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

nitr8

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Currently undergoing changes for maps with BOOM support. Countless code lines have been adopted from DOOMretro to achieve this goal. Still fighting with a few bugs, but currently looking good so far. For a test, VALIANT.WAD and MONSTER HUNTER 2 (MOHU2.WAD) do work.

The rendering engine as well as DEHACKED engine have been completely adopted from DOOMretro with a few slight changes by me for this port.
 
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respectablealex

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I'm starting to think the problem with WiiHexen is related to video mode, can someone with a NTSC-U system check if WiiHexen r33 works?
So far we have confirmation that nakata and nitr8 working, both of them using PAL system (I guess)

Hi,

I can confirm that the WiiHexen port does not work for me on an NTSC Wii. I am using r33 with the 1.1 Registered WAD. When loading the WAD, the Wii disc light lights up for a few seconds, I get a black screen, and then nothing.

Thanks for the hard work that has gone into these ports. I've really been enjoying the Doom and Heretic ports over the last couple of weeks and I would love to revisit Hexen again too.

Let me know if I can help with testing.

Thanks
 

niuus

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Currently undergoing changes for maps with BOOM support. Countless code lines have been adopted from DOOMretro to achieve this goal. Still fighting with a few bugs, but currently looking good so far. For a test, VALIANT.WAD and MONSTER HUNTER 2 (MOHU2.WAD) do work.

The rendering engine as well as DEHACKED engine have been completely adopted from DOOMretro with a few slight changes by me for this port.
I've been using your port to revisit Doom games, awesome. By the way, it seems like you can gain Wii U Pro Controller support by using 1.8.15 libogc and upwards (and even the latest Wii SDL)
 
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Thane

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I could use a little help. Probably not difficult.

I have Homebrew loaded on the Wii console and put the Wiidoom patch on an SD card. I put the doom2.wad file into the Iwad directory. Using the classic controller with the nunchuk attachment, I can move the >> pointer (using C and Z on the nunchuk) but hitting the A or B buttons does nothing. There is a slight "wink" of the screen so it sees the button press, but no selection happens.







 

niuus

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Screen settings:

- uncapped framerate (from Crispy DOOM)
- two new screen wipe types (crossfade and burn) / (from DOOM Legacy / ZDOOM)
- take screenshots (PNG or PCX format)
- translucency (from Crispy DOOM)

Sound settings:

- add OPL3 support (music)
- add Timidity support (music)
- add PC speaker support (sound)
- playback for up to 16 sound channels
- switch between left / right sound output
- add sound pitch from v1.1

System settings:

- add hall of mirrors detector (from SMMU)
- replace missing textures (don't crash the game) / (from SMMU)

Game settings:

- automap overlay (from Crispy DOOM)
- automap author's (but not for PWAD) / (from DOOMretro)
- weapon recoil (Y-axis) / (from Strife Veteran Edition)
- player thrust when firing guns (Z-axis) / (from DOOMretro)
- respawn monsters (from ZDOOM)
- fast monsters (from ZDOOM)
- no monsters (from ZDOOM)
- new fullscreen hud (from DOOMretro)
- foot clipping inside liquids (from Heretic)
- liquid splashes (from Heretic)
- footsteps (uses sounds from QUAKE 2)
- swirling liquids (from SMMU)
- animated liquid sectors (from DOOMretro)
- emulated Pre-Release Beta mode (with sprites)
- flip corpses and guns randomly upon killing monsters
- show "secret revealed" message (from Crispy DOOM)
- rocket trails (from DOOMretro)
- variable chaingun firing speed
- falling damage (from ZDOOM)
- infinite ammo (from ZDOOM)
- autoaim
- more blood and gore (from Strife Veteran Edition)
- variable gore amount
- colored blood for Cacodemons, Baron's of Hell, Hell Knight's (from Crispy DOOM)
- fix colored blood for Spectres ("invisible" blood) and Lost-Souls (bleed puffs) / (from Crispy DOOM)
- monsters can telefrag on map 30 (from PrBoom+)
- monsters can get stuck on doortracks (from PrBoom+)
- Arch-Vile can resurrect ghosts (from PrBoom+)
- remove Pain-Elemental's Lost-Soul limit (from PrBoom+)
- blazing doors don't do doubled closing sound (from PrBoom+)
- God mode isn't absolute (from PrBoom+)
- use DOOM's floor motion behavior (from PrBoom+)
- use DOOM's clipping mode (from PrBoom+)
- use DOOM's linedef trigger model (from PrBoom+)
- pre-Ultimate boss death (from PrBoom+)
- Lost-Souls can bounce off flats (from PrBoom+)
- two-sided middle textures don't animate (from PrBoom+)
- retain quirks in DOOM sound code (from PrBoom+)
- use DOOM's buggy ouch face (from PrBoom+)

