Homebrew [RELEASE] WiiROTT

nitr8

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Ahhh.. I see. It's Timidity that only reads the config file from USB. I'll see if i can fix this upon checking whether we are loading from USB or SD.

That situation about "previous weapon" to the left D-PAD might never work. It was almost really hard to get the weapon switching to work with weapons which are actually available to the player and if they have ammo, because:

When you are out of ammo for a particular weapon, then it get's lost out of the player's existence.

Even though, Apogee did weapon selection for normal bullet weapons (one-handed pistol, two-handed pistols and MP) by simple switching through a "1, 2, 3" state, as soon as you reach the end of bullet slots, you switch into an ARRAY of missile weapons. Now it's kinda hard to check every array slot against the existence of the weapon within the player's inventory while checking the bullet slots as well. I don't even know why they did it that complicated...

I will have a look at that "weapon switching backwards" thing but i can't promise anything.
 

niuus

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That situation about "previous weapon" to the left D-PAD might never work. It was almost really hard to get the weapon switching to work with weapons which are actually available to the player and if they have ammo.

I will have a look at that "weapon switching backwards" thing but i can't promise anything.
Oh, it's okey. Nothing game breaking, if it can be done cool, if it can't, then nothing happens.

I am more interested in having Wii U Pro Controller support, whether native libogc or libwupc, which is one of the reasons i have been patiently waiting your other ports. :yayps3:

In fact, Wolfenstein 3D and eduke32 would be much better ports under your expertise, in a possible distant future...

Now, to dream with Ion Fury and Blood on the Wii :lol:
 

nitr8

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Oh, it's okey. Nothing game breaking, if it can be done cool, if it can't, then nothing happens.

Look at the code over here:



That's what i had to write especially for the Wii port of ROTT only.
Hope you understand that this is not even easy when using a debugger in the end.

Because imagine this:

Within the game, you have the one-handed pistol and the MP. You can switch between those 2 while jumping over the second slot - so far so good...

Now you come across a second pistol while you have the MP selected.
ROTT does autoselection for the weapon you're picking up. And when it does that, your code needs to check which weapon is currently being used and actually available to the player within the next slot OR - if we are at the end of bullet slots - check for the missile weapons array and then only switch to the next available one. phew....

All of those "missileweapon", "new_weapon", "weapon", "HASBULLETWEAPON" and "bulletweapon" struct members are original code by Apogee. But it's rather hard to understand how it actually works in the original one.
 
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niuus

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Look at the code over here:



That's what i had to write especially for the Wii port of ROTT only.
Hope you understand that this is not even easy when using a debugger in the end.

Because imagine this:

Within the game, you have the one-handed pistol and the MP. You can switch between those 2 while jumping over the second slot - so far so good...

Now you come across a second pistol while you have the MP selected.
ROTT does autoselection for the weapon you're picking up. And when it does that, your code needs to check which weapon is currently being used and actually available to the player within the next slot OR - if we are at the end of bullet slots - check for the missile weapons array and then only switch to the next available one. phew....
Believe me when i tell you, i wasn't being sarcastic. It is not a game breaking mechanic, so if it can't be done, i will swap weapons by cycling over all of them, no big deal. I do appreciate the effort to have this port running in the first place, and i'll be enjoying it a lot since i never finished the game before. Playing it on my PVM with scanlines is a great plus for me.
 

nitr8

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Believe me when i tell you, i wasn't being sarcastic. It is not a game breaking mechanic, so if it can't be done, i will swap weapons by cycling over all of them, no big deal. I do appreciate the effort to have this port running in the first place, and i'll be enjoying it a lot since i never finished the game before. Playing it on my PVM with scanlines is a great plus for me.

Don't worry, i just had no fun with this weapon-switching solution at all while i tried to accomplish switching through all possible slots using only 1 button.

As i said: I will look into backwards switching but what i know of, that might take hours because this solution shown there, took me 4 hours until i reached the final state.
 
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niuus

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Don't worry, i just had no fun with this weapon-switching solution at all while i tried to accomplish switching through all possible slots using only 1 button.

As i said: I will look into backwards switching but what i know of, that might take hours because this solution shown there, took me 4 hours until i reached the final state.
I blame 3DRealms for their obnoxious code, really :lol:
 

Tetsuo Shima

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In fact, Wolfenstein 3D and eduke32 would be much better ports under your expertise, in a possible distant future...
Why? They are already at a perfect state on the wii. Check my signature. For Wolf3d i created a conf and map file for dosbox. For eduke32 I created a wiiflow plugin (but it works also as a standalone app on the hbc) preconfigured with timidity , add on support and better control mappings on the Classic Controller. I actually prefer to play them on the wii than on a pc.
 
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nitr8

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Bugs: you can't go back to select other devices on the IWAD menu, don't know if that's normal. Also, the option USB 2.0 Storage on the WiiROTT menu gives an error.

- USB 2.0 Storage is outdated and will be removed from the list of selectable devices with the release of R3
- Music autodetection & autoselection of the required files hereby have been fixed with the release of R3
- Menu device selection will be fixed with the release of R3

R3 just released & Link updated!
 
