Homebrew SWITCH "WII-U" PORTS ON WII-U

MAXLEMPIRA

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Developing for the Wii U is completely different to developing for the Switch. Both consoles use a completely different architecture.

Also, you need the source code. And even if you had it, porting it wouldn't be like eating cake. It's really hard.

I'm really impressed Nintendo managed to finish Breath of the Wild for Wii U while also releasing it on Switch. It should have been a lot of work, refactoring code for the new architecture.

So, no, it's not possible, even if you somehow managed to steal Nintendo's source code for those games.
Remmember... Zelda "WiiU" was teased on E3 2014... And Many mechanics were changed to fit on Switch too... :(
 
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Moon164

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I believe that the simple fact that Build 2014 has the functions of GamePad proves that the Wii U would hold the feature and that this was only withdrawn to favor the version of the Switch (Including, I have an impression that this build runs better than the build release of Wii U even with the features of the gamepad)



I wonder if these GamePad features are still in the game files and if it would be possible to '' activate them ''

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

The battle arenas were ported to the Mario Kart 8 U.



They replace normal tracks though as nobody has come with a solution to add new slots for tracks.


I did not know that, now I can finally play battle mode without having to switch to Switch, thank you very much.

I still hope someone gets excited about importing the Splatoon 2 maps into Splatoon 1
 

TheMrIron2

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Using that logic, BOTW should render on TV at 1080p 60 FPS and be able to render on the gamepad at it's native resolution as well. BOTW isn't Smash. BOTW is a large open world game, Smash is confined to small stages with relatively little going on in comparison. Tekken 5 was 1080p on PS3. Why wasn't The Last of Us also 1080p?

BOTW demands a lot more of the system than Smash does, you're going to have to accept that some day. BOTW doesn't even hold it's 720p resolution, dipping down as low as 544p. It doesn't hold its 30 FPS, dipping into the teens despite that dynamic resolution. BOTW is pushing the WiiU to it's limits, hell it's one of the only Nintendo made games on both WiiU and Switch that isn't 1080p on the Switch. It's not a matter of just the second screen, it's rendering everything it is rendering for the TV to the point that it can't hold it's resolution or frame rate and rendering the game pad as well.

I mean, you might have had a better point asking why WWHD and TPHD, also Zelda games, are 1080p and output inventory to the gamepad. But even then those games aren't nearly the size of BOTW. All of Twilight Princess is the size of the Great Plateau. It's about the size of the assets in memory, how many of them there are, draw distances, and the like as well. It's not as simple as "but 1080p!".
When did I ever claim Breath of the Wild should have been 1080p? Or 60FPS? Smash was a given example of a game that runs at 1080p60 on Wii U and uses the gamepad with no performance impact. And don't insult me - there's a reason Smash Bros is over double the resolution of BOTW among other first party Wii U games. I acknowledged in detail BOTW's CPU bottlenecks, and I didn't appreciate the condescending tone you used either. Moon164 posted an early clip of BOTW running just fine on real Wii U hardware with the gamepad features implemented, and I'm going to stand by what I said; if you believe the extra megabyte of assets for a gamepad inventory and map is going to eat into memory, or if you are insinuating that having an inventory screen on the gamepad has a serious performance impact, then.. I don't think this discussion is worthwhile.
An 854 x 480 framebuffer, 16 bit, is 6.5MB. That means an entire inventory and map setup on the gamepad would be 7.5MB.
This is even more ridiculous when you realize that by virtue of the fact that BOTW displays something on the gamepad at all (the "tap here to switch to gamepad" screen), it has already set up this framebuffer! The Wii U is already rendering something on the gamepad, which means that you would see no difference in performance between a screen that waits for you to tap the gamepad to switch screen and an inventory or map screen. The rendering time wouldn't increase by a milisecond. Whether you choose the current use of the gamepad in BOTW or an inventory screen, either option is a basic 2D screen which is not rendering anything noteworthy and would therefore have almost if not absolutely nothing in terms of a performance difference. What you are claiming, in no unclear terms, is that this extra megabyte of assets on top of what is already being drawn to the Wii U gamepad would have had a serious performance impact.

BOTW pushes the Wii U's CPU and GPU, but to suggest that having an inventory or map screen on the gamepad would make the system collapse is just misinformed and is honestly a misunderstanding of where the performance issues of BOTW stem from in the first place. And you are going to have to accept that some day.
 
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tbb043

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I am totally baffled why so many Switch people are giving raves for such a large portion of the games
when many of them seem to just be WII-U ports with slightly new features.

I hate to break it to you, but people in general are idiots. This is why so many want nothing but ports from a system they hated and ignored to death on the next system from the same company. And pay more for them...

BOTW can't even hold it's frame rate on WiiU with one screen,

Bullshit, the wii u version and the switch version are nearly identical, no "frame rate" issues when on the wii u, just some shit no one would notice was left out like stuff blowing in the grass or some nonsense.
 
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Moon164

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Just remember, before any update, the Switch Version on Dock was as bad in frame-rate as the Wii U (in some rare cases, the Wii U version even took advantage)

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Zelda BOTW was developed with Wii U hardware in mind and there is no doubt that at some point (probably when the game was postponed in 2016) Nintendo decided to port the Nintendo Switch and take advantage of the best hardware to offer a better resolution

But there is no doubt that it was a hurried port to accompany the release of Switch, before any update the game suffered from keep the frame-rate (and in some rare cases the Wii U version had the advantage in that aspect) and different from all Wii U ports that came later and run at 1080p on the Switch, BOTW runs at only 900p and still have frame-rate issues (before the updates)

The Difference here is none of the updates corrected the frame-rate issues of the Wii U version (and I confess, there would be no sense to give advantage to the Wii U since the focus was on the Nintendo Switch and keep the Wii U version bad '' '' would help people prefer to play the game on the Nintendo Switch and increase sales)

But that does not change the fact that it is a game made for the Wii U and ported to the Switch, the difference is that anything that would be advantageous the version of Wii U has been removed in favor of the Switch. I still have hopes that the features of the gamepad are within the files of the game and that it is possible to activate them in some way, besides, I also do not doubt that it is possible to improve the frame-rate of Wii U with some hack

PS: Sorry again for my English, Google Translate here.
 
