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EDuke32 on Wii

User is offline   NUKEMDAVE 

#31

The max screen resolution should be 720 X 480. That's the max screen resolution the Wii puts out. Unless you want to add some wide resolutions that'll leave black boxes on the top and bottom of the screen.

I happen to be using RGB cables with my Wii, which brings it from 480i to 480p. It looks good!

Edit:

I made this for fun. It's not up to me whether the name should be changed or not, but I think having "Wii" in the name would be better.

Attached Image: EDuke32OrWiiDuke32.jpg

This post has been edited by NUKEMDAVE: 22 May 2012 - 11:35 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#32

How realistic is having Mapster32 on the Wii? It can support a keyboard and mouse, after all.
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User is offline   Micky C 

  • Honored Donor

#33

Aww yeah! Let's get all our mates over, chill out on the couch, invite some girls over and have 3 quick rounds of mapping on the big screen with surround sound and sub woofers :)

This post has been edited by Micky C: 23 May 2012 - 04:38 AM

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#34

I don't own a Wii, but congrats on the port anyway.

As for the resolution, I might be wrong, but I would assume PAL Wii's output 720x576, so you might want to leave that as a resolution if it is available in the options.
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User is offline   Hendricks266 

  • Weaponized Autism

  #35

View PostMusicallyInspired, on 23 May 2012 - 04:07 AM, said:

How realistic is having Mapster32 on the Wii? It can support a keyboard and mouse, after all.

The Mapster32 executable built for me when I specifically tried it, but I disabled it from building when PLATFORM=WII because it would be useless and would run into the same control problems as the actual game.

If you really want it, follow the build instructions on the wiki but run:

wiibuild.bat mapster32.elf

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User is offline   NUKEMDAVE 

#36

View PostHigh Treason, on 23 May 2012 - 04:43 AM, said:

As for the resolution, I might be wrong, but I would assume PAL Wii's output 720x576, so you might want to leave that as a resolution if it is available in the options.


Well, 720 X 480 is what I'm getting with NTSC. I guess it should have both 720 X 480 and 720 X 576.


Video:

Custom "AV Multi Out" port supporting composite video, YPBPR component video, S-Video (NTSC consoles only) and RGB SCART (PAL consoles only)


480p (PAL/NTSC), 480i (PAL/NTSC) or 576i (PAL/SECAM), standard 4:3 and 16:9 anamorphic widescreen


http://en.wikipedia.org/wiki/Wii
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User is offline   uh . . . . 

#37

I'll definitely be downloading when the controls work better, haven't tried it but I'll take everyone's word for it. Don't have a USB keyboard or mouse at the moment.
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User is offline   Hendricks266 

  • Weaponized Autism

  #38

View PostNUKEMDAVE, on 22 May 2012 - 10:35 PM, said:

I made this for fun. It's not up to me whether the name should be changed or not, but I think having "Wii" in the name would be better.

Attachment EDuke32OrWiiDuke32.jpg

"Wii" is in the name: "EDuke32 Wii".

A better source exists for the icon image than that thing. In the EDuke32 source, you can find "EDuke32_logo_21_large_opaque.psd". This is the source vector image created in Photoshop.

What is the font? Daidoh?
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User is offline   NUKEMDAVE 

#39

View PostHendricks266, on 23 May 2012 - 07:27 PM, said:

"Wii" is in the name: "EDuke32 Wii".

A better source exists for the icon image than that thing. In the EDuke32 source, you can find "EDuke32_logo_21_large_opaque.psd". This is the source vector image created in Photoshop.

What is the font? Daidoh?


Yeah, but that's longer. WiiDuke32 is shorter and I think it would be cooler, but that's just me. Yep, Daidoh.
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User is offline   Player Lin 

#40

WiiDuke32 sounds like nothing to do with eduke32, cool? You gotta kidding me. :)

At least if called Wii-eduke32 or edukeWii, it would make sense.

