
Usually not. the SIGIL compatibility IWAD's only require a registered version of DOOM - nothing more. Trying to load a PWAD with a shareware WAD should give you a message within the loader kinda like this: "you cannot -file using the shareware version of DOOM" as this is the same way the original shareware of DOOM regret to load PWADs.
Cool! Though i meant as a warning that you can't use Sigil with nothing else than tnt, plutonia or doom 1 full iwads, anyway. Nothing biggie, though.

This was my intention to using PWADs and OGG music at development time. Usually from what i did, for PWADs OGG music is automatically disabled. There is only kind of a switch / check that i would have to disable. I currently only activated loading OGG for the SIGIL PWAD.
Are you planning OGG support for Sigil? (converted from the original 9 track OST)

On that same note, will WiiROTT support the OGGs, too? I have been getting these great free packs with the original MIDI soundtrack recorded from an original Roland SC-55, they do sound awesome.

EDIT: That 32KHz OGG "BUG" is in all those libraries: libSDL, libSDLmixer, libOGC, libAESND.
I'm not quite sure if this is intended, but as it looks from the RVL-SDK headers, it is definitely supposed to be just like that. So i won't fix that on the code side. If you want, i can provide you FFMPEG and a script that will convert the "D_E5M*.OGG" files automatically for you to the correct rate. Those would then only have to be copied into the "/apps/WiiDoom/doom1-music" folder.
So that was the issue! Cool, i resampled them all, now OST sounds as intended!
 

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
Are you planning OGG support for Sigil? (converted from the original 9 track OST)
Is included with the next release... :D
On that same note, will WiiROTT support the OGGs, too? I have been getting these great free packs with the original MIDI soundtrack recorded from an original Roland SC-55, they do sound awesome.
I'm not going to say "NO". I'm just currently working on something different - WII-HEXEN to get finally a working version done (which it does btw.). And i did test it yesterday for about 3 hours in a row. Though, the other ports compared to WII-DOOM WON'T have the exact same features as WII-DOOM itself. Let's say... WII-DOOM in its current state is somewhat "special" and i'm proud of the stability of the other ports at last.
So that was the issue! Cool, i resampled them all, now OST sounds as intended
It's really not my fault. It's the Wii's specifications. Even Nintendo used either 32000Hz or 48000Hz ONLY for sampling - nothing else. :wink:

BTW: do you have PAL or NTSC console? I'm trying to check fullscreen size and at least i got the fullscreen mode for PAL done with R34.
 
Last edited by nitr8,

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
Is included with the next release... :D
Awesome news, wasn't expecting that. :D

I'm not going to say "NO". I'm just currently working on something different - WII-HEXEN to get finally a working version done (which it does btw.). And i did test it yesterday for about 3 hours in a row. Though, the other ports compared to WII-DOOM WON'T have the exact same features as WII-DOOM itself. Let's say... WII-DOOM in its current state is somewhat "special" and i'm proud of the stability of the other ports at last.
It's all right, take your time. Having the port in itself is great, anyway. :yaywii:

It's really not my fault. It's the Wii's specifications. Even Nintendo used either 32000Hz or 48000Hz ONLY for sampling - nothing else. :wink:
Nah, i don't blame ya. With the FLAC files, i'll make a high quality resampling and recompression to OGG, so i can archive a master "Wii music compatible" pack along the engine.

BTW: do you have PAL or NTSC console? I'm trying to check fullscreen size and at least i got the fullscreen mode for PAL done with R34.
NTSC Wii for the moment, since i had to sell the PAL one. I do have both region variants for the Gamecube.

BTW, just in case, you may want to update the Release number on the main menu, which is currently at 1.
 
Last edited by niuus,

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
NTSC Wii for the moment, since i had to sell the PAL one. I do have both region variants for the Gamecube.
Do you have any black borders surrounding the game's screen?
BTW, just in case, you may want to update the Release number on the main menu, which is currently at 1.
Will do.
 

