Homebrew Batterycheck - Remake of an old PC platformer

niuus

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I can imagine you've been busy after you just got back...just curious if you got around to a quick test. ;) You made me aware of the support of the Wii U pro controller and with the latest release I have noticed it always connects as Controller 2 and I was wondering if you have this issue too. I was thinking about adding a way to reassign controller ID's or something or just combine the buttons for both controller 1 and controller 2 which is what I did to make sure it was actually still working. I did update devkitpro which might be the reason for it behaving differently.
Hey! I finally got around to test it today, as i was out traveling again and couldn't arrive sooner. I used the GC port, did not try with the Wii. Worked perfect!

I'll be answering you soon regarding the WUPC support.
 
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@Archerite So! I finally tested BatteryCheck for Wii. It went along smooth. It looks beautiful on the component signal on the LCD, i gotta say (and on the PVM).

My WUPC gets detected as Player 1 as soon as i touch/activate it, whether i use the Gamecube controller to load BatteryCheck or not. Also tested with GC controller plugged/unplugged on the first port, made no difference.
 
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niuus

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I can imagine you've been busy after you just got back...just curious if you got around to a quick test. ;) You made me aware of the support of the Wii U pro controller and with the latest release I have noticed it always connects as Controller 2 and I was wondering if you have this issue too. I was thinking about adding a way to reassign controller ID's or something or just combine the buttons for both controller 1 and controller 2 which is what I did to make sure it was actually still working. I did update devkitpro which might be the reason for it behaving differently.
Hi @Archerite! How's the project coming along? I miss your long write-ups to see what's up. :grog:
 
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Hi @Archerite! How's the project coming along? I miss your long write-ups to see what's up. :grog:
Hi niuus, I know it's been a while since I posted anything here. That is mostly because I have been working on other things and had much less free time to spend on them.
It had nothing to do with Batterycheck and some of it not even game related, but maybe I will do a long blog post about it in a few days :lol:.

To give an idea about it I have been diving into the mysterious world of how gamecube modchips work and especially the XenoGC. I did post a few things about this before and even on my blog already. The main goal for me is, again learning ofcourse, and getting homebrew running MUCH faster without a disc in the drive. Hopefully :D
 
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Hi niuus, I know it's been a while since I posted anything here. That is mostly because I have been working on other things and had much less free time to spend on them.
It had nothing to do with Batterycheck and some of it not even game related, but maybe I will do a long blog post about it in a few days :lol:.

To give an idea about it I have been diving into the mysterious world of how gamecube modchips work and especially the XenoGC. I did post a few things about this before and even on my blog already. The main goal for me is, again learning ofcourse, and getting homebrew running MUCH faster without a disc in the drive. Hopefully :D
Oh! Your project about the modchip! That's also a great and interesting matter. Nice to know you're around.
 

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I just noticed I have not responded or posted anything for almost two months now! It's not that I have abandoned the project(s) but I have just been a little short on free time. :shy:

The reason I have had less free time is in partly because I had to travel for work outside of the country. The other reason is I got interested in one of my other totally non-gaming related hobbies: Digital control of modeltrains.

Although I have been thinking about using the 3DS as an alternative throttle and display signals on the bottom screen or something, hahaha. Alsmost sounds like a game right ;)

Thanks to everyone who have tried it so far and is still interested in following the progress, I will get back on it in a few months (or weeks). I do think the little break I took will refresh my perspective on a few things and hopefully result in some new features before the end of the year!
 

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I just noticed I have not responded or posted anything for almost two months now! It's not that I have abandoned the project(s) but I have just been a little short on free time. :shy:

The reason I have had less free time is in partly because I had to travel for work outside of the country. The other reason is I got interested in one of my other totally non-gaming related hobbies: Digital control of modeltrains.

Although I have been thinking about using the 3DS as an alternative throttle and display signals on the bottom screen or something, hahaha. Alsmost sounds like a game right ;)

Thanks to everyone who have tried it so far and is still interested in following the progress, I will get back on it in a few months (or weeks). I do think the little break I took will refresh my perspective on a few things and hopefully result in some new features before the end of the year!
I was wondering last week where you might have been :rofl:. Enjoy your time off!
 
