Wii Development

msmalik681

OpenBOR Developer
Staff member
I have fixed the USB support for the Wii but I wanted to add support for the base path so no matter what folder you run openbor from the the directories update to the path of application you just ran.

@Demothens
Do you know what data is held in argv I have found that argv[0] holds the device root like "usb:/" or "sd:/" but what data is in argv[1] and argv[2] I tried to use them but I get a crash with (DSI) exception.

If we update the version of devkitPPC and libogc to this one https://devkitpro.org/viewtopic.php?f=13&t=8625 it will add support for 3rd party classic controllers and wii u pro controllers.  Not sure if it is worth updating currently we are running
libOGC Release 1.8.12 and devkitPPC release 27.

The wii at the moment suffers from lack of ram it can not run most newer/heavier mods. I have seen the wii can run on virtual memory using the SD card this could allow any mod to run on the wii https://gbatemp.net/threads/large-neogeo-games-support-and-cps3-tests.493767/ but it is not something I could do for now.

Openbor on my TV has the top and bottom of the screen out of view is this just me or does everyone have this issue.

Finally there is a odd bug on the wii where sometimes a entities direction will change MaxBeta is researching this and will give a report with his results.  As far as I know this only affects the wii port.
 
msmalik681 said:
Openbor on my TV has the top and bottom of the screen out of view is this just me or does everyone have this issue.
Yes, I can confirm this happening too on widescreen TVs.
It cuts at least 4 to five pixels from the top and I think also bottom.
Screenshots from the engine cannot pick it up as they show what the entire screen should look like, but you can also observe the cropping on the Wii U gamepad is the same. I'm not sure about 4:3 format TVs because I know some people still play wii on later model CRT, but it does happen on widescreen TVs.

I usually have to adjust the HUD offset in options from a 2 to 6 depending on the game for it to display fully on-screen.

I was not aware that other Wii applications could run on virtual memory using the SD card.
That sounds very interesting and would definitely benefit the Wii port compatibility overall.

I will post videos soon regarding the directional bug issue present on this port, but for the meantime I'd also like people to recommend games to test.

I usually get most mods from @netspider1 MEGA repository because he has dedicated his time to clean out unnecessary files from them to save up size and also has fixed issues where mods would stop and crash. So needless to say when a mod does not work for me on the Wii port, there is usually a 60% chance these mods will work.
LINK: https://mega.nz/#F!28kzwQiA!l-Yh7HFUUKL5wiFsgQQJxQ!HkVFASgJ

So far I have tested and compiled a short Compatibility List for working/non-working mods and will be updating it as I keep testing. These are all tested on the recent OpenBOR Wii ver.3.0 build 6330 but I can also guarantee these same issues go way back since even before build 4153 which I still have on my Wii.

+ A Tale of Vengeance (palette issues on some enemy characters. Still very playable. RECOMMENDED)
+ Battletoads & Double Dragon - Return of the Dark Forces (no issues observed. RECOMMENDED)
+ Battletoads & Double Dragon - THE REVENGE (no issues observed. RECOMMENDED)
+ Beats of Rage [original] (cannot continue after dying, all buttons end the game)
+ Double Dragon GOLD (graphical misalignment issues with 320x240 version. Widescreen version RECOMMENDED)
+ Dragon Ball Z Fighters (crashes on first loading screen. Wii memory issue)
+ Fighter’s History REVENGE (works with amazingly well with the exception that it crashes after the second Indian boss due to memory shortage.)
+ Final Fight Apocalypse 1st/2nd/3rd Run (all these mods run fairly well with very few graphical misalignment issues. RECOMMENDED)
+ Golden Axe GOLD (enemy lifespan behavior is weird sometimes. Mod crashes on loading 2nd stage. Will provide log later)
+ Golden Axe LEGEND (works great with very few transparency color issues during prologue. RECOMMENDED)
+ HYPER Final Fight 3 - The Peace Keepers (no issues observed. RECOMMENDED)
+ JENNIFER (need to run some more tests but it ran pretty well far into the mod. RECOMMENDED)
+ Knights & Dragons - The Endless Quest (runs but has tons of weird behavior issues being how extensive the script is. Best to come back to test on future builds)
+ Mortal Kombat - Outworld Assassins (no issues observed. RECOMMENDED)
+ Neon Lightning Force (some sounds need to be compressed or you get hiss noise. Directional Pushback bug run attacks & throws. Can be played all the way through hence these issues. RECOMMENDED)
+ Night Slashers X (some sounds need to be compressed or you get hiss noise. Directional Pushback bug run attacks & throws. Can be played all the way through hence these issues. RECOMMENDED)
+ Power Rangers - Beats of Power SPECIAL (some sounds need to be compressed or you get hiss noise. Weird behavior on character select screens. Can be played all the way through hence these issues. RECOMMENDED)
+ The Simpsons - Treehouse of Horror (some sounds need to be compressed or you get hiss noise. Directional Pushback bug run attacks & throws. Can be played all the way through hence these issues. RECOMMENDED)
+ Splatterhouse - Deception of the Mask (need to run some more tests but it ran pretty well far into the mod. RECOMMENDED)
+ Super Final Fight GOLD PLUS rev3 LITE (Directional Pushback bug run attacks & throws. Can be played all the way through hence these issues. RECOMMENDED)
+ TMNT Rescue Palooza DEMO ver.093 (some sounds need to be compressed or you get hiss noise. Can be played all the way through hence these issues. RECOMMENDED)
+ World Heroes EXTRA - Supreme Justice (Directional Pushback bug run attacks & throws. Mod crashes after ending 2nd stage. Will provide log later)

Everyone, please let me know if there are any mods/paks you would like me to test and I can keep updating this list.