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
Nope. If you need me to test it on a LCD @480p, lemme know.
Well, i got black borders for at least NTSC on an LCD display.

Previously, all those ports had big black borders surrounding the game screen. That was fixed at least for PAL only with the release of WII-DOOM R34.

Today, i managed to fix that for NTSC as well.

From what i have seen on my PAL screen, WII-ROTT is too large and needs to be fixed there.
 
Last edited by nitr8,

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
Well, i got black borders for at least NTSC on an LCD display.

Previously, all those ports had big black borders surrounding the game screen. That was fixed at least for PAL only with the release of WII-DOOM R34.

Today, i managed to fix that for NTSC as well.

From what i have seen on my PAL screen, WII-ROTT is too large and needs to be fixed there.
Yeah, you're right about the huge black borders. I am sometimes using a CRT with big overscan.
 

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
NEW HEXEN RELEASE INCOMING - THESE ARE THE CHANGES:

Rendering Engine:

- FIXED A BUG in R_MAPPLANE that caused the game to crash on map "CAVES OF CIRCE"
- FIXED A BUG in R_DRAWPLANES that caused the game to crash on map "SHADOW WOOD"
- FIXED A POSSIBLE BUG in R_DRAWPSPRITE
- FIXED SDL FULLSCREEN FLAW for PAL & NTSC

Mainloop Engine:
- FIXED A FLAW that causes the renderer to render every frame twice

Menu / Status Engine:
- FIXED A BUG in MN_DRTEXTA that would prevent status messages from being shown on top of the screen

Script Engine:
- FIXED A POSSIBLE BUG in SC_GETSTRING that could cause a memory error

Startup Engine:
- FIXED A BUG that prevents the game from loading (as it did on the previous revision)

Other Stuff:
- ADDED Wii U Pro Controller support
- ADDED possibility to run on uncapped frames
- ADDED WAD lump hashing at startup
- some minor main menu fixes / modifications ("CHEAT" menu is scrollable as of it's amount of cheats)
- CHANGED from R## to BUILD## for compiler build counter so it's ALWAYS updated when compiling a file

SIDENOTE:

I've been playing the game for almost 12 hours in a row TODAY - and completed it! No crash at all and it's running pretty stable now.

DONE - WII-HEXEN BUILD #344 HAS BEEN RELEASED (SEE FIRST POST IN THIS THREAD)!
 
Last edited by nitr8,

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
WII-DOOM, WII-HERETIC and WII-HEXEN updated!
Links within FIRST post in this thread.

For WII-DOOM:
- ADDED OGG playback for SIGIL at least

For WII-HERETIC:
- FIXED A BUG that caused the BETA to crash when an invalid sprite lump would be projected to the screen
- FIXED THE CLASSIC ID-TECH 1 ENGINE "WIGGLE" BUG
- LIMITS increased (NOT removed)
- CHANGED menu style: for key bindings now scrollable / for some other: previously "ugly" reworks

For WII-HEXEN:
- only MINOR enhances - nothing very special at all

SIDENOTE(S):

WII-STRIFE needs investigation as i modified it in a rather "incomfortable" way for those in possession of the Veteran Edition PWAD "SVE.WAD". It does load it's contents if provided and if not, disables some features - but it crashes randomly. Some thing i need to check first, IF i ever get to that point as i'm currently working on a completely NEW project which i might release within a few days or weeks...

...so far that one works for the Wii's hardware specifications. It's "playable" and that's what is the most important thing. We have graphics, sound, music, controls and it's a 1st person shooter that was released in 1997 for Windows first but had a later release for Linux as well. Stay tuned... THE WII IS NOT DEAD YET!
 
Last edited by nitr8,

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
WII-DOOM, WII-HERETIC, WII-HEXEN and WII-ROTT updated!
Links within FIRST post in this thread.