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I am sorry for the very late response @niuus :blush:....but since you said you liked my long write-ups a while ago I think you might like my latest blog post here: Diving back into my homebrew project :D

The short version is: I AM BACK :toot: ......and finally going to rewrite the collision detection and a few other things which I have explained in more detail on the blog.

Things I will work on for the next version includes:
- Rewriting Collision detection from scratch!
- Fixing the battery collection bug
- Integrating the installer
- Planning to release for PSP and Raspberry Pi
- And hopefully some new stuff too...
 

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I am sorry for the very late response @niuus :blush:....but since you said you liked my long write-ups a while ago I think you might like my latest blog post here: Diving back into my homebrew project :D

The short version is: I AM BACK :toot: ......and finally going to rewrite the collision detection and a few other things which I have explained in more detail on the blog.

Things I will work on for the next version includes:
- Rewriting Collision detection from scratch!
- Fixing the battery collection bug
- Integrating the installer
- Planning to release for PSP and Raspberry Pi
- And hopefully some new stuff too...
Man! I was thinking about this project just days ago, thought i would ask to see what's up with you life :lol:. Glad you're okey, i am gonna read your article now.
 

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Hey @Archerite! Haven't heard from you or your project in a long time. Hope you're doing great in these times.
Hey @niuus , it has indeed been a while since my last post in this thread. I have been working on multiple things related to this project and have posted about them on my blogs.....but since it was unrelated to the Wii /GameCube specific ports I did not post anything here. ^_^

Like I said above I have been making blog posts every now and then about stuff I have been doing. I took some time off from the project but last year I did resume in a few ways...but it was not directly related to the Wii or GameCube ports. That's why I have not posted much in here for a while...but I did write a bunch of blog posts. :D

For a while I got really interested in the GBA and tried porting BatteryCheck to it. There were many issues with state of the devkitpro libraries and I did not get very far. The biggest issue was not being able to read files from an SD card on the SuperCard SD flashcart....which is a requirement to also use it's RAM. To keep it short....there were way to many issues to make the GBA port a realistic option.

Because the NDS has a similar 2D graphics capabilities I moved to that. By using DS R4 flashcarts I have got the BatteryCheck installer working almost perfectly on the NDS. Using the "default" method of DLDI patching for the storage driver it can access multiple kinds of flashcarts. The extra memory in the NDS compared to the GBA allowed to get further in porting the game. It still kept crashing 98% of the time though and I got frustrated by it and almost gave up! Then I discovered that the NDS GPU actually has an almost similar API to OpenGL!! As in similar function names, methods to load graphics and such....making the initial porting a lot easier.

Having low memory issues even with the 4MB made me move over to the DSi which has 16MB of RAM and the DLDI patching makes it possible to use the internal SD card for storage. Installer works great and the extra memory and OpenGL like API helped into making it mostly working on the DSi. But the GPU has it's limitations in both VRAM and texture size....and eventually I gave up. Kind of anyway :shy:

A while later I decided to fix the PSP port and really put a lot of effort into it! Finding a fix for the issue that made it crash on the hardware. It took a while but I found the issue and even got the textures working! Even the background music works!! :DBut the PSP GPU has other quirks that makes things difficult to work with...one of them is similar to the DS. There is a limit on the size of textures and my engine currently uses bigger ones. It required rewriting large parts of the graphics routines to use a different method....and I did make a start on that back than. But an issue with the USB cable debugging killing my PSP batteries made this an expansive and frustrating experience to say the least! So because of this I gave up on the PSP too

While working on the PSP version I also started working on making the PlayStation 2 port happen and in a few weeks I have actually made a lot of progress on it. I actually called it a "mystery console" at first on my blog and posted screenshots while I got the graphics working. Someone even mentioned it looked like an atari 2600 game at first, hahaha. And I even agreed at that point since all I had was colored rectangles. Later I got the sprites to work and show in the correct pixel order....but the colors were wrong. It took a lot of research into the cause but I eventually figured it out. The color palette needed to be "swizzled" into a specific way, after that the colors were drawn correctly! :)

The best part of the PlayStation 2 GPU or it's libraries was that the large textures I am using were supported! This made porting the game to the PS2 a lot easier than on the DS and PSP! But the PlayStation 2 hardware requires a lot of optimizing to give better frame rates. It felt like I got around 10 fps at first but managed to increase that to what feels like 25-30 maybe? It did mean some features had to be turned off like some of the background layers.

