Tuesday, August 26, 2008

New download available on WiiDoom code site.

Due to the number of complaints trying to download the FULL WiiDoom? package (including FreeDoom?), I added a "CORE" package, which doesn't include FreeDoom?. Download this if you intend on copying your own Doom WAD file into the prboom directory. THIS WILL NOT WORK WITHOUT A DOOM WAD FILE!!!

Go to the Google Code site to download this file (2.4MB).

Sunday, August 24, 2008

A few comments about the inclusion of FreeDOOM

There's been a few questions about FreeDoom, what it is, and why it was included, so I wanted to clear up a few things:

The original Doom levels are STILL commercial, so they're not free. While I CAN have free reign over the engine, I cannot include the levels. That is one of the reasons someone started the FreeDOOM project. It is independent of id Software, and is NOT an official Doom version. If you have the commercial Doom levels (Doom, Doom II, Ultimate Doom, Final Doom), you can use that instead. I just didn't want to put out WiiDoom without having an option for people who don't own Doom levels.

To me, it doesn't get any better than the original levels, and that's what I play.

Saturday, August 23, 2008

WiiDoom 0.1.1 released

WiiDoom 0.1.1 is now online.

Changes include fixing the "Quit" bug, as well as a few other places where you had to hit "Y". Now you just hit A.

I also replaced the Homebrew Channel icon to Funkamatic's.

Download the new release from the Google Code site.

Friday, August 22, 2008

WiiDoom 0.1 source code now online

I just finished checking in the source code into Google Code. Go to the Google Code site to download.

WiiDoom 0.1 Alpha Released

The first alpha release of WiiDoom has been released. Please go to the Google Code site to download (http://wiidoom.googlecode.com). Download, test, enjoy, and have fun!!!!!


One thing to note: Nunchuk detection is a little flaky right now, so once Doom comes up, disconnect and reconnect the Nunchuk.

Thursday, August 21, 2008

FreeDOOM will be included with WiiDoom

I haven't played FreeDOOM before, but it looks pretty neat. I'll be including FreeDOOM in the WiiDOOM package (including the alpha) in case you don't have the commercial (or shareware) Doom IWADs.

I'm packing everything up today, so I think tomorrow I'll out out the alpha and publish the source on Google Code.

http://code.google.com/p/wiidoom/

Wednesday, August 20, 2008

WiiDoom alpha being finalized!!

I've got WiiDoom stable enough to release an alpha, but there's a few other minor things I want to get in place first. I'm shooting for this weekend (pun intended), so get ready....

I WILL be releasing the source code around the same time, so don't worry about that.

Saturday, August 9, 2008

MAJOR update on WiiDoom progress

Ok, the force must have been with me yesterday, because I got a lot of things working:

  • Sound is now FULLY working
  • Graphics palette was switched to SW palette to fix colors
  • Controls are working with Wiimote (although they tend to stick).
  • I am working on the Nunchuk controls now, to match the Metroid/Quake still controls.
Doom is now playable on the Wii. Using the Wiimote, I can load up a new game, move around, shoot, etc... Once I get the Metroid/Quake style controls working, I'll put out an alpha version.

TODO:
  • Finish control scheme
  • Weapon icons and face image are disabled because they will crash
  • Currently hard-coded for Doom2.wad, need to fix that

Friday, August 8, 2008

Another update on WiiDoom

Here's where I'm at on WiiDoom:

  • Menu comes up and controls are working.
  • Video is crashing when trying to paint the icons (ammo count, player picture, etc..). I may disable that temporarily to get a working prototype.
  • Sound is still disabled for now.
Hopefully I'll get more time to work on it this weekend...