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Wii Internet Channel and Nintendo DS/DSi Browser Homebrew

And the unified community project

Posts tagged with "opera"

The Mystical Journey - DSi Browser game

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The upcoming Nintendo DSi Browser RPG is both my oldest and newest project related to the website. The Mystical Journey started in development on a Commodore 128 in 1995 but quickly moved to MS-DOS, where it was released as an extended demo a few years later with a play style similar to the classic Final Fantasy games. It had smooth-scrolling tile-based levels with NPCs and photographs for backgrounds in fight scenes. In all, the demo contained 13 levels, 5 battle backgrounds, 7 enemies, numerous NPCs, and MIDI music for each level. Characters could fight and cast magic in battle, and pausing the game would bring up a configuration screen.

The Nintendo DSi Browser version will build upon the old extended demo and be made into a full game. Rather than using a tile-based engine, levels will be comprised of giant PNG images of the tilemap for faster scrolling on the browser. The will allow more variety in level graphics since tiles can be blended more easily. The battle engine will be ported in a very similar manner, with all visual effects for magics intact, like waving and rippling. Levels will be released as episodic content so that the storyline can adapt and expand to player requests.

By its nature, TMJ will be single-player, although a battle arena will allow players to fight each other online. The first component of the game to be released will be the battle arena.

A teaser and scroll-test are available as http://dsipaint.com .

Press Release: DSiPaint General Release

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DSiPaint is a paint program for owners of the Nintendo DSi handheld who have downloaded the Nintendo DSi Browser. It allows members to draw images with the stylus and save them to PNG files for download on any computer. Other users can browse the gallery and vote on artwork. Any artwork drawn by a member can also be set as the avatar in TWiiter, immediately afer saving.

To begin creating artwork, visit http://dsipaint.com with your Nintendo DSi Browser. TWiiter can be viewed at http://twiiter.wiioperasdk.com. Accounts for both websites are also shared with HB Online at http://hullbreachonline.com, the browser-based MMO RPG for the Wii and Nintendo DSi.

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Introducing DSiPaint and the Art Gallery

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Over the past week, I've released a new paint program for the Nintendo DSi Browser at http://dsoperasdk.com call DSiPaint.



The software is in its beta form now and allows members of HB Online / Twiiter to paint and save images. Features coming soon include different brush sizes and titling the images.

Images are saved to a database as 80x80x9bit to be retrieved for viewing in the DSiPaint Art Gallery.



The DSiPaint Art Gallery allows anyone to browse through thumbnails of artwork and click on the images to view them full-size with the artist's member name displayed.

Coming soon to the DSiPaint Art Gallery will be the ability to vote on favorites and search by member.

Quick Update on Software Development

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WOS Trivia
I've been hard at work creating new questions for the game, making at least several per day. When that number reaches a few hundred, the game will be almost ready for release. The database and login are in place. The interface needs some finalizing, including leaderboards and member question submissions.

Terrain Mapper
I'm working on fixing some problems with the raycasting that results in improper elevations. Once that is finished, I will create a class in the Wii Opera SDK / HullBreach SDK for this. It will support full tile-based texture-mapping and height-mapping.

Mode 7 (Floor) Mapper
This is an accelerated version of the Terrain Mapper that mimics screen mode 7 of the SuperNES that became famous for perspective rendering of scanlines in games like F-Zero, Super Mario Kart, and countless others. Like the Terrain Mapper, it will support tile-based texture-mapping.

New Game: WOS Trivia

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I've begun work on a new game for the Internet Channel, referenced and explained on the official Wii Opera SDK blog here. It's a trivia game kind of like Who Wants to Be a Millionaire. Questions will be member submitted and generated in-house, allowing for thousands of new questions per month to be added. Hullbreachonline.com accounts will automatically have access to the game for the added features of members, like no duplicated questions, leaderboards, etc. The graphics will be driven by the Wii Opera SDK, opening the doors to 3D interfaces, additional Wii Remote contols, etc. If anyone would like to read the blog and offer suggestions or help, let me know. For the release in a few weeks, many more questions are needed, so if you have any in mind, you can message my MyOpera account, and I'll look over them.

Updated WiiOperaSDK.com Homepage Interface

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I thought it’d be fun to make a non-traditional menu interface for the homepage of http://wiioperasdk.com, so I ported over the FPS engine from the demo/widget. All thumbnails within the homepage hallway are hyperlinks to existing demos and games. Enjoy!

New Opera Widget for the Internet Channel

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I have a new widget out that is compatible with the Wii. It can be found here. The widget demonstrates some of the features of the Wii Opera SDK so that developers can see what is possible to add into their Internet Channel games. The widget is a scaled down version of the General Wii Remote Demo at http://wiioperasdk.com/.

It auto-detects if the user if on a computer or a Wii and determines if a Wii Remote is facing the screen or not. It then displays positional and button press data. The Wii Opera SDK can also read Nunchuk button presses, but the Internet Channel does not support the Nunchuk for the primary Wii Remote, so that detection has been dropped.

I have two more widgets available, but I'm waiting on Opera to allow Wii usage for them. They can be found here (3D Mesh Demo) and here (Raycasting demo).

Wii Opera SDK - New Mesh Format

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Most of the code migration to the new version 3.x of the Wii Opera SDK is complete. One of the big changes is the format for mesh arrays. The format is as follows:

  • Mesh[triangle][x1,y1,z1, x2,y2,z2, x3,y3,z3, r,g,b, texture, shading]
  • Mesh[triangle][x1,y1, x2,y2, x3,y3, r,g,b, texture, shading]


As you may notice, this new format opens the door to mesh arrays with mixed type triangles, meaning that both textured and flat-shaded triangles can inhabit the same mesh. Let me take a moment to explain what the two added values are:

Texture: This refers to the element number of a texture image array, which if defined elsewhere. By placing a negative value here, it flags the SDK to use the RGB colors instead of a texture. If a non-negative value is given but no texture array is passed to the SDK, the triangle will also be flat-shaded.

Shading: This is more of an internal value than anything, used by shading and fading. It contains a value in the interval [-1, 1]. This value can also be set manually to add brightness effects to the triangle.

I will be updating the documentation and further migrating code over the next few days. All example webpages are updated to make use of the new code already.

Wii Opera SDK FPS Engine Beta

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The first demo of the Wii Opera SDK raycasting dungeon class is available for play at http://wiioperasdk.com/wall.html. Features in this beta are as follows:
» Axis-aligned grid-based raycasting
» Texture-mapped walls
» Second-pass wall effects (flashlight, gouraud, shadow)
» Variable ray resolution (for speed adjustment)
» Bounce generated by walking

I will be tweaking the engine and writing documentation for it throughout the day.

Triangle Texture-Mapping Now in the Wii Opera SDK

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I’ve just finished adding triangle texture-mapping to the Draw class of the Wii Opera SDK and have placed a demo at http://wiioperasdk.com/texturemap.html. Since the canvas object lacks support for 3D at the moment, I had to use some trickery by rotating the coordinate system then drawing horizontal scanlines, but it works fairly well, aside from some minor glitches. Don’t expect any high-speed fully 3D games to be playable in the Internet Channel, but it will make for some nice demos and simple animations.

EDIT:
The texture-mapping has been accelerated an estimated 20-fold by replacing the scanline drawing with Tangent128's transformation algorithms used in the 3D Globe widget. Now the Internet Channel will be able to display an estimated 500 textured triangles per second, adding greatly to the graphical possibilities!