The installer I have not looked at yet for the PS2. For testing I had manually copied the data files to a memorycard image for use in the emulator. And for testing on hardware I did the same with an actual memorycard. I did have intentions to support using a USB stick but had no way of testing it on the emulator.

I created a thread for it in the PlayStation 2 section here, but because it has no installer, requires manually adding files to the memorycard and has low frame rates....I decided to not release it yet. Then I took another break on development for a while

As you can see from this lengthy story, and if you like my more detailed blog posts, I have been active and working on the project. But I thought posting about it in this thread was too offtopic and my blogs where a better place for it. :D

The short version of the very long story in the spoiler blocks is that I have been working on porting it to other platforms like: GBA, DS, DSi, PSP and PlayStation 2. While some progress was made only the PS2 version is "mostly finished" but still have issues.

There are multiple "bad design" issues I have implemented into my game engine that require massive rewrites. The biggest reason it turned into this is that at first it was more some kind of level browser, and I patched in some "playable" stuff into it. Last year I did make a few attempts at rewriting some stuff....but eventually I needed a break from it all again.

I have no idea how long it will take before a new version is going to be released. I do know that the Wii is among the first to get an update since it is way easier to work for! But as I have said a couple of times before....learning about the hardware is the main reason for me. Porting the game is only a cool side effect ^_^

Hopefully this gives some insight into what I have been doing the last 1,5 year since my "last post" :D
 

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Hey @niuus , it has indeed been a while since my last post in this thread. I have been working on multiple things related to this project and have posted about them on my blogs.....but since it was unrelated to the Wii /GameCube specific ports I did not post anything here. ^_^

Like I said above I have been making blog posts every now and then about stuff I have been doing. I took some time off from the project but last year I did resume in a few ways...but it was not directly related to the Wii or GameCube ports. That's why I have not posted much in here for a while...but I did write a bunch of blog posts. :D

For a while I got really interested in the GBA and tried porting BatteryCheck to it. There were many issues with state of the devkitpro libraries and I did not get very far. The biggest issue was not being able to read files from an SD card on the SuperCard SD flashcart....which is a requirement to also use it's RAM. To keep it short....there were way to many issues to make the GBA port a realistic option.

Because the NDS has a similar 2D graphics capabilities I moved to that. By using DS R4 flashcarts I have got the BatteryCheck installer working almost perfectly on the NDS. Using the "default" method of DLDI patching for the storage driver it can access multiple kinds of flashcarts. The extra memory in the NDS compared to the GBA allowed to get further in porting the game. It still kept crashing 98% of the time though and I got frustrated by it and almost gave up! Then I discovered that the NDS GPU actually has an almost similar API to OpenGL!! As in similar function names, methods to load graphics and such....making the initial porting a lot easier.

Having low memory issues even with the 4MB made me move over to the DSi which has 16MB of RAM and the DLDI patching makes it possible to use the internal SD card for storage. Installer works great and the extra memory and OpenGL like API helped into making it mostly working on the DSi. But the GPU has it's limitations in both VRAM and texture size....and eventually I gave up. Kind of anyway :shy:

A while later I decided to fix the PSP port and really put a lot of effort into it! Finding a fix for the issue that made it crash on the hardware. It took a while but I found the issue and even got the textures working! Even the background music works!! :DBut the PSP GPU has other quirks that makes things difficult to work with...one of them is similar to the DS. There is a limit on the size of textures and my engine currently uses bigger ones. It required rewriting large parts of the graphics routines to use a different method....and I did make a start on that back than. But an issue with the USB cable debugging killing my PSP batteries made this an expansive and frustrating experience to say the least! So because of this I gave up on the PSP too

