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Does Wii have hardware powerful enough to run Q1 multy? Could it be possible? Xyrion 01:56, 4 July 2008 (CEST)

Are you talking about split screen multiplayer? It's possible, but our plans currently are only for networked multiplayer. Eluan 18:48, 13 June 2008 (CEST)
I was thinking multy, but its great to hear split screen would also be possible. btw, thanks for all your work. I'm glad we can play this great gaming icon on Wii. You people rock! Xyrion 01:56, 4 July 2008 (CEST)
Who cares about split screen! well it would be cool, but networked multiplayer would be awesome JD
Who cares about split-screen?! Have you NOT noticed the lack of quality FPSes on the Wii with split-screen? This is the main reason in itself that it SHOULD be included. Isn't that what us "homebrewers" do, make and do things that official developers and publishers won't do? NintendoManiac64 14:20 1 July 2008 (CEST)

I just found the coolest Quake map and it would be neat to incorporate it into the Game if you would like:

That is a Quake 3 map. We are talking about Quake 1 here... Azeazezar


2D Resolution Bug: If you change the 2D Resolution under Options then Start a new game and choose an Episode, once the level loads you are stuck in a 'Zoomed In' mode. The only way to correct this is to change the 2D Resolution back to the Default and start a new game. I should also mention this was on a Wii connected to an 16x9 HDTV via Component output with the Wii set to Progressive Scan. --Sonikku 20:57, 8 October 2008 (UTC)

Just had a black screen on exitting... had to hard reset JD 00:08, 17 June 2008 (CEST)

I've experienced this a few times too. I'm using the Homebrew Channel to launch it on a PAL Wii at 480P. Sometimes it quits fine, other times I get a black screen and have to hard reset. Dr Zaius 03:09, 17 June 2008 (CEST)
Noticed the same thing on NTSC wiis Uberushaximus 06:59, 18 June 2008 (CEST)
I've never been able to quit without getting a black screen, I just assumed that the game didn't have quit programed into it yet. I also have a NTSC Wii Chosen One 41 07:16, 22 July 2008 (CEST)

I've played the game fine with the dol file but got rid of it and used an elf file from here ( to see the difference. I was forced to hard reset to exit so I tried to switch back to the dol file but HBC no longer recognizes it (doesn't see it) on my sd card. Raptik 10:54, 22 July 2008 (CEST)

Make sure it is named "boot.dol". It sounds silly but I have made that mistake a few times myself; it is easy to just plop the binary onto the sd and forget to make sure the file name is right. Flark 06:35, 24 July 2008 (CEST)
lmao, you were right. I am such an idiot. Thnx, and sorry for bringing up such a stupid issue. Raptik 11:41, 25 July 2008 (CEST)


It'd be nice to be able to access the console via a USB keyboard.

Also, is there a way to launch mods much like the old -game option on win95? I tried passing a parameter via wiiload, but no luck.

Thanks --Elementc 03:09, 25 June 2008 (CEST)

Very nice port, having a blast with it and surprised how well suited the wiimote turns out to be for the game! Console access with the keyboard would be wonderful addition, I'd like to decrease m_pitch compared to m_yaw for use with the wiimote. CarstenK 09:31, 12 August 2008 (CEST)


I've done some homebrew programming with with Wiimote on the PC and it's pretty hard to get a good FPS system going and I want to give MAJOR kudos to Eluan for getting the controls so perfect on the first shot!

I'd really like to see Q2, DOOM, Heretic, and HeXeN on the Wii and done by Eluan.--FUNKAMATIC (talk) 22:54, 25 June 2008 (CEST)

Now we have WiiDoom :) Xyrion 02:08, 29 August 2008 (UTC)

I dont understand.

I dont understand how to install this. can someone please explaim me? its not like installing other applications.

  • It's exactly like installing other apps. You have an apps folder with the binary, picture, and xml data. then in the root of the sd you have a folder named "ID1" with your config.cfg and your quake data from the original game. It's all covered in the instructions that come with the quake wii download. Flark 05:08, 27 June 2008 (CEST)

impulse 12

impulse 12 is declared in config.cfg, but it doesn't seem to work. How do I switch weapons backwards? --Fst 15:35, 27 June 2008 (CEST)

  • I don't think it is implemented yet. Just like a lot of other options. Flark 06:41, 28 June 2008 (CEST)
It isn't implemented in the 1.01 PAK0.PAK, the 1.06 PAK0.PAK should work.

