I wanted to post this when this port was stable enough to release, but thought I would share this before someone keeps asking for this.
So a couple months ago, I started porting Xash3D to the Wii. I figured that with the engine now having big endian support and the Wii having SDL2 and an OpenGL wrapper, it should be easier to port it than what the previous attempt had to work with. I still had to patch some stuff (using the Dreamcast port as reference) in order to statically link the game's libraries, as libogc doesn't have any form of dll loading. Other than that, most stuff is already working out of the box, but there's still lots to be done.
To-do list:
Screenshots below are running in software rendering, as compiling the engine with opengx makes the binary too big to fit into memory
So a couple months ago, I started porting Xash3D to the Wii. I figured that with the engine now having big endian support and the Wii having SDL2 and an OpenGL wrapper, it should be easier to port it than what the previous attempt had to work with. I still had to patch some stuff (using the Dreamcast port as reference) in order to statically link the game's libraries, as libogc doesn't have any form of dll loading. Other than that, most stuff is already working out of the box, but there's still lots to be done.
To-do list:
- Fix saving and loading save files (mostly loading in general)
- Network support
- Hardware acceleration via OpenGX
- Wiimote + Nunchuck support (with QuakeGX aiming)
Screenshots below are running in software rendering, as compiling the engine with opengx makes the binary too big to fit into memory