This post has been edited by Player Lin: 24 May 2012 - 07:22 AM

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User is offline   Jinroh 

#41

I think WiiDuke32 is actually pretty clever. xD
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User is offline   TerminX 

  • el fundador

  #42

Please don't call it "WiiDuke32." I don't know if some of you came up with that independently or what, but when I said we should call it that on IRC about a week ago I was 100% kidding. "WiiDuke32" makes it sound like it's some special version or even a different program entirely, and that's simply not the case... it is merely EDuke32 compiled for the Wii. Similarly, the Android port will not be known as "AnDuke32," the Linux version is not "LinDuke32" and ports to BSD are not "BSDuke32."
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#43

It would also just end up causing more confusion for the n00bs that are not in the "know of ports"
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#44

Many homebrew applications utilize the "Wii" name-in-name thing and it was kind of cool....until multiple versions started coming out that all had different names. It is clever, but just keep it EDuke32 Wii.
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User is offline   Jimmy 

  • Let's go Brandon!

#45

Cody, while I think you're right, n00bs will find any reason to get confused.
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#46

Hendricks. I went and recreated the crash I experienced, and I have the stack dump data from it. Hopefully that can help you track down the exact issue, and issues like it since it's level related. Also this is the info most wii homebrew programmers use to track down issues with their apps. This crash occurred at level 2 of episode 1 in the back portion of the magazine shop, where it's dark. Anyways the stack dump info is below.

Stack dump read out from the Wii when EDuke crashed: 800c3fc0 --> 800c35c4 --> 800139f4 --> 8001c0d0 --> 800f8500 --> 80171c3c --> 80004348 --> 801a5a0c --801a59bc

As a note to everyone else....You all should also record any crashes that occurr. Specifically the stack dump portion if it's presented on screen when the crash occurrs. That portion is usually most relevant to what prompted the app to crash in the first place, and it will only help make the app better as Hendricks will be able to identify the crashes more easily instead of looking blindly for them. Or even attempting to recreate them, and they dont occurr for him.

Also a question. You mention Classic Controller support being added in the next release...Will this include Gamecube controller support? To me that would be pretty cool since most of the older Wiis that people own support those controllers. Thanks.

This post has been edited by nightwishfan1: 25 May 2012 - 09:33 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #47

View Postnightwishfan1, on 25 May 2012 - 09:16 AM, said:

Stack dump read out from the Wii when EDuke crashed: 800c3fc0 --> 800c35c4 --> 800139f4 --> 8001c0d0 --> 800f8500 --> 80171c3c --> 80004348 --> 801a5a0c --801a59bc

As a note to everyone else....You all should also record any crashes that occurr. Specifically the stack dump portion if it's presented on screen when the crash occurrs. That portion is usually most relevant to what prompted the app to crash in the first place, and it will only help make the app better as Hendricks will be able to identify the crashes more easily instead of looking blindly for them. Or even attempting to recreate them, and they dont occurr for him.

I recall reading an article somewhere on Wii Homebrew forums or blogs explaining how to work with these, but I can't find it now. :)

I was able to pull an image of a stack dump out of this video and it looks like it matches your stack dump, which is great news meaning there is only one bug at work.

Also, I have experienced these crashes myself.

Posted Image

View Postnightwishfan1, on 25 May 2012 - 09:16 AM, said:

Also a question. You mention Classic Controller support being added in the next release...Will this include Gamecube controller support? To me that would be pretty cool since most of the older Wiis that people own support those controllers. Thanks.

Absolutely. GameCube controllers have a notable objective advantage over Classic Controllers: their analog sticks have 8-bit precision rather than 6-bit on the CC. (IIRC the only downside is that they lack a ZL button.) Also, I have four GC controllers already, while I had to / would have to (birthday coming up lol) buy a CC controller to develop with it.
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User is offline   Plagman 

  • Former VP of Media Operations

#48

The Wii toolchain must come with a set of binutils, that you can use to figure out where these addresses are in the binary code (objdump).
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User is offline   Hendricks266 

  • Weaponized Autism

  #49

florscan/getpalookup/hline --> florscan --> clamp --> G_DoCheats (?) --> buildkeytranslationtable --> main --> _crtmain exit --> __lwp_thread_handler --> .text __lwp_thread_handler

EDIT: This does not look helpful. I need to find that article.

EDIT: Can we have some users test if you bind a key to LOOK_LEFT or LOOK_RIGHT (not TURN_) and see if that crashes the game due to the screen tilting?

This post has been edited by Hendricks266: 25 May 2012 - 11:15 AM

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#50

View PostHendricks266, on 25 May 2012 - 10:27 AM, said:

I recall reading an article somewhere on Wii Homebrew forums or blogs explaining how to work with these, but I can't find it now. :)

I was able to pull an image of a stack dump out of this video and it looks like it matches your stack dump, which is great news meaning there is only one bug at work.