That's all for now.  8)
 
How big is the Wii U homebrew scene? It looks to be way smaller than Wii one.
It would be good have a Wii U port?

palette issues on some enemy characters
Probably, those mods uses global palette in 8bit mode. Since Colour Depth was depreacated, you would need to make palettes for those entities.

some sounds need to be compressed or you get hiss noise.
Isn't the issue with 16bit sounds? If you resample them in 8bit, you would solve this issue.

 
Wii U homebrew scene is pretty much an extension of Wii homebrew scene but improves on emulation performance and can also access more memory and higher speeds. Wii U can also emulate N64, PS1, PSP and Gamecube considerably better because of this. Lets not forget the included Gamepad feature which can be useful if you want to kick back in any corner of your house and play some games and not be limited to your TV room.
However, both scenes are suffering from attention because yes, The Switch is in town and development interest has gone in that direction.
Still, many people still own Wii and WiiU and look forward to contributions and updates.
I am interested in OpenBor not only because I play it, but because I want to create my own mod.

But that is not the issue I've been trying to stress. How big which homebrew scene is? Honestly, does it really matter?
The Wii OpenBor port has a few issues that renders it broken and has been broken for a while. Its just needs a small push to get better and people like Malik and Demothens seem enthusiastic enough about it, so why not give it a try? I honestly think that together we can make this build much better than it currently is because the tools to make it so have already been made available.
This thread is about trying to fix a port that has had the same directional action issues for more than 100 revisions and I will upload a video demonstrating this tonight. A fix to this bug could definitely mean a great difference from night to day regarding this particular port.

Please do not take this as an offense @O Ilusionista. I respect you just as I respect the next person, and even more because I know you since back from MFG days. You are a top creator and a brilliant one as well. I am just trying to flesh out and explanation to your question.

More than anything, I want to be more active here to learn from you guys and do my best at creating a game, but I want to eagerly help get this Wii build some better treatment mostly because I think OpenBOR is a great development engine and secondly because I have some of the hardware consoles that can run it.

I am positive this could be a learning process for all of us and the end results will be greatly appreciated by the community.

I am sorry if I rambled on too much.
 
I just asked a question, out of curiosity. I had no intention of belittling anything. If it sounded like that, it was just my bad English in action.
That was just really a question :) Because I know Wii U wasn't a big success like Wii. No need to get defensive ;)

I was going to suggest to maybe to abandon the Wii port over the Wii U port, but maybe it won't be a good idea. And dunno if the devs will accept a new and official port at all, since the ports were reduced down the time, like DreamCast. For example, I think we should abandom the Mac port. OpenBOR can run perfectly using Wine.

I saw some people running OpenBOR on a Switch. This could be cool.
 
I totally understand, and honestly I was not trying to sound off as defensive other than just explanatory. No harm no foul.

Not sure if you'd agree but, in my honest opinion I think the best idea is to improve on the Wii port, rather than create a Wii U port (which would still be great but maybe require more work in the end??) because like I've said before, Wii build has been available for some time and just requires some more work with already available tools from the Wii scene developers for it to become much better and more compatible with other mods. But of course I'll leave that decision up to you guys doing all the magic.

Switch port is great but it is not being maintained and it was more or less a proof of concept that OpenBor can be run on the console. Its still very interesting and well accepted and could be something for you guys to consider as well now that the homebrew scene is picking up.
 
@msmalik681
I tried printing argv directly to a text file so i could see what it holds. argv[0], argv[1], and argv[2] all seem to be the file path to the running program, so for me they all printed "sd:/apps/openBORtest/boot.dol". As i said before im fairly new to C so if im doing something dumb let me know. It seems that realtive paths should be pretty easy using that arg but i haven't tried yet.

@O ilusinoista
The Wii U homebrew scene slowed way down with the release of the switch but there are still a few dedicated devs working on projects, such as the Wii U plugin system, a new PSP emulator, and getting linux running on the Wii U. Also some of the more influental devs have talked about possibly going back to Wii u once switch scene has slowed down as the Wii  U still hasn't been fully opened even though all the pieces to do it are there.  In terms of a port, i think the most realistic option would be going along the same path that Wiisxr, and Wii64 did and using cafe2wii patches to allow openbor to access Wii U's hardware without having to fully port it. I wanted to mess around with this but it requires having a Wii VC injection of the homebrew, and i haven't been able to make an injection that doesn't crash on start.
 
I also used text output and found the root path now it should be easy to update for all wii mods to run from their relative path.

