Greetings! This is one of my closet projects which involves porting ioQuake3 to the Nintendo Wii. AI has been used to assist me in this project due to lack of time. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made.
Main features:
TODO:
Latest release
RELATED PROJECTS:
ioQuake3-PS3
ioQuake3-PS4
ioQuake3-One
Hardened code's skill module is mandatory. Without it, AI will hallucinate a lot and will either introduce issues or regressions.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
Wii has very strict rules when it comes down to memory, it was a good learning field to trim and optimize as much as possible.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
Wii has very strict rules when it comes down to memory, it was a good learning field to trim and optimize as much as possible.
Main features:
- Wiimote+Nunchuck (motion aiming) or GameCube/Pro/Classic controller
- Mouse and keyboard support
- Can play with other Quake 3 clients (ioQuake3DS, VitaQuake, various other ports, Steam's client, and so on)
- Open Arena support
- 240p and 264p resolution support
- Game runs at stable 30 FPS.
- Confirmed to work on WiiU's vWii. Also runs on Dolphin.
TODO:
- Add mod support? Undoable at the moment because we're already tight on memory.
- Use my port as a base for Lilium-Arena-Classic to let it play with Dreamcast players. -> Managed to get to the QVM and the renderer to work, but not to enter in game or open the multiplayer menu. The menu also runs at a very low framerate. Still investigating some of these issues but once these are addressed the port can crossplay with Dreamcast players.
Latest release
RELATED PROJECTS:
ioQuake3-PS3
ioQuake3-PS4
ioQuake3-One
Last edited by Mayo1990,











