Homebrew ioQuake3-Wii

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Now we need CS 1.6 and Half life hahaha, and maybe the Wii is the most greateful piece of tech on history
Highly agreed, a port of Xash3D is all that's missing for the Wii to have the a truly formidable homebrew FPS library. it already has all 3 Quakes, Doom, Heretic and Hexen, even Duke Nukem 3D and it's map editor.

Hope you enjoy it! I'm sorry it took you so long to be able to test it out! Let me know if you run into more issues.
Besides graphics bugs which I'm sure you're aware of it looks and runs quite nicely! Although if I may make a suggestion to move the jump button from "A" to the left shoulder button on GCC and CC. Also seconding a suggestion I saw somewhere else for 240p support, if such a thing is even feasible for ioQuake3. The analog stick having sensitivity would also go a long way to make controllers playable, right now it moves instantly fast no matter how you move the stick which is quite difficult to play with.
 
Last edited by Disorarara,
Now we need CS 1.6 and Half life hahaha, and maybe the Wii is the most greateful piece of tech on history

Wii was a pain to work with. The memory was a huge constraint. I'm doing two more projects that I hope to get somewhere, one still tied to Quake 3 Arena which will let it crossplay with Dreamcast clients, the other being something extremely personal for a friend. I'll update the Wii port of ioQuake3 with the latest things and see in another moment if there could be space for mod support.

Highly agreed, a port of Xash3D is all that's missing for the Wii to have the a truly formidable homebrew FPS library. it already has all 3 Quakes, Doom, Heretic and Hexen, even Duke Nukem 3D and it's map editor.


Besides graphics bugs which I'm sure you're aware of it looks and runs quite nicely! Although if I may make a suggestion to move the jump button from "A" to the left shoulder button on GCC and CC. Also seconding a suggestion I saw somewhere else for 240p support, if such a thing is even feasible for ioQuake3. The analog stick having sensitivity would also go a long way to make controllers playable, right now it moves instantly fast no matter how you move the stick which is quite difficult to play with.
The graphic bugs (which aren't many, just like, the mirror not rendering in the first map) are due to how the game implements some GL calls. For those to be definitely fixed would need a complete graphic rehaul, replacing the wrapper renderer with actual GX calls.

I kept the A button for "consistency" since all other ports either used A or X (in the PS3-4 cases). You can rebind the keys on the setup screen

240p is possible but the UI is made for 480p, but there may be performance improvements. It may need to be tested.
 
I kept the A button for "consistency" since all other ports either used A or X (in the PS3-4 cases). You can rebind the keys on the setup screen

240p is possible but the UI is made for 480p, but there may be performance improvements. It may need to be tested.

Trying to map to the L shoulder does nothing in the setup menu with GCC, the button isn't recognized.
 
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What was missing was the CD Key, funny that I have the original CD for Windows 98, anyway... the Wii remote is malfunctioning and I can't use the NGC controller, also in the options there are video resolutions, technically it's possible to set it to 240p, but it seems the application doesn't allow it.
 
What was missing was the CD Key, funny that I have the original CD for Windows 98, anyway... the Wii remote is malfunctioning and I can't use the NGC controller, also in the options there are video resolutions, technically it's possible to set it to 240p, but it seems the application doesn't allow it.
You don't need a CD Key.

What are your issues with the Wiimote+Nunchuck?

The application is hardlocked at 480p for the moment.
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1779377396420.png


240p works! And breaks the intro cinematic ....But I have a PAL TV so I need to sort that out.
 
Last edited by Mayo1990,
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You don't need a CD Key.

What are your issues with the Wiimote+Nunchuck?

The application is hardlocked at 480p for the moment.
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View attachment 574153

240p works! And breaks the intro cinematic ....But I have a PAL TV so I need to sort that out.
Well, it's not properly adjusted; there are times when, to keep my aim straight, I have to point the Wii Remote upwards.
 
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Well, it's not properly adjusted; there are times when, to keep my aim straight, I have to point the Wii Remote upwards.
I think it may be because the wiimote position doesn't reset properly. I'll fix that in the next release.
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I found another issue (already fixed in a future release) tied to not being able to download custom files from online servers.
 
Last edited by Mayo1990,
I think it may be because the wiimote position doesn't reset properly. I'll fix that in the next release.
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I found another issue (already fixed in a future release) tied to not being able to download custom files from online servers.
I think so, but I have a question and I don't know if it's possible... Is it possible to use the controller's values or port the controller/values from 007 GoldenEye Wii? Its controller model is one of the best I've ever seen and played with.
 
I think so, but I have a question and I don't know if it's possible... Is it possible to use the controller's values or port the controller/values from 007 GoldenEye Wii? Its controller model is one of the best I've ever seen and played with.
You mean a Pro Controller? It should be supported. Hook it to the Wiimote. If not, I'll note it down and implement it this weekend. It's literally one extra line of code anyway.
 
