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forward, strafe and backpedal are mapped to the nunchuck.
prboom has full analog support and should be compatible.
Original issue reported on code.google.com by [email protected]
on 26 Aug 2008 at 5:55
Title pretty much explains it. Messages during normal gameplay do not
show, like when you pick up some ammo or something.
Also, when you grab a keycard, it doesn't show up on your hud/status bar
like it is supposed to.
Original issue reported on code.google.com by [email protected]
on 10 Sep 2008 at 7:57
This is primarily a feature request, but it would be nice to use a USB
keyboard to control Doom. Even though it's a console and you'll probably
argue that I should play on a PC instead, keyboard support as I understand
isn't that hard to do in homebrew applications, so it would be nice.
Original issue reported on code.google.com by [email protected]
on 25 Aug 2008 at 9:52
What steps will reproduce the problem?
1. Create a channel (wad) from the Wiidoom .dol file
2. Load Soom from the channel
3. Play the game fine
4. Quit from Wiidoom using the menu
5. System crashes with a code dump (I assume it tries to return to the
loader, but there isn't one)
What is the expected output? What do you see instead?
I would like it to return to the official Whii channels screen.
I see a code dump on exit.
What version of the product are you using? On what operating system?
Wiidoom 0.4.1, Wii 3.2U downgraded from Wii 3.4U
Please provide any additional information below:
There was a similar issue in ftpii, which has been fixed, see:
http://code.google.com/p/ftpii/issues/detail?
id=15&can=1&colspec=ID%20Type%20Status%20Priority%20Summary
Original issue reported on code.google.com by [email protected]
on 8 Jan 2009 at 12:28
This may be related to the previous bugs I reported with freedoom. I I
noticed one of the red pedestals in episode 2 of Doom that is supposed to
trigger the opening of a cage holding items does not activate. It is at
the beginning of that level with the large figure 8 room of toxic waste.
This may just be a minor thing, depending on whether or not it will prevent
you from completing a level somewhere down the road... unfortunately
testing the whole of every single commercial wad just to verify this is not
something I can do or would want to do.
Don't worry. I have no more new bugs to report after this one. :p
Original issue reported on code.google.com by [email protected]
on 11 Sep 2008 at 3:55
Don't worry, I think that this should be very easy to solve. :D
This is a simple problem with the way libogc deals with some default
setting with the screen. Basically, people with widescreens don't get a
correct display for homebrew, but there is a known fix that has to be
applied on an individual basis for each homebrew application.
More information here:
http://sourceforge.net/tracker/index.php?func=detail&aid=2029635&group_id=114505
&atid=668551
Some apps have already been updated with the fix, such as MPlayerWii, Wii
Solitaire, and the official Wii port of ScummVM.
Original issue reported on code.google.com by [email protected]
on 11 Sep 2008 at 3:31
since most emulators use it nowadays, it would be fun if you can add it.
Original issue reported on code.google.com by [email protected]
on 1 Dec 2008 at 12:17
What steps will reproduce the problem?
1. Install WiiDoom, start a new game.
2. If the nunchuck doesn't respond, unplug it and plug it back in.
3. Push forward, back, left, and right on the analog stick.
What is the expected output? What do you see instead?
The player is expected to move forward, back, and strafe left or right when
pushing the appropriate direction on the nunchuck's stick. Instead,
forward/back movement causes the player to back up, and left/right movement
causes the player to strafe left.
What version of the product are you using? On what operating system?
I'm using WiiDoom v0.4.1 on a Wii with the 0.33 update and Homebrew Channel
installed.
Original issue reported on code.google.com by [email protected]
on 12 Dec 2008 at 10:08
Tonly video mode this supports is 8-bit
you can not change it to 16-bit or 32-bit.
Original issue reported on code.google.com by cmf1206
on 22 Nov 2008 at 1:33
What steps will reproduce the problem?
