Gaming Bomberman Games Port on Wii U?

Jilou

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Hello everyone and happy new year.

I'm a big fan of Bomberman, Sega saturn's games and the Wii U.
I wonder if someone can make a portage of Saturn Bomberman or at least Power Bomberman (a fangame) on the Wii U ?
I try to play with Yabause but it's pretty unplayable because of the lag. The interest of these games is to play more than 8 players in battle mode and we can see wich kill wich.

Thanks for reading (and sorry for my english).
 

Jilou

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Is anyone love these games too ?

I love Saturn Bomberman and the 2D pc game Power Bomberman too ^^.

I saw the great work to the port of GTA 3 on Wii U by @GaryOderNichts on the thread by @CrisMod and then I thought about a port of Saturn Bomberman or power Bomberman on Wii U ^^. Unfortunatly I cannot make that myself so I ask here if someone can make that
 
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Is anyone love these games too ?

I love Saturn Bomberman and the 2D pc game Power Bomberman too ^^.

I saw the great work to the port of GTA 3 on Wii U by @GaryOderNichts on the thread by @CrisMod and then I thought about a port of Saturn Bomberman or power Bomberman on Wii U ^^. Unfortunatly I cannot make that myself so I ask here if someone can make that


The problem with GTA III RE is still: Slow I/O! The first minutes will run OK yeah...but then you realize that slow I/O can result in consequences in such a game...The game will crash many times! and you might even get heavy bugs.

The slow I/O is because WiiU still isn´t fully hacked and the SD card cannot be read at full speed like it should be.

There is a new exploit, which is called "Fail ST". And that will allow us to fully exploit the WiiU.

Currently it seems the SD-Card-read speed of GTA III RE is limited to the same 2 Mbytes/second which i described months ago here which Retroarch also plagued...Retroarch still has heavy problems with this and they thought they could workaround it...but no they cannot. Since Retroarch also runs in user-mode only. And not in admin, and thus, no matter what they do, their application will allways be limited to the limit/rights which each RPX has stored in the cos.xml-file.


Well. This new exploit allows to run any official RPX to run with admin-rights instead of user-rights on WiiU. And this allows to change rights such as enabling full speed Read-speed of SD-cards! It also allows to e.g. give "write rights" to a certain RPX.


There is a small problem though: maschell said it only works with RPX-files. Not with elf. So it´s not suitable for homebrew.

The reason that is limited to RPX, and cannot use ELF is because you have to support the WiiU´s OS.

So assuming you could run it with a homebrew-RPX, you´d still have the problem that this would have to be spoofed!

Since the WiiU´s OS doesn´t know about this RPX. And only valid title-IDs (see section Title-id what that is) can be executed.


So your RPX has to have 3 things in order to be executed with admin-rights (and full sd-card speed):

1st) Valid TITLE-ID! The WiiU´s OS has a file in which these are stored.

2nd) You need to have this new exploit installed (currently just a PoC, not real final version)

3rd) You need to edit the necessary Cos.xml file. This file stores the rights for each RPX.


Then and only then you will be able to run an RPX with the necesarry VALID title-ID (e.g. maybe spoofing it around to think it´s an official one) to give it the full e.g. 30 Mbytes/second read-speed.

But without that new exploit it´s not gonna working.

and you will allways face this limit.
 

MikaDubbz

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If you install GTA 3 as a channel it runs quite well. No complaints thus far after playing a couple of hours of the campaign, aside from the delay between hitting start and the pause menu popping up.
 

Jilou

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Tanks for the link to the thread ! I will post a comment over there ^^.
I hope that we will be able to progress in the Wii U developpement ^^.
I don't notice bug for the moment, it works well ^^.
 
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GerbilSoft

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The problem with GTA III RE is still: Slow I/O! The first minutes will run OK yeah...but then you realize that slow I/O can result in consequences in such a game...The game will crash many times! and you might even get heavy bugs.

The slow I/O is because WiiU still isn´t fully hacked and the SD card cannot be read at full speed like it should be.

There is a new exploit, which is called "Fail ST". And that will allow us to fully exploit the WiiU.

Currently it seems the SD-Card-read speed of GTA III RE is limited to the same 2 Mbytes/second which i described months ago here which Retroarch also plagued...Retroarch still has heavy problems with this and they thought they could workaround it...but no they cannot. Since Retroarch also runs in user-mode only. And not in admin, and thus, no matter what they do, their application will allways be limited to the limit/rights which each RPX has stored in the cos.xml-file.


