Wii Development

@MaxBeta
You are right I applied WD's changes to our current build and had the exact same results. There is some new issue now Nightslashers is a heavily scripted mod and it worked fine maybe some new script is causing the issue I will also test more.

Please test this build: http://www.mediafire.com/file/rtga2hat4rg6a0x/Wii_Velocity_Test_3_-_OpenBOR.zip/file

I'm sorry not to be in the team anymore ...

Yet you still help and support us thank you White Dragon.  I hope one day we will be a team again.
 
@Malik

Testing build now.

In the meantime see link for WD test build crash log while playing Fighter's History Revenge, which on last build would crash after beating second stage boss because ran out of memory.

In new test build by White Dragon it now crashes after beating first boss stage and has a large amount of processes that failed or could not be completed.

Maybe this can help pinpoint the error.

http://www.mediafire.com/file/k4v4v4gondr3i5k/OpenBorLog.txt/file


Ok everything is fixed now. Directional bug fixed for good and mods are running like they usually would.

I think the remaining implementations would be:
+ cache method to sd for playing heavy script/size mods that normally crash
+ Wii U virtual console injection with gamepad support and overclocking

Of course these features can wait. This is already the best build the Wii/WiiU has seen and I thank you all for that. Malik, White Dragon and Demothens I owe you guys a couple of cold beers, so Cheers! 8)

Now I think I should concentrate on learning script so I can make my own mod.  ;)

If any further testing needs to be done let me know, I will be around often like I always am.
 
Finally I cant believe all that stress over a silly missing break statement thanks again White Dragon.  I am now trying to fix the previews window in the Wii port if I can get this working maybe it will be a easy fix for PSP port also.  After that I will move on to the 16 bit sample issue then I will be happy with the Wii port.

For now I need a break from this stressful bug fixing but I am sure I will be back to this very soon.
 
A break most well deserved indeed.
Thanks to all the work and effort you put into the Wii port Malik!
And again also thanks to White Dragon for his dedication and bug fix.
Much appreciated you guys!

Btw, as a reminder I think an official build is still due in the github now that this pesky bug is finally out of the way. Whenever you have the time.
 
I will make a release when i get home.

I was kidding myself I can not stop I love this stuff.  I have been looking over the preview code for the wii it was not working and it makes the pak selection menu hang for ages.  I am guessing it was commented out as it takes too long to read from paks on wii (maybe DC can confirm this).  I will run some more tests but if that is the case I may add support for previews from the screenshots folder instead.
 
Ok so I managed to get previews working on the Wii and they are not so bad for small games but on a big game like night slashers X the menu will hang for so long you will think it has crashed.  I will try to find a way to load previews from the screenshots directory instead.
 
@DC

I really need some help I have managed to get previews working on the Wii port but only in 8 bit mode.  In 32 bit mode I get distortion on the image (attached a screenshot) I can not figure out what I am doing wrong.

Here is my get preview code:
Code:
s_screen *getPreview(char *filename)
{
	int width = 160;
	int height = 120;
	s_screen *title = NULL;
	s_screen *scale = NULL;
	FILE *fp = NULL;
	
	char ssPath[MAX_FILENAME_LEN] = "";
	getBasePath(ssPath,"ScreenShots/",0);
	strcat(ssPath,filename);
	strcat(ssPath, ".png");
	fp = fopen(ssPath, "r");
	
	if(fp) //if preview found
	{
		fclose(fp);
		strcpy(packfile,"null.file");
		
	// Create & Load & Scale Image
	if(loadscreen(ssPath, packfile, NULL, PIXEL_x8, &title))
	{
	if((scale = allocscreen(width, height, PIXEL_x8)) == NULL) return NULL;
	scalescreen(scale, title);
	memcpy(scale->palette, title->palette, PAL_BYTES);
	}
	else if (loadscreen(ssPath, packfile, NULL, PIXEL_32, &title))
	{		
	if((scale = allocscreen(width, height, PIXEL_32)) == NULL) return NULL;
	scalescreen(scale, title);
	
	//memcpy(scale->palette, 0, PAL_BYTES);
	} else { return NULL; }
	videomodes.pixel = pixelbytes[(int)scale->pixelformat];
	
	// ScreenShots within Menu will be saved as "Menu"
	strncpy(packfile,"Menu.ext",MAX_FILENAME_LEN);
	
	// Free Images and Terminate FileCaching
	freescreen(&title);
	return scale;
	} 
	else
	{
		fclose(fp);
		return NULL;
	}

}

[attachment deleted by admin]
 
sorry ignore me I was using loadscreen not loadscreen32  ::)

Now I have the previews working I just need to tweak the code so any screen shots you make within openbor will display in the preview window.  If you have more then 1 it will load the first match.
 
lol, I was just sitting down to have a peek. Glad I checked here first. Good catch.

DC
 
@DC

Thanks DC but guess what it is broken again so screen shots are taken correctly in high colour they display with a odd tint Double Dragon has a blue tint and Kingdom Hearts has a green tint.  I have looked at examples of loading 24 bit colours and can not tell what I am missing.  I have opened the original images in paintshop and they are fine.

Here is the full code for menu.c : https://paste.ofcode.org/k446eRrtwXd8H4EnAtnMcA


[attachment deleted by admin]
 
Nice idea with the screenshots, Malik.

This could be very useful in others platforms too. For example, there are mods where the titleb won't make much sense (or they doesn't have it at all because it uses videos, like SORXX) where we could benefit from having customized images. So the engine would first search for a screenshot with the same name of the pak - if not present, them proceed to extract from the pak.

I am taking a wild guess here, but I think that this would make OpenBOR to load faster, since it won't need to search for those images inside the pak.
 
There is only a performance hit on psp and wii where you have slow read speeds so the feature was removed for their ports.

Previews are loaded on the fly so they only slow down and hang the menu when you are loading from a big pak file.
 
Edit: Finally fixed the previews to work in 24 bit high colour I will add support for 8 bit even though I don't think we will need it.
 
msmalik681 said:
Edit: Finally fixed the previews to work in 24 bit high colour I will add support for 8 bit even though I don't think we will need it.
That's great! Another great fix to the OpenBOR for the Wii. Thanks.
With the 24 bit high colour should be enough (take into account that for the Wii is better to save as much memory as possible, so if 8 bit previews are not needed is better to save that space).
 
Thank you once again for another fix Malik!

Also about a compatibility list I would be able to assist with that as well.
 
@SieKensou

With the 24 bit high colour should be enough (take into account that for the Wii is better to save as much memory as possible, so if 8 bit previews are not needed is better to save that space).

The 24 bit high colour previews support both colour formats.  As previews are loaded on the fly they do not stay in memory.

@MaxBeta

Also about a compatibility list I would be able to assist with that as well.

I hope everyone in the community will help with this compatibility list.

Edit: added a new compatibility list for Wii on the Wikipedia Main Page
 
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