Sort of useless bump of thread. But here it goes.
I think a port is interesting, but instead of worrying about graphics, start worrying about memory requirment. Linux version of Doom needs 256MB RAM to run. How to fit such a chunk of data in 24MB SRAM and 52MB available DRAM on the Wii? Simple answer: you can''t!
As for graphics, easy parts:
- per pixel light attenuation can be done using either 2D or pseudo 3D texture,
- diffuse and specular normal mapping can be emulated by a 2D algorithm in TEV indirect texture unit
- and stencil shadows can be done by using RGB6 framebuffer and render to alpha buffer.
hard parts:
- Wii doesn't really support cube maps (would be very slow), so other kind of projection must be programmed.
- Disadvantage of rendering to alpha is that the buffer has to be exported to texture first before it can be used to perform stencil compares. It also requires an additional texgen to calculate projected point on stencil texture. Exporting stencils for 8 lights at 25fps in 640x480 takes about 61Mpix/sec and then 61MTexels/sec to use them. A good percentage of the wii's total fillrate (thus gpu cycles).
- Need compression to reduce the amount of texture memory needed
- It's a damn 3GB game.... It will be slow from SD card
Porting the XBox version would be a lot easier I guess. It's already suited to 64MB of RAM and low end GPU/CPU. However, a complete team was assigned to do that, not one or two homebrew coders. I might give it a try once other people have downed the memory footprint a little
Besides,
TenebraeGX is fun to finish too.