Homebrew ioQuake3-Wii

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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.
 
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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.
 

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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.
 
Ooops...
It's working flawlessly now.

Be forewarned that the Wii doesn't have enough RAM to load everything, Id say about 60 percent of the game will load though. You can also use the "force player model" option in the game options menu which will let you load some bigger maps. Especially useful if you're trying to play CTF
 
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.
Thanks!
 
Last edited by Tarmfot,
I usually update this thread a lot more often, but since the port is close to completion (at least the base one is) I'd like a bit more time to address some issues to the CLASSIC build (the Dreamcast crossplay one) before pushing the next release.

Besides CLASSIC, the next release will address the binding glitch, as well as the overscan in 480p. I want to check if I can place any non-Nintendo controller in there to let users play with another USB pad if they desire.

Another thing I'll be pushing, assuming It's feasible enough, would be a video mode select at boot. To let users freely choose between 480p, 240p or 264p, without needing 3 separate builds.

The next thing I'd like to put is a mod selector on boot, as well as having a standalone build for some lighter mods than Team Arena, like Rocket Arena or Star Trek Voyager.

I will try to get CLASSIC to work as intended first, but all the others are very good and worthy candidates.

Classic's very important because it can be a good base for a GameCube port, that's why I don't want to give up to it... Yet.

Thank you for your time, I'm very happy that this project took life and evolved fairly quickly.
 
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I usually update this thread a lot more often, but since the port is close to completion (at least the base one is) I'd like a bit more time to address some issues to the CLASSIC build (the Dreamcast crossplay one) before pushing the next release.

Besides CLASSIC, the next release will address the binding glitch, as well as the overscan in 480p. I want to check if I can place any non-Nintendo controller in there to let users play with another USB pad if they desire.

Another thing I'll be pushing, assuming It's feasible enough, would be a video mode select at boot. To let users freely choose between 480p, 240p or 264p, without needing 3 separate builds.

The next thing I'd like to put is a mod selector on boot, as well as having a standalone build for some lighter mods than Team Arena, like Rocket Arena or Star Trek Voyager.

I will try to get CLASSIC to work as intended first, but all the others are very good and worthy candidates.

Classic's very important because it can be a good base for a GameCube port, that's why I don't want to give up to it... Yet.

Thank you for your time, I'm very happy that this project took life and evolved fairly quickly.

Amazing news!! Also having some kind of total conversion mod support would be great, playing a game like Urban Terror on the Wii would be incredible! Quick question, you had mentioned earlier cutting FMV support to get slightly more memory freed up? How much memory would that free up exactly? Because OpenArena has literally only one FMV and I really don't think anyone would miss if it wasn't there, it might help load just a bit more content.
 
Amazing news!! Also having some kind of total conversion mod support would be great, playing a game like Urban Terror on the Wii would be incredible! Quick question, you had mentioned earlier cutting FMV support to get slightly more memory freed up? How much memory would that free up exactly? Because OpenArena has literally only one FMV and I really don't think anyone would miss if it wasn't there, it might help load just a bit more content.
Technically, there's mod support at boot (Since Team Arena's attempted port), so it would just be a matter of implementing it from my end. Still unsure whether I should make a mod loader + standalones or just a mod loader (or Quake 3 Engine game selector)

Cutting FMVs worked with Team Arena because they would fill the main menu's memory at boot. Open Arena doesn't have this problem. Once the FMV at boot is played... It's done for.

Also, Dreamcast's crossplay is going great. Potato quality tho, but it shows some progress. It's still not ready as I found some bugs, but nothing that I can't fix.

 

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