Homebrew My first Homebrew game: VVVV4K

revvv

Well-Known Member
OP
Newcomer
Joined
May 11, 2019
Messages
73
Trophies
0
XP
391
Country
Germany
Hi folks,

I ported Notch's VVVV4K to the Wii :yaywii:

Notch created a VVVVVV level and also a small Java Applet to play this level. (The applet did fit into 4KB compressed!)
I asked Terry some days ago if it's OK to publish it. If I get a positive response I'll publish it here.

If you say, come on kid, an Indie star never responds to such silly requests, then I can tell you he did allow me to port it to an 8 Bit system last year. :D
So maybe he's on vacation or busy and/or I'm too impatient.


vvvv4kwii-dolphin.png


PS: I joined this forum to find USB game controller example code, but unfortunately nobody could help me up to now. So if you have seen someone please contact me... :bow:

UPDATE: Version 0.7 supports WiiMote, Nunchuk, Classic/GameCube/Wii U Pro controller: Thanks to @Mr_Reaper. He also fixed the running unstoppable into spikes bug.
I also added music.
 

Attachments

  • vvvv4kwii-0.6.zip
    156.7 KB · Views: 160
  • vvvv4kwii-0.7.zip
    1.6 MB · Views: 168
Last edited by revvv,

revvv

Well-Known Member
OP
Newcomer
Joined
May 11, 2019
Messages
73
Trophies
0
XP
391
Country
Germany
Well, that's the problem. At the moment I have not the permission to publish it. And I will politely wait some more days...
 

Cyan

GBATemp's lurking knight
Former Staff
Joined
Oct 27, 2002
Messages
23,749
Trophies
4
Age
45
Location
Engine room, learning
XP
15,649
Country
France
oh, nice to see there are still new Wii homebrew being developed and active developers. (Newo included :P)

If you say, come on kid, an Indie star never responds to such silly requests,
few month ago I recommended a user to contact an official game developer to ask for permission too, instead of always being in doubt to use illegal resources, and they answered and allowed a port and usage of their official resources ! that's always better to have proper permission :)
copyright is just a permission away from being allowed.

USB game controller example code
You mean HID USB ?
you can check how Nintendont is doing it. it's part of the IOS's module (IOS_open("/dev/usb/hid/") something like that.
https://github.com/FIX94/Nintendont/blob/master/kernel/HID.c

There are also some sicksaxis libraries to support PS3/PS4 controllers (usb and wireless), but HID from nintendont should cover it (not wirelessly though).
 
Last edited by Cyan,
  • Like
Reactions: revvv

TheMrIron2

Well-Known Member
Member
Joined
Aug 5, 2017
Messages
218
Trophies
0
XP
978
Country
Ireland
It's fascinating to see blips of life on the Wii scene again, I thought the programming scene had all but vanished years ago.
 
  • Like
Reactions: revvv

Cyan

GBATemp's lurking knight
Former Staff
Joined
Oct 27, 2002
Messages
23,749
Trophies
4
Age
45
Location
Engine room, learning
XP
15,649
Country
France
even if old, Wii development is easy and well covered. I guess it's an easy entry to learning homebrew and being fun to create and complete a project by yourself.
now consoles are a little too protected and you have to deal with security, encryption, signatures, wait for sdk and new libraries, hardware access, etc.
of course, you'll have less audience and appreciation, but I think it's first for yourself that you create it. I wish I had more time to create games too.
 
Last edited by Cyan,

newo

Well-Known Member
Member
Joined
Apr 7, 2011
Messages
937
Trophies
2
Website
wiibrew.org
XP
3,902
Country
Jamaica
@Cyan I wasnt going to post at first fearing I would jinx it. There is also a roguelike port from 1983 posted on wiibrew yesterday .

New consoles are a pain - the tools are better and you have shaders but everything else is the same struggle. I have started doing some open source wii stuff to see if anybody bites.
 
Last edited by newo,
  • Like
Reactions: revvv

revvv

Well-Known Member
OP
Newcomer
Joined
May 11, 2019
Messages
73
Trophies
0
XP
391
Country
Germany
How is it going?
I'm still waiting to get an offical license :). It could be possible that my email was blocked by a spam filter.
So my plan B is to publish it with a script which downloads the original applet. Just to make sure to be legal...
I'll post it to this thread when there's something new.

