Insight never worked for me either... for anything... for any platform. Besides, I'm a windows programmer so I'm used to the msvc debugging interface. When I toyed with psp homebrew, I used the debugging interface in eclipse which would connect to the gdb server running on the psp. You could do the same with wii debugging. Nowadays, I just use command line gdb to poke variables.by MrPeanut - Coding
In boost/config/select_stdlib_config.hpp comment out #include boost/config/no_tr1/utility.hpp and try #define'ing BOOST_STDLIB_CONFIG "boost/config/stdlib/libstdcpp3.hpp"by MrPeanut - Coding
Quake 2's engine is not the same as Quake 1.. but yeah it's extremely possible and I'd be surprised if someone isn't already working on itby MrPeanut - Offtopic
What's the rest of the output when you try to compile that example? And what's the exact command that runs to create that output. I have limited experience with this as I was working on an aleph one port for the psp which used the boost library (headers only) I got it to compile fine but someone else was working on their version simultaneously and released his first lol.by MrPeanut - Coding
No, Spear of Destiny comes in a different folder, extract that to your "apps" folder on your sd card and copy your *.SOD files so they're in the same folder as you *.dol, just like how wolf3d is layed out, just do that for spear of destiny.by MrPeanut - Homebrew Applications
*.wl1 files are for Shareware (first episode levels, which is why it ends in 1) *.wl6 files (all six episodes) are the full version. You need to own the full game in order to play it.by MrPeanut - Homebrew Applications
QuoteArikadoBTW, is there any chance of a classic controller or gamecube controller control scheme? Yes, there is. I just wanted to fix that save/load issue first and any bugs found in the game so far. I will add support for a wiimote/nunchuk scheme first with gamecube/classic controller to follow as I don't have a classic controller yet, will buy one now :) That, and the adlib sound/muby MrPeanut - Homebrew Applications
Wolfenstein 3D-Wii 1.1a Get everything at 1) Save/Load bug is fixed. 2) icon.png by Kezza826 added. 3) If you have the full versions of the data files, download the file marked "(full)." This will allow you to play all 6 episodes. Like I said I'd like to implement a loader in the near future, or just ONE engine but since we can now save/load our games I figured I'd justby MrPeanut - Homebrew Applications
QuoteDrTwoxHave you looked at the source for the iPhone Wolf 3d port? John Carmack has released it here. Hey, thanks for the info. I know John is a big supporter of open source software but didn't think to look for this. I do think it was based on Wolfenstein 3D Redux, which is an updated version of the engine. I chose Wolf4SDL because I noticed it before Redux, and it had everything Iby MrPeanut - Homebrew Applications
QuoteKezza826Oh and I forgot to mention that I downloaded the Wolfenstein 3D game file and it doesn't open. Any ideas why? It's because it's compiled for the shareware version. The game has to be compiled specific to the version of the game files you have. It's very easy to compile for the full version, just uncomment a line or two. I didn't bother to do it yet becauby MrPeanut - Homebrew Applications
Alright, from what I gathered so far, here's my plan for release: 1) The loading of saved games really needs to be fixed first, top priority. Should be easy with a good gdb session. 2) This version is only compiled for the shareware version included, which only has 10 levels (I think). I'll compile for the full version as well and add it to my drop, again.. very easy. 3) "Modern"by MrPeanut - Homebrew Applications
Sorry about the double post, I'd rather keep this one going. I'll add it to the wiki Thanks, MrPeanutby MrPeanut - Homebrew Applications
Download the archive here: Friends, I'm looking down and noticed the tooltip on my windows taskbar for the clock, says it's April 20. I really didn't mean to time it like this but I have a version of Wolfenstein 3d ready for play, launched from the wii homebrew channel. If you didn't get the joke I believe 4/20 is Adolf Hitler's birthday. It's in test phasby MrPeanut - Homebrew Applications
Hey TiRaNog, Undefined reference to DEBUG_Init means that the linker cannot find the code to link DEBUG_Init to your program. Try adding -ldb to the extra libraries portion of your makefile right before -logc. As far as debugging your program: Open gdb by running "powerpc-gekko-gdb yourprog.elf." When your program is running on the wii make your first gdb command "target remote yoby MrPeanut - Coding
odduck, if you want to use the command line ftp prog try setting mode to PASV instead of port. When you set mode to PASV the ftp server tells your client where to connect to for data to be read or written. When using PORT, your command line ftp program is telling your wii where to transmit the data to so your "client" actually becomes your "server" if that makes sense. Both should work bby MrPeanut - Getting Started
The major problem that is preventing Quake3 (and most 3D games) to be ported to the wii is the lack of a cross-platform 3D graphics API. There is gx.... it's [similar to OpenGL but not really. There is a gx to gl wrapper currently being worked on but it supports a minority of the gl functions that Quake3 uses. I know this because I was working on a wii port of Quake III; everything compilby MrPeanut - Ideas, requests