Wii News
DragonMedia Player v0.25 (Alpha) (Wii Application)

DragonMedia Player is a music play with a skinable user interface. It plays .mp3, .ogg, .FLAC and other formats. So far it does not play .wma or .aac.

Changes:

– Added support for AAC, M4A and MP4 file format
– Songs now continue to play from old directory when browsing through directories
– Fixed a crash bug with modules that don’t load properly
– Fixed an issue where sometimes it would take several seconds to play the next song

http://wiibrew.org/wiki/DragonMedia_Player

By with 0 comments
The Prophecy (2nd Demo) (Wii Game)

Castlevania clone made for the Wii. The driving force behind the game is EzekielRage, his blog can be found at: http://ezekielrage.wordpress.com/

Changes:

Demo 2: February 17th, 2011
– Added second stage
– Added dialogues and cutscene
– Added tutorial
– Added level select screen
– Added options menu
– Added weapons and enemies
– Powers now need to be activated
– A yellow crystal is formed where you release your power
– Tweaked level layout of stage 1
– Changed music of stage 1
– Other minor changes

http://wiibrew.org/wiki/The_Prophecy

By with 0 comments
Chessui v1 (Wii Game)

Chessui is a chess program using GRRLIB. It can use several engines (only firstchess is currently available)

http://wiibrew.org/wiki/Chessui

By with 0 comments
PieChart v0.8 (Wii Game)

PieChart is a mish-mash of several Pac Man gameplay styles and themes.

Changes:

– 2 player mode! Now you can play with a friend to conquer the mazes!
– A full soundtrack supplied by the industral band DYM (www.enterdym.com).
– Fixed some ghosts not playing the death sound when they eat the player.
– Fixed infinite ghost points bug.
– The sound engine has been re-written to allow for co-existing SFX and music.
– There are now surprises in the mazes, including more powerful ghosts and level tweaks.
– A few new stages, 21 in total.

http://wiibrew.org/wiki/PieChart

By with 0 comments
MLlib v1.3 (Wii misc)

The MLlib (or Minishlink’s Library) is a simple library to develop on Nintendo Wii. Technically, it’s a wrapper of libogc and others librairies. Coding with this lib on Wii should be way easier and faster now!

Features:

Proper code so that it’s nice to see;
Easy for all;
Friendly functions;
Handles drawing;
Sprite system;
Handles PNG images;
Special effects;
Write graphically text (TTF font support);
MP3 system;
MOD system;
Input (Wiimote, Nunchuk, and extensions…) system;
And much more…

Changes:

Compatible with DevkitPPc r22, libogc 1.8.6 and libfat 1.0.8.
FreeTypeGX updated (0.3.1)
Metaphrasis updated (0.1.2)
uthash updated (1.9.1)
fixed: ML_AnimateSpriteEx & ML_AnimateSpriteEx2
added: ML_EnableTextureAntiAliasing() (AA is disabled by default)
added: ML_DisableTextureAntiAliasing()
modified: ML_DrawRect() now can be filled or not (and bug with color fixed)
added: ML_DrawCircle(x, y, radius, rgba, filled)
fixed: Issue #1 (finally! :D).
fixed: possible buffer overflow with sprite texts.
fixed: sprite texts were not at the right y coordinate.
fixed: no more skipped characters with sprite texts when auto jumping lines. (and textBox)
improved: TTF text speed-up
fixed: Underline and strike now applying well when jumping lines with TTF fonts
fixed: Jumping lines correctly with TTF fonts.
fixed: anti-aliasing with modified textures
added: u32 ML_ElapsedTime()
added: ML_Wait(ms)
fixed: possible code dump with ML_DrawRect() (forgot GX_End, lol)
fixed: ML_ElapsedTime() now returns the true elapsed time since the app launch (not since Wii launch)
modified: ML_DrawText -> You can now use arguments !
modified: ML_DrawText -> Use n and t instead of %n and %t, also use #cX instead of %cX
updated: template Makefile, now type “make emu” and if you have Dolphin Emulator installed, the dol will load immediately ! 🙂
fixed: Code dump when using ML_DrawText(), you have to use #n and #t instead of n and t, sorry.
fixed: possible weird things happening on the screen
Added strucutre ML_TextInfo to store infos about a text to be drawn (width, height, numbers of characters that will be printed) returned by ML_GetTextInfo()
documentation update
optimizations

http://wiibrew.org/wiki/MLlib

By with 0 comments
SDL MAME Wii v0.6 (Arcade emu for Wii)

SDL MAME Wii is an Arcade Emulator based on SDLMAME. Many games for early arcade boards can be played with varying amounts of success.

