OTTD for Wii?

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Harry
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Re: OTTD for Wii?

Post by Harry »

Ok, so if there is an assumption there is probably no update, you're not supposed to ask? Strange habit, but i'll just wait and try to fix it myself. Thanks for your replies.
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Re: OTTD for Wii?

Post by Xander »

Harry wrote:Ok, so if there is an assumption there is probably no update, you're not supposed to ask? Strange habit, but i'll just wait and try to fix it myself. Thanks for your replies.
It's more most people who lead a project will update their thread when they've got some news. I can't think of one person who only releases updates when they're asked for them...
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Harry
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Re: OTTD for Wii?

Post by Harry »

An update on progress or things they are having trouble with is somethng completely different from a release. If they expirience trouble, I can try to help them instead of trying to do everything myself.
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Re: OTTD for Wii?

Post by Xander »

Xander wrote:...update their thread when they've got some news. I can't think of one person who only releases updates* when they're asked for them...
*Updates can be more than just releases

Please try reading my post next time. Also your post makes no reference to trying to assist, simply requesting an update.
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Harry
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Re: OTTD for Wii?

Post by Harry »

Sorry, you're right this time: I did read the post too quick.

But I still disagree on the content of the post: only few people supply frequent updates. This was just a friendly request and token of interest, nothing more. Could you please answer only if you have something useful to tell me? I know how to use the search button, and I know how to ask someone for information. If you cannot post anything helpful in reply, please stop bashing innocent newbies willing to start helping on new projects.
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Re: OTTD for Wii?

Post by DaleStan »

We will stop bashing innocent newbies willing to start helping on new projects when those innocent newbies start making noises that sound like "Unless you tell me otherwise, I'm going to tackle $PROBLEM." or "I'd like to help. Is there something within my abilities I can do? <Insert ability list here>" instead of "Hey! What's up? Why isn't this done yet?"
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Re: OTTD for Wii?

Post by Harry »

*sigh*

As I explained, I was trying to get some more information from the guys who have looked at this instead of blaming them for the lack of progress. As I have no clue at all what direction they have gone for their implementation, there is no way I can give a decent list I can help with.

For the ""Unless you tell me otherwise, I'm going to tackle $PROBLEM.", my first step was trying to get a pointer to $PROBLEM: "If there is no news, I'd love to have a look myself at the possibilities how to get it running!".

Anyway, enough bashing for me. As no one has given any useful information (yet), I will have a look what $PROBLEM really is and start trying to solve it. If someone who tried it before reads this, please share your experience.
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Re: OTTD for Wii?

Post by DaleStan »

Harry wrote:"If there is no news, I'd love to have a look myself at the possibilities how to get it running!"
:oops:
I stand corrected. You did say that in your first post.
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Re: OTTD for Wii?

Post by audigex »

This wiki page over at wiibrew looks like a decent kicking-off point for getting a binary that will physically work - obviously once you know you can do that you have the task of making it actually useable with the wiimote. It looks to be c-based, so there likely won't be all that many problems (easy for me to say, not having tried it, I know - but in theory xD)
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Re: OTTD for Wii?

Post by Harry »

Thanks for the link, that page is a great help (I did find it myself a few days ago).

My greatest concern at this moment is the availability of the graphics and sound libraries. For what I have read, the wii-mote is just an input device from which I can map the controls to OTTD. But that is a few steps further along the road. First task: Get all dependencies and the dame itself compiling.
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Re: OTTD for Wii?

Post by jaybud4 »

Seems to me like we're reinventing the wheel here.
We already have OTTD for Linux.
We already have Linux for the Wii-with Wiimote mouse emulation and X (the exact name of the distribution in question escapes me) that could run OTTD just as well as any other PC running Linux with equivalent specs...
Am I missing something?
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Re: OTTD for Wii?

Post by audigex »

People may want to install homebrew and OTTD on top of that, without wanting to install linux?

I'd be comfortable putting homebrew on my wii (if I had one, that is), but I wouldn't be as confident about installing linux onto it, there's more scope to screw it up.
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Re: OTTD for Wii?

Post by Harry »

I know I can run Gentoo(-ish) on my Wii to run OTTD, but I'd like to use it for games only. Installing a complete new OS to run a single game is not what I prefer. I think I can make a lot of people happy by suppying a homebrew version, where you only have to copy the game data files to a SD card.

