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

XDel

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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).


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.

I meant that my Wiimote and Classic Controller were not made by Nintendo. The Classic Controller was a CHEAP Chinese unmarked clone which I'd had trouble with before. The Wiimote just needs to resync from WiiU to vWii mode but is not an issue aside of that.

Anyhow I did not use the elf file you sent as I replaced my Classic Controller instead and now all is well, I am VERY impressed with what all you have done here. Lots of fun options to go through and the ability to load up Pwads galore.

I only wonder how it is that you use your WiiU controller on here as mine looses sync once in vWii mode.
 

niuus

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I only wonder how it is that you use your WiiU controller on here as mine looses sync once in vWii mode.
vWii menu functionality is not needed, nor never will be. If your controller is already synced, you just turn it on when inside Wii Doom. Even The Homebrew Channel is compatible. I use it ALL the time on my regular Wii console, which completely skips the main OS.
 

XDel

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vWii menu functionality is not needed, nor never will be. If your controller is already synced, you just turn it on when inside Wii Doom. Even The Homebrew Channel is compatible. I use it ALL the time on my regular Wii console, which completely skips the main OS.


How do you get the WiiU controller to detect, or are you using USB?
EDIT: Mine suddenly just started working.


@nitr8 I have found a small issue. In the settings I turned down the walking speed so that my RUN button has relevance. Though now when I strafe, even when holding RUN, it strafes at the set walking speed, even after bumping up STRAFE SPEED. Likewise DOOM Guy turns at walking speed even when holding RUN.
 
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D

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This reminds me, I need to set up my Wii and see if older versions support the amazing DOOM 4 Vanilla...

https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-v24-new-fixes-balancing/


https://www.dsogaming.com/news/doom...g-reworked-blood-sprites-improved-animations/

Version 3.0 is now compatible with Back to Saturn X. Back to Saturn X is a conversion for Doom II with polished new levels, an original soundtrack, and countless thousands of new custom-made art assets.
In version 3.0, the modder reworked the blood sprites and improved all animations. Moreover, he converted brightmaps and replaced some sprites.

 

JoKoKilla

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I love having Doom, Heretic, and Hexen on my Wii. I think these ports play very well, although I was just playing last night and Heretic randomly quit on me (went back to system menu) during episode 3 level 2. Indeed seemed very random, as I was just roaming a level (not triggering a switch or in mid fight etc). Same thing also happened in Doom 2 after hitting the exit switch in level 2, but tried playing through level 2 a second time and it didn't happen. :^/ So far it hasn't happened in Hexen. Anyone else experience any similar mid-game crashes?
 
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JoKoKilla

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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.

I second that! I'd even be happy to make a donation to support the author/editor for this update. Patrion? PayPal? Would $50 sound fair? I'm not really sure how much work would be involved to make this happen.
 

JoKoKilla

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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


Thank you thank you thank you! Can you settle something once and for all? Where should we place the main wad files? In the IWAD folder, or the same folder as the boot.dol file? Seems to work either way, but I'm wondering if one is better than the other.
 

niuus

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Version 3.0 is now compatible with Back to Saturn X. Back to Saturn X is a conversion for Doom II with polished new levels, an original soundtrack, and countless thousands of new custom-made art assets.
In version 3.0, the modder reworked the blood sprites and improved all animations. Moreover, he converted brightmaps and replaced some sprites.
Thanks for the heads-up, did not know about BTSX. I updated D4V and played with BTSX, both work violently fine B-). I noticed some minor graphic glitches with water turning into blood cascades, i don't know if it is related to the DEH file, since you can load only one. Besides that, that BTSX mod is good fun!

Updated my compatibility list.
 
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TheDimensioner

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So, back in 2017, I might have pestered @nitr8 a little with requests for supporting 240p XD. But here I am, once again, to try to prove my point that 240p is the best option for DOOM on consoles! Seeing that the latest release has 4:3 by default, I think the image got blurried quite a bit because it has to compensate for the uneven pixel aspect ratio of DOOM (which here I think it's 640x400 corrected to 640x480). But aside from that, 480i users might suffer from an extra coat of blur, which is the deflicker filter. I heard somewhere that Wii dev kits had that turned on by default, and even 480p would be affected by that filter on some instances. Only two officially released games don't have the deflicker filter (Xenoblade Chronicles and Zelda: Skyward Sword), and no other games that I know of actually gives an option for "smoothing on / off" (like Super Smash Bros. Melee did on the Game Cube).

That said, I think an option for changing aspect ratios and another for enabling / disabling filters would be greatly appreciated! And, if possible at all, I'd like 240p to be a thing as well, and since I'm not the only CRT user here, maybe @niuus could give it a bump too!