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n00bsaib0t

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When did I ever claim Breath of the Wild should have been 1080p? Or 60FPS? Smash was a given example of a game that runs at 1080p60 on Wii U and uses the gamepad with no performance impact. And don't insult me - there's a reason Smash Bros is over double the resolution of BOTW among other first party Wii U games. I acknowledged in detail BOTW's CPU bottlenecks, and I didn't appreciate the condescending tone you used either. Moon164 posted an early clip of BOTW running just fine on real Wii U hardware with the gamepad features implemented, and I'm going to stand by what I said; if you believe the extra megabyte of assets for a gamepad inventory and map is going to eat into memory, or if you are insinuating that having an inventory screen on the gamepad has a serious performance impact, then.. I don't think this discussion is worthwhile.
An 854 x 480 framebuffer, 16 bit, is 6.5MB. That means an entire inventory and map setup on the gamepad would be 7.5MB.
This is even more ridiculous when you realize that by virtue of the fact that BOTW displays something on the gamepad at all (the "tap here to switch to gamepad" screen), it has already set up this framebuffer! The Wii U is already rendering something on the gamepad, which means that you would see no difference in performance between a screen that waits for you to tap the gamepad to switch screen and an inventory or map screen. The rendering time wouldn't increase by a milisecond. Whether you choose the current use of the gamepad in BOTW or an inventory screen, either option is a basic 2D screen which is not rendering anything noteworthy and would therefore have almost if not absolutely nothing in terms of a performance difference. What you are claiming, in no unclear terms, is that this extra megabyte of assets on top of what is already being drawn to the Wii U gamepad would have had a serious performance impact.

BOTW pushes the Wii U's CPU and GPU, but to suggest that having an inventory or map screen on the gamepad would make the system collapse is just misinformed and is honestly a misunderstanding of where the performance issues of BOTW stem from in the first place. And you are going to have to accept that some day.
Again, you are accounting for a static image, not real time video which inventory would be. The "tap here to switch to gamepad" screen, on the other hand, can be done as just an image. There is nothing to do there in real time, unlike an inventory screen.

I hate to break it to you, but people in general are idiots. This is why so many want nothing but ports from a system they hated and ignored to death on the next system from the same company. And pay more for them...



Bullshit, the wii u version and the switch version are nearly identical, no "frame rate" issues when on the wii u, just some shit no one would notice was left out like stuff blowing in the grass or some nonsense.
I've played both, and the difference is noticeable right away even just running through grass on the Plateau by the Temple of Time right after talking to the old man. It's a very playable game, but there are absolutely frame rate issues. I'll give you all of it rather than grabbing a handful of screencaps that just happen to show something in my favor.


I mean, if I was dishonest like Moon I could have grabbed stills from this video where the frame rate was lower on the performance improvement patch version than it was before to claim the patch made the game worse, but I'm not that kind of person. Fact of the matter is that even updated when you're running around the plateau at 20 FPS instead of the Switch's 25+ and you're locked at 20 in Kakariko in the day time with no weather effects the game runs worse and has frame rate issues. Again, totally playable and nothing someone should run out and get a Switch over, but still.
 

Moon164

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Again, you are accounting for a static image, not real time video which inventory would be. The "tap here to switch to gamepad" screen, on the other hand, can be done as just an image. There is nothing to do there in real time, unlike an inventory screen.


I've played both, and the difference is noticeable right away even just running through grass on the Plateau by the Temple of Time right after talking to the old man. It's a very playable game, but there are absolutely frame rate issues. I'll give you all of it rather than grabbing a handful of screencaps that just happen to show something in my favor.


I mean, if I was dishonest like Moon I could have grabbed stills from this video where the frame rate was lower on the performance improvement patch version than it was before to claim the patch made the game worse, but I'm not that kind of person. Fact of the matter is that even updated when you're running around the plateau at 20 FPS instead of the Switch's 25+ and you're locked at 20 in Kakariko in the day time with no weather effects the game runs worse and has frame rate issues. Again, totally playable and nothing someone should run out and get a Switch over, but still.


I can not say if Google Translate cut something I said, but what I wanted to say is that Breath of the Wild in the Switch suffered from serious problems of performance and that in some rare cases the version of Wii U even got the advantage in this question



However, the game received patches that corrected most of the frame-rate problems on the Switch, although Wii U also received updates, none of them fixed any fps issues.

and as I said, Nintendo had no reason to fix any of the Wii U problems, after all, the focus was on the Switch and making the Nintendo Switch version looks better on all the issues would help in console sales (so much so I believe which is why they removed the features of the gamepad on Wii U)

My point is, Zelda BOTW was a game developed with Wii U hardware in mind and at some point (probably when they postponed the game in 2016) they decided to make a port for the Switch to hurry up to follow the launch of the console (this would explain why before the updates the Switch version had serious frame-rate problems and why unlike other Wii U ports that run at 1080p on the Switch, BOTW runs at only dynamic 900p)
 
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