Homebrew ioQuake3-Wii

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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?
I'll check out this week.

As I said earlier, 240p/264p is VERY experimental and not my main focus. It's there because you folks asked it and was like 1 line of code tops. Open Arena is probably stricter with its resolution compared to Quake 3. But for Open Arena I just wanted to be sure that players could join servers online and play offline. Quake 3 Arena does work fine however. And that's my main focus.
 
I'll check out this week.

As I said earlier, 240p/264p is VERY experimental and not my main focus. It's there because you folks asked it and was like 1 line of code tops. Open Arena is probably stricter with its resolution compared to Quake 3. But for Open Arena I just wanted to be sure that players could join servers online and play offline. Quake 3 Arena does work fine however. And that's my main focus.
So, in the standard version, the controls are different?
 
It is still not working for me. I'm getting the same DSI exception:
https://i.postimg.cc/WzvWnWG2/IMG-20260524-232411.jpg

I have tried all the different *.dol available. All except for the 'OpenArena' ones give me that DSI exception. The 'OpenArena' take me back to the homebrew channel menu after a few seconds of black screen.

Also, the 240p and 264p variants display the text of the DSI exception in red. Like the video signal is encoded in NTSC while my PAL TV is connected via RGB.

@Mayo1990 Is there any more info that I can share with you to help you make it work in my Wii? It's a PAL model from launch day.
 
So, in the standard version, the controls are different?
The controller behaves the same way in all variants. I can try and tune down the sens a bit more in the next patch, though
It is still not working for me. I'm getting the same DSI exception:
https://i.postimg.cc/WzvWnWG2/IMG-20260524-232411.jpg

I have tried all the different *.dol available. All except for the 'OpenArena' ones give me that DSI exception. The 'OpenArena' take me back to the homebrew channel menu after a few seconds of black screen.

Also, the 240p and 264p variants display the text of the DSI exception in red. Like the video signal is encoded in NTSC while my PAL TV is connected via RGB.

@Mayo1990 Is there any more info that I can share with you to help you make it work in my Wii? It's a PAL model from launch day.
I'm gonna DM you a debug build tomorrow. It will make some log files that you must send me back. You can add me on Discord for further testing since this bug has only happened to you
 
Did you try the Wiimote aim? What's it like?
I've not tried it yet, once I find my sensor bar I'll get back to you. I'm playing on keyboard and mouse right now.
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OpenArena works!! Fantastic work!

Also I know you're not really focused on OpenArena instead of Quake 3 but OpenArena really does not like to run on the Wii as-is. It frequently fails to load assets for one reason or another although I must say the way Quake 3 and OpenArena fail to load assets is quite elegant, I was quite impressed to see the game doesn't just crash and return to HBC like most other homebrew apps that run out of RAM, instead telling you where exactly it failed to load something and why before kicking you back to the main menu screen, really though I'm not surprised it has issues loading stuff since OpenArena is actually a bit more demanding than Quake 3, resource-wise.
 
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I've not tried it yet, once I find my sensor bar I'll get back to you. I'm playing on keyboard and mouse right now.
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Also I know you're not really focused on OpenArena instead of Quake 3 but OpenArena really does not like to run on the Wii as-is. It frequently fails to load assets for one reason or another although I must say the way Quake 3 and OpenArena fail to load assets is quite elegant, I was quite impressed to see the game doesn't just crash and return to HBC like most other homebrew apps that run out of RAM, instead telling you where exactly it failed to load something and why before kicking you back to the main menu screen, really though I'm not surprised it has issues loading stuff since OpenArena is actually a bit more demanding than Quake 3, resource-wise.
You can tell me the messages you get and I can investigate further. as for the reason of why it doesn't crash back to the HBC is because the app doesn't run out of RAM on a hardware level, but a software level first (It allocates 32 MB of memory in the Hunkmegs side and keeps 1 free to prevent the crash). I tried to play online a bit and it did work, though. That online server although it didn't have 64 players all at once it did have a bit too much
On a technical note, Quake 3 handles things way too differently memory wise compared to what Wii expectes.
Open Arena is heavier? I thought it was lightier. What was the issue you were getting?
 

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You can tell me the messages you get and I can investigate further. as for the reason of why it doesn't crash back to the HBC is because the app doesn't run out of RAM on a hardware level, but a software level first (It allocates 32 MB of memory in the Hunkmegs side and keeps 1 free to prevent the crash). I tried to play online a bit and it did work, though. That online server although it didn't have 64 players all at once it did have a bit too much
On a technical note, Quake 3 handles things way too differently memory wise compared to what Wii expectes.
Open Arena is heavier? I thought it was lightier. What was the issue you were getting?