While working on the PSP version I also started working on making the PlayStation 2 port happen and in a few weeks I have actually made a lot of progress on it. I actually called it a "mystery console" at first on my blog and posted screenshots while I got the graphics working. Someone even mentioned it looked like an atari 2600 game at first, hahaha. And I even agreed at that point since all I had was colored rectangles. Later I got the sprites to work and show in the correct pixel order....but the colors were wrong. It took a lot of research into the cause but I eventually figured it out. The color palette needed to be "swizzled" into a specific way, after that the colors were drawn correctly! :)

The best part of the PlayStation 2 GPU or it's libraries was that the large textures I am using were supported! This made porting the game to the PS2 a lot easier than on the DS and PSP! But the PlayStation 2 hardware requires a lot of optimizing to give better frame rates. It felt like I got around 10 fps at first but managed to increase that to what feels like 25-30 maybe? It did mean some features had to be turned off like some of the background layers.

The installer I have not looked at yet for the PS2. For testing I had manually copied the data files to a memorycard image for use in the emulator. And for testing on hardware I did the same with an actual memorycard. I did have intentions to support using a USB stick but had no way of testing it on the emulator.

I created a thread for it in the PlayStation 2 section here, but because it has no installer, requires manually adding files to the memorycard and has low frame rates....I decided to not release it yet. Then I took another break on development for a while

As you can see from this lengthy story, and if you like my more detailed blog posts, I have been active and working on the project. But I thought posting about it in this thread was too offtopic and my blogs where a better place for it. :D

The short version of the very long story in the spoiler blocks is that I have been working on porting it to other platforms like: GBA, DS, DSi, PSP and PlayStation 2. While some progress was made only the PS2 version is "mostly finished" but still have issues.

There are multiple "bad design" issues I have implemented into my game engine that require massive rewrites. The biggest reason it turned into this is that at first it was more some kind of level browser, and I patched in some "playable" stuff into it. Last year I did make a few attempts at rewriting some stuff....but eventually I needed a break from it all again.

I have no idea how long it will take before a new version is going to be released. I do know that the Wii is among the first to get an update since it is way easier to work for! But as I have said a couple of times before....learning about the hardware is the main reason for me. Porting the game is only a cool side effect ^_^

Hopefully this gives some insight into what I have been doing the last 1,5 year since my "last post" :D
Nice technical read! Until your next report, hope everything goes great in the long run for your awaited port. B-)

Since you mention it is the most finished one, i'll happily test the PS2 version in the meantime. (when a build is available with USB support) :yayps3:
 
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Nice technical read! Until your next report, hope everything goes great in the long run for your awaited port. B-)

Since you mention it is the most finished one, i'll happily test the PS2 version in the meantime. (when a build is available with USB support) :yayps3:
Thanks, if you like reading it you should really read my blogs. I go into a lot more details of what happend in most cases... :D...the PS2 stuff happend around August last year but I have also tagged them by console name. ^_^

I have actually got an OSSC since a few days that I have been wanting to try out with the GameCube and PlayStation 2! Already tested the Wii on it and it works in the quick test I did with one of my spare....still unmodded Wii's. There are some really nice scanline options in the OSSC that might make BatteryCheck look amazing!! I might do some testing with that today:D

As for an "extremely early and buggy alpha demo" on the PlayStation 2....I kindly direct you to the platform's own thread. :)
 

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For about a week now I have been working on the PlayStation 2 version as @niuus requested...and it even has USB drive support now. :wink: I have posted an ALPHA version as a "proof-of-concept" to show that it actually works on the PS2 last week. And yesterday I have posted a new one which already contains a couple of fixes...but it's actually still unfinished. But since progress is made on the game and I am working on it again I just want to share it!

