DOOM + DOOM II

DOOM + DOOM II

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[Unity Port] Widescreen & Restoration WAD Patches for DOOM I & II Enhanced
By AmethystViper
This guide is for the 2019 Unity ports of DOOM I Enhanced and DOOM II Enhanced. If you're looking for the 2024 KEX Engine remaster's patches, see [KEX Remaster] Widescreen and Restoration Patches for DOOM + DOOM II.

A collection of automated community patches that can restore various features from original releases of The Ultimate Doom and Doom II: Hell on Earth back into the WADs used in the enhanced Unity ports and their curated add-ons while adding widescreen art assets for the WADs that are lacking them (where possible).
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Disclaimer
I am NOT the creator of the original assets included in these patches; the art, sound, and game files all belong to respective owners. These patches are designed for the Unity remasters in mind and I do NOT guarantee the WADs will fully work in other source ports after applying these patches. The widescreen assets featured in these patches have been cropped to 16:9 as that is the aspect-ratio supported by the Unity remasters. If you're looking for a similar alternative for source ports, then see the Alternatives for source ports section below for mods that can improve your experience on other compatible engines while remaining faithful to vanilla Doom features.
Features
The patches provided are created using FLIPs, a tool commonly used in ROM hacking projects to apply or create IPS/BPS patches for many classic console games, while using batch files to run a series of Command Prompt scripts to automate the process of installing and uninstalling the patches. These patches can be used on the PC versions of DOOM I and II Enhanced available through Steam, GOG.com, Epic Games Store, and Xbox Store.
  • All of the green cross medkit sprites are restored to the original red cross medkits with the standard version or replace green cross medkit sprites with the unused medkit sprites from Freedoom with the alternative version.

  • Includes an Intro Skip mod to automatically skip the game's intro videos.

  • Adds 16:9 widescreen assets for the HUD and title, help, intermission, and ending screens (where available), provided by Scuba Steve and various Doom community members.

  • Reinstates various features that were altered in the enhanced Unity ports, such as the secret Nine Inch Nails logo in E4M1 of The Ultimate Doom and the original Wolfenstein 3D levels' contents of Doom II: Hell on Earth. An alternate version of the BTSX patches can also restore the original references to Guided by Voices into Back to Saturn X and its levels.

  • Applies TeamTNT's official TNT31 Patch for TNT: Evilution (which is based on id Anthology release for the Unity ports) to properly fix MAP31: Pharaoh, making it inline to the PlayStation 3 version of Doom: Classic Complete, along with a few other fixes.
Game data locations
The following are common install locations for the DOOM I and II Enhanced and their add-on WADs based on the platform/client used to install these games. The add-ons are shared between the different PC versions of DOOM I and II Enhanced. These may differ if the games are being installed in a different hard drive, partition, or games library configuration.

DOOM I/II Enhanced installation folders
Steam
DOOM: <steam-library>\steamapps\common\Ultimate Doom\rerelease\ DOOM II: <steam-library>\steamapps\common\Doom2\rerelease\

GOG.com
DOOM: <gog-games>\DOOM I Enhanced\ DOOM II: <gog-games>\DOOM II Enhanced\

Epic Games Store (not 100% sure)
DOOM: C:\Program Files\Epic Games\DOOMIEnhanced\ DOOM II: C:\Program Files\Epic Games\DOOMIIEnhanced\

Xbox Game Pass for PC*
DOOM: C:\XboxGames\DOOM (1993)\Content\ DOOM II: C:\XboxGames\DOOM II (Classic)\Content\

Add-ons installation folders
DOOM: %USERPROFILE%\Saved Games\id Software\DOOM Classic\WADs\ DOOM II: %USERPROFILE%\Saved Games\id Software\DOOM 2\WADs\
Downloads and instructions
Important: Before using these patches, it is recommended that you use a clean installation of DOOM I and/or II Enhanced and their add-ons if you used my previous guide on modding the WADs with SLADE. Please use one type of patches at a time unless they're already uninstalled.

Download
Update: The Red Cross and Alternative Medkit versions have been consolidated into single download. Choose the contents from one or the other, then follow the instructions below to apply the patches. Do not try to use both at the same time!

