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Author Topic: Porting OpenArena to Wii  (Read 11431 times)
iSubaru
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« on: December 12, 2009, 06:24:04 pm »

I got back to forums after some tries with porting OpenArena to iPhone and ending with failure for now (but not so critical I guess)
I got another idea to port it to Wii, someone said that is possible but probably it would had to use Quake I engine, is that difficult to use OpenArena with that engine? would that be simple change of files and compile or some more work?
I want some pointers, maybe I would try to take it on especially I don't have much work recently heh

iSubaru
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fromhell
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« Reply #1 on: December 12, 2009, 06:28:13 pm »

Technically the Wii can handleit as-is. Whether it supports OpenGL is another story.

No, porting OA to an old engine is not porting OA to another platform.
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Falkland
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« Reply #2 on: December 12, 2009, 07:16:36 pm »

Wii CPU is IBM Broadway (http://en.wikipedia.org/wiki/Broadway_%28microprocessor%29 ) mostly based on G5 (PowerPC64) + some CELL ( http://en.wikipedia.org/wiki/Cell_%28microprocessor%29) extensions.

ioquake3 has full powerpc64 support and there's an (experimental?) linux environment for Wii ( http://wiibrew.org/wiki/Wii_Linux ) based on the gc-linux project ( http://www.gc-linux.org/wiki/Main_Page )

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iSubaru
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« Reply #3 on: December 12, 2009, 09:03:46 pm »

Oh right I forgot about Wii Linux O_O
Guess I will check this first...yes I'm lazy so I check easier method punched
Yes technically Wii is strong enough but that OpenGL and such things are questionable that's why my friend said about using Quake I engine (there is Quake I ported so it would be 100% possitive)
hmmm so what to do... I guess I would have to get source and try to compile it with cross compiller for PPC 64...hmmm
<thinking mode> OK I will give it a shot
Maybe at least single player will go ^_^
<happy mode>
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fromhell
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« Reply #4 on: December 12, 2009, 09:07:02 pm »

Quake's ported because it comes with a software renderer. Quake3, and OpenArena do not, nor is it easy or feasbile to make one (independent texture sizes for one prevent fast rasterization)

The GPU in the Wii, or even the Gamecube, is enough to run Q3 at a high framerate at maximum detail with lightmaps on. The CPU might even be enough to handle an ExcessivePlus server. It's just that Nintendo's kiddy grade publishing policy in their past caused Gamecube/Wii appear only as underperforming console systems, not catering to the hardcore (because of no GTA, Final Fantasy (not Crystal) or Halo games. I don't even consider those 'hard core' either.)
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
iSubaru
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« Reply #5 on: December 13, 2009, 06:31:21 am »

*yawn* good morning~
I'm all ready to make some research on this, I will try as mentioned earlier WiiLinux and then running it, I'm gonna jump with smile if that will go
After that I will try to manual compile Smiley
fromhell sir, so uhm, if I understand correctly then Wii can run Quake III without problems but there may be necessary some changes in code or something?
Yes Wii wasn't created with mind about super-hiper-powerfull components to run Crisis like games and other super-beautiful ones, but at any case Marta Lualdi looks sweet ^_^"
But first things first, WiiLinux here I come
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kick52
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« Reply #6 on: December 13, 2009, 09:00:32 am »

fromhell sir, so uhm, if I understand correctly then Wii can run Quake III without problems but there may be necessary some changes in code or something?

No, it's technically possible, but you'd have to get OpenGL on the Wii, or code your own software renderer.
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iSubaru
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« Reply #7 on: December 13, 2009, 03:21:39 pm »

Oh...but OpenGL is source opened more or less if I remember correctly so I can mess with it later Smiley
Now that I have almost everything ready time to finally make OpenArena PPC executable...huff just few more steps...ouch my neck hurts T_T
I can feel it... I can feel it will at least run Cheesy
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kit89
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« Reply #8 on: December 19, 2009, 06:11:05 pm »

If I can remember correctly the Wii GPU API is similar to OpenGL but with a variety of modifications.

The Quake 3 engine should in theory be relatively straight forward to port over to the Wii. It should only require a small rewrite of the User Input Control & a potentially large/small( depending on the similarity to OpenGL ) rewrite of the Rendering Code.

Though to do it effectively requires the Wii SDK.
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iSubaru
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« Reply #9 on: April 29, 2010, 09:33:50 am »

Sorry for necro-revive-thing but I guess it's better than starting new topic with same purpose

I tough about whole thing a little recently and found out there are some graphic libraries avaiable for Wii including whole SDL, maybe that can help purpose of OA on Wii be finished somehow?
In other hand I can once again attempt to run Wii Linux with X'es (cause they are required for OA I guess) and then try running OA on it, at least single player for start, we have in theory a lot of RAM to use but it can turn out to be small after all Tongue
Wii Linux can read USB Keyboard so for start I can use it as input, then try moving some things to Wiimote and Nunchuck like...hmm

Nunchuck Analog - moving around~
Wiimote pointer - weapon pointer (let's rock)
Wiimote B button - Shooting (to keep style and compatibility with that add-ons for Wiimote Tongue)
Wiimote A button - jump maybe?
Nunchuck Z button - Zoom~
Nunchuck C button - Crouch (does someone use it actually? Cheesy)
Wiimote 1 button or LEFT button - Previous Weapon
Wiimote 2 button or RIGHT button - Next weapon
Wiimote UP button - first quick weapon change (Gauntlet? :3)
Wiimote DOWN button - second quick weapon change (shotgun? :3)

Well I guess that would do the trick for now...heheh...
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DaywalkeR
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« Reply #10 on: May 14, 2010, 12:12:32 pm »

You are talking about porting it to wii, iphone, gameboy... why dont we port it to my alarm clock?

I think we should first make the PC-Version fine before thinking about that.
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dbX
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« Reply #11 on: May 14, 2010, 12:59:09 pm »

why dont we port it to my alarm clock?

Can your alarm clock run Linux? If yes, then I think it's doable.
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Marble of Doom
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« Reply #12 on: May 14, 2010, 08:58:27 pm »

OA would be sweet on a Ti83
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fromhell
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« Reply #13 on: May 14, 2010, 10:52:48 pm »

i'd like to have openarena running in dos with qvms working but there's something about software rendering vs md3 and q3bsp that prevent it even if it were vertex lit
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
RMF
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« Reply #14 on: May 18, 2010, 11:01:16 am »

oh noes not the wii.. you can spend your time much better than porting things to a wii. PS2 or 3 would be cool, or a xbox(360) as more ppl have that.
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