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EDuke32 on Wii

User is offline   Alan 

  • Hellspawn

#1

I've been messing around lately with Homebrew on the Nintendo Wii and have found some of the developments on it quite interesting. There is already a port of the Quake demo, as well as a port of the Doom source mod PRBoom, which is capable of loading all of the official Doom/Doom 2 WADs (including Team TNT expansions) and some megaWADs.

I've personally been wondering how feasible the idea would be to port EDuke32 to the Wii, and thus be able to develop a game using Build on the Wii.

There are a few advantages of doing this:
-Use of the Wiimote and Nunchuk (and possibly the Wii fit board) which adds to the immersion factor.
-More exposure to EDuke32 if added to the Homebrew repositories.
-If developing a Wii-only project you only have one set of hardware to develop for.
-Only two screen resolutions would really need to be supported, one for 4:3 and one for 16:9.

Some complications for it:
-Further research would be required to understand Wii development.
-HUD code would perhaps need a bit of an overhaul to compensate for the way the Wiimote moves the screen.
-Control assignment would have to be reversed: assign functions to buttons/gestures instead of assigning buttons/gestures to functions.
-Clear limitations would need to be set for what can be displayed on-screen to keep a stable framerate.
-Would have to append Wiimote/Nunchuk movement detection in the source code.

The Wii is not a particularly powerful renderer (they are releasing a new model of the Wii graphically comparable to the PS3/XBox 360 in a couple years), so one of the more obvious questions on my mind is whether or not Polymer would work on it.

TerminX and Plagman are already busting ass to get EDuke32 where it is now, so I'm not going to pressure or demand that they do it. I'm wondering, actually, if someone already familiar with Wii development would be interested in trying it.
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User is offline   NF64 

  • Touched by the Banhammer

#2

Wow...
No responce to this? I think this would be a great idea but yet impossible because the controller only has a few buttons, and plus I remember one of my friends saying something about engines being ported over to the wii... yet they said it was very unlikely... :o
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User is offline   necroslut 

#3

View PostNfelli64, on Oct 20 2009, 03:34 AM, said:

Wow...
No responce to this? I think this would be a great idea but yet impossible because the controller only has a few buttons, and plus I remember one of my friends saying something about engines being ported over to the wii... yet they said it was very unlikely... :o

Few buttons? There's ten buttons +D-pad and analog stick, in addition to motion sensing on both the remote and nunchuk.
I've been waiting for a Wii Duke 3D port. I don't see why it would be impossible, both Doom and Quake are ported already.
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User is offline   Master Fibbles 

  • I have the power!

#4

If they can port it to XBox360, the Wii isn't that much of a stretch. Motion can be done with D pad and motion sensing with the trigger being...well, the trigger. The have FPS on Wii, so Duke3D isn't a stretch.
However, there is the licensing issue...I think it would have to be done with 3DR.
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User is offline   necroslut 

#5

View PostMr.Flibble, on Oct 20 2009, 03:18 PM, said:

However, there is the licensing issue...I think it would have to be done with 3DR.

Since the source code is released, a homebrew port (like with Doom and Quake) would not require 3DR's blessing or involvement.
Of course, an official port, like for the 360, would be better.
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User is offline   Master Fibbles 

  • I have the power!

#6

The actual content of the game would though. Making a port is one thing, adding the content is an entirely different matter. I suppose if you can drop your original GRP onto the Wii in the right place etc then you could do that but I don't think it is entirely possible.
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User is offline   Jimmy 

  • Let's go Brandon!

#7

View PostMr.Flibble, on Oct 20 2009, 04:17 PM, said:

The actual content of the game would though. Making a port is one thing, adding the content is an entirely different matter. I suppose if you can drop your original GRP onto the Wii in the right place etc then you could do that but I don't think it is entirely possible.

That's how all these other homebrew ports work. Unlike most ports, where it is drag and drop, homebrew requires a little work for the end user.
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User is offline   SwissCm 

#8

View PostMr.Flibble, on Oct 21 2009, 06:17 AM, said:

The actual content of the game would though. Making a port is one thing, adding the content is an entirely different matter. I suppose if you can drop your original GRP onto the Wii in the right place etc then you could do that but I don't think it is entirely possible.

You'd just have to throw the GRP onto the SD card/USB Device.

View PostCaptain Awesome, on Oct 22 2009, 06:47 AM, said:

That's how all these other homebrew ports work. Unlike most ports, where it is drag and drop, homebrew requires a little work for the end user.

If by "work" you mean "copying a file onto an SD card and clicking on the SD button in the System Menu" then yeah it takes work. Homebrew on the Wii is incredibly easy and Nintendo's efforts to stamp it out has been pathetic. It really is about as simple as Drag and Drop.

This post has been edited by SwissCm: 28 October 2009 - 04:34 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#9

Been running homebrew on my Wii for 2 years now. It's not difficult at all. It's probably the easiest (and most fun) console to MOD/run homebrew on.
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User is offline   XICO2KX 

#10

If someone wants to pick up the development, tueidj has already a working port of EDuke32 running on the Wii! <_<
You can watch it in action here and check the details here: :huh:
http://wiibrew.org/w...r:Tueidj/Duke3D
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User is offline   Hendricks266 

  • Weaponized Autism

  #11

You posted the exact same thing on 3DR. I have been in contact with tueidj, and Helix is working on patching the changes in. I will continue development from that point forward.