Here's a video for illustrating what I mean about all this. It shows the PlayStation 2 port of DOOM, which supports 240p by default, and looks very sharp! But it has no filters, so it tends to cause tearing while moving. And in the Wii-DOOM side, specifically r33, my smaller 21" TV has an option for stretching the image vertically, which is very handy for PAL games, and perfect for DOOM, since the TV does the job of fixing the aspect ratio, and there's no unevenness, plus no need for filters for blurring the image even more (which is what the latest release does, I think). The video is in 4:3 because that's what the camera's sensor is, so it shows more of the picture and allows more resolution. And sorry about my incessant rambling at the end; English is not my native language and I simply didn't know what to say XD:



As you can see, PS2DOOM is extremely sharp, but there's tearing, though it's not possible to see on the video. But I don't play that version, because there's no music support, and it does have some issues, like crashing and whatnot. Wii-DOOM r33 on the other hand is not so sharp (I suspect because of the deflickering filter), though it is sharper than the latest release. If Wii-DOOM had a 240p option, and was scaled at its pixel aspect ratio (almost 16:10), I feel like I could do the exact same thing I did on the video and stretch the image vertically while maintaining the extreme sharpness. Widescreen TV users could do the same and correct the image to 4:3, like @Tetsuo Shima reported. And I simply can't stress enough that scanlines are the best option for playing DOOM. Here's a repeat of screenshots from my CRT PC monitor with Chocolate DOOM at 320x200@144Hz:

WP_20171008_13_48_53_Pro.jpg
WP_20171008_13_45_14_Rich.jpg
WP_20171008_13_43_44_Rich.jpg

Since with PC CRT monitors we can change resolutions at will, there's no problem at adding a 320x200 resolution on the GPU driver's options and scaling the image correctly in the monitor's settings. CRT TVs are a different story, but I believe that the vast majority of the more recent models have aspect ratio options, and I also believe those are the ones that most retro gamers would prefer, either for having more settings, or simply for not being so "on the brink of death" XD. I have another 29" Philips set that can even do widescreen by "squishing" the full resolution into a 16:9 rectangle in the middle of the screen, looking sharper than it would if done by software.

But enough rambling. I love that the Wii is still getting the much needed love it always deserved, unlike the poor PS2 there, which very rarely gets some new toy for it to play nowadays. So @nitr8, thanks for helping on keeping the Wii alive!
 

nitr8

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Chocolate DOOM's native video output is 320x200 pixels - in the original stock unchanged source code over at GitHub.

Wii-DOOM is a Chocolate DOOM port to the Wii and it uses a modification over several (dozens) of places inside it's code to "transform" 320x200 pixels into 640x400 pixels instead. So it's REAL 640x400 resolution which makes to game actually look better for the Wii as the original resolution was even more blurried. It simply means that objects are more clear to see the more far they are away from the player's view. It was looking ugly on the original 320x200 Wii resolution.

What i figured out when i've been porting HEXEN II to the Wii was that with those several different screen / display modes libOGC supports and millions of Wii consoles spread all over the world in either PAL or NTSC mode, there are different results on blurring / sharpness / screen resolution (overscan / underscan) and so on. You can't simply make only one video mode for all those different types of displaying the game to the screen. This also applies to interlaced / scanlines modes.

Chocolate DOOM also uses fixed modes when it comes to making the game's screen be drawn to the screen. The older version you are using also has black borders around the screen which is related to Chocolate DOOM's / libSDL's code which i fixed in a release at a later time so it fills up the whole screen for both - PAL & NTSC. But it won't fix scanlines / blur or whatever you want to achieve for you personally.
 
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smacks

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I have never played Hexen before, but can say for sure I heard about it. After seeing some gameplay footage I liked it and decided to download this port to give it a try. So my post is merely to say thanks to nitr8 for working on and compiling these for the public. Thank you.
 

TheDimensioner

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@nitr8 Yes, I know that Chocolate DOOM renders at 320x200 and kind of "line doubles / triples / quadruples" over the desktop resolution (or to whatever res is set in the .cfg on the latest version) on PC, with no way of rendering at higher resolutions (unlike other source ports). I figured that 320x200 on the Wii would look like a small rectangle on the middle of the screen, so rendering at 640x400 to almost fill the (probably) native Wii mode of 640x480 is a nice solution. But like I said, the "stretch" to 4:3 definitely requires linear filtering on the vertical axis, because even if DOOM's assets were doubled to 400 lines vertically, stretching them to 480 makes them uneven and causes obvious shimmering while moving (like on the PS2 port I showed), but the blur it causes is not so nice. I know it's sort of a "necessary evil", because the Wii can't render at even higher resolutions to compensate, like it can be done on PC with other source ports. But, if it was possible to have an option to leave the black bars, many TVs could stretch or squeeze the image in their options to correct it to 4:3, even some CRTs, like I showed on the video. With that, the linear filtering would be unnecessary, and we would have a sharper picture, like on R33.

