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Difference between revisions of "WiiDoom"

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| peripherals = {{Wiimote1}} {{SensorBar}} {{Nunchuk}} {{WiiZapper}} {{FrontSD}}
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Revision as of 21:16, 18 May 2010

WiiDoom
WiiDoom.png
General
Author(s)Jendave
Contributor(s)Lnuxguy
TypeShooting game
Version0.4.2
LicenceGPL and Freeware
Links
Download
Website
Source
Downloadable via the Homebrew Browser
Peripherals
Wiimote1.svg SensorBar.svg Nunchuck alternative.svg Loads files from the Front SD slot

WiiDoom is a Wii port of Doom using the open source PrBoom engine.

Installation

  1. If you are using the Homebrew Channel, just copy the WiiDoom directory from the archive (located in the apps directory) to the apps directory on the root of your SD card. If you are using another loader, you have to use the "boot.dol" file.
  2. Copy the prboom directory from the archive to the root of your SD card. The Doom Shareware WAD is included. To play PWADS you will need a full copy of Doom 1 or Doom 2.
  3. Launch the game using your loader.

Playable WADS

WAD files contain levels, sounds, textures, and sprite data necessary to play the game. The following commercial wads are known to work:

In theory, many of the custom wads created by the Doom fan community may also work.

Support for the free software/open source FreeDoom wad has been dropped as of v0.2 due to compatibility issues with some of its levels.

PWAD Support

PWADs can be loaded in the order you choose when launching the program. See the instructions for how to activate PWADs.

The PWAD Super Mario Doom, for instance, is known to work.

Controls

If the nunchuk is not working when WiiDoom first loads, then simply unplug it and plug it back in.

Wiimote.svg+Nunchuck alternative.svg Action
Nunchuck Control Stick Move around
Wii Remote Aim Turn left/right
Wiimote D-Pad Left / Wiimote D-Pad Right Weapon select
Wiimote B Button Fire
Wiimote A Button Use/Open/Menu Select
Nunchuck Z Button Run
Nunchuck C Button Automap
Wiimote D-Pad Pan Automap
Wiimote 1 Button Automap Follow
Wiimote + Button / Wiimote - Button Automap Zoom In/Out

The controls are also customizable. Button remapping has been disabled as of 0.2.

Bugs and Reporting

  • Keycards/skullkeys are not shown in the HUD.
  • Some walls/textures are not drawn.
  • No music.

Report Bugs at the project page. Please do not use the wiki discussion page to report bugs.

Changelog

0.4.2 - 13-May-2010

  • Compiled against devkitpro r21 and latest SDL.

0.4.1 - 5/12/2008

  • Fixed shareware wad crashing bug

0.4 - 17/11/2008

  • Added WAD loader
  • Finale cast can now be advanced through
  • Config file saving/loading works
  • Classis stairbuilding enabled by default
  • Added IR crosshair option in general settings menu
  • Disabled IR crosshair by default
  • Fixed vertical resolution to fit on the screen better
  • Fixed Twilight Hack Input bug
  • Moved messages output location to original spot
  • "Reset to defaults" now works

0.3.1 - 10/10/2008

  • IR input based on raw values (and seems smoother, IMO)
  • BFG/weapon switching bug fixed
  • Added (small) IR crosshair, to help with aiming

0.3 - 9/21/2008

  • Saving/Loading works (using Nintendo-style save slots)
  • Messages are now correctly displayed on screen
  • Automap works (panning, zooming, and follow mode)
  • Boot.dol distributed instead of Boot.elf (much smaller file)
  • Preliminary PWAD support (one wad at a time)

0.2 - 9/10/2008

  • Remapped Wii controls to joystick handling code
  • Control stick no longer stalls
  • Joystick code extended to handle nearly all currently supported device inputs
  • IR controls partly implemented (basic turning)
  • Menu navigation made consistent with Wii titles
  • Audio now plays at correct pitch
  • Brightness/Gamma set to low value
  • Framerate uncapped
  • Weapon switching via Left/Right on D-pad
  • IR is now linear

0.1.1 - 8/23/2008

  • Fixed the "Quit" bug
  • Hit "A" for all instances of "Y" (yes) to verify
  • Replaced the Homebrew Channel icon to Funkamatic's

0.1 Alpha - 8/22/2008

  • First public version