1. Go to the WiiDoom info page in wiibrew.org
http://www.wiibrew.org/wiki/WiiDoom
2. Look for where it says playable WADs
3. Click the links to find out they just tell you about the WADs, continue
clicking around to find out what WAD means then start getting pissed off
becuase there is no actual download for the WADs
What is the expected output? What do you see instead?
Text and a bunch more text explaining the WAD files and the DOOM games.
What version of the product are you using? On what operating system?
I want to play WiiDOOM 0.2
Please provide any additional information below.
The WADs should be included with the game download.
Original issue reported on code.google.com by [email protected]
on 14 Sep 2008 at 10:29
The brightness or the gamma is set too high.
The game looks very washed out.
Please reduce the gamma or add a slider for this in the settings.
Original issue reported on code.google.com by [email protected]
on 24 Aug 2008 at 10:47
What steps will reproduce the problem?
1. Turn on WiiDoom, play Doom (Ultimate) or Doom 2.
2. Attempt to play any level.
3.
What is the expected output? What do you see instead?
-
What version of the product are you using? On what operating system?
0.4.1
Please provide any additional information below.
Nunchuk works, however the controls continually mess up, where like
pushing the stick forward makes you bo backward, or even later right or
left. Game also makes you attach yourself to the wall. Occasionally there
is no way to move forwards but you must instead walk backwards and
constantly watch your back.
Original issue reported on code.google.com by [email protected]
on 15 Aug 2009 at 4:24
What steps will reproduce the problem?
1. Defeat the final boss in Doom 2 (Level 30, Icon of Sin).
2. Read the epilogue, or skip it.
3. The cast of enemies will begin to display. The game remains on the
first character, Zombieman, and no button combination will progress. It's
still possible to end the game, load, or exit.
What is the expected output? What do you see instead?
Zombieman should die and the game should show the rest of the enemies.
What version of the product are you using? On what operating system?
Version 0.3.1, through the Homebrew Channel.
Original issue reported on code.google.com by [email protected]
on 16 Oct 2008 at 5:17
What steps will reproduce the problem?
1. go to freedoom level one
2. Get shotgun from zombie guy...
3. Cant go back to pistol until ammo is drained from shot gun
What is the expected output? What do you see instead?
We need a button to change guns
What version of the product are you using? On what operating system?
wii doom alpha 1.1
Please provide any additional information below.
We might need configurable buttons so people who like using the dpad can
use it and people who would rather use plus/minus can configure it
PS. Great work so far.
Original issue reported on code.google.com by [email protected]
on 27 Aug 2008 at 3:18
I don't actually know if this is a bug per say, but there isn't any IR
control for the view. I believe that PRBOOM lets you look up and down so
this game could potentially have full IR support (similar to Quake Wii or
Metroid Prime 3). I know this is the first release so I'm not complaining.
Original issue reported on code.google.com by [email protected]
on 22 Aug 2008 at 6:25
I don't know if the problem is that you can't type a name for the save or
if it just can't write to the SD card.
- perhaps can be solved by mapping a number/letter to a button on the
wiimote (like 2).
Original issue reported on code.google.com by [email protected]
on 10 Sep 2008 at 7:12
Read the title, it sounds awkward. But the D-pad's positioning is horrible,
the game would be fine if you just fixed the analog stick problems and let
- and + be set for strafing. Just hold your wiimote in that position when
playing, you'll see what I mean.
Original issue reported on code.google.com by [email protected]
on 26 Aug 2008 at 10:39
What steps will reproduce the problem?
1. Using a nunchuck purchased from Hong Kong
2.
3.
What is the expected output? What do you see instead?
The nunchuck works flawlessly on all other games I've tried, both homebrew
and official. I get no response whatsoever from it while playing WiiDoom,
no matter whether it's booted with it plugged in or not, and after
dis/reconnecting.