Well. This new exploit allows to run any official RPX to run with admin-rights instead of user-rights on WiiU. And this allows to change rights such as enabling full speed Read-speed of SD-cards! It also allows to e.g. give "write rights" to a certain RPX.


There is a small problem though: maschell said it only works with RPX-files. Not with elf. So it´s not suitable for homebrew.

The reason that is limited to RPX, and cannot use ELF is because you have to support the WiiU´s OS.

So assuming you could run it with a homebrew-RPX, you´d still have the problem that this would have to be spoofed!

Since the WiiU´s OS doesn´t know about this RPX. And only valid title-IDs (see section Title-id what that is) can be executed.


So your RPX has to have 3 things in order to be executed with admin-rights (and full sd-card speed):

1st) Valid TITLE-ID! The WiiU´s OS has a file in which these are stored.

2nd) You need to have this new exploit installed (currently just a PoC, not real final version)

3rd) You need to edit the necessary Cos.xml file. This file stores the rights for each RPX.


Then and only then you will be able to run an RPX with the necesarry VALID title-ID (e.g. maybe spoofing it around to think it´s an official one) to give it the full e.g. 30 Mbytes/second read-speed.

But without that new exploit it´s not gonna working.

and you will allways face this limit.
Everything you said here is, once again, lies.

The exploit you mentioned, "Fail ST", merely allows for installing haxchi (or potentially other homebrew software) in e.g. system titles, so you don't have to buy a DS VC title first. It doesn't allow magically unlocking "full exploits". (Wii U is basically fully unlocked with haxchi anyway, other than a bootloader exploit. Anything you say to contradict this will be full of lies and garbage jargon, so don't bother.)

There is no "admin" vs. "user" rights. Titles have permissions, but when running in Homebrew Launcher, homebrew has full access to everything. (HBL's cos.xml enables full access to everything.) There *is* kernel vs. user, but the only thing that runs in kernelspace is - you guessed it - the Cafe OS kernel.

Incidentally, there is no magic "30 MB/s" SD card permission. Either a title has SD card access or it doesn't. Wii U's SD card slot just happens to be really slow; for example, dumping the full SLC, SLCCMPT, and MLC on a 32 GB system can take several hours. I've found that it's faster to just use Host Emulated MLC on my CAT-DEV anyway, since that's over Ethernet. (No need to copy from PC to SD and then swap the SD card over to the CAT-DEV.)

You seem know just enough about the Wii U system architecture to make semi-coherent statements but not enough to understand what you're actually saying. (Same with computer architecture in general.) I don't understand why you haven't taken the time to actually research how these things work instead of making things up without verifying them.

EDIT: To preempt things: https://maschell.github.io/homebrew/2020/12/02/failst.html

What will this allow us to do?

Bypass the runtime checks of files for all titles that have at least one section in the FST with hash mode 2. This includes replacing the binary of a title and modifying the cos.xml (which allows us to give it more permissions).

This would allow Homebrew Launcher to be injected into a system title and have full permissions without having to run haxchi or coldboot haxchi first in order to disable signature checks. It merely eliminates the "run haxchi separately or use CBHC" step.
 
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Maschell

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The slow I/O is because WiiU still isn´t fully hacked and the SD card cannot be read at full speed like it should be.
Wrong.
There is a new exploit, which is called "Fail ST". And that will allow us to fully exploit the WiiU.
WTF? We can fully exploit since 2016
Currently it seems the SD-Card-read speed of GTA III RE is limited to the same 2 Mbytes/second which i described months ago here which Retroarch also plagued...Retroarch still has heavy problems with this and they thought they could workaround it...but no they cannot. Since Retroarch also runs in user-mode only. And not in admin, and thus, no matter what they do, their application will allways be limited to the limit/rights which each RPX has stored in the cos.xml-file.
You can only have SD-Permissions or no SD-Permission
Well. This new exploit allows to run any official RPX to run with admin-rights instead of user-rights on WiiU. And this allows to change rights such as enabling full speed Read-speed of SD-cards! It also allows to e.g. give "write rights" to a certain RPX.
WTF?
There is a small problem though: maschell said it only works with RPX-files. Not with elf. So it´s not suitable for homebrew.
WTF?
The reason that is limited to RPX, and cannot use ELF is because you have to support the WiiU´s OS.
So assuming you could run it with a homebrew-RPX, you´d still have the problem that this would have to be spoofed!

Since the WiiU´s OS doesn´t know about this RPX. And only valid title-IDs (see section Title-id what that is) can be executed.
Did you ever look at any source code?

So your RPX has to have 3 things in order to be executed with admin-rights (and full sd-card speed):

1st) Valid TITLE-ID! The WiiU´s OS has a file in which these are stored.

