nitr8

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About nitr8

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  1. I'm searching for the Cobra Episodes Releases by XonToR who made a fifth Cobra Episode for DOOM 2 (specially DOOM Legacy). The file names where: - cobra2_5b01.zip (Beta 01) - cobra2_5b02.zip (Beta 02) - cobra2_5b03.zip (Beta 03) Does one here have any of these? Please report back. Thanks in advance.
  2. I'm searching for the Cobra Episodes Releases by XonToR who made a fifth Cobra Episode for DOOM 2 (specially DOOM Legacy). The file names where: - cobra2_5b01.zip (Beta 01) - cobra2_5b02.zip (Beta 02) - cobra2_5b03.zip (Beta 03) Does one here have any of these? Please report back. Thanks in advance.
  3. SD card support is added. I just need to update the first post if it still says that there wouldn't be support for SD cards at all. It works only from SD card OR USB. It's not made to work from both at the same time or in combination. I suggest to use USB hard drives as for OPL MIDI playback there seems to be a flaw when using USB sticks. Simply copy the apps folder from the zip file into the root of the SD card or USB drive. You also need the IWAD from one of the original games in order to play. Place this WAD anywhere on the USB drive or SD card where the main game folders are located and start the corresponding game from within the homebrew channel. Once inside the WAD selector, select the main IWAD and run the engine. If that's too hard for you to understand then I can't help you any further - sorry.
  4. * Download Link & Info updated (R33) * Changes for Wii-DOOM: - applied more patches to OGG-support for DOOM 2 - applied more patches to OGG-support for the game states CHANGES FOR WII-HERETIC: - applied more patches to OGG-support for the game states CHANGES FOR WII-HEXEN: - applied more patches to OGG-support for the game states CHANGES FOR WII-STRIFE: - applied more patches to OGG-support for the game states - fixed a bug that caused the game to crash when using the map selector above map 34 in the cheat menu
  5. * Download Link & Info updated (R32) * Changes for all ports: - fixed OGG support for SD card usage
  6. Those ports do support SD card usage -> read the release info. SD card support was added months ago.
  7. * Download Link & Info updated (R31) * Changes for all ports: - fixed OGG music not playing for certain IWADs
  8. Wait for the next release as it will fix a bug with OGG playback.
  9. You may be right but the thing is that I'm in no way familiar with C++ so no chance for me to port over ZDOOM.
  10. ZDOOM also uses OpenGL. You would have to completely rewrite the graphics part of the game as the Wii and Wii U both use GX. There's no such thing like OpenGL on the Wii.
  11. * Download Link & Info updated (R30) * Changes for DOOM: - speed up when choosing PWAD's in the wad selector menu - disallow addition of previous selected PWAD's - reset flags for PWAD's when pressing the "X"-button on the WAD selector menu - added ingame console - added OGG-music support - fixed menu button for going back Changes for HERETIC: - speed up when choosing PWAD's in the wad selector menu - disallow addition of previous selected PWAD's - reset flags for PWAD's when pressing the "X"-button on the WAD selector menu - added ingame console - added OGG-music support - fixed menu button for going back Changes for HEXEN: - speed up when choosing PWAD's in the wad selector menu - disallow addition of previous selected PWAD's - reset flags for PWAD's when pressing the "X"-button on the WAD selector menu - added ingame console - added OGG-music support - fixed menu button for going back Changes for STRIFE: - added support for teleporting to MAP36 (which was part of the STRIFE Teaser DEMO - it's a DEV-MAP) - added ingame console - added OGG-music support - added more changes to the DEMO campaign - fixed menu button for going back - speed up when choosing PWAD's in the wad selector menu - disallow addition of previous selected PWAD's - reset flags for PWAD's when pressing the "X"-button on the WAD selector menu
  12. Strange... I'll take a look at it but I didn't change anything there while porting these games. That's a Chocolate / SDL limitation I cannot get rid of by just changing a few flags. I would have to change the whole function that does the graphics init and that's lots of work as I had the same issue on my Chocolate PSP ports and only there made the change to fill out the complete (little) screen. Another solution would be the use of OpenGL which the Wii actually doesn't support. Instead, it has it's own fork "GX" as said before. I have the required libs for that but doubt that Chocolate would run on it as I almost had problems compiling Chocolate's OpenGL code with the GX libraries. So at this point only software rendering will be the only solution to that.