A lot of errors are this kind of error seen in the picture, a lot of assets refuse to load on the Wii presumably because they're a lot heavier resource-wise and/or differently formatted than Quake 3 files. Also yes OpenArena is heavier despite being a drop-in replacement to Quake 3, it's due to being made way later than Quake 3, it also has fancier graphical effects like bloom which weren't a part of Quake 3

Since OA is an open source project though, someone could presumably go through and optimize all the assets of OA to work better on consoles, maybe even enough for a dreamcast port? Food for thought to anyone who wants to try it.
 

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A lot of errors are this kind of error seen in the picture, a lot of assets refuse to load on the Wii presumably because they're a lot heavier resource-wise and/or differently formatted than Quake 3 files. Also yes OpenArena is heavier despite being a drop-in replacement to Quake 3, it's due to being made way later than Quake 3, it also has fancier graphical effects like bloom which weren't a part of Quake 3

Since OA is an open source project though, someone could presumably go through and optimize all the assets of OA to work better on consoles, maybe even enough for a dreamcast port? Food for thought to anyone who wants to try it.
Ah I'll check out later on this issue. It's not related to memory. Apparently though, turns out Open Arena is lighter than Quake 3, let alone ioQuake3. So it should run better.
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The menu is finally fixed! Although I usually test things on real hardware, this time I wanted to check if they worked fine before hooking my Wii back.
1779693784972.png



Also some new fixes are in place:

1779693870727.png


And the Skybox's back.

1779693946645.png



Confirmed to be working on hardware. The logo issue was tied, so fixing that would have automatically fix the rest

1779706971938.png
 
Last edited by Mayo1990,
Ah I'll check out later on this issue. It's not related to memory. Apparently though, turns out Open Arena is lighter than Quake 3, let alone ioQuake3. So it should run better.
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The menu is finally fixed! Although I usually test things on real hardware, this time I wanted to check if they worked fine before hooking my Wii back.
View attachment 574770


Also some new fixes are in place:

View attachment 574771

And the Skybox's back.

View attachment 574772


Confirmed to be working on hardware. The logo issue was tied, so fixing that would have automatically fix the rest

View attachment 574796

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 correct hardware is as close to a contemporary game port as we've gotten on the Wii as of yet, at least until someone successfully ports GTA3 to the Wii....

On another note, how difficult would it be to support anamorphic widescreen? It doesn't involve any rendering changes but it does require a modified FOV to make it work properly.
 
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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 correct hardware is as close to a contemporary game port as we've gotten on the Wii as of yet, at least until someone successfully ports GTA3 to the Wii....

On another note, how difficult would it be to support anamorphic widescreen? It doesn't involve any rendering changes but it does require a modified FOV to make it work properly.

Thanks! This was my first ever project to lay my hand on... and It felt very challenging even with AI... but I'm getting very satisfied of the result. Seeing a Wii being able to crossplay with more modern consoles not only feels weird, but also feels awesome in its own way.

GTA 3 (and VC) may be the best candidates once the KOS SDK is mature enough. And they would be GameCube ports, rather than Wii's.

The widescreen change should be doable assuming it doesn't weigh too much on memory. That's the biggest constraint.

I'm gonna schedule a release by this weekend that fixes the graphic issues as well as some other possible improvements.

Also, I managed to boot into Team Arena (standalone, still crashes if booted straight from Q3) but not to get into maps. There isn't enough memory for that yet, even when trimming the trimmable, but that's a start. I'm not sure if there'll be Team Arena support yet, but even if there'll be, the compromises are too high to actually do something given the current situation. But who knows.
 
Thanks! This was my first ever project to lay my hand on... and It felt very challenging even with AI... but I'm getting very satisfied of the result. Seeing a Wii being able to crossplay with more modern consoles not only feels weird, but also feels awesome in its own way.

GTA 3 (and VC) may be the best candidates once the KOS SDK is mature enough. And they would be GameCube ports, rather than Wii's.

The widescreen change should be doable assuming it doesn't weigh too much on memory. That's the biggest constraint.

I'm gonna schedule a release by this weekend that fixes the graphic issues as well as some other possible improvements.

Also, I managed to boot into Team Arena (standalone, still crashes if booted straight from Q3) but not to get into maps. There isn't enough memory for that yet, even when trimming the trimmable, but that's a start. I'm not sure if there'll be Team Arena support yet, but even if there'll be, the compromises are too high to actually do something given the current situation. But who knows.
When it matures enough, catalog the process, as it would help with other ports such as improvements and new ports, including decompiled N64 games and other platforms.
 
When it matures enough, catalog the process, as it would help with other ports such as improvements and new ports, including decompiled N64 games and other platforms.
I'm not sure what you mean. The project is publicy available on Github.
 