I have also just upload v0.3.4 for the 3DS as an alpha and in there is said the following: (shameless copy of my post from the 3DS thread..I am tired..sorry ^_^)

It was actually @niuus that asked me last week about the project in the Wii thread. I told him that among other things I had an almost complete version for the PlayStation 2...but did not release it. He encouraged me to add USB support and no matter what state it was in he would test it! In about two days I added the USB drive support and posted an ALPHA version with a lot of warnings here in the PlayStation 2 thread.

While he was having fun with the current glitches in the game engine....flying though walls etc...I tried fixing a few things and adding a couple new features. While none of it actually finished or good yet...yesterday I posted another update for the PS2. Also with a little side note asking if I should also release this version for the other platforms, of which the 3DS is one of course. The others are Wii and GameCube. I was unsure if I should be doing that but @KleinesSinchen said I should do it! But in a kind of fun way here. :rofl:;)

So a special thanks to both @niuus .and @KleinesSinchen for their feedback and getting me back into the project again. :D

PLEASE BE AWARE THIS IS A PROOF-OF-CONCEPT DEMO!
  • If you do not have a previous v0.3 install please do that first! see here
  • Like I have said above, and in the spoiler block, this version is an ALPHA version. Things are missing or broken since v0.3!!
  • If the installation for v0.3 worked for you then just copy the .dol attached to this post onto your SD card.
  • Replace the file "/apps/betterycheck/boot.dol" with the one from the 7z attached to this post. (make a backup copy if you like to test v0.3 later)
This is still NOT a complete game! But there are a few minor improvements:
  • One way platforms are working perfectly!
  • Batteries can be collected without counting them multiple times!
  • Except super batteries! Sometimes they don't get counted!! :unsure:
  • There was a surprise added to v0.3.4 on the PS2....and I am happy to say it does work on the Wii as well! :D (not on 3DS though)
THANK YOU

There is unfortunately also a bug in this version that corrupt the graphics on real hardware. Works fine in dolphin!! The sprites are shown correctly but they have corruption around them...even from sprites that are in another spritesheet!!! I am too tired to fix it right now...but I had set a goal to release this today! And it's an ALPHA version...things are supposed to be broken right?:P

If the above did not scare you away...then please enjoy the release of preview v0.3.4 for the Wii! :D

Like every other time I released for the Wii I also wanted to include a GameCube version here. Unfortunately it has some issues during loading on the real cube. I can't test it on dolphin as there is no SD card emulation in GameCube mode:sad: (at least not in my version). The fact that it does start loading and outputs text to the screen...and even the "suprise" mentioned above is working. I am unsure what the issue really is. My first guess is that it runs out of memory for some reason! It might be related to the same issue I have with the graphics corruption on the wii. But instead of corrupting it runs out of memory, since there is only 24MB on the GameCube ofcourse!

Besides the issues....I have also been thinking about creating a new thread just for the GameCube version. I have only posted the GC version in this thread since it was so closely related to the Wii version that I found it "ok" to combine them here. But there might be people that don't even look in the Wii threads...they might miss it! And also with the new options for storage on the GameCube it makes sense to discuss them in another thread I think. The options I am talking about are: SD Gecko in slot A or B, SD card in SP2 and also the GCLoader! I have one GameCube which has ALL three options installed...and I ran into issues that the new version could not find a file it needed. But the older v0.3 worked fine! I think SD2SP2 was not a thing yet in devkitpro back in 2019 or something!

I think further discussions about these issues are going to be talked about in a GameCube specific thread. Going to create that tomorrow maybe ;)

EDIT: I could just not let it go!! I forgot to change something in the GC drivers and I had to disable the sound effects for now....it has the same corrupted sprites as on the Wii....but at least it BOOTS!
Tested with GCLoader and the files on SD card in slot B! :D
/SPOILER]

EDIT: Updated install instructions
 

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Last edited by Archerite, , Reason: Added GameCube version...since it kind of works.

niuus

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For about a week now I have been working on the PlayStation 2 version as @niuus requested...and it even has USB drive support now. :wink: I have posted an ALPHA version as a "proof-of-concept" to show that it actually works on the PS2 last week. And yesterday I have posted a new one which already contains a couple of fixes...but it's actually still unfinished. But since progress is made on the game and I am working on it again I just want to share it!

