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

niuus

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If you want to know something more about that change to the header variables between Release 27 and Release 28, read this:

https://devkitpro.org/viewtopic.php?f=40&t=8681

and this:

https://sourceware.org/git/gitweb.c...it;h=9bd3bcc6422473bc072d392d3e9545186b7f2211

It fatally made everything go downwards.
And i even DO understand that this makes developers upset upon Wintermute. So i DO understand even @JoostinOnline's behaviour on that thread as it also pissed me off. You would have to go through tons of code and change everything to HOPEFULLY make it work in the end.
That was an interesting read, i wasn't aware of it. I guess it confirms what i've been reading for years, the fact that good updates or fixes tend to fall on deaf ears. Reminded me of other threads i have read in the past where oibaf or even eke tried contributing. Wish only the bits of code that pertain to the use of the right stick on WUPC and 3rd party controller compatibility upgrades could be backported to 1.8.15, for example. Oh well, that's a shame.

Okay, i think i finally fixed that OGG music playback "loop pause" situation. Though, the official patch to it was released by someone else posting a commit over at Chocolate DOOM's GitHub repository. That fix usually requires SDL2 v2.0.5 - or the mixer at least.

But... seemingly, it works with our Wii ports as well, which use SDL v1.2 instead.
I need to check but from what i have "heard", it's "ready-to-go".
Wow, that's pretty cool to "hear". :D

BTW, i've been meaning to ask, is there a way on any of your ports to preserve 4:3 aspect ratio when playing on a Wii with widescreen 480p settings?
 

nitr8

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That was an interesting read, i wasn't aware of it. I guess it confirms what i've been reading for years, the fact that good updates or fixes tend to fall on deaf ears. Reminded me of other threads i have read in the past where oibaf or even eke tried contributing. Wish only the bits of code that pertain to the use of the right stick on WUPC and 3rd party controller compatibility upgrades could be backported to 1.8.15, for example. Oh well, that's a shame.
Well, i use libOGC v1.8.12 and it's sub-libraries of that time with Wii U Pro Controller support added.
That libOGC v1.8.12 I'm using for my ports isn't the same as the original one. It's modified. The same goes at least for the WIIUSE library.
BTW, i've been meaning to ask, is there a way on any of your ports to preserve 4:3 aspect ratio when playing on a Wii with widescreen 480p settings?
I'm not aware. Just heard, that @Tetsuo Shima was playing Wii-HEXEN II using 4:3 on 480p iirc.
 

Tetsuo Shima

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BTW, i've been meaning to ask, is there a way on any of your ports to preserve 4:3 aspect ratio when playing on a Wii with widescreen 480p settings?
I'm not aware. Just heard, that @Tetsuo Shima was playing Wii-HEXEN II using 4:3 on 480p iirc.
Yes I was playing in 4:3 but that's because I changed aspect ratio from my TV settings.
An option to switch aspect ratio from 16:9 to 4:3 in-game would be very welcome, to avoid constantly switching it on the TV.
Also, for people who just play the same wad, it would be nice to add an auto-load feature of some kind.
If arguments support for loaders is not an option, would it be possible to use a folder to auto load wads? If we want to play continuously one game, we just copy its wad in that folder, then the game is auto-loaded every time.
 
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niuus

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Well, i use libOGC v1.8.12 and it's sub-libraries of that time with Wii U Pro Controller support added.
That libOGC v1.8.12 I'm using for my ports isn't the same as the original one. It's modified. The same goes at least for the WIIUSE library.
Yeah, that was my assumption since ever. B-)

I'm not aware. Just heard, that @Tetsuo Shima was playing Wii-HEXEN II using 4:3 on 480p iirc.
Well, i guess you could force it with the TV settings (not sure if it would look 1:1), just did not know if there was a native way, in the case of TVs that do not have it as an option.

EDIT: well, here's the confirmation to my theory.

Yes I was playing in 4:3 but that's because I changed aspect ratio from my TV settings.
 
