Monday, August 30, 2010

Pixdash


The guys from Pixjuegos have released a BennuGD tech demo for a platform game. It's still in a very early phase of development and I really hope that the graphics are not final but most of the gameplay is there and working well.

The interesting part is that all their code is open source and can be retrieved from their project page, so you can use it as an starting point to create your own platform games or as an entry point for BennuGD programming.

In case you want to have a look, a Cid2Mizard from Nintendomax has been kind enough to upload a video of the gameplay and upload it to Youtube:


Thanks, Pixjuegos! But you know that's not the game I'm expecting from you ;)

Thursday, August 26, 2010

More than 12000 users!

According to these stats more than 12000 people have, as of this writing, downloaded a copy of any of the games that are available for Wii through the Homebrew Browser!

Most of them have downloaded the impressive "King of Fighters: Flames of Courage" game and as more great BennuGD games get packaged for the Wii that figure should just keep increasing.

I shall soon package and upload Puzsion, you can see it running on my Wii below:


I'm also eager to get Pixjuegos' excellent PixPang and Pixbros running on the Wii again, I really enjoy playing them. The author is busy porting his game to the Caanoo right now, but he's promised he'll get the games running on the Wii ASAP.

Monday, August 23, 2010

Impressive KOF v5f video and Wii version download link!

If you like this video of "King of Fighters: Flames of Courage v5f", a game for Wii made with BennuGD (of course)...


...you can get the full Wii version from here.

Project webpage here.


PS: This version fixes a couple of bugs from the previous 5e version, which was also available for the Wii, full source code is available.

Monday, August 16, 2010

EEEEK! EEEEEK! HOOOOOOK!!! version 1.2 released for Wii!

I've just committed the last changes to EEEEK! EEEEEK! HOOOOOOK!!! and I've finished uploading it.
We're calling this version 1.2 and includes quite a few changes from what you could see in the preview version. Most of them are small bug fixes, but there are a few graphical changes that are important for the game consistency too (Wii specific controls in the tutorial, for example).

You should also expect a minor update soon which should bring a few extra features such as warning the user when the batteries of the Wiimote are about to drain.

You can get the game from here, and it should be soon in the Homebrew Browser, too.

Thursday, August 12, 2010

EEEEK! EEEEEK! HOOOOOOK!!! preview video

An anonymous reader has uploaded a video showing the eek preview I uploaded the other day running on his Wii. Thanks a lot for your support!. Here it is:


I'll soon upload a final version of the game to the proper channels with some minor changes made by the original author, including changes to the initial tutorial so it doesn't show a mouse cursor, but a Wiimote.

Wednesday, August 11, 2010

Preview of EEEEK! EEEEEK! HOOOOOOK!!! released for Wii



[EDIT] This is old, get the final release from here.


I've just uploaded a preview release of EEEEK! EEEEEK! HOOOOOOK!!! for the Wii to megaupload. I haven't yet uploaded it to more proper channels as there are still some annoying bugs to iron out; nothing critical, but the lasers seem to be a little bit out of control. For the rest, I believe it works pretty well.

I've modified the code a bit to detect clicking even when the Wiimote is not pointing at the screen and a remapped a few Wiimote buttons to their respective functions. Which reminds me that I should create a version of jkeys.lib specifically for the Wii :)

You can get your copy from here, and as soon as it's ready, I'll upload it to the Homebrew Channel and to the BennuGD projects page.

PS: If anyone can upload a short video/photos of the game running on his Wii, I'd be really grateful as I don't currently have the means to record the videos myself. Please post them in the comments section and I'll post them :)

Comments on Beta 2 and a refresh to the second beta.

As a first note, I'd like to comment that I've uploaded a beta 2 refresh. This is to solve a very small yet annoying bug I had missed: OS_WII was not being defined (ups!). It also includes small updates to libjoy and mod_joy coming from upstream.

As for the changes included in beta 2 with regard to beta 1, I'll highlight a few:

  • Exported mod_wm symbols. These where being compiled, but I forgot to export them, so they were unusable.
  • I also touched get_desktop_size() to return the size of the mode SDL has set. I wanted to have this return the Wii's native resolution for you, but this seems to not be easy as of now, so at least you've got a mode you can set_mode() to.
  • I also changed the dependency map so mod_mouse and mod_wpad both now depend on libjoy. This is to ensure correct hardware initialization and to improve compatibility with newer versions of the Homebrew Channel.
  • Speaking of mod_wpad, I improved it a bit. Now you can check if a particular controller has a Guitar Hero 3 guitar or a Classic Controller attached to it with:
    • WPAD_INFO(int channel, WPAD_HAS_GUITAR);
    • WPAD_INFO(int channel, WPAD_HAS_CLASSIC);
  • A few corresponding functions has been added to query those devices:
    • WPAD_INFO_CLASSIC(int channel, int info);
    • WPAD_INFO_GUITAR(int channel, int info);
  • info can (as of now) only retrieve the battery level from those, with the value:
    • WPAD_BATT
  • mod_wpad can now also report the acceleration, as read from the Nunchuk. Please remind that the Nunchuk can only read acceleration in one axis, the rest will be 0. To get those readings, use:
    • WPAD_INFO_NUNCHUK(int channel, int ACCELX);
    • WPAD_INFO_NUNCHUK(int channel, int ACCELY); and
    • WPAD_INFO_NUNCHUK(int channel, int ACCELZ);
  • We can now also read the orientation of the Wiimote (in thousandths of a degree, I must double check this is coherent with Bennu's way of doing things). This works with WPAD_INFO_NUNCHUK() too but again, the results will only be valid on certain axes. Here are the new functions:
    • WPAD_INFO(int channel, int WPAD_GX);
    • WPAD_INFO(int channel, int WPAD_GY); and
    • WPAD_INFO(int channel, int WPAD_GZ);
I believe that's pretty much it for the changes. Bugs have been solved, and some initial work has been done on integrating more unofficial modules, namely mod_image, mod_iconv and mod_sqlite3. But that's incomplete and has not been compiled into this release.

For a real example on how to use the new mod_wpad functionality, check this examples code.

Also, mod_debug has been left out in this release just because it makes the binaries bigger and I believe it'd be a pain to try to use it in a real Wii. If you need those, please let me know and I'll send you a copy of the binaries with mod_debug integrated.

I believe that's pretty much it, as always, you can get the binaries for the beta from the google code page.

Friday, August 6, 2010

Beta 2 released!

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 :)

Wednesday, August 4, 2010

The monkey is coming...

Yesterday I worked a bit on this and I finally got to understand what was going on with the bug I blogged about. More detail will come, but you might like to know that it's now fixed.

I also found the bug that prevented eek from working correctly, so you'll be able to have some Wii-monkey fun soon.

Please, expect beta 2 to arrive later this week. More details to come.

I broke something....

I seem to have broken something (possibly related to the new libglob I'm using) and newer builds don't work as they should on the Wii. I'll try to fix this asap but it might take a bit of time... sorry!