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.
Post automatically merged:
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.
View attachment 575065
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.