Cheats:

- add flying possibility (from Heretic)

Overall:

- removed limits for VISPLANES, PLATS, VISSPRITES, ANIMS and a few more (will prevent crashing in most cases)
- completely new game console (no input, only scrolling) / (from DOOMretro)
- shade menu background (from Crispy DOOM)
- draw menu more efficient (no more menu sprites)
- demo playback progress bar (from Crispy DOOM)

...and maybe some more features like demo recording, as well as alternative memory handling and memory statistics from BOOM. But those are and will most likely be available for debug mode only. There also is a sixth "options" setting which isn't visible for my public releases but it is during development: "Debug Settings". It's not useful during normal gameplay.
Compared with that list, there are these additional features:

- change menu opening background style to blur or fade
- console timestamp for player messages
- shadowed background for menu points
- shadows for monsters and items
- extend lightning from 16 to 32 levels
- smoother weapon bobbing
- light up blood slightly
- darken sprites slightly
- "animate" dropped items from killed monsters in y-axis
- drop off monsters hanging over ledges
- ability to fix sprite offsets
- draw fuzz effect translucently if using translucency

What I still would like to see is a "InGame WAD loader". A first test showed me that this is possible. But the menu implementation for reading the file system is not that easy. I also would like to do a "Credits" menu for all those whose work I used for this port of the Wii.
Hi @nitr8. I was checking your GitHub, seems like there were some changes after your last release, including multiplayer support? (along with your new features list). I am going to try compiling this with the most recent DevkitPro/libogc so you could automatically gain Wii U Pro Controller support, since Classic Controller is already there.
 

XDel

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I would love to see this project continued, now especially with access to the Wii U hardware.
Is this, the best homebrew project for the Wii, dead or is it just slow moving?
 

Bart Lemming

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^
I just checked the Google Code page out of curiosity. Sadly, the page hasn't been touched since 2015 and I can't see any links to newer repositories or project pages. :(

Here's hoping that it's not dead. I'm still hoping for full Boom support!
 

TheDimensioner

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I know this isn't updated anymore, but in its options, is there a way to set the game to 240p? I know DOOM is only 320x200@35, but this port had many things done to it to look more like a proper console port, like framerate (can reach up to 60FPS) and controls (although I much rather play using the GC controller).

After acquiring a CRT PC monitor and playing Chocolate DOOM on PC, I can see how beautiful the game looks as it was originally intended. But since this is a more "recent" monitor (2006) I was forced to set a 144hz refresh rate to play at 320x200, because this is 31khz only, and I would need a 15khz monitor to play at the intended 320x200@75hz. Here's the results:
WP_20171008_13_43_44_Rich.jpg
WP_20171008_13_45_14_Rich.jpg
WP_20171008_13_48_53_Pro.jpg
Since this is a PC monitor, I can safely set such a low resolution/line count without issues. It is "stretched" to 4:3, so it's the correct aspect ratio as well. It's truly amazing playing the game like this. I never played DOOM when it came out originally, but I would imagine someone having "nostalgiagasms" looking at this (I don't know if that's really what it was supposed to look like though XD).

I see that the Wii port doesn't stretch the image, maintaining its pixel count so it doesn't need filtering/interpolation, but the aspect ratio becomes weird that way. The game is playable though, but on a CRT TV it's just not right to play DOOM at 480i. All the other console "true" DOOM ports (as in not counting the modern ports which might be using emulation) managed 240p somehow, even the SNES port, with it's windowed mode of sorts XD. It would be great to see this port do the same.
 

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