Homebrew working on a quick little wii shooter

newo

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I tried to test them, but i think i need to dump my Wii's NAND for it to work properly, since they did not load properly (even though the assets are present in the virtual SD).
Explain "did not load properly". Did the game come up with only a lot of empty boxes?
 

newo

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took a couple days but I sorted out some bugs I had in the menu transitions and made some tweeks. new beta build available for download. Hard mode is a bit more chaotic and sometimes enemy ships will come at you from behind so be careful. Hopefully the game loads in dolphin now. Boss music is in place (still sticks when it switches but whatevs).

screenshot_20190124061544.png
 
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newo

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Getting rid of the boss music hitch was surprisingly easy. I just popped the stop play code into a thread and it was gone. Makes me wonder what other stuff I can put into threads so that they run in the background.
 
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kaisersozeh

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I am doing basic stuff. Plus I am not talking to GX directly. I am using the grrlib library to handle the gx stuff.
I would like to look, eventually, at expanding the "quake gx" gx code
- to handle .lit files - quake 'scene' lighting files written for a gl-based engine expansions, I know it's already been done on a wii engine, I just can't find the source!
- to essentially rip off some of the particle rendering from the darkplaces quake engine bit by bit, via gx and playing about with the "quake c"
Would either of these benefit from the grrlib library, is it compatible with the current gx rendering?
 

newo

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I figured you were talking about quake. Grrlib is not enough for what you need. I have one light in newofox and I think the max is 8. Grrlib code is online but its not feature complete.

https://github.com/GRRLIB/GRRLIB/tree/master/examples

Gx can be very temperamental - set one thing incorrectly and the wii crashes or nothing happens. So I dont go deep into it. Plus extra lights do cause dropped frames.
 
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kaisersozeh

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I figured you were talking about quake. Grrlib is not enough for what you need. I have one light in newofox and I think the max is 8. Grrlib code is online but its not feature complete.

https://github.com/GRRLIB/GRRLIB/tree/master/examples

Gx can be very temperamental - set one thing incorrectly and the wii crashes or nothing happens. So I dont go deep into it. Plus extra lights do cause dropped frames.
Thanks. Honestly, I was originally thinking, how much of the rendering is done by GX, when you mentioned popping stuff into a thread. Or rather, how much more could be, if you weren't already. As it happens, the quake gx code is ludicrously fast compared to the other wii engines - i assume because so much of the work is passed on to GX.
 

newo

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Some quick updates;

- objects that are rotating around other objects now have shadows
- fixed music glitch by putting mp3 play/stop in separate thread
- new fake shadow system. all moving and solid objects now have shadows. shadows are made using a custom transformation matrix of Rotate, Scale, Transform with the Y squeshed to 10 pixels creating a flat version of a shape in any rotation.
- light ship trail
- water trail now tilts with ship
- other minor tweeks

screenshot_20190126235139.png screenshot_20190127001138.png screenshot_20190127015349.png

Game is almost done. I just need to dream up one more boss type that I can easily codel
 
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kaisersozeh

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Some quick updates;

- objects that are rotating around other objects now have shadows
- fixed music glitch by putting mp3 play/stop in separate thread
- new fake shadow system. all moving and solid objects now have shadows. shadows are made using a custom transformation matrix of Rotate, Scale, Transform with the Y squeshed to 10 pixels creating a flat version of a shape in any rotation.
- light ship trail
- water trail now tilts with ship
- other minor tweeks

View attachment 156534 View attachment 156535 View attachment 156536

Game is almost done. I just need to dream up one more boss type that I can easily codel
Quick boss idea - array of very simple baddies with weak shot and bad, simple ai and aiming - cumulatively powerful simply because of number, but each unit has zero sheilds. Make them out of a relatively simple polygon and move individuals by proximity to their neighbour.
I have no idea what I am talking about, just throwing it in there, enjoy!
 

niuus

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Some quick updates;

- objects that are rotating around other objects now have shadows
- fixed music glitch by putting mp3 play/stop in separate thread
- new fake shadow system. all moving and solid objects now have shadows. shadows are made using a custom transformation matrix of Rotate, Scale, Transform with the Y squeshed to 10 pixels creating a flat version of a shape in any rotation.
- light ship trail
- water trail now tilts with ship
- other minor tweeks

View attachment 156534 View attachment 156535 View attachment 156536

Game is almost done. I just need to dream up one more boss type that I can easily codel
Is this build available?
 
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newo

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Yes, I update the same file at the beta link everytime I post. Simply redownload the file and you will have all the fixes. Its only 7 mb large. It was 6 mb before but the additional boss music caused it to increase.
 
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newo

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trying to get the game to run in dolphin with not luck. So i created a special build with no leaderboard and no loading visor for testing in dolphin. if it gets stuck at the loading screen then it stuck forever and I don't know how to fix it. anyone know how to contact the dolphin team who could tell me whats wrong?
 

niuus

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Played the latest build, liked it so far. I really enjoyed the air to water passages.

--------------------- MERGED ---------------------------

trying to get the game to run in dolphin with not luck. So i created a special build with no leaderboard and no loading visor for testing in dolphin. if it gets stuck at the loading screen then it stuck forever and I don't know how to fix it. anyone know how to contact the dolphin team who could tell me whats wrong?
White screen. I just launch the boot.dol, though all the newofox files are already present in the virtual sd, inside the app folder. Do i need NAND/HBC set up, or is that enough?
 
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