Recent content by Disorarara

  1. Disorarara

    Homebrew ioQuake3-Wii

    This project has been one of the most exciting Wii homebrew projects all year, I can't tell you how much fun I've been having replaying Quake 3 again :D. Definitely I appreciate your focus on polish and functionality. I hope one day the Lilium Arena port reaches the same level of polish as the...
  2. Disorarara

    Homebrew ioQuake3-Wii

    I tried changing them manually in q3config.cfg (I'm trying to make JOY11 "+moveup" so I can jump with the left trigger) but it seems like it's hard coded to always default to a certain button layout at least on the gamecube controller, I wiped all the inputs in the menu with backspace and...
  3. Disorarara

    Homebrew ioQuake3-Wii

    Awesome update! The Gamecube controller now feels so much better to use and I was able to actually win bot matches with it! Although I still have the issue of the menu not responding to button presses when trying to change inputs on the GCC, I think it's because there are certain menu actions...
  4. Disorarara

    Homebrew ioQuake3-Wii

    I'm a bit tardy to mention this but there's also actually a way to get 256MB of RAM usage on the WiiU on vWii homebrew, the port of NT to the Wii does this as well as a rockband mod apparently although I don't know the specifics. It might be worth looking into for this project to make Quake 3...
  5. Disorarara

    Homebrew ioQuake3-Wii

    I know you said mods don't work right now but some skins and custom maps do work, not all of them of course you don't want to load maps or skins that take up a lot of memory but the skins and maps that are lean on resources run fine actually!
  6. Disorarara

    Homebrew ioQuake3-Wii

    Excellent work either way as always, this port has been stellar so far and I'm looking forward to the next release! Really the only issues for me are the sensitivity on the gamecube controller (and presumably others?) still not being correct, regardless of what the sliders are set to. I guess I...
  7. Disorarara

    Homebrew ioQuake3-Wii

    I think you're being too harsh on yourself as far as the FPS goes, even 45 FPS is quite nice and playable during heavy fire, I've been playing this port of Quake 3 as is with keyboard and mouse and having a blast. For comparison the dreamcast port will frequently drop to even the 20s and 10s...
  8. Disorarara

    Hacking USB LoaderGX Autoboot?

    Why not just have priiloader autoboot the dol directly?
  9. Disorarara

    Homebrew ioQuake3-Wii

    Awesome release! I tried your suggestion to uncap the FPS and I think it actually runs quite nicely, if you have one or two bots it really only drops to about 40 while maintaining 60 most of the time. Assuming someone is using this on a WiiU with the homebrew CPU overclocking option I imagine it...
  10. Disorarara

    Homebrew ioQuake3-Wii

    Retroarch with virtual memory support
  11. Disorarara

    Homebrew ioQuake3-Wii

    Quake 3 was the showcase for OpenGL gaming at release and for years afterwards was used as a tech demo to showcase all kinds of cards and embedded devices being able to do OpenGL, so to see it on the Wii is maybe the ultimate example of how far OpenGX has come for portability. The fact that you...
  12. Disorarara

    Homebrew ioQuake3-Wii

    You should check out QRevPak, it was a new port from a while ago for Quake, Quakeworld and Quake 2 plus it's expansion packs
  13. Disorarara

    Homebrew Not64 Update

    Yeah all N64 renderers for PC use either OpenGL or DirectX. Which is completely different from how the GameCube and Wii render things, that's the main issue. Although OpenGX might help with porting OpenGL based plugins.
  14. Disorarara

    Homebrew ioQuake3-Wii

    I would be very interested in a 60fps build, a lot of Quake 3 matches tend to be just 1v1s on small maps and having 60fps would be a huge benefit for that.
  15. Disorarara

    Homebrew ioQuake3-Wii

    I just want to congratulate you again on as of yet the most impressive use of OpenGX so far. The Wii's hardware despite being released in 2006 was based on the Gamecube's hardware which was released in 2001 and that hardware was actually finalized in 1999. So running a 1999 game on period...