Forgot to ask, what about the cfg file to use the music in Sigil?Well, that one used OpenGL as an option but there is no OpenGL on the Wii so that i had to switch back to software video mode instead... At least it's running.
Forgot to ask, what about the cfg file to use the music in Sigil?Well, that one used OpenGL as an option but there is no OpenGL on the Wii so that i had to switch back to software video mode instead... At least it's running.
Forgot to ask, what about the cfg file to use the music in Sigil?
Perfect, i'll check it out.It was working for me - have a look at the doom-music.cfg file as it should be in there with the previous release.
The files are listed E5M*
Running smooth. It's incredible how much that great heavy metal OST does for the pace of the game.I just had to re-encode to Wii format, dropped the files in, wrote the code for the CFG, compiled the binary and run it: tada, OGG music for SIGIL.
Running smooth. It's incredible how much that great heavy metal OST does for the pace of the game.
Doom 64’s upcoming re-release will be more than just a port and will include new features as well, one of which is a new chapter.
Senior developer James Haley said in an interview with USgamer
“On our end, persistent players will have the opportunity to unlock a new chapter in the Doomguy’s saga, taking place shortly after [Doom 64’s] original campaign concludes. The Mother Demon you defeated in that outing had a sister, and since you’ve been messing up Hell non-stop, she tries to get rid of you by sending you away. If you can make your way back and take revenge, you’ll be rewarded with a bit of lore that fans of both series, new and classic, should enjoy.”
Freelook is included within the Wii-HERETIC binary. cou can activate from within the Controls Settings.I'm playing Heretic. I cannot look up / down, but I remember you could in the original game.
At least that "feature" would require some massive effort in rewriting code to the controls to all of these ports as I don't even use SDL for input while those games do use SDL. I had massive problems getting SDL controls to work. Must be the SDL Wii port that isn't finished at all. The day SDL for Wii was released, only minor features actually worked - like graphics and sound. For the Wii-HEXEN II port, the graphics didn't even work and i had to fall back to some arbitrary code instead.Ok thanks, it was disabled. My bad. it's working now.
I'd have another little request, if it's not too much trouble for you:
- can you add an option to swap the d.pad with the left stick? I find a little uncomfortable using the analog stick for walking and strafing.
If possible I'd like to have this feature for all these ports, not just Wii-Heretic.
The thing is, that Chocolate DOOM is the base for all those 4 ports.Ok nevermind then
That's the reason there's no support for gamecube controllers, i imagine? (hence no Gamecube port)The thing is, that Chocolate DOOM is the base for all those 4 ports.
After compiling it the first time for the Wii back in 2014 with only video and sound output, the controls didn't work and i have never figured out just why.
From what i remember, i had to drop the whole joystick code of Chocolate.
No.That's the reason there's no support for gamecube controllers, i imagine? (hence no Gamecube port)
Yeah, i can imagine. I still use old libogc versions, newer doesn't always means better or more stable.No.
While having that NDEV and trying to port things over to the RVL-SDK for the last 1.5 years, i came to the point and even realized fataly, that libOGC's Gamecube functionality is buggy. When reading the Gamecube PAD Status, the game will crash at some random point.
Well, i don't even use the newest devkitpro / devkitPPC release as when i came back to porting stuff 2 years ago, i first tried to compile Wii-DOOM using the latest devkitpro / devkitPPC release at that time and it didn't even get that far to display anything on the screen.Yeah, i can imagine. I still use old libogc versions, newer doesn't always means better or more stable.
I concur, 1000%Well, i don't even use the newest devkitpro / devkitPPC release as when i came back to porting stuff 2 years ago, i first tried to compile Wii-DOOM using the latest devkitpro / devkitPPC release at that time and it didn't even get that far to display anything on the screen.
After some research i figured out, that between release 27 and release 28, devkitPPC's headers have been patched in some non-understandable manner. Everything - every homebrew compiled up to this point was working flawlessly until there was a change on INTEGERS & LONGS within those header files.
This change made all previously working homebrew unable to work anymore when you compled them on newer releases of devkitPPC.
And the absolutely frustrating statement Wintermute therefore made, was, "UPDATE YOUR CODE". I for myself thought "F*CK YOU".
So i am currently STILL at devkitPPC release 27 with libOGC 1.8.12 and even libFAT a rather old version as well as some others. Those are old, i know - but they are running stable. So i have no reason to update anything.
NEVER TOUCH A RUNNING SYSTEM.
If you want to know something more about that change to the header variables between Release 27 and Release 28, read this:I concur.