0wxw0 did something illegal

This user, 0wxw0, did something illegal. He changed the version of Quake for Wii to GX 0.02 and changed the download link to a link to a version of GX 0.01 with the shareware maps of quake in it. I restored the link to GX 0.01. Whibo 16:30, 1 July 2008 (CEST)

This user, 0wxw0 did the same thing than yesterday. I restored the original version of the page. Can someone ban him ! Whibo 11:45, 2 July 2008 (CEST)

Not only that, but he also took all the credit for it this time! SF49 12:00, 2 July 2008 (CEST)

Key mapping?

Is there anyway to get the menu key mapped to the home button?? JD 00:08, 17 June 2008 (CEST)

The menu key isn't mapped yet, I've originally planned to have something like the Wii's home menu, but it didn't quite made it to the released version.

Darkplaces or Other-Engines

It's awesome that you all put so much work into getting a GCN/Wii port of the real Quake game, but can you look into seeing if you can get an alternate Quake engine like Darkplaces (or some other replacement engine) so that there's support for stuff like the Real-Time Lighting Project and higher poly and higher textured models?

Real-Time Lighting Project made for Darkplaces Quake Engine

Might make getting Quake running in higher detail easier in the long run too. Perhaps if you could also add a scaler to the game UI, so that you can shrink it in size even if the resolution isn't increased (not asking for transparency, just the UI graphics are so low-res compared to the rest of the screen, it'd help to shrink it down to give the illusion of improving picture clarity)

Also, I have an HDTV, and I don't experience Overscan with anything else at all, and using the Horizontal TV Border feature seems only capable of making it bleed over the edge even more. And I've got my Wii running in 16:9, and Quake looks like it's trying to run in 16:9 but doesn't quite make it to the left and right edges of the screen (just bleeds over the top and bottom). Is this something that can be adjusted in the future (ie: there is enough of an understanding to fix it, but it will just take time to do it)?

Any good progress takes time, so I'm not gonna say "OMG can you release this tomorrow?" I'm just giving my observations and my 2 cents hoping that Quake for Wii will continue to improve. You all have my thanks! Playing Quake on my Wii is AWESOME.

Oh and, would it be possible to replace whatever code Quake uses to play it's CD tunes with code from the Wii HomeBrew MiniMP3 Player DragonMedia Player so that we can play the Quake tracks from MP3s (or OGGs) instead of bulky WAVs? Maybe add something to the DEFAULT.CFG so that custom MP3s can be applied to specific level maps to make it easier for custom mods to have custom tunes? Just a thought. Thanks again!!

I'm going to try to put this in as nice a way as possible: I think you're asking unreasonable things. But as for the widescreen bug you mentioned, it is known and there is a solution for it Unfortunately, it seems like very few of the devs have actually caught on yet but it looks like it is starting to happen. Flark 05:23, 9 August 2008 (CEST)

Mod support

Way back in the days of Dreamcast, when the emulator to play Quake on that was released, I was able to, fairly easily I might add, create several boot discs that contained various mods. If I wanted to run one of the expansions, I had a separate disc for that which basically contained the necessary extra .pak files (hipquake.pak for example with Scourge of Armagon). I also got a few mods (Killer Quake Pack... Reaper FX... etc.) over there easily.

It doesn't seem so easy with this though. First, I figured one could just change a command line in the XML or something so that one could have multiple isntances of Quake on there, each pointing to a different ID1-like directory that contained pak0.pak, pak1.pak and the necessary mod .pak files, but I guess you need source code and a compiler to do that.

With Quake, there was command line support to change the game in use: simply add "-game XXXXXXXX" to the command line, where XXXXXXXX was the name of the mod directory. It ran out of that directory, used pak0 and pak1 from the ID1 directory as needed and ran fine. So, bearing this in mind, is there any kind of a way to implement some kind of mod support for this? Either that or pre-compiled .dol files for various mods?

The second option would be as easy as having /apps/quake_hipquake/boot.dol run out of root/hipquake/ instead of root/ID1.... so anybody with Scourge of Armagon could install this as well, toss the ID pak0 and pak1 (unless the app knew also to look for those in ID1) in with hipquake.pak (I think that was the name of it), and just have separate mod entries for each of the big mods?

If anybody wanted to take charge of this, I can provide .pak names and folder names for all of the more popular mods and total conversions. I was a huge Quake kid when I was growing up, so support for this would be a dream. FAPPYcat 12:09, 2 September 2008 (UTC)

--Enabling Bots--I really, really need help here...