2nd) You need to have this new exploit installed (currently just a PoC, not real final version)

3rd) You need to edit the necessary Cos.xml file. This file stores the rights for each RPX.
We are already patching the SD-Access flag of the cos.xml on the fly for years (for **all** applications) in mocha, that's more than enough
Then and only then you will be able to run an RPX with the necesarry VALID title-ID (e.g. maybe spoofing it around to think it´s an official one) to give it the full e.g. 30 Mbytes/second read-speed.

But without that new exploit it´s not gonna working.

and you will allways face this limit.
This exploit literally won't change anything. It's just a new entrypoint
 
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Jilou

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Unfortunatly, I don't know anything about programmation and things like that, so thank you for your answers about these ^^. However if we can run Saturn Bomberman or Power Bomberman on Wii U it will be extraordinary ! ^^.
 

GerbilSoft

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Unfortunatly, I don't know anything about programmation and things like that, so thank you for your answers about these ^^. However if we can run Saturn Bomberman or Power Bomberman on Wii U it will be extraordinary ! ^^.
Unfortunately, Power Bomberman appears to be closed-source, so the author would have to port it to Wii U themselves, and that doesn't seem likely at this point.

I'm not sure if RetroArch's Saturn core is available for the Wii U port, but you might want to try it out. Main download page is here: http://retroarch.com/index.php?page=platforms
 

CrisMod

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Wrong.

WTF? We can fully exploit since 2016

You can only have SD-Permissions or no SD-Permission

WTF?

WTF?

Did you ever look at any source code?


We are already patching the SD-Access flag of the cos.xml on the fly for years (for **all** applications) in mocha, that's more than enough

This exploit literally won't change anything. It's just a new entrypoint
@Maschell I'm totally agree with you man.......Sorry @TheChosen, I love you man but you wrote such incredible false thing here that It's hard to read. Please, if we don't know so weel the topics try to don't write such misleading informations.


Unfortunately, Power Bomberman appears to be closed-source, so the author would have to port it to Wii U themselves, and that doesn't seem likely at this point.

I'm not sure if RetroArch's Saturn core is available for the Wii U port, but you might want to try it out. Main download page is here: http://retroarch.com/index.php?page=platforms
What about the Sega Rally Championship 95 Windows edition and Virtua Fighter Windows Edition?
 

GerbilSoft

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What about the Sega Rally Championship 95 Windows edition and Virtua Fighter Windows Edition?
Those are official ports by Sega from the 90s. Best you'd probably get out of that without decompiling the entire game is using qemu, at which point you can basically forget about running it on Wii U unless you like playing games at 5 fps.
 

CrisMod

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Those are official ports by Sega from the 90s. Best you'd probably get out of that without decompiling the entire game is using qemu, at which point you can basically forget about running it on Wii U unless you like playing games at 5 fps.
I didn't know that it's using Qemu...... Qemu I thought was grat for kind of Virtua machine. Great too know that
 

GerbilSoft

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I didn't know that it's using Qemu...... Qemu I thought was grat for kind of Virtua machine. Great too know that
By "using qemu", I mean running qemu on the Wii U to run the Windows port, not that Sega Rally Championship or Virtua Fighter are using qemu in their normal configuration.

This is obviously not ideal, since qemu basically emulates a whole PC.
 

CrisMod

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By "using qemu", I mean running qemu on the Wii U to run the Windows port, not that Sega Rally Championship or Virtua Fighter are using qemu in their normal configuration.

This is obviously not ideal, since qemu basically emulates a whole PC.
Ha ok.....because Qemu I use for the legacy OSs....... Should be a way to let them run because are already ported for PC otherwise GTA III if I follow your reason, should run on Wii U at half FPS. If starts.....The problem of Sega it's that they use the unusual TIL polygons and are problematic to be ported to some where. And difficult to programs the games. But here, with these games there is the luck that the polygons/ textures are remake for PC.... If GTA III It's possible, I'm sure that for such games less power graphic and CPU requesting will work on Wii U. It maybe needs the right peoples in the right moments.
 
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Jilou

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If it's become possible to port Sega Rally, Daytona USA, ... It will be extraordinary ! <3 The day where we could play these games on Wii U, I'll have tears of joy ! :&
 

Jilou

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@CrisMod for Sega Rally on Wii U, I see on the Web that was a kickstarter project called The 90's Arcade Racer but it started in 2013 (campagne is close) and in 2019 it was still in developpement. Do you know something about this ?
(I played Sega Rally with PPSSPP but the music and the voice weren't correct and the texture didn't charge correctly.)
 