For the progres: At the moment I'm trying to solve all dependency problems while compiling OTTD. It is a hard and slow process, but there is some progress.
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Re: OTTD for Wii?

Post by ccfreak2k »

I forked sdl-wii and made it GameCube compatible (since I don't have a Wii) and got it to pass most of the SDL test programs. There's some gotchas:

* 320x240 or 640x480, full screen only. As long as a program don't explicitly need windowed mode, this should be a non-issue.
* The Wii supports USB keyboard and mice, as does libogc, but I don't have a Wii to test those. This is a segue into...
* No mouse or keyboard on the GameCube. Actually, the GameCube has a keyboard controller, but those are rare. GC controllers default to being "joysticks".
* No hardware surfaces are allowed, except for the initial one that the video driver creates for itself. This shouldn't pose an issue, but it does mean blitting is going to happen in software.
* No stdio for outputting text. Well, it does support it, but it's printed to the screen, and if the screen is being used by an SDL surface, all that text disappears. If someone can tell me how to re-route stdout/stderr remotely to gdb, I'd be much obliged.
* argc and argv are null pointers for some reason, which causes a crash if either is accessed. Uh, I'm pretty sure libogc supports argv, so this should be fixable.

Right now I'm still changing Makefile.src.in in openttd to see if I can get it to compile. I have no idea if it'll work, but I figured it was worth a shot.
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Re: OTTD for Wii?

Post by Wasila »

Is there really any point in having OTTD for Wii? 99% of people with a Wii will have a PC in the same room...
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Re: OTTD for Wii?

Post by ccfreak2k »

I'm not here to decide what is or is not worth porting to the GameCube/Wii. I even fall into your statistics anyway, as my GC is right next to my PC so I can use gdb. I don't even care if this makes it into trunk some day. I'm just out to prove to myself my ability to make OpenTTD work on the GameCube. This topic just happened to be here before I started this work, which was about a week ago.
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Re: OTTD for Wii?

Post by ccfreak2k »

After countless hours of editing, compiling, debugging, swearing and almost giving up a few times, I am proud to show to you the fruits of my labor.

Video works and is full-speed at the title screen, and sound also works. I haven't tested input, and music will require libtimidity which is not available yet. It's also lacking AI support (SIGSEGV in malloc() while AI initializes), network support (gethostbyname() not supported for the GameCube, mysteriously) and is single-threaded.

EDIT: I fixed the threading issue, so it's now multithreaded.
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OpenTTD on the GameCube. Picture was taken with the composite cable because my S-Video cable is broken.
OpenTTD on the GameCube. Picture was taken with the composite cable because my S-Video cable is broken.
vlcsnap-2010-02-11-14h03m41s89.png (519.57 KiB) Viewed 1921 times
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Re: OTTD for Wii?

Post by croxis »

That is awesome :D
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Re: OTTD for Wii?

Post by lobster »

This is relevant to my interests. I will monitor this thread. Yes yes, i will. Gladly so.
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Re: OTTD for Wii?

Post by ccfreak2k »

Been too busy to keep up with development as of late. Also, there's a latent bug that I have had no progress in tracking down, so here is the patch. You'll need the openttd code, of course, along with devkitPPC. There's some gotchas with this:

1) This patch is VERY MESSY, so not only is the code somewhat hacky, but there's also several superfluous files. For example, some of the devs told me to use the existing automake files, but I abandoned that in favor of the static makefile approach, so most of the autotool-related files have been modified. Feel free to use the autotools approach if you want.
2) This is for 0.7.5 because that's what was FINALIZED at the time (1.0 was in beta). Updating will require some amount of work.
3) I can't guarantee that the patch will apply cleanly. I have my "branch" that I can compress and upload if you want to make your own patch against it.
4) The game hangs while saving, so turn autosave off or see if you can fix it yourself.
5) While it will probably run on the Wii, it will -not- be able to use any Wii hardware such as the Wiimotes. You'll need to use a GameCube controller. If you DO want to allow it to use Wii bits, look for #define OGC or whatever.

That said, this patch is provided as-is, and I cannot guarantee its suitability or workability for any reason or purpose. You're on your own; however, I can provide some support for anyone who is willing to take the gauntlet and continue where I left off.
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