Homebrew The Wii Ports ultimate thread

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Added more ports:
  • Five Nights at Freddy
  • Undertale
  • Deltarune Chapter 1

Unfortunately I don't think that Plants vs Zombies 1.2 is beatable on Wii. The final boss has crashed three times on me.

Admittedly, I carried my 1.1 save forward, but since this is pretty obviously a memory issue I don't think calls to a (possibly) incompatible save file mid-level are the cause. And I was able to do the last few levels before the boss in 1.2 with/from that save file.

I expect you can get through the campaign to the final boss in 1.2, provided you restart/let your Wii crash every 3-5 stages. You'll never be able to play through the whole thing in sequence, the memory fills up and it crashes after enough stages. You'll hasten the crashes if you open any unnecessary menus or assets.
Is it still the case with the 1.21 update?
 
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Is it still the case with the 1.21 update?
Nope! Pleased to report that the boss was completed successfully on a fresh load on the first try on 1.21. There are times when the game chokes and slows down significantly, but it managed to recover to normal speed most of those times.

I decided to press my luck and kept playing the minigames after the boss as a stress test, I was able to get through 4-5. On Beghouled Twist (ugh) it crapped out in spectacular fashion - the out of memory error was printing to screen (maybe this was originally a debug version release), repeatedly for the last few minutes of play. It ultimately stack dumped more theatrically than I recall Wii homebrew ever dumping, grinding sound effects, red screen, the works. Getting off the dump screen for this one requires reset button (on the console) or Gamecube controller, so it's a little awkward since it's a Wiimote game. I was able to beat that particular minigame on the next fresh boot.

1.21 is a definite improvement. The game's beatable and I suspect you can beat any one level or minigame on a fresh load as of 1.21. The memory clearing between levels code isn't perfect, so there is still a time/content limit on play for a single boot. Simple levels probably 5 or so in a row, more complex could be lower.
 
Nope! Pleased to report that the boss was completed successfully on a fresh load on the first try on 1.21. There are times when the game chokes and slows down significantly, but it managed to recover to normal speed most of those times.

I decided to press my luck and kept playing the minigames after the boss as a stress test, I was able to get through 4-5. On Beghouled Twist (ugh) it crapped out in spectacular fashion - the out of memory error was printing to screen (maybe this was originally a debug version release), repeatedly for the last few minutes of play. It ultimately stack dumped more theatrically than I recall Wii homebrew ever dumping, grinding sound effects, red screen, the works. Getting off the dump screen for this one requires reset button (on the console) or Gamecube controller, so it's a little awkward since it's a Wiimote game. I was able to beat that particular minigame on the next fresh boot.

1.21 is a definite improvement. The game's beatable and I suspect you can beat any one level or minigame on a fresh load as of 1.21. The memory clearing between levels code isn't perfect, so there is still a time/content limit on play for a single boot. Simple levels probably 5 or so in a row, more complex could be lower.
Nice to know. Would love for it to have Wii Classic/Pro Controller support to play it more often, but at this point I think it would be sheer luck if it happens.

It would be cool to port *Star Fox*—which was ported to PC—to the Wii, with the necessary improvements and support for 240p. https://github.com/kandowontu/starfox-enhanced
1000% agree. I would love to have this native on the Wii, with all the bells and whistles it can.
 
Please add Mighty Mike, I don't know if I'm gonna update it in the near future
Aha! I knew I was missing something... that's the one.

I hope you can do at least one more release with more speed, and at least Wii Classic Controller so it inherits Wii U Pro Controller support.
 
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Undertale Wii / Deltarune Chapter 1 Wii
(GameMaker Studio launcher, by Project-Sunshine)

Controller support:
  • Gamecube controller.
  • Wiimotion Plus?
  • Wii Classic Controller?
  • Wii U Pro Controller.
  • Wiimote+Nunchuk?
Project site:
https://project-sunshine-native.github.io/website/index.html
Source:
https://github.com/Project-Sunshine-Native/cinnamon
Releases:
https://project-sunshine-native.github.io/website/patcher.html

Tested Undertale Wii.

It works with the Wii Classic Controller (D-Pad or Analog Stick). (I didn't test any other controller)

There's a Joystick configuration menu (in game settings) that allows to:
- set the three main buttons: default is Z = A , X = B , C = Y (it is actually reversed, one can change it to Z = Y , X = B , C = A)
- set the analog sensivity
- set the the Directional Choice : Both, D-Pad only, Analog only
- test the controller configuration.

Also, pressing "Home Button" opens a menu that allows to enable/disable 240p mode (enable it, of course), return to Homebrew Channel, return to Wii Menu, or Resume to Game.

Really nice port! Thanks to the devs.
 
Last edited by Ouaz,
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