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General Discussion / Re: Is anyone interested in a Wii port?
« on: December 20, 2018, 12:31:45 »
I actually worked on porting to the Wii shortly after I completed the Xbox port. You can find the Wii directory in the source code. It has a Makefile to build with DevKitPro. It works quite nicely with a pro controller or gamecube controller. The Wiimote works sort of. You can not turn fully with the wiimote. I added some code to initialize networking but I don't think it is functional. You can use a keyboard to try to connect to a server from the drop-down console but it does not connect. Music works if you have soundfonts installed correctly. I would have to look at my SD card to see exactly where they have to go. As for the launcher, the Xbox uses ag-odalaunch which is a libagar based GUI. It builds against the odalpapi networking code, just as odalaunch does, which means it does not need to change to support the current launcher protocol. libagar is SDL based, making it an easy target for game console use, but it provides widgets that are typical of desktop GUI toolkits. For that reason it is not the best choice for controller driven UI. Getting it running on the Wii is going to be the quickest approach to a working launcher though.
Here is the last build I made for the Wii: http://www.huntsvegas.org/files/Odamex-wii.rar
Here are the soundfonts and timidity configuration that works with it: http://www.huntsvegas.org/files/timidity-wii.rar
It should still work from the homebrew channel. Plug in a pro controller and you should be able to play fine with a nice framerate.
Ah, that sucks because i completely lack a pro controller so i can't try it out. Still, Wii Linux is the fastest way (framerate isn't as great as native but it's something i can deal with) The fact that i don't have to mess with joystick support means i can easily add support for the Wiimote, most USB HID controllers and Keyboards. And writing a text launcher is a piece of cake in Linux (SRB2Wii did a good launcher) so online play would be easier.
I thought, booting from BootMii really isn't an issue, because from the Homebrew Channel you can press home > "BootMii IOS" and use BootMii even without installing it on boot2, (or you can replace ppcboot.elf with the one from Linux and turn that BootMii IOS button into a Odamex button :D )
Being able to compile directly from the Wii is also very useful.
Now that i'm seeing a dev, i want to request some stuff: A_Jump (A_RandomJump in certain sourceports) A_Spawn, A_CustomMissile, A_FireCustomMissile and A_FireBullets (I don't know how the monster variant is called) and free states and thing IDs. That would make Odamex perfect for a mod i'm doing.