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JoostinOnline

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If you want to know something more about that change to the header variables between Release 27 and Release 28, read this:

https://devkitpro.org/viewtopic.php?f=40&t=8681

and this:

https://sourceware.org/git/gitweb.c...it;h=9bd3bcc6422473bc072d392d3e9545186b7f2211

It fatally made everything go downwards.
And i even DO understand that this makes developers upset upon Wintermute. So i DO understand even @JoostinOnline's behaviour on that thread as it also pissed me off. You would have to go through tons of code and change everything to HOPEFULLY make it work in the end.
What a time to get back online. It's been 2 years since my last post. I worked a fair amount of time trying to update my projects to work with the latest devkitPro, but eventually gave up. If it had just been my code that it broke, and if it hadn't been on the very end of the Wii's homebrew scene, I would have persevered. However, changing a variable breaks SO much. I couldn't figure out a way to make a wrapper for it to maintain compatibility, and even every library needed to be patched. While I add lots of notes to my code, it's not standard practice, and since people can have very different coding styles (mine is "obsessive labeling"), I sometimes couldn't figure out what the function of something was in the bigger picture. There was also the fact that the changed variable types didn't contribute to anything, so the whole thing seemed pointless.

TL;DR WinterMute is an ass who applies any contributed updates that compile without looking at them because he gets donations for other people's code.
 
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AndroSynth

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Just wanted to stop in and say thanks for all the work you've put toward this @nitr8. I've had this thread bookmarked for a while looking forward to the new release. Just booted up Wii-Doom for a healthy dose of nostalgia.
 
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nitr8

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@niuus: I have been able to look at the WAD situation which you wrote about regarding FREEDOOM.

Those DOOM1 FREEDOOM WADs have no compatibility at all and i didn't find the real reason for it. They even don't run on my side, while i have been able to run v0.9 PHASE 2 which is an IWAD. You don't even need to load the DOOM2 IWAD with it as it provides all the game data which DOOM2 needs for itself.

The PSXMUSIC.WAD contains MP3 music which this port simply doesn't handle. Chocolate DOOM's code only provides support for OGG and FLAC music instead, while there is no FLAC library for the Wii afaik and therefore I've disabled loading of FLAC to keep compile time low and the binary small.

For the other stuff i mentioned yesterday, i will be updating the ZIP files within a few minutes.
I have also managed to add a thumb stick switching possibility to all of the game ports.

--------------------- MERGED ---------------------------

T L;DR WinterMute is an ass who applies any contributed updates that compile without looking at them because he gets donations for other people's code.
He even blocks people on GitHub just because they want to have their libOGC / GX additional code pulled into the library.
Now that makes sense...:glare:
 
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niuus

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WII-DOOM, WII-HERETIC & WII-HEXEN updated!
Links within first post as always.

Notably:

- OGG playback loop pause defeated
- Thumbstick switching support added
Nice! Seamless music, here i go! :D

About the thumbstick option, while i would definitely never play with the Dpad for movement, i think is fine having it as an option for other users. It would make it playable with SNES controllers, at least. :psp:
 

Tetsuo Shima

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Nice! Seamless music, here i go! :D

About the thumbstick option, while i would definitely never play with the Dpad for movement, i think is fine having it as an option for other users. It would make it playable with SNES controllers, at least. :psp:
Well it's stil not possible to play with the Dpad for movement, at least for me.
With the new thumbstick swap feature, I can switch the left and right sticks, but I can't find a way to map movements to the D-pad.

--------------------- MERGED ---------------------------

Another thing, is it just me doin' something wrong, or the running key is not working for these ports?
I tried assigning 'Run' to the left trigger, but it's not working.
 
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XDel

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Even with the latest release I am getting crashes on my WiiU.

I am glad though to see the project still going. There were numerous times where had me believing it was a lost cause.
 

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niuus

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Even with the latest release I am getting crashes on my WiiU.

I am glad though to see the project still going. There were numerous times where had me believing it was a lost cause.
You should detail how to reproduce the crash...:unsure:
 

niuus

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Just noticed these were removed in the doom-music. Redundancy reasons?
Code:
31e9932f8260b1e8ebd5e110af8749d46aa95365 = doom1-music/D_E5M1.ogg
7211fc6f2f48cf1f27022690da6ed9b6363cb671 = doom1-music/D_E5M2.ogg
f7fe0a11e9a5fe6aecdf6a36299df33dd201eaef = doom1-music/D_E5M3.ogg
fdcbb17ba408bc90af2bc295a6f6e51dd650d247 = doom1-music/D_E5M4.ogg
1d8a8dd6b374287b8848f2d65d4f6e0900b835e3 = doom1-music/D_E5M5.ogg
921f7ac3bcb97e44f2c48b1ae79310848587d47b = doom1-music/D_E5M6.ogg
e5b6631a1a657518371f61794cb7ff801ea57a68 = doom1-music/D_E5M7.ogg
f86a6143fa0d5e38a2e09e011428bc867e3fb9a8 = doom1-music/D_E5M8.ogg
f86a11a12f525210b973c52583841cea1fc8ec79 = doom1-music/D_E5M9.ogg
bfac802f3fbbf9008ba0e74bfae46e5c687becb3 = doom1-music/D_INTER.ogg
b7f165797cd500b351612b73267313f1df20a41e = doom1-music/D_INTRO.ogg