Next will be to fix the screen mode to fit on a widescreen tv.
 
I worked late today and could not upload to youtube but here is a quick reference video showcasing the wrong direction bug in various mods. It happens in many mods that have throws and running attacks and sometimes blocking but these are some of the more popular ones.
https://www.instagram.com/p/BmAmqBYnRvk/?hl=en&taken-by=tanooki_ninja
 
O Ilusionista said:
Wow, this is so weird.
Yes indeed and its been present in very early builds. I can confirm even before 4153 build.
I honestly don't know what could be causing it but it does seem engine related in the Wii build seeing as it happens in way too many mods.
Malik and I can also confirm it happening even with his recent Double Dragon Baseline demo, whereas in PC OpenBOR this buggy behavior is not apparent.

Also, it usually happens on one side performing the move when if the character does the move on the other side it behaves fine. Although, the bug is not always on left side or right side. It varies.
Notice also on the video clip in Nighslashers X how the Boss slides to the other side of the screen while guarding your attack. It happens a lot with guarding and running attacks in that mod, but I think its all related to the same bug.
 
It has something to do with "velocity" and "tossentity" events.  I have finally fixed loading from the usb I will upload with with all my other changes tomorrow.

This and the screen fix left then the wii port will be a lot better then it was.
 
msmalik681 said:
It has something to do with "velocity" and "tossentity" events.  I have finally fixed loading from the usb I will upload with with all my other changes tomorrow.

This and the screen fix left then the wii port will be a lot better then it was.
Sounds amazing and I look forward to testing.

I think it is indeed related to velocity. I can recall in Area 2 of Nightslashers X watching how in the morgue a bodybag simply swooshes by to the left of the screen and disappears like if The Flash was inside that bodybag. lol
It also happens with some incoming rolling drums in some Final Fight mods. You were never prepared to jump them because they are insanely fast lol.
 
msmalik681 said:
@maxbeta
if you can find out if we can run openbor in a wii emulator on a pc it would speed up debugging time for me.

I shall configure Dolphin later on my Mac with Wine and give this a try.
EDIT: Looks like it can be done by installing the Homebrew Channel as well on the Wii part of the Dolphin emulator. Here's a quick tutorial with the files.
https://youtu.be/LETHPqUkTXM
and here's a tutorial to run Dolphin on Mac as well, so I shall make a clean setup soon for future build tests.  8)
https://youtu.be/ZMVXblV9CdA

Also, I can confirm the aspect ratio on screen being correct now from your test build. Good work there @msmalik681!
Even if I do not own a NTSC screen, I can change the display ratio on my Wii-U to 480p/4:3 and ALL the pixels are correctly displayed now without any cropping of pixels off the top.
However, I noticed the Screen Stretching option was not functional in options and it would be needed for widescreen TVs to fill the black screen gaps.
Also, Wii U Pro controller compatibility was not on this test build, but I can understand if you did not add it because its a test build so its OK.

I need more info on how you meant to implement USB.
Do you need to test if OpenBOR app can be run from USB or just the paks?
Also is a path similar to apps/OpenBOR/boot.dol needed on the USB?
 
Here is a test build this one should load from any folder name within apps directory so you can have 2 or more folders with openbor within them you can also change the icon.png if you want each game to be easily identified in homebrew channel. you can also edit the name in meta.xml to further customise each mod.  I would advise leaving the description so the engine behind it is still identified.

The video should not be full screen (everything should fit) obviously if you use any zoom screen modes you may still get hud cut off but 16:9 and 4:3 tv modes should be fine. I have tested mods with video mode 0, 1 and 2 everything looked fine.

Wii U Pro controller should work.

Download: http://www.mediafire.com/file/1bdq6kv8b31nn7c/OpenBOR%20-%20Wii%20Test%202.zip
 
@msmalik681
This is by far the best build entry for the Wii/Wii U.

Wii U Controller support is there and functioning very well.

OpenBOR native ratio is finally correctly displayed pixel by pixel and even looks pretty great on stretch for widescreen.

I also noticed a boost in performance as mods are also loading quicker, not sure if due to all the cleanup you did here, but it is also appreciated.

I still need to test the new "any folder" compatibility and will report back.

I'll definitely be holding to this build for a while.
It looks and runs pretty great. Thanks again for all your hard work man.  8)
 
Thanks Max I was not easy but we got there in the end.  Tell the truth the video settings are far from perfect but the way there were before was not good either.

As for the issue with the players flying off in the wrong direction it seems when you use "velocity" by script it reads you as always facing right.  The x velocity should be reversed when facing left but its not I have looked over the source code and can't figure out what part controls this or how to fix it.  The biggest problem is it only effects the Wii port so it is very odd bug might be due to Wii SDL as far as I am aware it does not get any more updates.  I will ask Plombo for help on this.
 
Well I have noticed it did not happen in my Tekken mod on the Wii and I use velocity for a lot of my moves.  But my Double Dragon mod has this bug only on the wii port it works fine on the PC.  I cant see any exceptions in the openbor script for any ports it should be the same across the board.  If you can show any video examples of this bug on PC please do share.
 
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