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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Wii Port on: September 07, 2009, 07:19:53 am
Hi folks.  Just poking my head in to say I haven't given up on this, I'm just busy with other stuff and haven't made much progress.  I'll post updates if and when I do.  Sorry if anyone's hopes have been dashed!
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Wii Port on: July 16, 2009, 06:55:00 am
If DevKitProPPC works uses GCC and binutils, the easiest way would be to create a dir, put in links to gcc (with the name 'gcc') and the various binutils in it, and put that dir in front of your PATH, so these programs get found before their native versions, set the environment variable BUILD_HOST to something like 'WII', and see how far you get with that. Make sure that your compiler can find the include files and libs of the host system (including everything listed in INSTALL); set CFLAGS and LDFLAGS if necessary.
If that fails, you may need to edit set_host_system() in build/unix/config_functions and build/unix/config_proginfo_host.

Thanks for the suggestion!

Is that more of a quick "see if it works" solution?  It seems inevitable that I'll have to modify the UQM build scripts.  Looks like DevKitPro has a set of rules that point towards their versions of gcc et al, so it should be pretty easy to invoke those from the build scripts.  I figure I need to understand that part of it anyway, even if it is more work.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Wii Port on: July 14, 2009, 05:24:26 am
For the record, this port would be a homebrew project; I'd never ever try to do a WiiWare version, or try to make money off this in any other way.  In fact, if I get anywhere with it and TFB want to use that as the basis for a proper WiiWare release, I'd be more than happy just with my name in the credits.  My main aims in this are to increase my programming skills, learn some stuff about the wii internals, and pay tribute to a game I love.

Meep-eep, thanks for offering your knowledge, I may take you up on that.  I'm comfortable with the IRC knowledge base thing too.

Jeez, I feel like I'm already making promises I'll regret.  I just found out today that the project I'm on will be going an extra few months, so it may be a while before I'm able to start work on this in earnest.  First task will be brushing up on makefiles and figuring out how to reconcile the way DevKitProPPC and UQM like to compile.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Wii Port on: July 13, 2009, 02:13:21 am
Hi folks.  I'm guessing there hasn't been any further development on a Wii port of UQM?  A google turned up nothing about a port.

I must say, I'm tempted.  Unlike the DS version people were talking about here a while back, the Wii has the horsepower for it, SDL for Wii seems to have matured somewhat - several bits of notable homebrew use it - it's now shockingly easy to install homebrew on a Wii, and with external SD card storage it would be pretty easy to fit all the UQM content in.

Plus, ScummVM got a wii port, and UQM has always been in my mind the lesser-known, but still totally awesome little sibling.

My programming skill is hovering somewhere around "intermediate", and I'm thinking this might be a good way to fill in some gaps in my experience, plus it's a game I adore and would love to play on a console.  I might hit some spots where I need to call in some real muscle for sorting out platform specific issues.  For starters, I'd have to figure out how to rope together SDL, the UQM codebase and whatever wii specific dev tools you need to get stuff running on it.

So without making any concrete promises, I think I'm interested.  I have a AAA game to help ship first, so I might not be able to really start work on it until this fall.

What do folks here think?  Is this something you'd be interested in playing, testing or contributing to?  Did I miss an already-underway project to do the same?
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