Homebrew ioQuake3-Wii

  • Thread starter Thread starter Mayo1990
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could this be ported to Wii U as well? (with GX2 support, obviously)
if so im willing to lend a hand

maybe it could use gx2gl? when it's more mature obv. Otherwise i'm already pretty used to writing for GX2, i used it for sonic3air and srb2 and rsdkv4 so..

i could also take a crack at GX, but i'm not sure how well that'd turn out tbh
 
Last edited by siahisaforker,
could this be ported to Wii U as well? (with GX2 support, obviously)
if so im willing to lend a hand

maybe it could use gx2gl? when it's more mature obv. Otherwise i'm already pretty used to writing for GX2, i used it for sonic3air and srb2 and rsdkv4 so..
I tried to port it back then to Wii U and ANGLE+CafeGLS didn't feel mature enough for it to run well (I would get garbled shaders + corrupted textures). I did manage to get the QVM to port though. Just the renderer side (which is, ironically enough, the biggest issue) the caveat, but I have no plans in working on the WiiU port for now until I sort my other ports first.
Post automatically merged:

In case, here's two small previews. The whole release is going to be this weekend too in case I don't run into issues.

A few things to consider:
  • Both builds no longer have the OpenGX wrapper in. Everything is running using the native Wii (GX) renderer.
  • Both builds are capped at 60 FPS (yes, even in game). Just try either and let me know how they're working.
  • The JIT build is supposed to be more stable. (Interpreter can't get to DM11, but JIT build did) But in case, let me know. I'm just theorycrafting and fixing as we go through.

Things that needs to be done: Stability fixes. I'm still not done with the GX renderer as I'm missing a few more things, so there's that.

When trying and reporting stuff, also state which Wii you're using. If It's PAL or NTSC.

Let me know if you run into issues.
 

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