Patching DOOM I/II Enhanced WADs
Installation
  1. Download the archive from the link above, then extract the "patch" folder from one of the two different versions of the patches into the root of the DOOM I Enhanced and/or DOOM II Enhanced installation folders where the executable (*.exe) is. See the Game data locations section above for commonly used locations based on the client/platform used. The contents of the game folder should look similar to this:



  2. Go into the "patch" folder and run INSTALL.BAT, and the *.bat file will run the commands to backup the original files and then begin patching the IWAD and apply the no intro skip fix.



  3. Now run the game. You should now see the crosses on medkits has been changed from green back to red among other changes.


    DOOM I Enhanced with the red medical crosses restored.


    DOOM II Enhanced but with the unused Freedoom medkits, courtesy of Hexereticdoom.

Uninstall
Simply run UNINSTALL.BAT in the "patch" folder and it remove the patched files and restore the original files back to their proper places while cleaning up any leftovers.

* For the Xbox Game Pass version, the XboxGames folder commonly installed in the root of the C:\ drive where Xbox Game Pass/Xbox Play Anywhere games are installed is a system-protected folder that has security measures by the OS that prevents files being modified by FLIPs within this folder. To circumvent this, move the DOOM (1993) and/or DOOM II (Classic) folders to another location that is not system-protected (such as Documents), run the installer/uninstaller to apply/remove patches, then move the game folders back into the XboxGames folder. If for some reason Windows is preventing you from moving the game folders from the XboxGames folder because of an OS process running from the initial game installation, try logging off from your Windows user account or rebooting the PC and try again.

Patching the Add-on WADs
Installation
  1. Extract the "patchDLC" folder into the root of the save data folder where the add-ons folder for DOOM I and/or II Enhanced are installed. See the Game data locations section above to see where the add-on WADs are installed. The folder should look like this:



  2. Go into the "patchDLC" folder and run INSTALL.BAT, and the *.bat file will run the commands to backup the original files and begin patching the add-ons. Alternatively, if you wish restore the original names for the Back to Saturn X add-ons, then run the other *.bat file labeled INSTALL_BTSX.BAT instead.



  3. Now run the game, go into the Add-ons menu from the title screen, select the desired add-on (e.g. SIGIL) and you should now see many of the add-ons now feature widescreen assets for the HUD and UI for those that previously lacked them among other changes.


    TNT: Evilution with the red medical crosses restored along plus the widescreen HUD from the base game and TeamTNT's MAP31 Patch applied.


    SIGIL now has widescreen assets plus a sprite fix by Revenant100.


    The original REKKR with widescreen assets from its updated standalone re-release applied in DOOM I and II Enhanced, courtesy of NightFright and Doomgirl96.


    BTSX and its levels have been restored to their original names along with a widescreen treatment thanks to OpenRift and NightFright. Other add-ons featured in DOOM I and II Enhanced also received similar enhancements and restorations.

Uninstall
Same instructions as the base game, use UNINSTALL.BAT in the "patchDLC" folder and it should restore the original files from the backups.
Alternatives for source ports
If you're using the original WAD files of these games and various other mods with a source port such as Woof! or GZDoom but want similar enhancements that the Unity ports has to offer with a little something extra, then consider using the following mods:
  • Widescreen Assets Pack[www.doomworld.com] (Github mirror[github.com])
    A collection of widescreen-friendly art assets from various community members for Doom and Doom II. While GZDoom has its own widescreen pack, this pack also covers a couple of other mods and id Tech 1 engine games as well plus it can be used on other compatible source ports. Check the thread for other possible widescreen assets for mods that are not featured yet in the main download.

    Compatible with the DOOM Enhanced Unity ports (must be cropped to 426x200), Crispy Doom, Woof!, Nugget Doom, PrBoom+ UMAPINFO, DSDA-Doom, Nyan Doom, International Doom, Eternity, and GZDoom only.

  • Widescreen Statusbars[forum.zdoom.org]
    Similar to the above but only for the HUD's status bar and has been continuously supported with additional status bars for many WADs and total conversions.

  • Minor Sprite Fixing Project[www.doomworld.com]
    Fixes various errors with the game's original sprites. Does exactly what it says on the tin, although there are different versions specifically made for Doom I and Doom II-based WADs to keep in mind of.