You mean HID USB ?
Oh thanks, I tried to extract the relevant portions of the code, but had no success. (Either everything depends on everything or the code compiles, but does not do what I want...)

@TheMrIron2
@Cyan
@newo
After playing around with some OpenSource projects I thought I should do something useful :)
And yes, I didn't want to hack my other Nintendo devices. I added the homebrew channel after the end of lifetime of the Wii, so that's why I'm (very) late to the party.
 
  • Like
Reactions: newo and TheMrIron2

newo

Well-Known Member
Member
Joined
Apr 7, 2011
Messages
937
Trophies
2
Website
wiibrew.org
XP
3,902
Country
Jamaica
Feedbacks!

- the numbers at the bottom of the screen are cut off almost half way. I tried switching from widescreen to 4:3 but they are still cut off on real hardware.
- you could save the progress to a text files when you exit so you dont have to play through the game in one sitting.
- some times I get a code dump when I press home to exit the game.
- game is hard!
 
  • Like
Reactions: revvv

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
Well, it loaded fine on my Wii+4:3 CRT. All the numbers in the lower part of the screen are outside the PVM safe boundaries.

I played some minutes, but my batteries ran out. Since there's no GC pad nor Classic Controller support (so i could use the Wii U Pro Controller) i couldn't get very far. Game is tough as nails! :mthr:

From what i tested, it was fine. Will there be some BG music in the future? Maybe some chiptunes or something? (even using external files could be cool).
Feedbacks!

- the numbers at the bottom of the screen are cut off almost half way. I tried switching from widescreen to 4:3 but they are still cut off on real hardware.
- you could save the progress to a text files when you exit so you dont have to play through the game in one sitting.
- some times I get a code dump when I press home to exit the game.
I second the suggestions.
 
Last edited by niuus,
  • Like
Reactions: revvv

revvv

Well-Known Member
OP
Newcomer
Joined
May 11, 2019
Messages
73
Trophies
0
XP
391
Country
Germany
Wow, thanks for testing!

And I thought it was flawless :hateit:

OK, I see:
  1. BUG: Status line is partially off screen. I tested with my Wii LCD-TV connected with component cables (3x chinch). I still have a CRT in the basement, but only PAL. (I wrote the pixels directly into xfb[], have to revise.)
  2. BUG: Crashes on exit. I have only one Wiimote and it doesn't crash. Maybe more controllers cause this problem. I just took the standard example to exit. Why the hell...
  3. FEATURE REQUEST: Save progress, classic controller support, sound and music. Yeah, I had these ideas, too. But for the moment I tried to be as minimalistic as the original. [Great excuse :D]
 

revvv

Well-Known Member
OP
Newcomer
Joined
May 11, 2019
Messages
73
Trophies
0
XP
391
Country
Germany
I uploaded a new version to my original posting. Hope it helps. Also I have to admit that I'm maneuvering in the dark. I can't reproduce both bugs (cropped status line and crash on exit).

My fix is just to use xfbHeight and don't use the first and last 16 pixels. (I saw 16 somewhere, so I used it, too. :ha:)
 

newo

Well-Known Member
Member
Joined
Apr 7, 2011
Messages
937
Trophies
2
Website
wiibrew.org
XP
3,902
Country
Jamaica
Yeah since you are in PAL it might be a bit tricky but you can take a look at the GRRLIB video code to see what you might be doing wrong. Mp3/OGG background music is easy as well. Sound effects are a bit tricky.

The other controllers are easy to implement. Reeper reported a bug that you might be using the button states improperly. The wii buttons have a held, up and down state. Sometimes it is better to use the held instead of the down or up.
 
  • Like
Reactions: revvv

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
I uploaded a new version to my original posting. Hope it helps. Also I have to admit that I'm maneuvering in the dark. I can't reproduce both bugs (cropped status line and crash on exit).

My fix is just to use xfbHeight and don't use the first and last 16 pixels. (I saw 16 somewhere, so I used it, too. :ha:)
So! While i couldn't properly play 0.6 since there ain't yet support for other controllers, i launched it anyway with the WUPC. Status line is now inside the PVM safe boundaries! And now it does not crash when exiting with the home button.

Keep up the good work!
 
  • Like
Reactions: revvv

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    OctoAori20 @ OctoAori20: Nice nice-