For WII-DOOM:
- ADDED OGG playback for SIGIL at least

For WII-HERETIC:
- FIXED A BUG that caused the BETA to crash when an invalid sprite lump would be projected to the screen
- FIXED THE CLASSIC ID-TECH 1 ENGINE "WIGGLE" BUG
- LIMITS increased (NOT removed)
- CHANGED menu style: for key bindings now scrollable / for some other: previously "ugly" reworks

For WII-HEXEN:
- only MINOR enhances - nothing very special at all

For WII-ROTT:
- FIXED FULLSCREEN FLAW (now at least renders fullscreen for PAL inside the menu and game itself as the game was previously overscanning PAL devices)*

*: ROTT's code is somewhat highly modified and it almost was when i pulled the fresh SDL source from Icculus' website. I had major troubles getting the fullscreen fix done and you need to check if it works for NTSC the proper way as i have no real chance to test it on a real NTSC console. Though, i DO have a Wii with NTSC output but it was only modified using AnyRegionChancer. My screen is a PAL one, while it recognizes NTSC but it's not quite the same as living within a real NTSC region...

SIDENOTE(S):

WII-STRIFE needs investigation as i modified it in a rather "incomfortable" way for those in possession of the Veteran Edition PWAD "SVE.WAD". It does load it's contents if provided and if not, disables some features - but it crashes randomly. Some thing i need to check first, IF i ever get to that point as i'm currently working on a completely NEW project which i might release within a few days or weeks...

...so far that one works for the Wii's hardware specifications. It's "playable" and that's what is the most important thing. We have graphics, sound, music, controls and it's a 1st person shooter that was released in 1997 for Windows first but had a later release for Linux as well. Stay tuned... THE WII IS NOT DEAD YET!
Awesome work as always, @nitr8 :yaywii:

So, this is what i tested in Wii DOOM R35:
  • Back to Saturn X (Episode 1 and Episode 2)
  • CHEX.WAD
  • CHEX2.WAD (Using CHEX iwad)
  • D4V.WAD (Doom 4 Vanilla 2.5.8 / 3.0, using DOOMU or DOOM2 iwads)
  • D64D2.WAD (Doom64 for Doom II 1.2 Final)
  • DOOM2_18F.WAD (1.8F)
  • DOOM2_19.WAD (1.9)
  • DOOM2BFG_19.WAD (1.9)
  • DOOM11.WAD (1.1)
  • DOOM19.WAD (1.9)
  • DOOMU19.WAD (1.9UD)
  • DOOMUBFG19.WAD (1.9)
  • FREEDM08B1.WAD (FreeDM 0.8 Beta 1 / Link 2)
  • FREEDOOM1.WAD (FreeDoom 0.9 Phase 2, using DOOMU iwad)
  • FREEDOOM2.WAD (FreeDoom 0.9 Phase 2)
  • FREEDOOM08B1.WAD (FreeDoom 0.8 Beta 1 / Link 2, using DOOM2 iwad)
  • FREEDOOM09P2.WAD (FreeDoom 0.9 Phase 2, using DOOM2 iwad)
  • FREEDOOMU08B1.WAD (Ultimate FreeDoom 0.8 Beta 1 / Link 2, using DOOMU iwad)
  • HACX12.WAD (1.2)
  • HARMONY11.WAD (1.1, using DOOM2 iwad) EDIT: Not supposed to work)
  • NERVE.WAD (Using DOOM2 iwad)
  • NERVEBFG.WAD (Using DOOM2BFG iwad)
  • NRFTL.WAD (Using DOOM2 iwad) nothing
  • NRFTL+.WAD (Using DOOM2 iwad) nothing
  • PLUTONIA.WAD (NEW)
  • PLUTONIA_OLD.WAD (OLD)
  • PSXMUSIC.WAD (Link, Using DOOM, DOOMU, DOOM2 iwads) EDIT: Not supposed to work
  • PSXSNDS.WAD (Using DOOMU, DOOM2 iwads)
  • SIGIL_COMPAT_V1_0.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_V1_1.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_v1_2.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_v1_21.wad (Using DOOMU iwad)
  • SIGIL_SHREDS.wad (Registered version)
  • SIGIL_SHREDS_COMPAT.wad (Registered version)
  • SIGIL_V1_0.wad (Using DOOMU iwad)
  • SIGIL_V1_1.wad (Using DOOMU iwad)
  • SIGIL_V1_2.wad (Using DOOMU iwad)
  • SIGIL_V1_21.wad (Using DOOMU iwad)
  • StrainFix.wad (Using HACX iwad)
  • TNT.WAD (NEW)
  • TNT_OLD.WAD (OLD)
  • TNT31fix.WAD
THESE WADS have a weird ghosting effect in the menus, enter options and scroll down fast. If you enter another menu, the previous one stays in the background.