  • Alternate Medikits[forum.zdoom.org]
    An set of alternate medkit sprites based on the unused medkit sprites for Freedoom for those who want a different look for the medkits. Can also be used with vanilla Doom.

  • Trevor0402's SC-55 Soundfont[www.doomworld.com]
    A *.sf2 soundfont file that aims to replicate the authentic sounds of the Roland SoundCanvas SC-55 module, the sound module that Bobby Prince composed the music with, without the expensive hardware and a light-weight alternative to pre-record music packs. Can be used on source ports, games, and emulators such as DOSBox and some of its forks that supports *.sf2 soundfonts, but configurating them may vary between source ports (GZDoom is one of the easiest ones since it has its own in-game MIDI settings).

    ZDoom-based source ports only
  • Thematically Improved Mouse Cursors[forum.zdoom.org]
    Sick of seeing Daisy's served head when you just want to use the mouse for the menus in ZDoom or GZDoom and want a simple Doom-styled mouse cursor? This mod does just that along with adding a unique mouse cursor for Heretic, HeXen, Strife, and Chex Quest.

  • CBlood[forum.zdoom.org]
    This mod fixes the blood color of enemies so they bleed with the appropriate colors (e.g. blue blood for Cacodemon, no blood for Lost Souls) when taking damage.

  • Pixelizer[forum.zdoom.org]
    CAUTION: Removing this mod (or RetroShader) while there are saved games with this mod loaded will prevent affected save files from working unless you re-introduce this mod into GZDoom. If you do not want the low-res look, either disable the effect under the Post-processing settings or simply do not use this mod.

    An off-shoot of RetroShader that only mimics the low-resolution appearance of vanilla Doom on GZDoom while using a higher display resolution. Best used in conjunction with Software lighting sector enabled in GZDoom's settings and the following mod...

  • Mostly Accurate Palette Tonemapping[github.com]
    CAUTION: May not work properly with WADs that uses a unique color palette than Doom's default palette (e.g. Back to Saturn X).

    A palette mod that aims to re-create the low color-depth of vanilla Doom onto GZDoom, which does a more convincing job of recreating the look of the original software renderer than RetroShader's or GZDoom's built-in Palette tonemapper in my opinion. To download this from Github, click the drop-down menu under Code, select Download ZIP, then rename the file extension from .zip to .pk3.
If you want an easy way to load these mods and fixes on your source port of choice (among other things), I have another guide for that.
Credits
id Software — Not only for giving us Doom but they are also the original authors of the files used in these patches.

John Romero — One of Doom's level designer and programmers, and the author of SIGIL.

Nerve Software — The developers of the Enhanced Unity ports of Doom and authors of No Rest for the Living.

TeamTNT — Original authors of TNT: Evilution and the official TNT MAP31 Patch.

Dario and Milo Casali — Original authors of The Plutonia Experiment.

Christopher Lovell — The artist of SIGIL.

BTSX Team — Authors of Back to Saturn X.

RottKing and Ralphis — The original authors of Double Impact.

Revae, et all — Author of REKKR and REKKR: Sunken Lands.

valkiriforce — Author of Anomaly Report.

Nashmuhandes — The forerunner behind the creation of widescreen art assets being created for DOOM with his WidePix project for GZDoom which kickstarted other DOOM modders to create widescreen assets for various DOOM mods and other id Tech 1 engine games such as Heretic, HeXen, and Strife.

OpenRift — Author of the Double Impact and Back to Saturn X widescreen intermission assets, as well as compiling various widescreen assets and the inspiration for these patches with his Doom 64 Remastered Restoration Patch.

Immorpher64 — Instructions for patching the DOOM 64 remaster IWAD helped with creating the patches for the DOOM I and II Enhanced WADs with FLIPs.

Scuba Steve — Author of the official widescreen assets used DOOM I and II Enhanced as well as the ones used in SIGIL, Final DOOM, Deathless, BTSX, and many others.

Revenant100 — For documenting the changes in the Unity ports and the author of the SIGIL Sprite Fix project

Terraformer9x — Author of the widescreen version of the original Deathless intermission screens.

