Unfortunately, I have no Wii U to work with... I once had one, but sold it about 2 years ago...Itz possible to make these ports run on WiiU gamepad?

Last edited by nitr8,
Unfortunately, I have no Wii U to work with... I once had one, but sold it about 2 years ago...Itz possible to make these ports run on WiiU gamepad?

Using SDL implementation, it should be possible to get it done. That would require the current source code base.nitr8 Don't know if you could do this but could you make a version of Wolfenstein 3D for the Wii? I know there is one already available but it's unfinished. If doesn't have music or some other sounds, it doesn't support classic controller, the wiimote with nun chuck controls are bad. It looks like the creator of that is done and hasn't updated it in 3 years.
Unfortunately, I have no Wii U to work with... I once had one, but sold it about 2 years ago...
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What would be the price?I have a spare Wii U, tablet and all. You can have it, free shipping.
What would be the price?
From where are you shipping?
Is it possible to run homebrew?
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Well, those scanlines are actually "real", since the picture was taken directly from my CRT monitor, set at [email protected] I also have a video showing the "resolution change", although this is from DOOM 3 BFG's Classic DOOM port:That scanlines were once featured by the Chocolate DOOM source port as far as I can remember from looking at the code.
There's always those ISO sitesThat scanlines were once featured by the Chocolate DOOM source port as far as I can remember from looking at the code...
Anyway, there's currently lots of work to do:
I'm really busy every day and working on porting the OGC library to the RVL SDK.
Though I have to admit that I'm NOT GOING TO RELEASE my work afterwards as that would most likely break some rules with Ninty.
My primary goal is getting SDL to work with the RVL SDK but that requires OGC in the first place. I've seen on some Google research someone saying in a forum that porting OGC from devkitPro / devkitPPC to the RVL SDK takes about a week - and he's definitely right. I for myself spend 8 hours each day in order to get it done. Let's just see where this leads to...
If porting over OGC, SDL and some other libraries is done, the real debugging of my Chocolate ports can start on the NDEV as I can get real code dumps then via SERIAL FT232RL connection hooked up to my development station.
Maybe I will release the ported OGC code so someone else can also compile it using the RVL SDK but i definitely won't release any precompiled binaries.
That definitely doesn't belong here as I don't support piracy.There's always those ISO sites![]()
- copy all of the directories to the "APPS" folder on your USB device
- if you want, you can install the FORWARDER WAD's corresponding to your console using YAWMM
- the main game IWAD for each game is required as well in order to get each game to run
- DO NOT RENAME THE GAME DIRECTORIES AS THESE ARE SPECIFIC TO THE SOURCE CODE
- DO NOT MOVE OR RENAME ANY OF THE FILES IN THE GAME DIRECTORIES THAT CAME WITH THIS RELEASE
(the RESOURCE PWAD's are named "psp....wad" because i re-used them from my PSP / PS VITA ports)
Congrats on the compile with the devkit, dudeSurprise...![]()
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