Homebrew ioQuake3-Wii

  • Thread starter Thread starter Mayo1990
  • Start date Start date
  • Views Views 7,960
  • Replies Replies 102
  • Likes Likes 17
could this be ported to Wii U as well? (with GX2 support, obviously)
if so im willing to lend a hand

maybe it could use gx2gl? when it's more mature obv. Otherwise i'm already pretty used to writing for GX2, i used it for sonic3air and srb2 and rsdkv4 so..

i could also take a crack at GX, but i'm not sure how well that'd turn out tbh
 
Last edited by siahisaforker,
could this be ported to Wii U as well? (with GX2 support, obviously)
if so im willing to lend a hand

maybe it could use gx2gl? when it's more mature obv. Otherwise i'm already pretty used to writing for GX2, i used it for sonic3air and srb2 and rsdkv4 so..
I tried to port it back then to Wii U and ANGLE+CafeGLS didn't feel mature enough for it to run well (I would get garbled shaders + corrupted textures). I did manage to get the QVM to port though. Just the renderer side (which is, ironically enough, the biggest issue) the caveat, but I have no plans in working on the WiiU port for now until I sort my other ports first.
Post automatically merged:

In case, here's a small preview. The whole release is going to be this weekend too in case I don't run into issues.

A few things to consider:
  • This build no longer has the OpenGX wrapper in. Everything is running using the native Wii (GX) renderer. The build is also running in JIT for stability reasons. The downside are somewhat longer loading times but it pays off since it no longer crashes when loading many maps.
  • Build is capped at 60 FPS (yes, even in game). Just try it and provide me with some feedbacks

Things that needs to be done: Stability fixes. I'm still not done with the GX renderer as I'm missing a few more things, but like, 90% of the GX renderer is there, so there's that.

When trying and reporting stuff, also state which Wii you're using. If It's PAL or NTSC.

Let me know if you run into issues.
 

Attachments

Last edited by Mayo1990,
I tried to port it back then to Wii U and ANGLE+CafeGLS didn't feel mature enough for it to run well (I would get garbled shaders + corrupted textures). I did manage to get the QVM to port though. Just the renderer side (which is, ironically enough, the biggest issue) the caveat, but I have no plans in working on the WiiU port for now until I sort my other ports first.
ANGLE has improved alot, either way i'd still use GX2 as i tried using ANGLE for sonic3air and it wasn't enough + what was enough was super laggy (and that itself is a 2d game). Plus gx2gl is a little more performant but still ran into the same performance issues, going GX2 the gpu barely even breaks a sweat

although i find GX2 far less documented, it is way more powerful
 

Site & Scene News

Popular threads in this forum