Homebrew ioQuake3-Wii

  • Thread starter Thread starter Mayo1990
  • Start date Start date
  • Views Views 10,913
  • Replies Replies 143
  • Likes Likes 18
He is likely talking about the look sensitivity, which is a little bit touchy even at its minimum, though I understand this is part of the process of translating mouse movement to the analog joystick. Before this was corrected, it was headache-inducing.

Small question, is USB joystick input feasible, or too overkill? Maybe a la Nintendont, with the folder for the controllers INI. It would have to be connected pre-launch, like it does for mouse and keyboard.
I can adjust it a bit again then, since the aim slider now is working as intended.

It's feasible. Anything that is supported by the SDK can be put on this port. I also had people asking to make it support the Balance board, but that's way too overkill imho. The port is in a pretty good shape now and once I manage to get the CLASSIC build running as intended I can focus on other stuff.
 
I can adjust it a bit again then, since the aim slider now is working as intended.

It's feasible. Anything that is supported by the SDK can be put on this port. I also had people asking to make it support the Balance board, but that's way too overkill imho. The port is in a pretty good shape now and once I manage to get the CLASSIC build running as intended I can focus on other stuff.

For me it's not really the sensitivity so much as there's still a relatively big deadzone, which often feels like a lack of sensitivity. I think the deadzone range can be set pretty low without issue, better to have a very minor drift but responsive controls over something that feels touch and go.
 
Here are some photos and details about the last release played on a PAL Wii in a PAL CRT TV with RGB.

With the original ioQuake3-Wii.dool you get proper aspect ratio when displayed at 16:9, at least ingame. But, as I said in a previous message, the UI is cut a little at top and bottom. Resizing the screen didn't help as it only affects the playable area.
This would be the preferable way to play.

With the 264p build the UI now fits correctly on the screen, but the aspect ratio is totally wrong. Menus have text and backgrounds streched down horizontally. Loading screens have icons streched down vertically compared to the original build (but I think it's ok since it matches the UI extra vertical resolution). Ingame is like part of the original image is cropped at the top and the bottom, then streched vertically to fit the screen. Resizing the screen didn't help as it only affects the playable area. Also, because of the lower resolution, the settings text is hardly readable. Maybe with the right horizontal size it would be better, but I guess they where design with 480 vertical lines in mind and little can be done.
Since this is an experimental build maybe is not worthy taking a look and fix it.

In the 240p build all is red tinted, probably because is displaying a NTSC video signal via PAL RGB and mixes the colour information. Like in the 264p build, the aspect ratio is all wrong. It seems a little bit more of the top and bottom is cropped. The UI is also cut like in the original build.
Since this is an experimental build maybe is not worthy taking a look and fix it.

The Arena builds didn't work for me. This time I don't get a DSI exception screen. I see the vertical columns of noisy coloured pixels and it stays there no matter how long (I waited a couple of minutes). It returns me to the HomeBrew Channel menu after pressing a button on the controller.
 

Attachments

  • ioQuake3-Wii aspect ratio.jpg
    ioQuake3-Wii aspect ratio.jpg
    198.8 KB · Views: 1
  • ioQuake3-Wii_240p_dool.jpg
    ioQuake3-Wii_240p_dool.jpg
    243.5 KB · Views: 1
  • ioQuake3-Wii_264p_dool.jpg
    ioQuake3-Wii_264p_dool.jpg
    471.4 KB · Views: 1
  • ioQuake3-Wii_dool.jpg
    ioQuake3-Wii_dool.jpg
    478.6 KB · Views: 1
For me it's not really the sensitivity so much as there's still a relatively big deadzone, which often feels like a lack of sensitivity. I think the deadzone range can be set pretty low without issue, better to have a very minor drift but responsive controls over something that feels touch and go.
I will try to adjust is as much as I can. I just don't really have a grasp of "What's good" because It's way too subjective. I played with my GC controller and I didn't struggle that much, but someone may not have my same experience. Need to check it out in case.

Here are some photos and details about the last release played on a PAL Wii in a PAL CRT TV with RGB.

With the original ioQuake3-Wii.dool you get proper aspect ratio when displayed at 16:9, at least ingame. But, as I said in a previous message, the UI is cut a little at top and bottom. Resizing the screen didn't help as it only affects the playable area.
This would be the preferable way to play.

With the 264p build the UI now fits correctly on the screen, but the aspect ratio is totally wrong. Menus have text and backgrounds streched down horizontally. Loading screens have icons streched down vertically compared to the original build (but I think it's ok since it matches the UI extra vertical resolution). Ingame is like part of the original image is cropped at the top and the bottom, then streched vertically to fit the screen. Resizing the screen didn't help as it only affects the playable area. Also, because of the lower resolution, the settings text is hardly readable. Maybe with the right horizontal size it would be better, but I guess they where design with 480 vertical lines in mind and little can be done.
Since this is an experimental build maybe is not worthy taking a look and fix it.

In the 240p build all is red tinted, probably because is displaying a NTSC video signal via PAL RGB and mixes the colour information. Like in the 264p build, the aspect ratio is all wrong. It seems a little bit more of the top and bottom is cropped. The UI is also cut like in the original build.
Since this is an experimental build maybe is not worthy taking a look and fix it.

The Arena builds didn't work for me. This time I don't get a DSI exception screen. I see the vertical columns of noisy coloured pixels and it stays there no matter how long (I waited a couple of minutes). It returns me to the HomeBrew Channel menu after pressing a button on the controller.
The 240p builds are basically a "You wanted it, you can use it but they aren't really my main focus, 480p is". As for 240-264p, 240p is for NTSC TVs. 264p is for PALs. Since you live in Europe you should use the 264p build. I don't really plan to support them in the long run. It was just a request that was like, one line of code tops to implement.

The screen issue should be fixed now, but I'd like to get the CLASSIC build running as intended before pushing the next release.

That Open Arena issue means you didn't place the files in the baseoa folder. Try it again. If the issue remains, let me know, and I will give you a debug build to run.
 

Site & Scene News

Popular threads in this forum