This post has been edited by Hendricks266: 30 April 2012 - 02:24 PM

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User is offline   XICO2KX 

#12

View PostHendricks266, on 30 April 2012 - 02:15 PM, said:

You posted the exact same thing on 3DR. I have been in contact with tueidj, and Helix is working on patching the changes in. I will continue development from that point forward.

Yes, I did! And also here! <_<
Just wanted to share this nice progress with a wider audience! ;)
Anyway, seeing that someone has already picked up that project is really great news!!! :D
Best of luck to you and Helix! :huh:
And please keep us posted with the latest developments! :D

This post has been edited by XICO2KX: 30 April 2012 - 03:06 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#13

Nice!
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User is offline   Paul B 

#14

View PostMusicallyInspired, on 30 April 2012 - 06:58 PM, said:

Nice!


I guess your reputation point has been taken away for not using a complete sentence. haha
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User is offline   TerminX 

  • el fundador

  #15

And another taken away due to pressing the wrong spot on my phone. Damn it, haha.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#16

Haha that totally deserves a +1!
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User is offline   Hendricks266 

  • Weaponized Autism

  #17

Ta-da!

Posted Image

http://wiibrew.org/wiki/EDuke32_Wii
http://wiki.eduke32....iki/EDuke32_Wii
http://gbatemp.net/t...45-eduke32-wii/
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User is offline   TerminX 

  • el fundador

  #18

Thanks for the binaries. Are you going to work on making things playable with the Wiimote and Nunchuk?
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User is offline   Hendricks266 

  • Weaponized Autism

  #19

Yes, I will get around to proper control schemes, including a CoD: MW: Reflex Edition-style pointing control scheme, and better controls for the GC and CC controllers. It may not be for a while because I don't have access to my Wii all that often and I am going to be gone for a few weeks coming up soon.

For the time being, USB keyboards and mice work fine.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#20

Awesome!
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User is offline   NUKEMDAVE 

#21

I'm getting ready to try this out. I look forward to hopefully being able to use my Wii Zapper with this. :)

Edit: I installed it correctly and it's running, but I don't get the part about getting the music to work. Can you be more specific? Where do you get Timidity? All I could find is this and I'm not seeing a timidity.cfg file in there:

http://timidity.sourceforge.net/

This post has been edited by NUKEMDAVE: 20 May 2012 - 11:03 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #22

Quote

Freepats works well. You can install it by extracting it directly to "sd:/usr/local/lib/timidity/" and copying one of the cfg files to "sd:/etc/timidity/timidity.cfg".

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User is offline   XICO2KX 

#23

View PostTerminX, on 20 May 2012 - 10:19 AM, said:

Thanks for the binaries. Are you going to work on making things playable with the Wiimote and Nunchuk?

It's already playable using Wiimote+Nunchunk! :)
But the Nunchunk stick for moving around is a little too much sensitive! :P
And I think the use/jump buttons should be mapped to the "Z"/"C" Nunchunk buttons instead of the "1"/"2" Wiimote buttons, as they are much easier to reach with your fingers! :(
Other than that... Really awesome work!!! :D

This post has been edited by XICO2KX: 21 May 2012 - 08:40 AM

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User is offline   NUKEMDAVE 

#24

I made a video before I got the music working.



I prefer calling it WiiDuke32. :)
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#25

View PostNUKEMDAVE, on 22 May 2012 - 12:00 AM, said:

I made a video before I got the music working.

I prefer calling it WiiDuke32. :)



Got everything working myself, but there definitely needs to be more stabilization, cause EDuke32 crashed on me at level 2 of episode 1, which in a way I wasnt quite expecting with how smooth it runs, but also kinda anticipated when I read the description on Hendricks hosted download link that states this version is unstable to some extent, and prone to crashing.

This post has been edited by nightwishfan1: 22 May 2012 - 03:43 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #26

NUKEMDAVE, that's awesome, I might ask you to make more videos as the port progresses because I don't have the facilities to do it myself. Did you die at the end of the video or did it crash?
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User is offline   Hank 

#27

View PostNUKEMDAVE, on 22 May 2012 - 12:00 AM, said:

I prefer calling it WiiDuke32. :)

This is an awesome accomplishment. I have no Wii, but the video speaks volumes, so thanks for putting it up. Posted Image

Also, can anyone with better English than mine write a news item? Shouldn't be hard, Duke comes to Wii etc.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#28

Fantastic! Can it support mods yet? Playing Duke Nukem 64: Resurgence on the Wii, for instance, would feel perfectly ideal.
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User is offline   NUKEMDAVE 

#29

View PostHendricks266, on 22 May 2012 - 10:55 AM, said:

NUKEMDAVE, that's awesome, I might ask you to make more videos as the port progresses because I don't have the facilities to do it myself.


I need something to upload to my channel anyway. :P

View PostHendricks266, on 22 May 2012 - 10:55 AM, said:

Did you die at the end of the video or did it crash?


Both. It crashed when I died. I would've left the crash screen in the video, but it was making a loud buzzing noise.

I just saved a map to the eduke32 folder. Maps work. :)
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User is offline   Hendricks266 

  • Weaponized Autism

  #30

View PostMusicallyInspired, on 22 May 2012 - 06:16 PM, said:

Fantastic! Can it support mods yet? Playing Duke Nukem 64: Resurgence on the Wii, for instance, would feel perfectly ideal.

I believe so. I have not tested this myself, but if you look in the meta.xml file you should see the following:

    <arguments>
        <arg></arg>
    </arguments>


This should be able to hold command line arguments just like on the PC. For example:

    <arguments>
        <arg>-gDUKEDC.GRP</arg>
    </arguments>

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