So, even if 240p is not possible, at least an option for aspect ratios would be nice. For 240p on the Wii, I can still play the SNES port of DOOM over emulation, and believe it or not, that was actually the first port I ever played of this game, which led me to enjoy it so much until now XD.

By the way, I read something here about adding FLAC support, and although I don't have a clue of how music streaming works on this port, I know for sure that some media players on the Wii do support the format, and they are actually the best option for performance. I currently use WiiMC-SS and went through hell to find the best encoding options. I ended up discovering that FLAC, although being of an overall higher quality, is the least CPU hungry audio codec out there. Some videos with heavy dithering that I used AAC for the audio usually stuttered hard while playing, but changing that to FLAC, made things just as smooth as playing them on PC. So, maybe looking at the source code of these media players could help implementing the feature. Again, don't know nothing about audio streaming, or codding in general, so it's just a hunch XD.
 

nitr8

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Well, the original Chocolate DOOM code supports OGG music playback and FLAC as well but i dropped support for FLAC as there have been OGG libraries for the Wii available in the past which just worked perfectly from what i can tell.

There also is a hardware limitation to the Wii which is part of devkitPPC and even the original RVL-SDK about having a samplerate of either 32.000 Hz or 48.000 Hz according to either header files. There are no other options from what i have seen yet. So this means you would have to re-encode your OGG files to 32.000 Hz as this is what would be best for that port.
 
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TheDimensioner

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So, I did some digging, and couldn't find DOOM music the way I wanted. There are those high quality recordings out there made with an original Roland SC-55, and they do sound great, but when the music is supposed to loop, there's that weird "fade out" at the end that bugs me off.

But, recently, I was messing with MIDI games and discovered VirtualMIDISynth, this neat software that let's you choose whatever soundfont from around the internet which allows you to play your favorite MIDI tracks in, you guessed it, software! It also let's you convert MIDI to digital, and I did just that. I found a nice SC-55 soundfont (made by EmperorGrieferus) and converted all of DOOM's and DOOM 2's soundtrack to FLAC, then reconverted it to 32000Hz OGG for Wii-DOOM, and, lo and behold, it worked perfectly!

If anyone's interested, here are the files:
DOOM
https://drive.google.com/open?id=1pI0tEtpDytHTjfJfwIo2q4YAMVDE1CWE

DOOM 2
https://drive.google.com/open?id=1m9PrWZvH39r5PiKKpiFqY9ZEIRvUptba

I renamed each file according to the doom*-music.cfg, and for DOOM 2's soundtrack, I just replicated whatever file that had similar names (I figured they're just repeat music tracks, because, well, I actually never finished DOOM 2 XD). They do sound a bit harsher than that high quality recording from original hardware, but I think it's just down to sound mixing and whatnot, which I'm definitely no expert at.

I'm loving VirtualMIDISynth, though. Never thought MIDI could have so much to it; the hundreds of different soundfonts out there makes it so that you could choose however you want your game's music to sound (as far as the game supports MIDI, of course). There's this 8-bit NES style soundfont that is very good, and playing DOOM with it is great fun! So, I might do another OGG pack using it, just for giggles XD.
 

kokokool

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I have wiimote issues with this app with all ports. Cant move in the menu and also cant exit, forcing me to turn off the console

Does this work with wiimote alone?


Enviado desde mi iPhone utilizando Tapatalk
 
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StanMarsh

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https://archive.org/details/wads.7z

I discovered the PS3 version of MASTERLEVELS.WAD works on Wii-DOOM (when paired with Doom II 1.9). The PS3 organises Master Levels as a single player campaign.

The PS3 has its own versions of all Doom wads, other than NERVE.WAD. PS3 DOOM.WAD, PLUTONIA.WAD and TNT.WAD work as iwads, however, PS3 DOOM2.WAD doesn't.

These megawads also work:

NJDOOM1.WAD (NJ Doom)
ndcp.wad (Newdoom Community Project)
nmdu.wad (The Ultimate NMD)
PRCP.wad (Plutonia: Revisited Community Project)
WD13.WAD (Wonderful Doom, v.1.3)
DTWID.wad (Doom the Way id Did)
NOVA.wad (NOVA: The Birth)
NEIS.wad (No End in Sight)
ET.wad (Endless Torture)
zone300.wad (Zone 300)
VISPIRE.WAD (Vispire)
urania.wad (Urania)
HEROES2.WAD (Heroes 2)
 
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