Last edited by Mayo1990,
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You mean a Pro Controller? It should be supported. Hook it to the Wiimote. If not, I'll note it down and implement it this weekend. It's literally one extra line of code anyway.
No, for the Wii Remote, that level of precision would be wonderful.
 
I think so, but I have a question and I don't know if it's possible... Is it possible to use the controller's values or port the controller/values from 007 GoldenEye Wii? Its controller model is one of the best I've ever seen and played with.

You should check out QuakeGX, it plays flawlessly on Wii Remote and even takes into account the actual rotation of the controller, the only thing missing to make it truly flawless is motion plus support. It also has one of the best GCC controls of any homebrew FPS port.
 
You should check out QuakeGX, it plays flawlessly on Wii Remote and even takes into account the actual rotation of the controller, the only thing missing to make it truly flawless is motion plus support. It also has one of the best GCC controls of any homebrew FPS port.
I'll look into it. That may polish things easily.
 
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Hey Mayo, awesome project., many thanks!

l’m having problems with die Wiimote + Nunchuck Controls. Everything is rotating, i’m looking to the roof and i have no control:
IMG_0312.gif


The Wii U Pro Controller is very sensitive, but works.


And are the super long loading times to load a map normal?

My setup: a european Wii U.

Keep up the good work!
 
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Hey Mayo, awesome project., many thanks!

l’m having problems with die Wiimote + Nunchuck Controls. Everything is rotating, i’m looking to the roof and i have no control:
View attachment 574306

The Wii U Pro Controller is very sensitive, but works.


And are the super long loading times to load a map normal?

My setup: a european Wii U.

Keep up the good work!
This weekend I will improve the motion aim, as well as apply some of the fixes you folks pointed out in the thread. Most of the tests I made were made using the GC controller because I don't have many batteries at my place... The sensitive aim can be adjusted by lowering the joystick aim in the settings.

Long loadings are expected, especially big maps.
 
I think so, but I have a question and I don't know if it's possible... Is it possible to use the controller's values or port the controller/values from 007 GoldenEye Wii? Its controller model is one of the best I've ever seen and played with.
The Pro Controller is natively supported by the homebrew. Give it a try.
You should check out QuakeGX, it plays flawlessly on Wii Remote and even takes into account the actual rotation of the controller, the only thing missing to make it truly flawless is motion plus support. It also has one of the best GCC controls of any homebrew FPS port.

Hey Mayo, awesome project., many thanks!

l’m having problems with die Wiimote + Nunchuck Controls. Everything is rotating, i’m looking to the roof and i have no control:
View attachment 574306

The Wii U Pro Controller is very sensitive, but works.


And are the super long loading times to load a map normal?

My setup: a european Wii U.

Keep up the good work!
I checked how QuakeGX handled IR aim and I improved my approach. Tomorrow I'll hook my sensor bar and test it out a bit.
Sadly it isn't working for me. I'm trying version 0.9.0.

After a few seconds of a black screen I get some vertical lines of random color, then an Excepction (DSI):

https://i.postimg.cc/Xqp6m6Vj/IMG-20260523-213810.jpg

I'm using a PAL Wii from launch day. I have tried two different SD cards. One is a 64 GB microSDXC (SanDisk). The other one is a (Kingston) 2GB SD card.

These are the files I'm using:
https://i.postimg.cc/jqmjTZGr/quake3packs.png
I need some debug logs. But I think I got a fix for that.
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Expect another release tomorrow, or this week if I run into more issues. What to expect:
  • It will allocate up to 32 MB (standard for most Wiis), or it will try to fall back with as much as there's available. Let me know if you run into issues. It should be safe because it does set the maximum by default and only tries to fall back if there isn't enough memory, but you may never know.
  • Wiimote aim hugely improved. It now behaves like an actual mouse aim-wise.
  • Open Arena support, but no Team Arena support yet, given the current situation there probably won't be any. I'm still thinking of a solution for that, but I'm hitting a wall.
  • Experimental 240p support. It has both a PAL and NTSC mode. I added it just per request, and it will be included as compiled DOL. But my main focus is Wii's standard resolution.
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Sixth release.
  • Improved Wiimote aim
  • Improved stability
  • 240p and 264p support. Haven't tinkered much with that, but It's there in case
  • Open Arena support.


Latest release
 
Last edited by Mayo1990,
Great updates, the pointer is much more precise and now I know how to use the NGC controller, but here's the downside: the left-to-right pointer is great, but the height on the Wii Remote is wrong, too high. On the NGC controller, it's annoying to keep removing batteries. However, it suffers from the same problem as the Wii Remote; you have to adjust the sensitivity because aiming up and down is too fast and not smooth at all, and you also need to activate it when the Wii Remote is connected. Open Arena has a black screen, but the normal game starts normally (I'm talking about the 240p version). If you could calibrate the controller, that would be wonderful. That's why I said: play 007 Goldeneye Wii and Metroid Prime Trilogy; they are the two ideal games to base your comparison on.
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In the case of NGC control, it's as if it's locked up; that would be smoothness, wouldn't it?
 

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