Homebrew Bermuda Syndrome engine port

Flaya

Well-Known Member
Member
Joined
Jul 15, 2015
Messages
252
Trophies
0
Age
40
XP
1,725
Country
Sweden
Ha ha, you're welcome. It's a cool game, I've never played till the end though.
I've played it like 100 times when I was young. Haven't played it since -01 I think. Made speed-runs with my friends back then, to see who's the fastest. ;)

You really should play it thru, its so worth it. I'll be neglecting my wife and kids many nights from now on... ;P
 

Flaya

Well-Known Member
Member
Joined
Jul 15, 2015
Messages
252
Trophies
0
Age
40
XP
1,725
Country
Sweden
Is it possible to add nunchuk support, or is it a major coding project? Reason I ask is that I played thru the game last night and realized that it is a tad hard to run/jump with the D-pad. You can run easy enough, but when you need to jump while running it gets tedious to retry 50 times before succeeding. Really having a blast from the past with this game. Thank you, @Wiimpathy
 

Linkuei

Well-Known Member
Newcomer
Joined
Mar 7, 2016
Messages
93
Trophies
0
Age
29
XP
183
Country
Argentina
Awesome man, i really love games like PoP, OotW, Blackthorne and Flashback!!!
Keep it up!!!
+1
 

Tetsuo Shima

Well-Known Member
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,889
Country
Italy
Bermuda Syndrome Wii 0.4

* Recompiled with devkitPPC r31 and latest SDL-wii
* Standard Wii Makefile
* Use libvorbis library from source. Link with libogg from devkitPPC.
* Some cleanups.
It freezes when running from my USB hard disk. The game starts but after showing the various logos, it freezes just before the intro cutscene, No error messages.
If I run it from the SD card everthing works perfect.
Now, I noticed that if I have it on both USB and SD at the same time, it always starts from USB. Even if I boot the app from SD, it starts from USB instead (I see the led blinking on my HDD) and infact the game freezes. Unplugged the USB and re started it from SD, and it works.
I must note that I'm using usb in port 1 (port 0 is busted on my wii, it happened many years ago) but I never had issues with any game or hb app.
Last thing, for other italian people out there, the fan translation patch is working^_^
 

CMDreamer

Well-Known Member
Member
Joined
Oct 29, 2014
Messages
1,689
Trophies
1
Age
38
XP
3,484
Country
Mexico
Nice game!
Still have an original game disk on my collection.
Could it be possible to port the game engine from the three original DOS Gobliiins games from Cocktail Software?
I'd love to play them again on my recently hombrewed Wii, thank you!!!
 

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
Nice game!
Still have an original game disk on my collection.
Could it be possible to port the game engine from the three original DOS Gobliiins games from Cocktail Software?
I'd love to play them again on my recently hombrewed Wii, thank you!!!
Hmm? ScummVM has support for it since many years ago.
 

CMDreamer

Well-Known Member
Member
Joined
Oct 29, 2014
Messages
1,689
Trophies
1
Age
38
XP
3,484
Country
Mexico
You can play this three Goblins games in Scummvm for Wii.

https://forums.scummvm.org/viewtopic.php?f=16&t=14983

Hmm? ScummVM has support for it since many years ago.

Precisely, I've discovered yesterday about ScummVM, after searching about the port of Bermuda Syndrome.

I've downloaded and set up ScummVM to use the original game files from my CD's, haven't played them just yet, but I've read about it and seem to work flawlessly, I'm excited.

Thank you both!
 

Wiimpathy

Well-Known Member
OP
Member
Joined
Mar 3, 2010
Messages
1,013
Trophies
2
XP
3,127
Country
France
It freezes when running from my USB hard disk. The game starts but after showing the various logos, it freezes just before the intro cutscene, No error messages.
If I run it from the SD card everthing works perfect.
Now, I noticed that if I have it on both USB and SD at the same time, it always starts from USB. Even if I boot the app from SD, it starts from USB instead (I see the led blinking on my HDD) and infact the game freezes. Unplugged the USB and re started it from SD, and it works.
I must note that I'm using usb in port 1 (port 0 is busted on my wii, it happened many years ago) but I never had issues with any game or hb app.
Last thing, for other italian people out there, the fan translation patch is working^_^
Yes, it's always looking for game's data on usb first.

Regarding the freeze on usb, like you said using port 1 may be problematic. I'm surprised if you never had issues with any other homebrews with that setup.
Not 100% sure it's really the cause here. The intro loading is a bit hackish. And that part of code has also slightly changed in 0.4(related to the ogg audio lib).

Is it working for others with a standard USB setup(port 0) ?


Nice to know. I hope someday a Wii U Pro Controller update happens!
I don't know how to add support for this controller. I thought compiling with the latest devkit would be enough. Isn't it seen like the classic controller now? The input is handled by sdl-wii. FBZX-Wii and UAE added but not sure how it's done. Not having this controller doesn't help either.
In short, I need some hints for that or it won't happen.
 

Tetsuo Shima

Well-Known Member
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,889
Country
Italy
Also I notice that when I go to the game menu pressing Home, it becomes extremely sluggish. There may be various seconds of lag.
 

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
Yes, it's always looking for game's data on usb first.
WiiROTT used to have that problem (loading app from SD, but the game read from USB if it was connected at the same time), but it was corrected.