NightFright — Original author of the widescreen HUDs for Back to Saturn X: Episodes 1 and 2, Anomaly Report, and the 2022 DOOM Enhanced add-on version of Harmony.

Firebert — Author of the Earthless: Prelude widescreen assets.

Doomgirl96 — Author of the original REKKR widescreen assets derived from REKKR: Sunken Lands.

MugMonster — Author of the widescreen assets for The Trooper's Playground.

DeathWrench — For informing me of an issue with the initial release of my Intro Skip mod. He also put out a Steam guide on how to port the Buckethead soundtrack into the Unity port's version of SIGIL.

sirjuddington, et all — Author of the SLADE[slade.mancubus.net], a Doom editing tool.

Alcaro — Author of the Floating IPS[www.romhacking.net] patching utility.

Igara Studio — Authors of aseprite, a pixel-art tool.

Kukie-nyan — The artist of the Inugami Korone fanart used for this guide's branding image. Image source: (Image Source)[www.pixiv.net]
43 Comments
AmethystViper  [author] 17 Aug, 2024 @ 8:30pm 
The patches and guide for the KEX Engine remaster is now live. There are still a couple things I need to add, but for now, I need a break.

https://steamproxy.net/sharedfiles/filedetails/?id=3306815753
AmethystViper  [author] 17 Aug, 2024 @ 2:23pm 
More good news! I managed to fix the broken skybox textures for DOOM Zero's WAD and was also able to restore some of the music back into it thanks to HarperMeows and JadeTsunami's UMAPINFO tool!
AmethystViper  [author] 15 Aug, 2024 @ 3:32pm 
Making some more progress, the curated add-ons (hereby referred to as the "mods" going forward in the patcher) are ready and the batch script has been set up for the red medical cross version. I still need to see how I will go about getting the batch scripts to work with the WADs found in the game's install folder since I still want this to work universally between Steam, GOG, Epic, and Microsoft Store versions like before.
PurSpyk!! 11 Aug, 2024 @ 11:12pm 
Excellent
AmethystViper  [author] 11 Aug, 2024 @ 11:07pm 
@PurSpyk!!: Hopefully not much longer, I have the red cross restorations ready in the WADs but I need to make the batch files run the scripts to apply the patches. I may have to make an extra alteration in the BSTX 1 WAD for consistency for BTSX 2 since it is missing the M_DOOM lump so I will likely remove it for the default "BTSX" version (as much as I'd rather have the M_DOOM lump for both). The restored "Back to Saturn X" variant is planned and I'll export the original freeware version's M_DOOM lump into the KEX version's WAD.
PurSpyk!! 11 Aug, 2024 @ 10:51pm 
Any idea when we will have a fix for the medkits for this new version?
AmethystViper  [author] 11 Aug, 2024 @ 10:49pm 
@Dark Jaguar: This is for the previous Unity engine port, not the KEX Engine remaster (althrough I'm working on patches for that). To skip the splash screens in the KEX Engine remaster, use the command-line parameter -skipmovies .
Dark Jaguar 11 Aug, 2024 @ 10:31pm 
Very interesting stuff! Is there a reason this mod renames the video files instead of altering the kex config file to disable the videos that way?
AmethystViper  [author] 9 Aug, 2024 @ 5:18pm 
MORE GOOD NEWS: I modded my KEX remaster's Doom1.WAD file with SLADE and was able to restore the original red medkits and the NIN reference in E4M1! With some time to remake these patches and getting the right batch scripts going, it should be doable to bring these restorations and widescreen additions to the KEX remasters on PC.
AmethystViper  [author] 8 Aug, 2024 @ 6:55pm 
Okay so I'm looking at the add-on files and it might throw a wrench into things...

Bad news: unlike the Unity ports, the folder names are a string of hashes and don't use a proper naming scheme that the Unity ports did. Before they used folders and blank extensionless files with names "01", "02", etc., but now it has strings of numbers and letters like this:

• 1d7e0be3-15ef-4227-8f57-12b8fc4540e8 - Anomaly Report

The good news: These folders and files do not appear to be randomized (as far as I can tell) and the WADs do have proper .WAD extensions, plus they are not encrypted so they can still be modded like before with SLADE. :cozybethesda: