Tuesday, November 25, 2008

Does anyone play with the shareware wad?

Just wondering if anyone is currently playing 0.4 with the shareware wad file. I've gotten a report of a crash dump when loading it up.

Wednesday, November 19, 2008

WiiDoom 0.4 is now compatible with HBC

Thanks to everyone who responded to my request for testers. We've verified that this new package works great with the Homebrew Channel, so I've updated the zip file and put it out on the Google Code site (it's still 0.4, since only the packaging changed). Thanks to everyone giving me such detailed info on the issue, I got it fixed much faster than I thought I would.

Go download and enjoy!!!

Tuesday, November 18, 2008

Still need a tester

If anyone can test this out on the HBC, please email me directly (lnuxguy@gmail.com) so I can send you the new zip file.

Vin is my hero today

Vin tested out a fix for the HBC bug, and found that it works if you copy the prboom folder to the apps\WiiDoom folder. I'm pretty sure all you need are prboom\images and prboom\fonts in that apps\WiiDoom folder, but I'm verifying with vin. For more details, please check out the comments thread of "WiiDoom 0.4 HBC bug". Vin, you're the man, thanks so much!

I'll be posting a new zip file as soon as I can finalize the fix.

Monday, November 17, 2008

WiiDoom 0.4 HBC bug

This issue is only when launching via HBC. I just blew away my WiiDoom install on my SD card, and copied only the 0.4 installation files (plus doom.wad). It works just fine.

I'm not sure what's different about the HBC method. I'm using absolute file paths, so it shouldn't be an issue. If anyone wants to work with me on it, I'd appreciate it. I don't use the HBC, so if I come up with anything, I'll need a few testers. If anyone wants to test, lemme know.

Until then, 0.4 is being re-released, for those that are using the Twilight Hack launch method.

WiiDoom 0.4 has been released

Go get it from the Google Code site until the homebrew browser is updated. Please download, enjoy, and spread the word!

[UPDATE] There's some issue with the distribution package (I think) of WiiDoom. Stick with 0.3.1 until I can get it resolved. I'll post when it's fixed.

Sunday, November 16, 2008

WiiDoom to be released in the next few days

Get ready.

Thursday, November 13, 2008

What next?

There's a lot of activity in the homebrew scene, most of which are ports of games. What would you like to see ported over next?

Wednesday, November 12, 2008

WAD Loader Screenshot

Here's what it looks like:

The "Start button" fades in and out, and the PWAD menu (on the right) can scroll using the DPAD left/right.

I'm finishing up this, and then I'm putting out the next version.

Never underestimate the power of crash dumps

Warning: programming jargon ahead...

Let me set this picture up for you. I've got a loop in the wad file loader (the main loop) that , among other things, constantly "paints" the wad files on the screen. This repeats until the user hits a button to start up Doom. At the bottom of this loop I check for various button presses (select wad, quit to wii menu, load wiidoom, etc..). I've had this code running for a few weeks. Last week I start to add one line of code to check to see if the DPad-right button is pressed. One simple line of code.

And WiiDoom crashes. If you haven't seen the Wii crash, picture a BSOD in Windows, but no blue. A black and white screen that pisses me off because now I have to get off the couch, reboot the wii, restart Twilight Princess, and get ready to boot the hack again.

I checked the code I just added, and it looks exactly like the other button press tests. I change the button I'm checking for, and..... another crash. I change it to a button I'm already checking for (like A). Crash. WTF?

One week later, while taking some long needed advice, I analyze the crash dump information, and find out the game is crashing due to some code I've got to write the wad filenames to the screen. WAAAAY up further in the procedure. The same code that's been running for quite a while (development-wise, anyway). I correct the bug, and everything starts to work.

[EDIT] Here's the wiibrew.org page that helped me - http://wiibrew.org/wiki/Debugging

That is one of those slap-yourself-in-the-face moments where you wish you'd thought of that earlier. If you've seen any of my code in WiiDoom, you'd probably see my method of debugging on the Wii.
  1. Print out a debug message
  2. Suspend (sleep) the program
  3. Resume
That's still the best method in my opinion if you don't debug via gecko (or whatever that device is), but I now will be checking the crash dump a little more often (as opposed to never!).

Anyways, now that it's not crashing, maybe I can get enough done to crank out a screenshot...

Friday, November 7, 2008

Check out this template

If you want to use it, here's where I found it:


Wednesday, November 5, 2008

WiiDoom 0.4 big new feature

I'm starting to finalize the 0.4 release of WiiDoom now. I hope to release this within 2 weeks (at the most). It's take a lot of work, but I've got a WAD loader working now. It will launch before the WiiDoom engine (of course), and will allow you to select the version of doom (IWAD), and any additional levels (PWADs) you want loaded. I'm still touching up the graphics for it, and will continue to polish it even after this release. I'll post a screenshot in the next few days.

Music is still a challenge for WiiDoom. The SDL_mixer for the wii is absolute garbage. I haven't found anyone who's gotten it to work. I'm going to have to use an additional library to play the MIDI/MP3 music file. That's something that I should get working on the next release (but we'll see).

Anyways, thanks for your support, and start getting your PWADs ready!!!!