Is it working for others with a standard USB setup(port 0) ?
Tested and working for me on a simple 4GB flashdrive, port0.

I don't know how to add support for this controller. I thought compiling with the latest devkit would be enough. Isn't it seen like the classic controller now? The input is handled by sdl-wii. FBZX-Wii and UAE added but not sure how it's done. Not having this controller doesn't help either.
In short, I need some hints for that or it won't happen.
Yeah, AFAIK the cooked support inside devkit for the WUPC just mirrors a Classic Controller, though it does have his own quirks.

Before that, we had libwupc, which also worked 100% perfect and was the defacto standard before libogc. That one was first implemented by FIX94 himself. It was later changed on Snes9x GX in this commit in favor of libogc. In RX, it was done too, check the Feb 16 commits.

I remember Oibaf adding support for WUPC to FBZX Wii / UAE Wii, C64 Frodo Wii with libogc too, which i helped test (discussion thread). He also talks about SDL Wii having support for it.

BlueMSX could definitely get some love with Wii U Pro Controller support too. :)
 
Last edited by niuus,
  • Like
Reactions: rogerioronin

Wiimpathy

Well-Known Member
OP
Member
Joined
Mar 3, 2010
Messages
1,013
Trophies
2
XP
3,127
Country
France
Ok, it's relieving to know usb is still working in standard condition. However, the usb preference is not really a bug for me. It was my logical choice : https://github.com/Wiimpathy/Bermuda-Wii/blob/master/source/main.cpp#L77
If both sd and usb are connected, why having data on sd? It's a bit less true now but usb drives were a lot cheaper for much more capacity.

About the wii-u controller, I'm still puzzled. I know it's in libogc for a long time. In fact, if I really used r31 and latest sdl-wii shouldn't that already work? SDL has some abstraction but is using wiiuse. I've quickly read the FBZX thread, the commits, and saw nothing specific.
Bermuda's input code uses the SDL way(JOYHATMOTION, joy index etc.) and not wpad directly.

Also I notice that when I go to the game menu pressing Home, it becomes extremely sluggish. There may be various seconds of lag.
Yes, I know. The original engine didn't have menu at all. It was my naive save/load menu re-creation. So yes it's lagging but at least that don't require a keyboard or button combo. Remember, it's one of my first game port, discovering all the Wii pecularities and sdl(and surely making lot of mistakes;)).
 

niuus

Well-Known Member
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,456
Country
Venezuela
If both sd and usb are connected, why having data on sd? It's a bit less true now but usb drives were a lot cheaper for much more capacity.
I do this a lot when testing multiple language versions of the same game, since having to plug/unplug the SD to change versions gets very tiring after a couple of times. This way i can test multiple revisions of the boot.dol or the game code at a much faster pace.

About the wii-u controller, I'm still puzzled. I know it's in libogc for a long time. In fact, if I really used r31 and latest sdl-wii shouldn't that already work? SDL has some abstraction but is using wiiuse. I've quickly read the FBZX thread, the commits, and saw nothing specific.
Bermuda's input code uses the SDL way(JOYHATMOTION, joy index etc.) and not wpad directly.
I was going to add that performance tends to drop whenever anything newer than devkitPPC r26 is used, not sure if it affects ALL cases. So, for power hungry homebrew and whenever performance matters, it may be something to be noted, unless there is something specific that needs to be done with r27 and upwards, i guess.

Yes, I know. The original engine didn't have menu at all. It was my naive save/load menu re-creation. So yes it's lagging but at least that don't require a keyboard or button combo. Remember, it's one of my first game port, discovering all the Wii pecularities and sdl(and surely making lot of mistakes;)).
Funny, it never lags on my end when i press the Start button on the Gamecube controller. Does that affect the Classic Controller only? Haven't tried it.
 

Wiimpathy

Well-Known Member
OP
Member
Joined
Mar 3, 2010
Messages
1,013
Trophies
2
XP
3,127
Country
France
I acknowledge that there may be reasons to load data from sd even with a usb drive plugged. An option would have been useful for these specific cases.

I was not talking about this performance drop. It's when they upped GCC version. Not sure, never done a serious benchmark either. It shouldn't affect this engine too much anyway(or is it?).
It was more about how to handle input in SDL homebrew. With the standard SDL methods or with the wpad functions directly. There could be misbehaviours with the abstaction added by SDL.

If you let the menu for a moment it should lag. Haven't tried fo years but I thought it was bad sdl drawing performance, bad code(or both).
 

Tetsuo Shima

Well-Known Member
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,889
Country
Italy
Yes, I know. The original engine didn't have menu at all. It was my naive save/load menu re-creation. So yes it's lagging but at least that don't require a keyboard or button combo. Remember, it's one of my first game port, discovering all the Wii pecularities and sdl(and surely making lot of mistakes;)).
I didn't know it, sorry. This was one of the games that skipped under my radar at the time.
So the menu is your doing? it fits perfectly, I didn't even notice that it wasn't from the original game.
So it's not a bad menu at all :) And even is laggy it works, so it's not a big issue.
 
  • Like
Reactions: Wiimpathy

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    K3Nv2 @ K3Nv2: Nut on the hill