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OpenArena Contributions => Idea pit => Topic started by: fromhell on April 13, 2013, 04:39:58 PM



Title: Gamecube/Wii port
Post by: fromhell on April 13, 2013, 04:39:58 PM
After looking in the Jedi Academy source I wonder what extent this could be done. There's already homebrew ports for Wii for the first Quake (http://wiibrew.org/wiki/QRevPAK) which assumes the accelerated bits of the console are already figured out.
Plus the engine already has bits of PPC code for optimization


Granted, textures would need great reduction (like down to 256 max) and sounds may need to be loaded as 4-bit ADPCM somehow just to fit in the memory. Jedi Outcast for the Gamecube compromised in texture detail and cutscenes (which were pre-rendered from PC instead) to save on memory usage for the levels.      Q3A for the Dreamcast compromised by less map geometry, 15/16-bit reduced textures, and 11khz 4bit sounds for everything that's not a weapon.

The Gamecube isn't a PowerVR PCX2, so I can expect it to handle lightmaps and detail textures OA can throw at it.


Title: Re: Gamecube/Wii port
Post by: Gig on April 14, 2013, 03:17:42 AM
Excuse me, I have a question: how many people out there can actually play homebrew software on such consoles?

I have never own any of the two... I thought that Gamecube used special disks that were not common DVDs (how to find and burn them?), and I don't know which media support Wii uses at all.

UPDATE: Found a Wikipedia article: https://en.wikipedia.org/wiki/Nintendo_optical_discs

UPDATE2: Given a quick look to the wiki about Wii homebrew (http://wiibrew.org/wiki/Main_Page), but it doesn't seem something for general users...


Title: Re: Gamecube/Wii port
Post by: fromhell on April 14, 2013, 04:03:40 AM
Wii homebrews' far more widespread yes, but I was just referring to the Gamecube as the baseline since it's pretty much the same technology, and I like its controller better :P


Title: Re: Gamecube/Wii port
Post by: Jakash3 on April 29, 2013, 11:52:47 AM
I give up on openarena