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

niuus

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That would require a few lines of code addition. I think it's no problem at all.

I had the chance to test Heretic the last two days. Looks like it's running pretty stable but still needs some fixes...
Thanks for the answer. It's exciting to see a new homebrew release (specially for these classic DOS games), and the new Doom chapter+RoTT is the icing on the cake. :yaywii:
 

CaptainHIT

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Sure, yeah - but i'm not familiar with C++ and i higly doubt that i can handle getting it ported.

It would also require to get controls and SDL to work. GZDoom is currently at v4.x which requires SDL v2.x. There is NO SDL2 for the Wii. It was never ported.

GZDoom v1.x was supporting SDL v1. But that's really, really old stuff.
GZDoom >= v2.2 is also using OpenGL which is not part of the Wii API. Nintendo used their own: "OpenGX" which - using the wrapper "libGL2GX" - can adopt GL functionality. I tried some things with the library itself - got it to compile. But i have never been able to make it work in the end.
Thanks for all the info, never thought about SDL2 and OpenGL stuff. I thought they use general libraries which Wii also supports.
 

nitr8

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SIGIL support added:

This is NOT the compatibility PWAD of SIGIL. It's the REAL one, which adds EPISODE 5 to DOOM as long as you load it with the IWAD of "THE ULTIMATE DOOM".






Still have to add the "warp to secret level" support for SIGIL. This is not yet included.
 
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niuus

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SIGIL support added:

This is NOT the compatibility PWAD of SIGIL. It's the REAL one, which adds EPISODE 5 to DOOM as long as you load it with the IWAD of "THE ULTIMATE DOOM".






Still have to add the "warp to secret level" support for SIGIL. This is not yet included.
Über cool!
 

niuus

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I know, I didn't write anything new in the past here about my ports. But this might change very quickly as I may release something new for you to "play" with.

The reason for this absence is that I'm currently heavily involved into something "different" of you know what THIS is:



:O:O:O
USB HID support?

I am really eager to try a new release and Sigil support with the Wii U Pro Controller B-)
 

nitr8

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A virtual boy Dev kit?!?! ;)

It's the "Waikiki adaptor" - kind of the "older brother" of what became the "evil" USB Gecko afterwards. Though, it has no serial (FTDI) chip included. But it still can print out debug stuff from a Wii if being "used" correctly. On the other hand it CAN be used for stuff like the USB Gecko did. But there are no tools for it to do so (not to the public I mean...).

I DO believe that big "N" used this device to flash stuff onto the NAND in production state of the Wii's. There's nothing related to it inside the Wii SDK. Just a demo for printing stuff from your code... But this can be abused, writing stuff to the EXI bus (kind of serial debug out). But does it support "data in"...? I don't know and I don't even wanna try. It was hard to come across one of these. I simply don't want to brick it as it wasn't cheap at all...

What I'm wondering about, is the model name: "GCP....". Does it stand for "GameCube Programmer"...?

I also have some pictures of the internals:



 
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nitr8

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Development hardware has always been fascinating, and it's also great to see you're doing okay too!

What I'm currently trying to do, is getting the print library decompiled to libOGC (which I already did) and it works so far. Now the next step is porting this stuff once again to the write32 / read32 functions which USB Gecko used for it's own operations as those two functions work at inline assembly. They exist for the PPC as well as ARM core of the Wii.

The ARM has no hardware access at all so it makes it an extremely hard task if you want to work on or even with the ARM. This device could be extremely useful as it can do print out via the EXI bus (like the USB Gecko did). But it's a hard way to get that far.

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

USB HID support?

I am really eager to try a new release and Sigil support with the Wii U Pro Controller B-)

Btw: big N called the library "HIO".

Oh and btw: I forgot to say that on the Gamecube SDK there exist 2 more libraries: one of them is called "TTY" for printing stuff as well. The other one - which BTW. is more interesting - is called "FIO" which may stands for "File Input Output". The Gamecube SDK even has a client included for the FIO library -> data transfer???

@bushing could have been a great help here in investigating this stuff & device if he didn't already come across one of these (which I believe). It's a shame he passed away...
 
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XDel

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It took me a little while as my Wii is set up to be driven 100% by Gamecube controller, so I had to dig out a Wiimote, Charge it, find a classic controller, etc. etc. but I'm finally there. Sadly though, DOOM 4 Vanilla make the Wii core dump.
 

niuus

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It took me a little while as my Wii is set up to be driven 100% by Gamecube controller, so I had to dig out a Wiimote, Charge it, find a classic controller, etc. etc. but I'm finally there. Sadly though, DOOM 4 Vanilla make the Wii core dump.
Daum. I was kinda hopeful it worked, looked awesome to play, specially on the Wii.
 

nitr8

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That would require more testing. I don't know how much work it would require to add the latest changes of Chocolate since the last release of Wii-DOOM, which was almost over 2 years ago I think...

Don't forget that Wii-DOOM and the other games are Chocolate-Ports. It SHOULD be working but as soon as you start porting anything to another engine / machine / whatsoever, something will eventually break. So this seems to require *some* investigation...
 
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XDel

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I will test more. I was able to get it running via Odamex on the XBOX, so in theory the Wii should have enough RAM to pull it off as well. I would imagine that the culprit lays in the old Chocolate DOOM source in this case as DOOM Legacy wasn't too friendly with it either. That said, on the XBOX it would crash or lock up the system occasionally and conflicted with Odamex's limited support for MAPINFO, but now all that seems to be resolved, so who knows, maybe by the time you are ready to do another release, they'll have it even more optimized and ready to play friendly with the Wii's limited resources.
 
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nitr8

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I will test more. I was able to get it running via Odamex on the XBOX, so in theory the Wii should have enough RAM to pull it off as well. I would imagine that the culprit lays in the old Chocolate DOOM source in this case as DOOM Legacy wasn't too friendly with it either. That said, on the XBOX it would crash or lock up the system occasionally and conflicted with Odamex's limited support for MAPINFO, but now all that seems to be resolved, so who knows, maybe by the time you are ready to do another release, they'll have it even more optimized and ready to play friendly with the Wii's limited resources.

DOOM 4 VANILLA works...:

Though, i had to change 2 things in order to deal with the game crashing 2 times.
No big changes at all.



Do you get these messages while starting DOOM 4 VANILLA as well when using the original Chocolate DOOM port?:



Ahh... Chocolate DOOM in it's current release also throws the same messages. So nothing to worry about.
Thanks anyway.
 
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