Changes:

– Compiled with libogc 1.8.6, USB loading should be faster now if you have IOS58
– Changed video code around. Most games get a speedup or remain the same from this, but at least one (frogger) is slower for some reason.
– Widescreen support
– Fixed some games giving duplication errors and causing the emulator to exit

http://wiibrew.org/wiki/SDL_MAME_Wii

By with 0 comments
OpenDolBoot v0.1 (Wii Application misc)

OpenDolBoot is an application created during the development of Priiloader. It creates an app file out of the given Dol file. the resulted app file will be bootable by IOS/es_LaunchTitle and can be used in a title.

http://wiibrew.org/wiki/OpenDolBoot

By with 0 comments
Newo Shooter v1.38a (Wii Game)

Newo Shooter is a rail shooter in a third-person and first-person 3D perspective. The player must navigate his spacecraft, through environments while various enemies (spaceships, robots, creatures, etc.) attack him. Enemies drop various power-ups (free lives, 50% health, weapon upgrades, shields) to help the player. The player receives a score on each level based on how many enemies destroyed. At the end of each level there is a boss that the player must defeat before progressing to the next level.

Changes:

* 2 levels (City, Asteroid Field), Score, Level Start, Title screen and ending screen
* Enemies now drop power ups ( yellow = weapon upgrade (4), green=health, white=free life, white=useless )
* Still no Models, Sounds or Music
* Purple Mid-Boss (stops stage until killed)
* Basic particle effects
* GRRLIB plasma example in background.
* New destructible objects, Ground plain, clouds, grass, smoke animation, gravity, death spiral
* New HUD: Your health bar is Green. Enemy health meter is the color of the enemy and is in the center.
* Blue box is end of stage marker
* Improved frame rate, added on screen counter

Thanks to http://www.nintendomax.com/viewtopic.php?t=12815&f=54 for the news.

http://wiibrew.org/wiki/User:Owen/Newo_Shooter

By with 0 comments
DragonMedia Player v0.21 (Alpha) (Wii Application)

DragonMedia Player is a music play with a skinable user interface. It plays .mp3, .ogg, .FLAC and other formats. So far it does not play .wma or .aac.

Changes:

* Added checking for share names and name correction on invalid share names
* Fixed issue with inability to load custom cursors
* Fixed memory leak with ym file source
* Fixed crash bug on ejecting certain media types and playing a song near a tracked module
* Fixed media seek location flying out of whack when abnormal conditions occur
* Shares no longer disappear and reappear if they can’t be found

http://www.wiibrew.org/wiki/DragonMedia_Player

By with 0 comments
Engine02 (02-01-2011) (Wii misc)

Engine02 is a script-driven, multiplatform 2D game engine with builds for DOS, Windows, Linux, Intel/PPC MacOS, PSP, and Wii.

Changes:

* Added “Repository” support. Special files placed in the “repo” folder allow E02 to connect to other download resources. This makes possible the creation of public and private listings for third-party games, and private listings for local transfers between platforms (when already running an http server). This feature is not displayed when only the default repository file is found

-BugFixes-

* When a script line was followed by whitespace (space or tab), the whitespace would not be removed from the end of the loaded string. This would cause problems especially with filenames that were followed by comments, as the filename used would contain the space/tab characters and fail to load on some platforms. Trailing whitespace on strings is now ignored, eliminating this problem (comments can be used after strings, and the strings themselves will be terminated after the last non-whitespace character)

* Mode 5 for the Set_PaletteAlpha_Range Script Command attempted to set the global palette rather than the target palette, and when intentionally setting the Global Palette, the alpha was not properly applied. This Command should now function properly for mode 5, and for applying an alpha to the Global Palette colors

* The Dim_Palette_Range Script Command did not test for component value overflow when “Dimming” up, which caused them to “wrap around” and become the wrong colors. Using this Command to brighten the palette (a “Percentage” value greater than 128) should now work properly

* The “Installed Games” section of the menu would crash when no games were installed due to a test on an array entry for an array whose length matched the number of games (in this case, 0). The “Installed Games” menu will now display correctly under this condition, reporting no installed games and displaying only the option to return to the Main Menu

http://stealth.hapisan.com/E02/

By with 0 comments