Wii Port?

Anything related in any way to game development as a whole is welcome here. Tell us about your game, grace us with your project, show us your new YouTube video, etc.

Moderator: PC Supremacists

User avatar
trufun202
Game Developer
Game Developer
Posts: 1105
Joined: Sun Sep 21, 2008 12:27 am
Location: Dallas, TX
Contact:

Re: Wii Port?

Post by trufun202 »

GyroVorbis wrote:I would port it to Virtual Boy and Sega 32x if I had time.
Oh snnnnaaap, now you're talkin'! Damn, now I really wanna play some Panic Bomber.

*starts rummaging through the closet for his Virtual Boy*
-Chris

YouTube | Twitter | Rad Raygun

“REAL ARTISTS SHIP” - Steve Jobs
speewave
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 8
Joined: Thu Oct 30, 2008 9:08 pm

Re: Wii Port?

Post by speewave »

no problem then, there really wasn't a rush or need for a Wii port and im sure we can all wait...

About Wii Homebrew:
Wii Homebrew is freaking easy, the first day i started i was able to draw an image to a screen and then move it like a cursor ... so really manipulating the system wouldn't be a huge hassle , if you have Visual C++ life is easier, and as long as you can poke around a bunch of examples\tutorials\ and headers ... you'll be fine :)
User avatar
Falco Girgis
Elysian Shadows Team
Elysian Shadows Team
Posts: 10294
Joined: Thu May 20, 2004 2:04 pm
Current Project: Elysian Shadows
Favorite Gaming Platforms: Dreamcast, SNES, NES
Programming Language of Choice: C/++
Location: Studio Vorbis, AL
Contact:

Re: Wii Port?

Post by Falco Girgis »

Wii development is on Windows? And you guys can compile through VS without going to the absolute hell that I did for libGyro all last weekend? ...well goddamn. XD
speewave
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 8
Joined: Thu Oct 30, 2008 9:08 pm

Re: Wii Port?

Post by speewave »

its like some project template like thing, and when it compiles it sends it through the wii's gcc compiler and does all its little makefile things... and routes errors and warnings like VS normally would... there was something similar to this for Dreamcast a while back...
User avatar
Bakkon
Chaos Rift Junior
Chaos Rift Junior
Posts: 384
Joined: Wed May 20, 2009 2:38 pm
Programming Language of Choice: C++
Location: Indiana

Re: Wii Port?

Post by Bakkon »

speewave wrote:its like some project template like thing, and when it compiles it sends it through the wii's gcc compiler and does all its little makefile things... and routes errors and warnings like VS normally would... there was something similar to this for Dreamcast a while back...
Alright, last time I tried doing Wii homebrew, I had to use devkitpro and that shit made me cry. This sounds amazing. I may need to try it again.
User avatar
Falco Girgis
Elysian Shadows Team
Elysian Shadows Team
Posts: 10294
Joined: Thu May 20, 2004 2:04 pm
Current Project: Elysian Shadows
Favorite Gaming Platforms: Dreamcast, SNES, NES
Programming Language of Choice: C/++
Location: Studio Vorbis, AL
Contact:

Re: Wii Port?

Post by Falco Girgis »

speewave wrote:its like some project template like thing, and when it compiles it sends it through the wii's gcc compiler and does all its little makefile things... and routes errors and warnings like VS normally would... there was something similar to this for Dreamcast a while back...
Yeah, I do remember that also. I even used it. ;) Then they went and updated KOS, and/or gcc, and made a bunch of changes that made it incompatible. I have had to do all of that myself with libGyro. The only real problem arose from the fact that gcc and make need to be invoked via cygwin.
User avatar
MarauderIIC
Respected Programmer
Respected Programmer
Posts: 3406
Joined: Sat Jul 10, 2004 3:05 pm
Location: Maryland, USA

Re: Wii Port?

Post by MarauderIIC »

You know those people that are like "CHECK IT OUT I just made Linux run on this piece of celery [or other random object]!!"? Yeah, that's Falco, but with ES. Case in point:
GyroVorbis wrote:I would port it to Virtual Boy and Sega 32x if I had time.
I realized the moment I fell into the fissure that the book would not be destroyed as I had planned.
User avatar
eatcomics
ES Beta Backer
ES Beta Backer
Posts: 2528
Joined: Sat Mar 08, 2008 7:52 pm
Location: Illinois

Re: Wii Port?

Post by eatcomics »

MarauderIIC wrote: "CHECK IT OUT I just made Linux run on this piece of celery
I want celery that runs linux, I could run a celery server... :)
Image
User avatar
rolland
Chaos Rift Regular
Chaos Rift Regular
Posts: 127
Joined: Fri Dec 21, 2007 2:27 pm
Current Project: Starting an Android app soon
Favorite Gaming Platforms: PS1, N64
Programming Language of Choice: C++
Location: Michigan, US

Re: Wii Port?

Post by rolland »

Bakkon wrote:
speewave wrote:its like some project template like thing, and when it compiles it sends it through the wii's gcc compiler and does all its little makefile things... and routes errors and warnings like VS normally would... there was something similar to this for Dreamcast a while back...
Alright, last time I tried doing Wii homebrew, I had to use devkitpro and that shit made me cry. This sounds amazing. I may need to try it again.
Well, technically it still uses DevkitPro. It uses DevkitPro's DevkitPPC compiler. But now there's a nice little layer that you can insert between the two that makes you not hate your life. And it kicks the **** out of "build.bat".
I'll write a signature once I get some creativity and inspiration...
User avatar
Trask
ES Beta Backer
ES Beta Backer
Posts: 738
Joined: Wed Oct 29, 2008 8:17 pm
Current Project: Building a 2D Engine
Favorite Gaming Platforms: Sega Genesis and Xbox 360
Programming Language of Choice: C/C++
Location: Pittsburgh, PA
Contact:

Re: Wii Port?

Post by Trask »

I'm sure that they could probably port this beast to anything possible, but it's probably best to focus on one or two platforms first, keep things as open as possible for future ports(i.e. the library system), but still concentrate on getting a product to port. :P

I'm sure we'll eventually have ES running off of my pepsi can here by the time this group is done.
MarauderIIC wrote:You know those people that are like "CHECK IT OUT I just made Linux run on this piece of celery [or other random object]!!"? Yeah, that's Falco, but with ES.
Dear god, they actually ported ES to a piece of celery!
Martin Golding wrote: "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live."
User avatar
Bakkon
Chaos Rift Junior
Chaos Rift Junior
Posts: 384
Joined: Wed May 20, 2009 2:38 pm
Programming Language of Choice: C++
Location: Indiana

Re: Wii Port?

Post by Bakkon »

rolland wrote:
Bakkon wrote:
speewave wrote:its like some project template like thing, and when it compiles it sends it through the wii's gcc compiler and does all its little makefile things... and routes errors and warnings like VS normally would... there was something similar to this for Dreamcast a while back...
Alright, last time I tried doing Wii homebrew, I had to use devkitpro and that shit made me cry. This sounds amazing. I may need to try it again.
Well, technically it still uses DevkitPro. It uses DevkitPro's DevkitPPC compiler. But now there's a nice little layer that you can insert between the two that makes you not hate your life. And it kicks the **** out of "build.bat".
I installed WiiWizard with VC++ Express (hopefully this is what you were talking about) and it's having trouble compiling with the makefile. Was there some other properties I had to tinker with? I'm having trouble finding any guides to set this up.
Post Reply