THESE WADS give an Exception (DSI) Crash when you start a game.

THESE WADS give an Exception (DSI) Crash upon starting the wad.

THESE WADS are just music for Sigil.
 
Last edited by niuus,

nitr8

Well-Known Member
OP
Member
Joined
Apr 4, 2007
Messages
366
Trophies
1
Website
vermillion57.wixsite.com
XP
1,453
Country
Gambia, The
Awesome work as always, @nitr8 :yaywii:

So, this is what i tested in Wii DOOM R35:
  • CHEX.WAD
  • CHEX2.WAD (Using CHEX iwad)
  • D4V.WAD (Doom 4 Vanilla 2.5.8, using DOOMU or DOOM2 iwads)
  • D64D2.WAD (Doom64 for Doom II 1.2 Final)
  • DOOM2_18F.WAD (1.8F)
  • DOOM2_19.WAD (1.9)
  • DOOM2BFG_19.WAD (1.9)
  • DOOM11.WAD (1.1)
  • DOOM19.WAD (1.9)
  • DOOMU19.WAD (1.9UD)
  • DOOMUBFG19.WAD (1.9)
  • FREEDM08B1.WAD (FreeDM 0.8 Beta 1)
  • FREEDOOM1.WAD (FreeDoom 0.9 Phase 2, using DOOMU iwad)
  • FREEDOOM2.WAD (FreeDoom 0.9 Phase 2, using DOOM2 iwad)
  • FREEDOOM08B1.WAD (FreeDoom 0.8 Beta 1, using DOOM2 iwad)
  • FREEDOOM09P2.WAD (FreeDoom 0.9 Phase 2, using DOOM2 iwad)
  • FREEDOOMU08B1.WAD (Ultimate FreeDoom 0.8 Beta 1, using DOOMU iwad)
  • HACX12.WAD (1.2)
  • HARMONY11.WAD (1.1, using DOOM2 iwad)
  • NERVE.WAD (Using DOOM2 iwad)
  • NERVEBFG.WAD (Using DOOM2BFG iwad)
  • NRFTL.WAD (Using DOOM2 iwad) nothing
  • NRFTL+.WAD (Using DOOM2 iwad) nothing
  • PLUTONIA.WAD (NEW)
  • PLUTONIA_OLD.WAD (OLD)
  • PSXMUSIC.WAD (Link, Using DOOM, DOOMU, DOOM2 iwads)
  • PSXSNDS.WAD (Using DOOMU, DOOM2 iwads)
  • SIGIL_COMPAT_V1_0.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_V1_1.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_v1_2.wad (Using DOOMU iwad)
  • SIGIL_COMPAT_v1_21.wad (Using DOOMU iwad)
  • SIGIL_SHREDS.wad (Registered version) (Using DOOMU iwad)
  • SIGIL_SHREDS_COMPAT.wad (Registered version) (Using DOOMU iwad)
  • SIGIL_V1_0.wad (Using DOOMU iwad)
  • SIGIL_V1_1.wad (Using DOOMU iwad)
  • SIGIL_V1_2.wad (Using DOOMU iwad)
  • SIGIL_V1_21.wad (Using DOOMU iwad)
  • StrainFix.wad (Using HACX iwad)
  • TNT.WAD (NEW)
  • TNT_OLD.WAD (OLD)
  • TNT31fix.WAD
THESE WADS have a weird ghosting effect in the menus, enter options and scroll down fast. If you enter another menu, the previous one stays in the background.