What version of the product are you using? On what operating system?
latest
Original issue reported on code.google.com by [email protected]
on 2 Jun 2009 at 7:04
What steps will reproduce the problem?
1. Downloaded the game from Homebrew Browser
2. Load the game from Homebrew channel
What is the expected output? What do you see instead?
After the Load the game crash with a coredump.
What version of the product are you using? On what operating system?
Wii, 3.4U
IOS36, v12.18
WiiDoom 0.4.1
Please provide any additional information below.
The game
Original issue reported on code.google.com by [email protected]
on 9 Jan 2009 at 12:41
#1 Start a new game in Episode 2 (The Shores of Hell). On the first level
right where you start there is a giant red cross-shaped opening you have to
walk through. If you touch the side of it, it is supposed to hurt you.
But it doesn't.
#2 Some walls are not drawn, resulting in the familiar infinite redrawing
of the edges of whatever is being drawn around the walls that are not being
drawn. Hard to explain... it's kind of like the effect you can get
sometimes when your computer lags or a program freezes up and you drag a
window around, and the window leaves trails because the screen isn't being
properly redrawn. You can get a great firsthand demonstration by going to
map 03 of Episode 2 (The Shores of Hell) and immediately going into the
room to the right of the start of the level.
Original issue reported on code.google.com by [email protected]
on 10 Sep 2008 at 8:17
What steps will reproduce the problem?
1. Start the game make some setting changes
2. Quit the game
3. Re-load the game
4. Settings are back to the default, changes have not been stored
What is the expected output? What do you see instead?
Settings are kept when quiting the game and restored on startup
What version of the product are you using? On what operating system?
0.2
Original issue reported on code.google.com by [email protected]
on 14 Sep 2008 at 12:27
Music doesn't play, no matter how much you fiddle with the music volume.
Original issue reported on code.google.com by [email protected]
on 10 Sep 2008 at 7:58
I know it's supposedly been fixed, but the game is still quite bright, at
least on my screen.
Original issue reported on code.google.com by [email protected]
on 12 Oct 2008 at 5:03
What steps will reproduce the problem?
1. I replaced all my previous Wii doom files on my SD Card with the new
ones and placed doom I & II in the prboom folder as the readme told me so.
2. Then I booted it up in the Homebrew channel and it crashed and gave me a
code dum[
3.
What is the expected output? What do you see instead?
A code dump.
What version of the product are you using? On what operating system?
Version 0.4 on a PAL Wii firmware version 3.2E and Homebrew Channel 9!
Please provide any additional information below.
As I said, I got a code dump and this is what it said
Code Dump:
000085dfc: 81230000 3AA0000 2F840000 80090008
000085E0C: 3D20801A 83A9F5B0 54000672 419E0080
000085E1C: 2E000000 3E600000 3B200000 637BFEFF
Original issue reported on code.google.com by [email protected]
on 17 Nov 2008 at 8:00
This is an enhancement request. When nun_x is out of bounds, axis_x is set
to 0. The practical consequence of this is that there is a very fine line
between the maximum extent to which one may sway the wiimote left/right and
the point at which it oversteps the mark, at which point the turning comes
to a sudden halt. Perhaps this is more of a problem for those who live in
small living quarters and must sit relatively close to the sensor bar, such
as myself.
In any case, while the controls are already very good as they stand, I
believe that it would feel more natural and facilitate more enjoyable
gameplay if the last known value of nun_x was stored. Should the next
reading then be out of bounds (or unavailable) and if the last reading was
within a particular threshold of the maximum bound then the program could
set axis_x to be equal to the maximum bound (in whichever applicable
direction along the axis), rather than 0.
Assuming that there is nothing that prevents this scheme from being
feasible, it would allow the player to overstep the mark somewhat with the
wiimote without being 'punished' for it.
Original issue reported on code.google.com by [email protected]
on 26 Sep 2008 at 3:24
Selecting the Linear filtering option results in strange artifacts.
