Solarus Forum

Community => General discussion => Topic started by: carstene1ns on October 27, 2013, 11:03:45 pm

Title: Solarus Engine Wii Port
Post by: carstene1ns on October 27, 2013, 11:03:45 pm
Just wanted to let you know, that i am working on a Wii Port of the Engine.

First impression Video here: https://vimeo.com/77916300 (don't mind the crappy mobile phone camera)

What works so far:

TODO:

Project Page: https://github.com/carstene1ns/solarus11-wii
Title: Re: Solarus Engine Wii Port
Post by: carstene1ns on December 05, 2013, 08:12:13 pm
Okay, a little progess: https://vimeo.com/81125357

Game data is cached in memory now, so it is a lot faster.
Title: Re: Solarus Engine Wii Port
Post by: Christopho on December 05, 2013, 11:51:59 pm
Oh my god, this is amazing!
So everything works now except the sound?
We will definitely integrate your work in the official Solarus repository if you are okay :)
Great work!
Title: Re: Solarus Engine Wii Port
Post by: carstene1ns on December 07, 2013, 02:36:52 am
Well, I do not have any problem with adding Wii support to the main repository.
However, I do not really know if it is an easy task to do and support afterwards.

The main reason I am sticking to the 1.1 branch is, that some of the new features integrated afterwards are not usable on the Wii (yet).
For example there is no SDL2, OpenGL and LuaJIT for Wii. These are not impossible to use, but it will requiere time/effort to port/use:

Now for the sound backend: OpenAL is not ported either, I had a short look at it, but not too deep (yet). Generally it should be possible, but I do not know, if it is worth the effort.
The format libraries like ogg, vorbis and modplug would be usable (tremor-lowmem is even available with libogc), but they could be used with a native library (aesnd) as well without much trouble.

I think generally it would be a good idea to implement an easy way to support multiple backends, so ports do not pollute the main sdl2/openal backend with #ifdefs in every function and such (This is the reason I copied the complete lowlevel folder to start the port).

The things I want to do, before I think it is usable (in random order):

There are also other things, but I would just consider them nice-to-have (like a menu for choosing the game folder).

You see, there is still a long way to go ... ;)

best regards!
Title: Re: Solarus Engine Wii Port
Post by: GameboyArda on January 19, 2016, 06:17:13 pm
What is the progress??
Title: Re: Solarus Engine Wii Port
Post by: MetalZelda on January 20, 2016, 12:02:20 am
This reminds me of continuing the port of Solarus on the PSP, but as stated , memory is a great source of problem (64mb of total ram)

The thing that I think remarkable here, and that give me motivation, is the fact that even if the game run on a 24mb ram section it is still smooth. But Wii and PSP are different systems. (700mhz vs 333)
Title: Re: Solarus Engine Wii Port
Post by: GameboyArda on January 20, 2016, 07:30:44 pm
I would actully like a Solarus Wii U port better :D
Title: Re: Solarus Engine Wii Port
Post by: GameboyArda on January 29, 2016, 07:09:27 pm
How far?
Title: Re: Solarus Engine Wii Port
Post by: Christopho on January 29, 2016, 08:14:48 pm
There is no news since 2013 so I don't think the Wii port is still actively being worked on.
Title: Re: Solarus Engine Wii Port
Post by: GameboyArda on January 29, 2016, 08:22:55 pm
So sad
Title: Re: Solarus Engine Wii Port
Post by: MetalZelda on January 29, 2016, 09:05:11 pm
Yes, it seems dead.
Too bad, looked kinda cool.

Since we are on some Solarus port thread, did someone has tested Solarus on a Raspberry Pi (Debian) ? I wanna know how descent MoS or BoM runs on these $30 machines
Title: Re: Solarus Engine Wii Port
Post by: MetalZelda on January 07, 2017, 02:31:16 pm
We shall try to port it on the New 3DS, it has a growing up underground community and the New3DS specs are descent enough to run MoSDX / BoM / ES / other project at full speed without any problems (256mb ram, quad core cpu, 10mb vram). Old 3ds can run this as well.

There is a good tutorial on how to make / compile for the 3DS overall
https://wiki.gbatemp.net/wiki/3DS_Homebrew_Development