@niuusThose DOOM1 FREEDOOM WADs have no compatibility at all and i didn't find the real reason for it. They even don't run on my side
Weird, they do run here. I just wanted to test them for the compatibility list, though i really don't like them too much as they kinda look and sound like a low-low budget version of Doom, so, it's okey.

In any case, the MD5 are these:
FREEDM08B1.WAD
5142CBF6A3F862B293D649225737381B
FREEDOOM1.WAD
ACA90CF5AC36E996EDC58BD0329B979A
FREEDOOM2.WAD
8FA57DBC7687F84528EBA39DDE3A20E0
FREEDOOM08B1.WAD
0597B0937E9615A9667B98077332597D
FREEDOOM09P2.WAD
4F2EF818B51F57A64DADA3A8F4AE678F
FREEDOOMU08B1.WAD
2A24722C068D3A74CD16F770797FF198

I updated the compat list with some new download links.

@niuus
while i have been able to run v0.9 PHASE 2 which is an IWAD. You don't even need to load the DOOM2 IWAD with it as it provides all the game data which DOOM2 needs for itself.
Only FREEDOOM2.WAD is an IWAD i guess, the rest gets recognized as PWAD.

Loading up DOOM2.wad with NODEH and D4V.wad and D4V.DEH.
Well, i don't use NODEH. See all the WADS i got this port to work with here, among which is D4V 100% working for me.
 
Last edited by niuus,

nitr8

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Another thing, is it just me doin' something wrong, or the running key is not working for these ports?
I tried assigning 'Run' to the left trigger, but it's not working.
That's even new to me as i never use that button. I will have a look at it

--------------------- MERGED ---------------------------

Even with the latest release I am getting crashes on my WiiU.

I am glad though to see the project still going. There were numerous times where had me believing it was a lost cause.
I'd like to know more about your situation. For example: when does it exactly crash etc...

--------------------- MERGED ---------------------------

Loading up DOOM2.wad with NODEH and D4V.wad and D4V.DEH.
Okay, Will have a look. Though, it was running for me. I simply can't reproduce your crash... :unsure:
 

XDel

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That's even new to me as i never use that button. I will have a look at it

--------------------- MERGED ---------------------------


I'd like to know more about your situation. For example: when does it exactly crash etc...

--------------------- MERGED ---------------------------


Okay, Will have a look. Though, it was running for me. I simply can't reproduce your crash... :unsure:


It crashed as soon as I pressed START.

I am wondering if it has anything to do with the fact that I am using 3rd Party Controllers. I will try to get to the store tomorrow or Friday and pick up some 1st Party ones if they got any and see if that makes a difference.
 

nitr8

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Well guys, there might be incompatibilities with some IWAD's, which is the first thing i'm thinking about. For some people, D4V is working and for some others they don't. You MUST load D4V with the "-NODEH" switch enabled.

When updating Wii-DOOM, at least ALWAYS replace PSPDOOM.WAD as i might update that one as well at some time.
When loading up either of the ports with OGG music enabled, each *MUSIC.CFG file gets created every time.
I didn't remove the music code for OGG playback on episode 5 (SIGIL).

It crashed as soon as I pressed START.

I am wondering if it has anything to do with the fact that I am using 3rd Party Controllers. I will try to get to the store tomorrow or Friday and pick up some 1st Party ones if they got any and see if that makes a difference.
Might i send you a full DEBUG ELF and you post a screenshot if that crash happened right here?
Maybe i can figure out where it happens that way.

@XDel take this one, remove the DOL and run it. If it crashes, please post a screenshot of the screen. It's running for me for what i can tell.

https://www.mediafire.com/file/kyaeecbblbj7543/boot.elf/file

@XDel By saying "third party controller" - do you by any chance have a Wii U Pro Controller? Those ports have support for it included.

I've also compiled a Homebrew Channel WAD for my purposes which has Wii U Pro Controller support integrated so it even works there / on a real Wii.
 
Last edited by nitr8,

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