Also, I have experienced these crashes myself.

Posted Image


Absolutely. GameCube controllers have a notable objective advantage over Classic Controllers: their analog sticks have 8-bit precision rather than 6-bit on the CC. (IIRC the only downside is that they lack a ZL button.) Also, I have four GC controllers already, while I had to / would have to (birthday coming up lol) buy a CC controller to develop with it.



I'm not sure myself how to interpret these crash dump codes to correct them, but I would test newer beta versions of already established homebrew apps that I was particularly interested in, and the developers working on those would tell me to record that specific section of the crash, or somehow document the error if the stack dump portion wasnt present when the app would crash. This would usually be difficult, cause you cant always anticipate the errors happening consistently, or only I would experience the error while the developer couldnt recreate it. Luckily this error in WiiDuke seems consistent for everyone using it. Only thing I can suggest would be to probably contact tueidj at the Wiibrew forums for assistance. Him or any other member who has experience developing Wii homebrew. If I knew anything about coding I'd help, but I dont.
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User is offline   Hendricks266 

  • Weaponized Autism

  #51

Work is progressing on the to-do list.

Since I am developing away from my Wii, I need beta testers who can test quickly and who can give me IM contacts. See my contact page. Send me an email.
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#52

^^I'll volunteer to test out whatever betas you make. I'm mostly limited to mornings during weekdays however since I work second shift. Weekends I have off from work, and can be a bit more productive with the testing. Only thing I'd need to know is where you'd upload these betas to be able to test them. And when I do test them I'd need to have some idea of what you're looking at specifically being affected with a particular beta build. I also happen to have your AIM screen name that you got listed in your profile, but if you prefer e-mail contact than that's fine.
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User is offline   NUKEMDAVE 

#53

I'm already beta testing for it and even helped a little in another way. Some progress has been made. It's almost playable with the Wii remote and nunchuk. :)
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User is offline   NF64 

  • Touched by the Banhammer

#54

View PostXICO2KX, on 30 April 2012 - 12:14 PM, said:

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: :)
http://wiibrew.org/w...r:Tueidj/Duke3D


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

I made a video before I got the music working.

http://www.youtube.c...player_embedded

I prefer calling it WiiDuke32. :P


Well I do have to say this is very impressive and brought a small heart warming feeling.
Congratz to tueidj.
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User is offline   Hendricks266 

  • Weaponized Autism

  #55

I'm doing work to improve the controls and for the past week I have been working through the menu code tracking down little problems that need to be fixed but have solutions that take lots of digging. Sometimes trial and error doesn't even work. I'm tearing my hair out. As far as I'm concerned, the menu code is this: http://www.theonion....t-doesnt,14309/
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User is offline   XICO2KX 

#56

View PostHendricks266, on 31 May 2012 - 09:26 PM, said:

I'm doing work to improve the controls and for the past week I have been working through the menu code tracking down little problems that need to be fixed but have solutions that take lots of digging. Sometimes trial and error doesn't even work. I'm tearing my hair out. As far as I'm concerned, the menu code is this: http://www.theonion....t-doesnt,14309/

I don't think I can help you... :(
But tueidj has lots of experience with all that Wii coding/hacking stuff! :)
Maybe you should contact him and ask him for some hints! :P

This post has been edited by XICO2KX: 02 June 2012 - 06:05 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #57

I fixed most of the stuff. It had nothing to do with the Wii specifically anyway so there was no reason to ask tueidj. If there was a reason, I would (and have in the past) contacted him.
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User is offline   Paul B 

#58

Wow this looks awefully difficult to control dukes movements while being accurate with the cross hairs. Doesn't look overly fun
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User is offline   Lunick 

#59

View PostPaul B, on 02 June 2012 - 12:11 PM, said:

Wow this looks awefully difficult to control dukes movements while being accurate with the cross hairs. Doesn't look overly fun


That's why I am waiting for the gamecube controls :)
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User is offline   NUKEMDAVE 

#60

View PostPaul B, on 02 June 2012 - 12:11 PM, said:

Wow this looks awefully difficult to control dukes movements while being accurate with the cross hairs. Doesn't look overly fun


It's way better now than what you see in my video.
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