Look, I really need help here...For a while now I have been trying to get these forsaken bots to work and they have been driving me up the wall. Igot the Zeus bot, right? And I've placed the .PAK file in a BOT folder at the quake directory in the apps folder. I boot up the game, go to MODS and select BOT. Then I simply turn on the network thing so it allows me to 'play' multiplayer and choose 16 people things. I set up a neat match and nothing happens. So I go to the console and type the IMPULSE things. It doesn't say any form of error, and Quake just accepts it, but nothing happens. I really need help. The same goes for getting MAPS, WEAPONS and MODELS to work. Please help me! Oh, and uh...I truly am lvin' what you've done, ELUAN, by porting it over, it's the whole reason I use homebrew. But that's not to say I don't play all the other greats. Anyway, please help! Please?

P.S. I got all the help and files necessary through a MOD folder with the WEAPONS, MAPS, BOTS and MODLES that I downloaded from a guy called SMBWireless or something on teksheen forum. A guy added it there because another guy added a guide to setting everything up. I believe Eluan wrote a small comment there too. So please respong and help me, please!

Reply: Quake Mod Support

Quake mods can be put in their own folder in "/apps/quake/", next to the Id1 folder. When Quake is booted, it will show up in the menu MODS. I used this method to enable the Reaper bot. All I did was place the progs.dat and autoexec.cfg in /apps/quake/prbot, and the mod prbot showed up in the menu when quake first starts.

Hope this helped!

Mission Pack Support: The above post helped, however I found it necessary to dig into the code for me to get Scourge of Armagon & Dissolution of Eternity mission packs to work properly. Create folders "/apps/quake/hipnotic" (for Armagon) and "/apps/quake/rogue" (for Eternity) and place the respective .PAK files in the directories. When booting, the initial menu will now allow you to play those packs. --Gumby 00:08, 30 January 2009 (UTC)

Balance Board Support

Just thinking it might be cool to try moving/straffing/turning/jumping with the balance board. If this 'post' looks ugly or you don't like the idea please delete it.

Compiling A Channel

Love how you can play the original quake on wii, do you think you could make a .wad file (channel) so that you can just boot directly from the Wii Menu? (Just an idea)

Scourge of Armagon and Dissolution of Eternity expansion help

Hey guys, I'm trying to figure out how to run these two expansions, i have both the .wad files, but i can't figure out where to put them to make it work, or if I'm doing it right at all.

  • See my post above under "Mod Support" --Gumby 14:40, 14 February 2009 (UTC)

Is this project dead?

Piko's Network Patch

If someone could compile my code on their system, and then test to see if they can get the nun-chuck to work correctly. I think something is wrong with my devkits, and is causing this problem. I can't even get the nun-chucks working when I build vanilla QuakeGX version 0.04. -Piko —Preceding unsigned comment added by Piko (talkcontribs) 06:50, 24 April 2009 (UTC)

Everyone has that devkit problem with QuakeGX. Which is why I am working on VBA GX instead of QuakeGX. I had lots of great improvements planned for QuakeGX. But whenever I compiled it I got that bizarre Nunchuk bug! Has anyone got any ideas what is causing it??? CarlKenner 20:55, 24 April 2009 (UTC)
libogc changes? --ExtremsAlt 22:09, 24 April 2009 (UTC)
Here are the versions you need to compile. --Piko —Preceding unsigned comment added by Piko (talkcontribs) 00:39, 25 April 2009 (UTV)
devkitPPC r15
libfat 20080530
libogc 20080630
freaking sweet work Piko (and Izhido). Thanks. Got a request now. Then nunchuck support in Q1Rev is more responsive and you don't have to reconnect it at the start of the game, can you port this over too? --FUNKAMATIC ~talk 02:08, 25 April 2009 (UTC)
I just wanted to point out that the nunchuk issue with disconnecting and reconnecting can be fixed by compiling the source with an updated version of libogc.--Arikado 02:31, 25 April 2009 (UTC)
No it can't. There is a massive bug in Quake GX when you compile with an updated version of libogc. Its symptom is that the Nunchuk stops allowing you to move. But the problem seems to be much deeper and unrelated to the Nunchuk itself. CarlKenner 09:17, 25 April 2009 (UTC)
I'm fixing that, it related to the odd C++/C code mixing, I've written almost all the C++ code to work in C. There are still input bugs, but at least we're not grabbing imaginary C_Vars from god knows where. --Piko —Preceding unsigned comment added by Piko (talkcontribs) 18:51, 25 April 2009 (UTC)