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CrisMod

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@CrisMod for Sega Rally on Wii U, I see on the Web that was a kickstarter project called The 90's Arcade Racer but it started in 2013 (campagne is close) and in 2019 it was still in developpement. Do you know something about this ?
(I played Sega Rally with PPSSPP but the music and the voice weren't correct and the texture didn't charge correctly.)
I didn't know about this Kickstarter project; so because you put me the curiosity about it, I started to get inform on it. It seems sad story about this project, I try to synthetize what I understand to surfing around:
This guy at the beginning tried to remake from "zero" some famous 90s arcade games (included Sega Rally) for Wii U, he put so much hype to the people to tease them with some concrete video of his project. So it seems, during of his journey job experience about, maybe because he wants open a company (and he did) and maybe he saw that the Wii U wasn't so remurative for all the hard obstacles that he need to face and also it takes for him so loong development that at that time he crossed between PS4 and secondly the Nintendo Switch time. So, it seems that during his project after couples of year that this guy keep promising to the community, he starts to disappear. And he starts to develop the INDIE games for PS4 and Switch (maybe because he wants ride the wave of success of the two consoles and because the original games produces starts to ask him the money?!); so, some news papaers related to the games (that was involved with you tube channel as well) it starts to feel frustrated and hangry with him because it seems he used these namens just to get popularity between the community people and then once everyone talks about his name company he starts to make different games about. You can listen in youtube about this "Nicalis" story and project, how negative was this story percepted from whom was emotionally involved, here it's the address video about:





For me is not impossible to port these SEGA games from PC to Wii U, and any developers should read the story about BLEEMCAST called BLEEM! for Dreamcast to run Playstation games (Tekken 3, Gran Turismo 2 and Metal Gear Solid before Sony and Sega stops them). This people blowed me my mind for how great they are; Bleem! it's not an emulator as you can think for another console, but it's I don't know how to call but a way to programs in low level linguages one console to let run the games of anoter one in high quility resolutions and better Polygons quality graphics with the same original/physical PS1 Disk....It's really incredible what they did. To let you understand, it's like run from Wii U the PS2 games Natively and with reprocessing the grafic in better looking. In our days, you will listen a lot people that just says "impossible", one time here in this forum, one guy listen a lot of "impossible" words to create the Wii U Emulator for PC (and from my side I cannot see why cannot be possible). And this guy in the end did this emulator called CEMU for PC!
Of course if you ask me, it is possible to run natively or emulated the PS5 or PS4 or PS3 to Wii U, I will replay you that you need to take less drugs:).....

The problems of the Wii U and emulators for relatively new console generations like PSP (except to don't pass years on developing the emulators with the optimizations), I believe it's that the CPU it's running in low speed. Because for absurd on GPU side the console it's really powerfull, but on CPU side the three core (single thread) it runs just at 1.24GHz and the people that "chewing"/knows a bit about emulations, should knows that the Wii U if was running at least like the PS3 at 3.2 GHz the emulators beneficial a lot of higher GHz speed to reprocessing all the encoding datas for emulates the machines. If you want to experiment my words, you can test to run example the PS2 emulator on PC side, disable the multithread and underclock / downclocking the CPU at 1.24GHz and the GPU at 550 MHz , once finished try to run the same emulator between 3.8 GHz or 4.2 GHz with the GPU in full power. It's simple comparison but it just to gives you an idea, also because the PC specs in our days are really so much powerful under rasterization. So, you will see a lot differences.....

Anyway what I can suggest for now and what I saw, to run so well Sega Saturn games, are:
  • Android Phone or good Andoid Boxes - Yaba Sanshiro
  • PC - (In our days if you have a nice PC specs) anyone.
  • Switch - Because it's equal to Nvidia Shield Pro, that it's one of the best Android power Arm in our days.
Anyway, to make this port for Wii U, it needs more than a person, should be a little community that help each other to start this. I already checked all the Windows Sega Rally directory files installations......
 
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Jilou

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@CrisMod thank you for the informations. It's so sad it was not released ! If it will release one Day, I will buy it !

I have got the Sega Saturn and these games, and I have got the XBOX 360 and Daytona USA on it, but I wish got these on the Nintendo Wii U one day ...

I do some search on the web, I found some games that I don't know and I put them on Wii U, like Banjo Dreamy on N64 (it's a fangame. The story is between Banjo-Kazooie and Banjo-Tooie), a new game on Ps1 called Magic Castle ... But nothing about how play Saturn Bomberman or Power Bomberman on Wii U T. T
I don't despair, maybe one day someone will create a remake ...
 

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