I have also just upload v0.3.4 for the 3DS as an alpha and in there is said the following: (shameless copy of my post from the 3DS thread..I am tired..sorry ^_^)

It was actually @niuus that asked me last week about the project in the Wii thread. I told him that among other things I had an almost complete version for the PlayStation 2...but did not release it. He encouraged me to add USB support and no matter what state it was in he would test it! In about two days I added the USB drive support and posted an ALPHA version with a lot of warnings here in the PlayStation 2 thread.

While he was having fun with the current glitches in the game engine....flying though walls etc...I tried fixing a few things and adding a couple new features. While none of it actually finished or good yet...yesterday I posted another update for the PS2. Also with a little side note asking if I should also release this version for the other platforms, of which the 3DS is one of course. The others are Wii and GameCube. I was unsure if I should be doing that but @KleinesSinchen said I should do it! But in a kind of fun way here. :rofl:;)

So a special thanks to both @niuus .and @KleinesSinchen for their feedback and getting me back into the project again. :D

PLEASE BE AWARE THIS IS A PROOF-OF-CONCEPT DEMO!
  • If you do not have a previous v0.3 install please do that first! see here
  • little note! Without the original ZIP file...you require the 12MB setup.exe in the root of your SD card now.
  • Hopefully, the instructions helped to install the game files. I know it's not that easy anymore. I am sorry about that. :shy:
  • Like I have said above, and in the spoiler block, this version is an ALPHA version. Things are missing or broken since v0.3!!
  • If the installation for v0.3 worked for you then just copy the .dol attached to this post onto your SD card.
  • Replace the file "/apps/betterycheck/boot.dol" with the one from the 7z attached to this post. (make a backup copy if you like to test v0.3 later)
This is still NOT a complete game! But there are a few minor improvements:
  • One way platforms are working perfectly!
  • Batteries can be collected without counting them multiple times!
  • Except super batteries! Sometimes they don't get counted!! :unsure:
  • There was a surprise added to v0.3.4 on the PS2....and I am happy to say it does work on the Wii as well! :D (not on 3DS though)
THANK YOU

There is unfortunately also a bug in this version that corrupt the graphics on real hardware. Works fine in dolphin!! The sprites are shown correctly but they have corruption around them...even from sprites that are in another spritesheet!!! I am too tired to fix it right now...but I had set a goal to release this today! And it's an ALPHA version...things are supposed to be broken right?:P

If the above did not scare you away...then please enjoy the release of preview v0.3.4 for the Wii! :D

Like every other time I released for the Wii I also wanted to include a GameCube version here. Unfortunately it has some issues during loading on the real cube. I can't test it on dolphin as there is no SD card emulation in GameCube mode:sad: (at least not in my version). The fact that it does start loading and outputs text to the screen...and even the "suprise" mentioned above is working. I am unsure what the issue really is. My first guess is that it runs out of memory for some reason! It might be related to the same issue I have with the graphics corruption on the wii. But instead of corrupting it runs out of memory, since there is only 24MB on the GameCube ofcourse!

Besides the issues....I have also been thinking about creating a new thread just for the GameCube version. I have only posted the GC version in this thread since it was so closely related to the Wii version that I found it "ok" to combine them here. But there might be people that don't even look in the Wii threads...they might miss it! And also with the new options for storage on the GameCube it makes sense to discuss them in another thread I think. The options I am talking about are: SD Gecko in slot A or B, SD card in SP2 and also the GCLoader! I have one GameCube which has ALL three options installed...and I ran into issues that the new version could not find a file it needed. But the older v0.3 worked fine! I think SD2SP2 was not a thing yet in devkitpro back in 2019 or something!

