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Wii Internet Channel and Nintendo DS/DSi Browser Homebrew

And the unified community project

Posts tagged with "wiimote"

HullBreach Online Updated: More Speed!

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Some of the code in HullBreach Online has been refactored to pull some additional speed, but the big change is how graphics are displayed. Previously, everything in the pixel range (0,0)-(500,300) was drawn to a page-flipped canvas. It ran fine on a standard desktop computer but proved to be slow on a Wii. Now, the starfield background has been moved from within the canvas to a displaced CSS background, greatly increasing the speed. The overlay map used to be a section of the main canvas and was drawn as several translucent shapes. This has been changed to a separate canvas with a CSS opacity of 0.5 and solid shapes, allowing a little extra burst of speed in the game. Overall, I'd estimate HullBreach Online may be running as much as 50% faster. Don't think it will stop there, though. I may move the planets and locations from the canvas to be IMG elements inside a clipping DIV (that's the same size as the canvas), depending no how much speed I can get. This would leave just the ships inside the canvas, where they will permanently reside, to allow the freedom of rotation.

To summarize:
  • Faster code
  • Faster graphics
  • More speed coming


http://hullbreachonline.com

Wii Opera SDK 3.x New Year’s Resolutions

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We’ve recently begun a new year, and with new years come New Year’s resolutions. I thought I’d jump on the bandwagon and place some goals for the Wii Opera SDK / HullBreach SDK. If these resolutions can be kept, expect to see many more features arise in the SDK this year. Some of these depend on Opera releasing the much rumored Wii Opera 2.0 / Internet Channel 2.0 that so many believe will see the light of day after a Photoshopped image several months ago. Inevitably, a new release will come on day. It will probably not have a spinning tab-cube and big, unproportioned buttons like the Wii Opera 2.0 / Internet Channel 2.0, but there will obviously be a newer Opera built.

These resolutions will be listed in priorities and based on dependencies of a new Internet Channel build. I would also like to optimize some of the existing classes for Nintendo DSi usage.


RPGStats Class (New)
Priority: Moderate
Dependency: None

This class will create RPG character and enemy objects with all their stats. There will also be another helper-class to perform calculations relating to battle damage and item usage.

Comm Class (Existing)
Priority: High
Dependency: None

This class has existed since the 1.x series of the SDK, so it’s in bad need of an update. This update will use more efficient serialized values and offer multiple asynchronous AJAX calls.

Mee Class (New)
Priority: Low
Dependency: None

This class will create an Internet Channel version of Miis so that games using the SDK can have avatar heads that will carry across any games for consistancy.

Mode7 Class (New)
Priority: High
Dependency: None

This class will reproduce the screen mode 7 effect of the Super NES where scanlines of rotated backgrounds are scaled in 3D perspective. This effect was popularized in games like F-Zero and Super Mario Kart.

Terrain Class (New)
Priority: Low
Dependency: None

This class will create height-mapped terrains by passing texture and height values to the class. It will effectively open voxel graphics for the Internet Channel.

Keyboard Class (New)
Priority: Moderate
Dependency: None

This class will allow developers to have a translucent on-screen keyboard pop-up on the screen for entering characters into textboxes and textareas without an entirely new screen appearing.

3D2 Class (New)
Priority: Moderate
Dependency: Canvas 3D

This class will wrap Opera’s 3D canvas much in the way that the Draw class currently wraps the 2D canvas. It will allow for much faster texture-mapping of 3D meshes.

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 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 Now Supports More Wii Remote Features

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A new Wii Remote class for the Wii Opera SDK has just been released, superceding the previously existing one.  A demonstration can be found at http://wiioperasdk.com/remote.html.

This new class contains the following features:

  • Read button presses from all 4 Wii Remotes

  • Read distance from Sensor Bar of all 4 Wii Remotes

  • Read cursor position of all 4 Wii Remotes

  • Read angle of roll for all 4 Wii Remotes

  • Read button presses from 3 Nunchuks

  • Read button presses from a keyboard acting as a Wii Remote

  • Autodetect active keyboard or Wii Remote NEW!

  • Autoswap between remote and controller orientation based on Wii Remote direction NEW!

  • Autorotate D-pad orientation based on Wii Remote orientation NEW!

  • Read additional keypresses when using BOTH a Wii Remote and a USB keyboard NEW!

  • Toggle disabling of default key/button actions NEW!

Asteroid Mining Added to HullBreach Online

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HullBreach Online has just moved to a faster server, and what better way is there to usher in the change than a major update? Asteroid mining has been added to the capabilities ships have in the game universe. Now players can scout out prime spots in the far reaches of space to gather goods to sell for credits. In addition to this update, there have been bug fixes in the areas of trading goods and disembarking from locations.

Wii Opera SDK v2.0 Preview Game

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I've been working hard on version 2.0 of the Wii Opera SDK and thought I'd share preview demo at http://hullbreachonline.com/sdk/shooting.html. This demo is a shooting game that makes use of several of the upcoming features of the SDK, including real-time lighting, backface culling, mesh importing, mesh merging, and 3D explosions. To play the game, simply click the spinning object to shoot an arrow at it. The game tallies hits and misses for the duration of play.

During this upcoming week, the new version of the Wii Opera SDK will be released at http://hullbreachonline.com/sdk along with a mesh gallery where developers will be able to import and export premade 3D models or create their own for incorporation into homebrew Internet Channel games. This entire gallery will be rateable by members of the website, and anyone will be able to download the files for projects.

A New Solar System Has Been Added to HullBreach...

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The Bynar system consists of two planets, which are exact mirrors of each other. Missions and goods are already populated. You can read about the backstory to these planets in the blog at hullbreachonline.com.

Wii Opera SDK, HullBreach, Demos Accelerated

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The Wii Opera SDK has been tweaked to pull more speed from the 3D math and the drawing functions. Many of the demos for the SDK are now faster as well. As for HullBreach: Large amounts of code have been reordered, cleaned-up, and condensed, making the game about 15% faster than before! Enjoy the speed boosts.

HullBreach Christmas Updates

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Some players have been asking about the special Christmas "present" that was hinted on the homepage of http://hullbreachonline.com. I won't tell specifically what it is, but let's just say to check the in-game credits. :D

Also, NPCs are starting to populate the game world. They will mainly be in the form of stationary ships docked at locations. Due to the speed of the Wii's Internet Channel, I cannot create the advanced AI that I had hoped. Still, seeing a few extra ships while playing is a nice addition. Oh yeah, try hailing the NPCs.