I've just uploaded Beta 2 of the BennuGD for Wii interpreter.
More details&test version using libELM to come soon, please note there's a known endianess bug when using short data types (like BYTE others possibly affected too) in local variables. For the moment, please replace them with INT and things should work fine.
PS: I'll also upload EEEEK! EEEEEK! HOOOOOOK!!! & Puzsion for Wii soon :)
Showing posts with label byte-order. Show all posts
Showing posts with label byte-order. Show all posts
Friday, August 6, 2010
Beta 2 released!
Labels:
bennugd,
beta-testing,
byte-order,
eek,
puzsion,
wii
Thursday, April 8, 2010
Alpha 3
Today I released alpha 3 for BennuGD-Wii (can be found at the google code project page).
Alpha 2 brought some upstream fixes to the BennuGD core (including Splinter's own fix for the endianess issue, which is believed to be solved both upstream and here).
Alpha 3 brings just a quick fix to the wrong ALPHA_STEPS behaviour present in previous builds. Now FADE's should work fine.
Alpha 2 brought some upstream fixes to the BennuGD core (including Splinter's own fix for the endianess issue, which is believed to be solved both upstream and here).
Alpha 3 brings just a quick fix to the wrong ALPHA_STEPS behaviour present in previous builds. Now FADE's should work fine.
Labels:
alpha,
bennugd,
binary,
byte-order,
wii
Wednesday, March 31, 2010
mod_scroll, OS_WII and a small coming surprise
Just wanted to let you know that I've integrated mod_scroll, so now scrolls should be working.
Instead of writing some test code that would leave most people wondering if I'll ever get to a point where this thing become usable, I've decided to recompile a very old fighting game (directly ported from DIV Games Studio code).
It won't yet work in your Wii for two main reasons:
- The endianess bug (that's being worked on).
- It needs mod_key (I should integrate this sooner than later).
mod_key should be very easy to integrate, so I'll soon post some screenshots of how the game will look once the endianess bug is solved.
I've also talked to Splinter (the main BennuGD developer) and we've agreed to use OS_ID values over 1000 for unofficial ports, so now OS_WII=1000 (up until now, OS_WII was 9).
Sunday, March 28, 2010
mod_draw, mod_screen, mod_path & a few small fixes
The other day I integrated libdraw. That same afternoon I integrated mod_draw, so that's done and you can now paint those beautiful Bezier curves in your Wii.
Also, yesterday I integrated mod_screen (regions, backgrounds...) & mod_path (path finding module). I added some test code for mod_screen and it seems to be working fine. I will have to write some code for mod_path too, just to be sure.
I also uploaded a wiki page in the google code page to keeo track of the modules that are already implemented and the modules that need to be integrated (or won't get implemented at all, like mod_wm).
You can compare how big both columns are here.
Again, if you want to start porting your games to the Wii, please let me know.
PS: Endianess bug is still there, and even if I fixed some minor bug with mod_grproc, some process will refuse to die.
Also, yesterday I integrated mod_screen (regions, backgrounds...) & mod_path (path finding module). I added some test code for mod_screen and it seems to be working fine. I will have to write some code for mod_path too, just to be sure.
I also uploaded a wiki page in the google code page to keeo track of the modules that are already implemented and the modules that need to be integrated (or won't get implemented at all, like mod_wm).
You can compare how big both columns are here.
Again, if you want to start porting your games to the Wii, please let me know.
PS: Endianess bug is still there, and even if I fixed some minor bug with mod_grproc, some process will refuse to die.
Labels:
bennugd,
byte-order,
mod_draw,
mod_grproc,
mod_path,
mod_screen,
mod_wm,
signal,
wii
Tuesday, March 23, 2010
libdraw is in
Just a fast update to let you know that libdraw is in. Libdraw is the low level stuff used inside the mod_draw module for drawing primitives (simple geometric elements such as lines, rectangles, circles...). This one was particularly easy, so you should get primitive drawing today or so.
Also, it looks like signal is not working as well as it should for processes with a GRAPH assigned to them (processes without GRAPHs seem to get killed as they should). I'm also trying to find a solution for the endianess issue in the blitting functions that pretty much ruins all the experience with Bennu in the Wii.
Also, it looks like signal is not working as well as it should for processes with a GRAPH assigned to them (processes without GRAPHs seem to get killed as they should). I'm also trying to find a solution for the endianess issue in the blitting functions that pretty much ruins all the experience with Bennu in the Wii.
Thursday, February 25, 2010
Fixed librender, mod_map working (minus byte-order). Regressions in mod_proc.
Today I fixed librender, there were a few thing I had omitted, the most important of which was telling Bennu to redraw the screen every FRAME.
So after some rough testing, I believe that mod_map is working fine. I'll have to do more thorough testing, though.
I'm expecting to find problems with mod_map when working in a real Wii (I tested the code in my linux box) because of the different byte-order it uses. Colours will most likely seem broken. Expect a couple of demos about this later today or maybe tomorrow.
I've also found a regression in mod_proc. signal seems to not be working as expected. I'll have a look into that.
Also, the module dependency diagram is growing :)
So after some rough testing, I believe that mod_map is working fine. I'll have to do more thorough testing, though.
I'm expecting to find problems with mod_map when working in a real Wii (I tested the code in my linux box) because of the different byte-order it uses. Colours will most likely seem broken. Expect a couple of demos about this later today or maybe tomorrow.
I've also found a regression in mod_proc. signal seems to not be working as expected. I'll have a look into that.
Also, the module dependency diagram is growing :)
Labels:
byte-order,
diagram,
librender,
mod_map,
mod_proc,
regression,
signal,
wii
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