WiiDoom

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WiiDoom
WiiDoom.png
General
Author(s)Arikado, Jendave
Ported byLnuxguy
TypeShooting game
Version0.4.5
LicenceGPL and Freeware
Links
Download
Source
Downloadable via the Homebrew Browser
Peripherals
Wiimote1.svg SensorBar.svg ClassicController.svg GameCube Controller Loads files from the Front SD slot Loads files from SDHC cards in the Front SD slot USB mass storage device


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

Contents

Installation

  1. WiiDoom is available via the Homebrew Browser.
  2. 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.
  3. Place IWAD files in /apps/wiidoom/data/
  4. To play PWADS you will need a full copy of Doom 1 or Doom 2. Place PWAD files in /apps/wiidoom/data/pwad/
  5. 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.

PWAD Support

PWADs can be loaded in the order you choose when launching the program. the start screen allows the player to choose one IWAD (required) and one PWAD. The name of the WAD in the PWAD folder cannot be longer than 4 characters.

PWADs designed for "advanced feature" source ports, like EDGE or ports in the ZDoom family are not likely to work on WiiDoom, since it is based on PrBoom. A good guideline to use it to make sure that the WADs specify whether they are designed for "vanilla", "limit-removing", or "Boom/Boom based" source ports, as anything else has a good chance of not working.

Other WADs that work:

Whispers of Satan

Suspended in Dusk

Hell Revealed Difficult PWAD

Dawn of the Dead Ultimate Doom Episode 1 replacement

Scythe

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
  • NOTE: Will post gc and classic controller controls later. Too busy now :( --Arikado

Media

0.4.5

Bugs

  • Keycards/skullkeys are not shown in the HUD.
  • Some walls/textures are not drawn.
  • No music.
  • Weapon display in TNT is broken

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

Changelog

0.4.5 - 29-August-2010

  • Full SDHC Support
  • Full USB Support
  • Classic Controller Support
  • Gamecube Controller Support
  • Changed /prboom/ to /apps/wiidoom/data/
  • Various bugfixes and tweaks

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

Donations

You can donate to Arikado using the ChipIn widget on his blog : http://arikadosblog.blogspot.com

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