  13. This is never going to happen as i'm working on those four projects for myself and i'm most likely done with with. Also for multiplayer: this is never going to happen as no one EVER ported the SDL_net library to the Nintendo Wii and that's what i would need in order to get all multiplayer working for all four ports. I'd like to make a request for that. The important thing is the UDP support which is required by the Chocolate source. I just spent the whole day trying to get multiplayer to work. But it simply won't work with the libraries i allready got and tried. It's a shame... :-( I just found another bug in the music engine: Using an USB stick might cause all four ports to be unable to play the included music. Replacing the USB stick with a real hard drive makes music work. Must have something to do with the access / read / write speeds of the sticks. Will check that later.
  14. Strife VE uses OpenGL. The Wii DOESN'T support GL. It uses it's own fork: GX - and that's what i'm definitely not familiar with. So you won't ever see one of those four ports supporting OpenGL or rendered in GX. Sorry... Btw. (as Gez said): it would take lots of effort to get that done - even including the Strife VE lightmapping feature.
  15. * Download Link & Info updated (R28) * Changes for DOOM: - added "No Rest For The Living" support - changes to error / failure logging & output - refreshing / redrawing enhancement to the screen border - fixed a bug that would cause the port to crash if enabling the display ticker when not running a game - fixed a bug for Freedoom Phase 2 where selecting a map to warp to didn't display the destination map - fixed a bug for Freedoom Phase 2 where the weapons cheat menu didn't display the Super Shotgun entry Changes for HERETIC: - refreshing / redrawing enhancement to the screen border - enhancement to the screen size option when starting the game with the lowest possible screen size - enhancement to the "BETA" flashing message when using the beta version of HERETIC1.wad with this port Changes for HEXEN: - refreshing / redrawing enhancement to the screen border - enhancement to the "BETA" flashing message when using the beta versions of HEXEN.wad with this port - fixed a bug that caused a wrong placement of the control menu's freelook speed slider - fixed a bug that caused the intermission screen to be drawn incorrectly - fixed a bug that caused the status bar not being drawn correctly when entering / exiting the automap - fixed a bug that caused the player to get stuck inside the floor when teleporting between maps - restored Chocolate HEXEN's stock savegame code Changes for STRIFE: !!! PLEASE UPDATE STRIFE, REPLACING THE FILE PSPSTRIFE.WAD AS WELL !!! - changes to the cheat menu: display cheat names for the teaser demo or the retail game and vice versa - changes to the cheat menu: display only cheats available in the teaser demo - changes to the music cheat: don't play the teaser demo music in the retail game mode and vice versa - changes to the music cheat: don't allow doubled selection of music tracks - changed (increased) RAM usage due to Z_Malloc errors - restored original sounds & music and code of the STRIFE teaser demo when running the demo campaign - restored original help screens 2 & 3 of the STRIFE teaser demo when running the demo campaign - restored original intro & demo slideshows of the STRIFE teaser demo when running the demo campaign - finished the code for the missing STRIFE teaser demo slideshow ending when running the demo campaign - refreshing / redrawing enhancement to the screen border - fixed a bug that caused the loading indicator to not being drawn - added support for teleporting to map35 (which was part of the STRIFE teaser demo - it's a dev-map) - added campaign gameplay feature (demo / retail version) from the STEAM "STRIFE: VETERAN EDITION" - added missing "cast" feature that's part of the STEAM "STRIFE: VETERAN EDITION" and which was part of the STRIFE teaser demo (though, i don't know if it's the same that ROGUE had included in the teaser)