I think further discussions about these issues are going to be talked about in a GameCube specific thread. Going to create that tomorrow maybe ;)

EDIT: I could just not let it go!! I forgot to change something in the GC drivers and I had to disable the sound effects for now....it has the same corrupted sprites as on the Wii....but at least it BOOTS!
Tested with GCLoader and the files on SD card in slot B! :D

/SPOILER]
Aaaaaaand... dowloading!
 
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niuus

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Had some quick fun testing the Wii version some minutes ago. Picked up batteries, life icons, went through the level maze, battery sounds were nice... it went smooth. Noticed a somehow weird change when i got close to a seating dragon, as the background got mostly white. Physics seemed spot on.

I'll later post a photo you can see the game and the overscan area on a CRT.
 
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Archerite

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Had some quick fun testing the Wii version some minutes ago. Picked up batteries, life icons, went through the level maze, battery sounds were nice... it went smooth. Noticed a somehow weird change when i got close to a seating dragon, as the background got mostly white. Physics seemed spot on.

I'll later post a photo you can see the game and the overscan area on a CRT.
Good to hear you're having fun testing everything. Yeah, I noticed that somehow Freddy the Dragon (that's his name ;)) or something near him triggers a white screen. If you move away from it it's removed....just another glitch to figure out! :D

I am really annoyed by the collision detection when standing on the edge of platforms. If you walk over it just about half way you sink right through it! Debugging so far has not resulted in finding the issue! All functions and code that I looked at are reporting no changes to the position....but somehow it does happen!

Remember when you gave me a subtle hint like this....:yayu:...well...it's coming!! :D Because of limited time I can't give you a time frame yet...but I have just connected my Wii U and hooked things up to try the browser exploit thing with Mocha! And it works! I always thought I needed to buy a DS game and stuff like that...but that is for the "more advanced" exploits.

Yesterday I looked into what's required and it looked quite simple actually. So with this I have a setup to test my wii-u builds with and hopefully it's copy-and-paste from the gamecube and wii versions into here, hahaha. But I think I looked at some examples a few years ago that it might take some more time.

Maybe in a few weeks or months there might suddenly be a thread for BatteryCheck - WiiU!! :yayu:

The overscan I think was "fixed" already with help of an XML file where you can adjust the positions. I will need to check on my own wii to make sure though ^_^
 

niuus

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Good to hear you're having fun testing everything. Yeah, I noticed that somehow Freddy the Dragon (that's his name ;)) or something near him triggers a white screen. If you move away from it it's removed....just another glitch to figure out! :D

I am really annoyed by the collision detection when standing on the edge of platforms. If you walk over it just about half way you sink right through it! Debugging so far has not resulted in finding the issue! All functions and code that I looked at are reporting no changes to the position....but somehow it does happen!

Remember when you gave me a subtle hint like this....:yayu:...well...it's coming!! :D Because of limited time I can't give you a time frame yet...but I have just connected my Wii U and hooked things up to try the browser exploit thing with Mocha! And it works! I always thought I needed to buy a DS game and stuff like that...but that is for the "more advanced" exploits.

Yesterday I looked into what's required and it looked quite simple actually. So with this I have a setup to test my wii-u builds with and hopefully it's copy-and-paste from the gamecube and wii versions into here, hahaha. But I think I looked at some examples a few years ago that it might take some more time.

Maybe in a few weeks or months there might suddenly be a thread for BatteryCheck - WiiU!! :yayu:

The overscan I think was "fixed" already with help of an XML file where you can adjust the positions. I will need to check on my own wii to make sure though ^_^
Great news. I am going to test BatteryCheck GCN in some minutes, ended up updating my Swiss executable, upcoming Snes9x RX 5.0.0 and the GenesisPlus GX emulator. I'll report back, of course.
 
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While I have been working on new ports to the Wii U and Switch it seems a few issues with the latest Wii version got fixed. I am not ready to release a new version just yet, but the next one will have a new addition! It is not perfect by ANY means but last night I have put some effort into getting the background music working! :D

To make it better I need to figure out how to do threading on the Wii/GameCube and then update the audio from there instead of the main game loop. :shy:....but hey....the music is playing!:P
 

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