THESE WADS give an Exception (DSI) Crash when you start a game.

THESE WADS give an Exception (DSI) Crash upon starting the wad.

THESE WADS just remove the music.

In the case of the Sigil registered wads:
Shreds does not do anything.
Shreds_compat removes the music and does not add the new chapter into Inferno.

Shouldn't some kind of sigil-music.cfg be provided for the filenames and the OGG music to work?

Last, but not least, is it normal that the game freezes for a second whenever the OGG song starts again?

I'll check Wii HERETIC, Wii HEXEN and new Wii ROTT soon!

- SHREDS is ONLY music - nothing more afaik. So is the SHREDS compatibility WAD.
- HARMONY is a ZDOOM PWAD that won't work with WII-DOOM at all (see https://doomwiki.org/wiki/Harmony).
- OGG music is tricky and might be related to polling the music once again to check if the song ended, which is being done within the main game loop or it might be caused by libOGG or libVORBISIDEC. This will need some time and isn't guaranteed to get fixed that fast

- i totally forgot about FREEDOOM and i even didn't realize that there was a new version of it

Before i took a long break back in 2015 for almost 3 years, "NO REST FOR THE LIVING" was once part of a Wii-DOOM derivative which was never released. That one even included BOOM's features and many other things like colored blood, shadow sprites etc. I still have the code but i don't think that i will ever release a binary of it as it would take way more effort to fix things there cuz of those enhancements. That port was even able to run on a Linux PC using SDL2. Shame on me that when i was working on this derivative, lost control over a part of my private life and therefore, i had to take a brake and kept it the way it was. Though, i do remember what I've been working on lately before i finally stepped back then. It would at least run VALIANT, had BOOM's fake flats, slopes... what a lossy mess...
 
Last edited by nitr8,
  • Like
Reactions: niuus

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
- SHREDS is ONLY music - nothing more afaik. So is the SHREDS compatibility WAD.
- HARMONY is a ZDOOM PWAD that won't work with WII-DOOM at all (see https://doomwiki.org/wiki/Harmony).
Got it.

- OGG music is tricky and might be related to polling the music once again to check if the song ended, which is being done within the main game loop or it might be caused by libOGG or libVORBISIDEC. This will need some time and isn't guaranteed to get fixed that fast
It's okey, not game breaking, just wanted to let you know.

Before i took a long break back in 2015 for almost 3 years, "NO REST FOR THE LIVING" was once part of a Wii-DOOM derivative which was never released. That one even included BOOM's features and many other things like colored blood, shadow sprites etc. I still have the code but i don't think that i will ever release a binary of it as it would take way more effort to fix things there cuz of those enhancements. That port was even able to run on a Linux PC using SDL2. Shame on me that when i was working on this derivative, lost control over a part of my private life and therefore, i had to take a brake and kept it the way it was. Though, i do remember what I've been working on lately before i finally stepped back then. It would at least run VALIANT, had BOOM's fake flats, slopes... what a lossy mess...
Well, at least NERVE.WAD runs (which comes with PC Doom 3: BFG Edition), the only ones not running are the XBLA Doom II and XBOX 360 Doom 3: BFG NRFTL wads, so not a loss per-se.

as i'm currently working on a completely NEW project which i might release within a few days or weeks...

...so far that one works for the Wii's hardware specifications. It's "playable" and that's what is the most important thing. We have graphics, sound, music, controls and it's a 1st person shooter that was released in 1997 for Windows first but had a later release for Linux as well. Stay tuned... THE WII IS NOT DEAD YET!
Eager to see your new work. All i could think about your hint was Blood or Shadow Warrior. Enjoying a lot of your new releases and their glorious pixels on my CRT. As always, thanks! :yaywii:
 
Last edited by niuus,

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    K3Nv2 @ K3Nv2: Least they got head in the end