It should reduce pixalation by blurring the textures/sprites/etc.
Original issue reported on code.google.com by cmf1206
on 22 Nov 2008 at 2:52
all sounds seem to be playing in about 75% of the time they should be,
resulting in slightly high pitched chipmunky sounds
Original issue reported on code.google.com by [email protected]
on 24 Aug 2008 at 7:33
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 10 Mar 2009 at 10:23
Steps to reproduce:
1. Go to the Doom Compatibility Menu
2. Select the option to reset all settings to their defaults
At that point, a prompt appears saying "RESET TO DEFAULTS (Y OR N)" but it
seems to be impossible to respond. Perhaps mapping buttons -/+ to keys N/Y
would make sense?
Original issue reported on code.google.com by [email protected]
on 26 Sep 2008 at 3:38
0.4 engine crashes when loading the shareware wad (malloc operation). I
Have narrowed the bug down to a specific section of code, and will have the
fix soon.
Original issue reported on code.google.com by [email protected]
on 26 Nov 2008 at 1:00
After the nunchuck stick was programmed as analog I realized how good it
works this way. It practically makes the RUN button useless.
However, I still don't get very accostumed to turning with the IR. It
would be great if you guys could incorporate Classic controller support
for your port of PrBoom, therefore we could use right analog stick for
turning.
If this gets incorporated, obviously the Fire button should be mapped to
the R button (right shoulder).
Other buttons could be mapped as follows:
L = Action/Open
X = Open Map
A = Follow Mode
(-/+) = Map zoom in/out
D-Pad Left/Right = Switch Weapons
Home = Game Menu
Y = Alternative Fire button
B = Alternative Action/Open button
I think the RUN button can be removed from all control schemas, since the
analog control of the stick is just awesome.
Thank you guys for such a great port!
Original issue reported on code.google.com by [email protected]
on 20 Oct 2008 at 6:51
instead of the 1 and 2 buttons.
Original issue reported on code.google.com by [email protected]
on 22 Aug 2008 at 6:25
This may actually not be a bug, I just couldn't figure it out.
Original issue reported on code.google.com by [email protected]
on 22 Aug 2008 at 6:26
What steps will reproduce the problem?
1. Press the C Button to display the map.
2. Point the Wii Remote at the Sensor Bar.
3. Notice the crosshair moving around on the map.
What is the expected output? What do you see instead?
The crosshair should disappear when the map is displayed, since it is not
needed at that time.
What version of the product are you using? On what operating system?
Version 0.3.1, through the Homebrew Channel.
Original issue reported on code.google.com by [email protected]
on 13 Oct 2008 at 7:06
What steps will reproduce the problem?
1. Not playing as Christopher Walken
2. Not playing WELL as Will Ferrel
3. Trying to play a cow...it does NOT work the same.
What is the expected output? What do you see instead?
More cowbell. What I see is a travesty.
What version of the product are you using? On what operating system?
Probably the current. On the Dreamcast, using the Samba De Amigo maracas.
Please provide any additional information below.
Needs more cowbell!
Original issue reported on code.google.com by [email protected]
on 29 Aug 2008 at 2:59
No map access.
To fix, just map a button to <tab> key.
Original issue reported on code.google.com by [email protected]
on 10 Sep 2008 at 7:13
problem?
I want to be able to have more than 1 doom wad at a time....
What is the expected output? What do you see instead?
A choice selector?
What version of the product are you using? On what operating system?
1.1 alpha
Please provide any additional information below.
This would be nice as I would like to try freedoom, and still have Doom on
the wii
Original issue reported on code.google.com by [email protected]
on 27 Aug 2008 at 1:53
What steps will reproduce the problem?
1. Select the Fist
2. Press the Left Arrow (Previous Weapon) key
Crash!
What version of the product are you using? On what operating system?
