Showing posts with label mod_key. Show all posts
Showing posts with label mod_key. Show all posts

Wednesday, March 31, 2010

libkey, mod_key & a few shots

I've integrated the keyboard handling functions. I've not tested them on a real Wii yet, but the same code in my Linux box seems to be working fine.

As I wrote earlier today, I wanted to share some screenshots of actual games with you.
The first one comes from a fighting game called "Fostiator" (don't ask) which is a very old fighting game that came as an example for the program that inspired Fenix and then Bennu:



The code is the same one you'll be using in your Wii and should work just like it, with the sole exception of the endianess bug that'd make colours look pretty broken right now.

The following screenshot comes from a game called "EEEEK! EEEEEK! HOOOOOOK!!!" by Gabriel Garrote and won the first BennuGD/GPH game programming contest. I had to patch this one a little bit so that it wouldn't use some functions found in mod_wm, but the rest of the code is untouched.







The main motivation behind testing this code is to be able to play some cool games in my computer. The "other" motivation is to test the scroll functions.... Well, here's the result:



As you can imagine, the scroll is pretty much broken right now. There's a lot of working code there, however! :)

I will let you know when I fix the libscroll code, in the meantime, you might like to play Gabriel Garrote's EEEEK! EEEEEK! HOOOOOOK!!!.
Seriously, it's a great game (that you'll soon be playing in your Wii :).

PS: One more

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).

Thursday, December 31, 2009

Finally! The all-text release

Today I integrated the last three text-mode-only modules left I had planned to integrate before starting work in the graphical part of Bennu: mod_sort, mod_mem & mod_timers.

This means that most of the non-graphics related part of Bennu for the Wii is now done -just in time to celebrate the new year- and now it's time for me to focus on the part of Bennu that you can actually show to other people.

I also updated mod_sound and fixed a couple of bugs I had put there.

Last but not least, I did the same offsetting for the GLOBALs as I had to do for the LOCALs.

Happy new year, and say welcome 2010: the year of graphics for Bennu in the Wii! :)

PS: Just like it happens with the MacOSX platform (which isn't compiling right now in Bennu but has a lot of supporting code inside) memory_total() and memory_free() are placeholders and always return 0. I might be able to implement those, but I am not sure.
PS2: The text-only modules I have not yet implemented fall in one of these categories:

  • Either they don't make sense in the Wii (mod_wm, mod_sys). These will just be a list of placeholder functions that will only return default values and run no code.
  • Or they provide functionality not always present in the Wii (mod_key, mod_cd).
  • They're mod_debug, This one is big&complex and even if it's very useful, I want to focus on the rest of Bennu first.