Ah, I was referring to method, AI, and program, but if it's on Github, that's fine.
Good idea, I will include it on the README. This could help the homebrew community further.

But to answer your question:

Claude Sonnet with Hardened Code skill has been used for coding

Claude Opus with Hardened code has been used for code review and comments trimming

And Codex has been used to code review further before pushing on Github.

The graphic renderer was basically the linking point for each port, if it had OpenGL and a wrapper mature enough and the hardware didn't chooke too much it was gonna warrant a port.
 
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Good idea, I will include it on the README. This could help the homebrew community further.

But to answer your question:

Claude Sonnet with Hardened Code skill has been used for coding

Claude Opus with Hardened code has been used for code review and comments trimming

And Codex has been used to code review further before pushing on Github.

The graphic renderer was basically the linking point for each port, if it had OpenGL and a wrapper mature enough and the hardware didn't chooke too much it was gonna warrant a port.
That's what I wanted to know, for example: on the N64 there are two possible paths: the emulator with the graphic code that the community created (microcode), making the rendering of graphics on the Wii much more efficient, or porting the games directly. Quake 3 looks excellent graphically, superior to Quake 1. I think taking this path would be brilliant, porting games like Perfect Dark and Banjo-Kazooie, for example.
 
That's what I wanted to know, for example: on the N64 there are two possible paths: the emulator with the graphic code that the community created (microcode), making the rendering of graphics on the Wii much more efficient, or porting the games directly. Quake 3 looks excellent graphically, superior to Quake 1. I think taking this path would be brilliant, porting games like Perfect Dark and Banjo-Kazooie, for example.
This heavily relies on how mature devkits are and how good are you at prompting and knowledgeable about what could be done in the codebase. I learnt some stuff mid-way which would let me work on other ports more reliably. If I didn't know about OpenGX, I was still checking how Quake 3 rendered the 3D environment.

If the tools are mature enough, with a lot of trial and error, a lot of debugging and again lots of trial and error, you can achieve pretty satisfying results.

I don't know anything about Nintendo64 stuff though, so I'm just speaking from what I witnessed from all the ports I've made so far.
 
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This heavily relies on how mature devkits are and how good are you at prompting and knowledgeable about what could be done in the codebase. I learnt some stuff mid-way which would let me work on other ports more reliably. If I didn't know about OpenGX, I was still checking how Quake 3 rendered the 3D environment.

If the tools are mature enough, with a lot of trial and error, a lot of debugging and again lots of trial and error, you can achieve pretty satisfying results.

I don't know anything about Nintendo64 stuff though, so I'm just speaking from what I witnessed from all the ports I've made so far.
Without any commitment, take a look later; these three links are two N64 microcodes made by the community and the conversion tool. With this tool, you can convert to any platform.
https://github.com/Mr-Wiseguy/f3dex2, https://github.com/farisawan-2000/turbo3d, https://github.com/N64Recomp/N64Recomp
 
Without any commitment, take a look later; these three links are two N64 microcodes made by the community and the conversion tool. With this tool, you can convert to any platform.
https://github.com/Mr-Wiseguy/f3dex2, https://github.com/farisawan-2000/turbo3d, https://github.com/N64Recomp/N64Recomp
My main focuses are the Quake 3 ports I'm working on, and some Quake-related projects. I have no plans in working on other things once I'm done with that.

The microcode is only half the equation. If you want a Nintendo 64 port of things on Wii you'd still have to port the renderer calls in GX. As I mentioned earlier, the only reason I was fast enough on my Quake3-Wii project was because I'm using OpenGX (which is a wrapper for the OpenGL renderer). This will ensure that I don't have to bash my head with the main renderer at the cost of performance.
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This weekend I should be able to push another release.
First of all, the one for the only user that has an issue through his D1 Wii needs a bit more tinkering than expected... and lots of debugging. I'll start testing on my Wii Mini and see if there are differences.

For everyone else:

I should have fixed the issue regarding Open Arena with the TGA files.
I also fixed many of the missing graphic effects (ex. mirror in the tutorial, the skyboxes) so they will load fine now. The menu also has the logo in all its glory again.
I also tried to push the framerate to 60 FPS, the game can achieve it in low maps, but in bigger maps and with 3-4 bots the framerate tanks a lot. I'd rather keep it locked at 30.

For Team Arena, at the moment I managed to get to the main menu, but I can't boot any map yet. I'm hitting a lot of roadblocks because the memory is just not enough. This upcoming release won't feature a dol for it, but whoever can tinker with the tools, has some time to spare and wants to investigate I'll leave the changes in the commit, since they will only affect Team Arena and not Open Arena and Quake 3.


1779831496349.png
 
Last edited by Mayo1990,

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