WiiDoom 0.3 from the Homebrew Channel
Original issue reported on code.google.com by [email protected]
on 22 Sep 2008 at 5:26
No Music
What version of the product are you using? On what operating system?
0.3
Please provide any additional information below.
I know this might be added in later (maybe?), but just wondering since its
PrBoom and uses SDL_mixer can i just put Timidity instrument patches in the
prboom folder for music?
Original issue reported on code.google.com by [email protected]
on 22 Sep 2008 at 10:45
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
there is a code dump
What version of the product are you using? On what operating system?
0.4.1 on homebrew channel
Please provide any additional information below.
i have all required wads and files in all the right places but when I try
to start the game I get a message saying exception and there is a code dump
Original issue reported on code.google.com by [email protected]
on 20 Jun 2009 at 6:51
What steps will reproduce the problem?
1. fixing it...
2.
3.
What is the expected output? What do you see instead?
i expected the game to function properly, but i saw that i could only move
left and backwards.
What version of the product are you using? On what operating system?
0.4.1
Please provide any additional information below.
the game is exactly like the computer version...it looks fun and
interesting to play with the interactions that the wii will allow with it
IR remote...i just am not able to move forward or right...when i push up on
the joystick it goes backwards....when i push right it goes left...when i
push left it goes left, and when i push down it goes backwards...
Original issue reported on code.google.com by [email protected]
on 21 Jan 2009 at 8:08
1 Go to a map with the BFG.
2 Pick it up.
3 Game freezes.
4 ???
5 Profit!
Original issue reported on code.google.com by [email protected]
on 11 Sep 2008 at 6:18
First of all I would like to say that you really did a great job Steve! The
new version improved a lot!
Although I have a few suggestions.
1)Select a Wad menu would be really leet.
2)And although the controls have greatly improved since the previous
version. The aiming is a bit too responsive.
3)Support for the Gamecube controller & Classic controller.
Original issue reported on code.google.com by [email protected]
on 10 Sep 2008 at 9:00
-I believe there needs to be a "dead space". When the control stick is
sitting in neutral, it usually inputs a little bit.
-Also, in-game the control stick seems to stop working all of the sudden.
Seems to be in just one direction.
Original issue reported on code.google.com by [email protected]
on 22 Aug 2008 at 6:22
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 3:38
This is not really a problem if you can discern it. But for those who
don't or couldn't, I suggest being able to toggle it on and off, or making
it static in the center of the screen where the bullets always go, or an
option between the two, or both.
Original issue reported on code.google.com by [email protected]
on 11 Oct 2008 at 4:59
I tested this with both windows prboom and WiiDoom just to be absolutely sure.
The problem is that the option to enable doom stair building is required in
order to beat Final Doom TNT Evilution map 30 (the last map to beat the game).
http://sourceforge.net/tracker/index.php?func=detail&aid=431766&group_id=3396&at
id=103396
THIS OPTION DOES NOT WORK IN WIIDOOM (I suspect many other options also do
not work). Please fix this as it prevents the player from completing the
game. The option just needs to be enabled to work when activated from the
menu instead of the current behavior, which is to do nothing at all.
Original issue reported on code.google.com by [email protected]
on 19 Sep 2008 at 2:31
What steps will reproduce the problem?
1. Install homebrew channel beta9
2. boot wiidoom 0.3.1
What is the expected output? What do you see instead?
Can't move. Nunchuck analog doesn't respond.
Original issue reported on code.google.com by [email protected]
on 28 Oct 2008 at 9:30
This may be a problem with all shootable switches but I can't test them all.
On map 4 of the included Freedoom, shooting the pillar with the switch
inside the cage in order to gain access to the red key does not work.
It works fine with the latest stable windows PrBoom.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 4:39
Apparently this can't run my Doom2 IWAD because it can't find the tag.
Perhaps having patched it to 1.9 may have done something to it?
Original issue reported on code.google.com by [email protected]
on 31 Aug 2008 at 2:39
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