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niuus

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Why? They are already at a perfect state on the wii. Check my signature. For Wolf3d i created a conf and map file for dosbox. For eduke32 I created a wiiflow plugin preconfigured with timidity , add on support and better control mappings on the Classic Controller. I actually prefer to play them on the wii than on a pc.
FAR from perfect in any sense. No Gamecube/Wii U PC controllers support, and stick support for the Classic Controller is kinda wonky sometimes. I like the plugin packages that you made out of eduke32, but i do not use Wiiflow.

BTW, it's okey if you'd rather play it through DOSBox for whatever reasons are valid for you (even nostalgia), but there's an ancient Wolf3d standalone port already out there. Sadly, it just freezes on the first screen not accepting any input, so it could use more wads support -including Spear of Destiny in the same dol- and new controller options.

- USB 2.0 Storage is outdated and will be removed from the list of selectable devices with the release of R3
- Music autodetection & autoselection of the required files hereby have been fixed with the release of R3
- Menu device selection will be fixed with the release of R3

R3 just released & Link updated!
Awesome news!

While playing, some minor graphic glitches manifested, if you think it is worth investigating, i could upload the savegame.
 

nitr8

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FAR from perfect in any sense. No Gamecube/Wii U PC controllers support, and stick support for the Classic Controller is kinda wonky sometimes. I like the plugin packages that you made out of eduke32, but i do not use Wiiflow.

BTW, it's okey if you'd rather play it through DOSBox for whatever reasons are valid for you (even nostalgia), but there's an ancient Wolf3d standalone port already out there. Sadly, it just freezes on the first screen not accepting any input, so it could use more wads support -including Spear of Destiny in the same dol- and new controller options.


Awesome news!

While playing, some minor graphic glitches manifested, if you think it is worth investigating, i could upload the savegame.

Will have a look into it. Just need the savegame and to know the WAD that you've used.
 

niuus

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Will have a look into it. Just need the savegame and to know the WAD that you've used.
Sure thing. The wad used was 1.3 GOG & 1.3 Site License.

Savegame is this one. I got out of the game, and the glitch was no more. You can still see it in the embedded screenshot (1st savegame), it was some kind of vertical white lines going down from the floor. The second savegame was shortly before it appeared for the first time. If i manage to reproduce it again, i'll try to make a video, too.
 
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nitr8

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Sure thing. The wad used was 1.3 GOG & 1.3 Site License.

Savegame is this one. I got out of the game, and the glitch was no more. You can still see it in the embedded screenshot (1st savegame), it was some kind of vertical white lines going down from the floor. The second savegame was shortly before it appeared for the first time. If i manage to reproduce it again, i'll try to make a video, too.

I can see it within the savegame menu, too. But i can't tell how that happened... Just wondering...
Wow, found an example of that myself now. Is this comping from the player height? Looks like Lorelei's viewheight is lower than that of Cassatt...

Didn't happen for me a second time... I just restarted the game and did some testing with Lorelei (fresh new game)...
 
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niuus

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I can see it within the savegame menu, too. But i can't tell how that happened... Just wondering...
Wow, found an example of that myself now. Is this comping from the player height? Looks like Lorelei's viewheight is lower than that of Cassatt...

Didn't happen for me a second time... I just restarted the game and did some testing with Lorelei (fresh new game)...
Yeah, it's kinda random! My only theory so far is that it may or may not manifest after at least 20 mins. playing?
 

Tetsuo Shima

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FAR from perfect in any sense. No Gamecube/Wii U PC controllers support, and stick support for the Classic Controller is kinda wonky sometimes. I like the plugin packages that you made out of eduke32, but i do not use Wiiflow.
That's why I configured movement with the dpad in duke3d. I've also put a warning to never ever play it with the left stick. You're not forced to use it with wiiflow, as I said, the same package is working as stand-alone from the hbc.
Only missing thing is support for wii-u controller and other USB game pad.
 

niuus

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That's why I configured movement with the dpad in duke3d. I've also put a warning to never ever play it with the left stick. You're not forced to use it with wiiflow, as I said, the same package is working as stand-alone from the hbc.
Yeah, man. I do know all of that. All the more reason i can undoubtedly say it is far from perfect.

I do use them standalone, but because of the reasons i mentioned before, i scarcely play it.

Only missing thing is support for wii-u controller and other USB game pad.
USB joystick would be nice, though i would be more than happy with WUPC support, for starters. The Wii is definitely a cool platform to enjoy all of these DOS era classics. There's even a Heart of Darkness open source engine that i am dying to see it ported someday to the Wii :yaywii:

Other abandoned Wii ports beside Wolf3d that do not work now and desperately need some updating are Another World, Flashback, and Commander Keen, for example.

Anyone can point me to a so called "Wii U Pro Controller"?
What do you need, @nitr8?
 
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Tetsuo Shima

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@nitr8 Does it support arguments to work as a wiiflow plugin? I would gladly make a 3D cover for it.

@niuus I'm really sorry to hear you were unconfortable with my CC controls mappings for Wolf3D and Duke3D. I did my best, but I accept criticism. What exactly you don't like about them? If you have any advice or suggestion for a way to improve them, I will try my best to do it :)
Even Another World, Commander Keen and Flashback are already being emulated at full speed with dosbox, why need a source port?
I agree with you, there are so many things the Wii could still do, it's a shame that so few developers still work on it. I would really die to see the Exult engine for example (Ultima 7 cannot run very well with dosbox wii), or an improved Quake GX (it still has a few bugs, and no working .mp3/.ogg support), or uhexen2 Hammer of Thyrion.
 
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