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Re: Wii Port?
Posted: Mon Jun 15, 2009 10:14 pm
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*
Re: Wii Port?
Posted: Mon Jun 15, 2009 10:32 pm
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
Re: Wii Port?
Posted: Mon Jun 15, 2009 10:38 pm
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
Re: Wii Port?
Posted: Mon Jun 15, 2009 11:00 pm
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...
Re: Wii Port?
Posted: Mon Jun 15, 2009 11:21 pm
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.
Re: Wii Port?
Posted: Tue Jun 16, 2009 6:56 am
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.
Re: Wii Port?
Posted: Tue Jun 16, 2009 1:55 pm
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.
Re: Wii Port?
Posted: Tue Jun 16, 2009 3:12 pm
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...
Re: Wii Port?
Posted: Tue Jun 16, 2009 3:26 pm
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".
Re: Wii Port?
Posted: Tue Jun 16, 2009 5:38 pm
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.
Re: Wii Port?
Posted: Tue Jun 23, 2009 11:34 am
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.