1. m0nol0gue

    OP m0nol0gue Newbie
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    The newest update for DOOM and DOOM II allow you to make a Bethesda account and download add-on campaign wads from their servers - the current available add-ons are SIGIL, No Rest for the Living, The Plutonia Experiment, and TNT: Evilution. Now, we've figured out things like injecting Mario Maker levels into SMM2 for those without internet access; is there any way the same could be accomplished for Classic Doom's Add-Ons? I'm not experienced in this regard, so I am hoping someone with more experience could help with this. Would this require save injection from someone who has them? Thank you.
     
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  2. Instandhaltung

    Instandhaltung I feel it. I feel the cosmos!
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    I'm also interested. I've thought of save injection, or maybe even wad injection or something like that :)
     
  3. Naked_Snake

    Naked_Snake Constant Miscreant
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    I had a look at the save file as the romfs in the update and I couldn’t find where the wad was stored
     
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  4. Instandhaltung

    Instandhaltung I feel it. I feel the cosmos!
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    Thanks for the effort! A new mystery :) Is there a possibility of sharing a save then? Or is it against the rules?
     
  5. m0nol0gue

    OP m0nol0gue Newbie
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    Yeah, I personally wonder if it's a save thing - my reasoning for this is that we use save injection to play MM2 levels offline, and the add-ons don't seem to be account-based or anything like that.
    If someone who had all the add-ons could upload their save data, that'd be pretty great - I don't think it'd be an issue rules-wise since the add-ons are available in the game for free and the save data is only usable for someone who already has the game.
     
  6. Purple_Shyguy

    Purple_Shyguy GBAtemp Maniac
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    Yeah, this is a must to figure out honestly. There's so much content that will be made available. We need to know how to access it without going online and connecting to the servers.
     
  7. DaBlackDeath

    DaBlackDeath .::[ lone wolf ]::.
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    as written in nfo

    Code:
     |   Optional notes, how to create your own mods:                          |
      |                                                                         |
      |   1/ Duplicate one of the add-on folder (for example                    |
      |   20200101000003_0100D4F00DD02000 for Doom II).                         |
      |                                                                         |
      |   2/ In cache/0100D4F00DD02000/0001/ put your WAD file and rename it    |
      |   to whatever number/character you wanna use (1 to 5 are already used   |
      |   by current mods so let's say you start with "6" or "a"). If you       |
      |   name it 6.wad, then you will have to edit "metadata" at offset        |
      |   0x126 and put "6" in ASCII (instead of 5 if it was 5.wad). Also at    |
      |   offset 0x1712 if it says "doom1" then put "doom2" in ascii. There     |
      |   are more stuff you can edit in there, it's just a standard Unity      |
      |   asset (hint), so you can put your custom description or your custom   |
      |   jpg to your own preference.                                           |
      |                                                                         |
      |   3/ Edit __BackupSaveDataInfo.xml, and change all 3 fields             |
      |   SaveDataSize, AvailableSize, JournalSize to whatever size is the      |
      |   addon (=0001 folder). It doesn't need to perfectly match, it just     |
      |   needs to be bigger than the addon (sure you could set it to 300 MB    |
      |   but then you will have a 300MB file to your NSW eMMC/SD Card          |
      |   instead of whatever small size it is). Also edit the CacheIndex       |
      |   value to something > 4. Max is 99, you cannot have more than 99       |
      |   addons.                                                               |
      |                                                                         |
      |   Also values are in hex so make sure you convert decimal to hex (e.g   |
      |   = 7MB = 7 000 000 bytes = 00000000006ACFC0 in hex).                   |
      |                                                                         |
      |   To delete mods:                                                       |
      |                                                                         |
      |   Either delete the game and reinstall it, or in DevMenu, in the Save   |
      |   Data tab, find DOOM II, press "+", "Manage", and here you can find    |
      |   every Cache partition (= addons/mods) you can delete.                 |
    so adding new mods should be no problem
     
  8. ThomasWii

    ThomasWii Member
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    To anyone having trouble installing addon’s, create a directory named BackupSaveData inside of NintendoSDK and move all the numbered directory's into BackupSaveData and follow the instructions. For example: sdroot:/NintendoSDK/BackupSaveData/20200101000000_010018900dd00000
     
  9. fagnerkof

    fagnerkof Member
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    I tried to input Plutonia 2 and Plutonia Revisited for Doom 2, but didn't worked. Anyone can figure whats wrong in the files? As they're free wads I think its ok to upload the files here
     

    Attached Files:

  10. UnholyCathedral

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    Anyone figure it out yet?
     
  11. oji

    oji GBAtemp Fan
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    Out of curiosity, could this method be used for Labo VR additional mini-games, distributed through a Switch News channel?
     
  12. fagnerkof

    fagnerkof Member
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    I made some changes, and yet it didn't work my try of adding other wads than the official add-ons.
    Trying to insert plutonia 2 or plutonia revisited (didn't try other wads), the results I get so far are:
    Inserting wad into a duplicated TNT folder and editing its files, the save doesn't load using devmenu, as if was a corrupted save.
    Inserting wad into a duplicated PLUTONIA, SIGIL or NO REST FOR THE LIVING folder editing its files, the save loads ok. In the add-on screen selection, it shows the modded title and the custom jpgs I put for each wad, and it activates ok. But trying to start the game, it gives me the two options as if I was starting Doom 2 (Hell on Earth and The Master Levels).
    Starting 'Hell on Earth' freezes the game, needing to close it and restart.
    Starting 'Master Levels' it start the first of the Master Levels (Attack) and it plays normally, but with a gliched sky with coloured lines AND using the custom wads themed HUD (the us.army themed huds that plutonia 2 and revisited uses)
    No clue in how to get working properly, once I followed all the instructions.
     
  13. m0nol0gue

    OP m0nol0gue Newbie
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    I'm having this issue too and it's getting frustrating. Tried adding DTWID and it refuses to load, or even successfully inject into the game with DevMenu.
     
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