Welcome to the Internet Channel homebrew blog!

Welcome to the newly-designed blog for Internet Channel homebrew. I figured that with the rebirth of many projects at both WiiOperaSDK.com and HullBreachOnline.com, it seemed only fitting that this blog be reborn as well. Enjoy!

Archive for 'Wii Opera SDK'

As of last weekend, the 10,000th member created an account for use on DSiPaint, WiiOperaSDK, and HB Online.

10000 Members

I’ve been making major layout changes to http://wiioperasdk.com, matching it closer to the layout of http://dsoperasdk.com.  Wii versions of some of the DS Opera SDK apps will make their way onto the website, including WiiPaint and the WiiChatroom.  These changes will be on-going for about a week.  Members will be able to log in right on the menu now for using the apps.

Changes so far include:

  • References to old versions of the Wii Opera SDK have been removed.
  • Image links at the top have been removed since many of those links are now broken
  • The main menu it now the default page instead of the raycaster menu

WordPress Update

Quick notice: I’ve updated this blog to the newest version of WordPress.   Let me know if any errors arise, and I’ll address them.  So far, I’m liking the updated admin tools.

Mode7 Class Preview

Mode7 Class Preview

An alpha preview of the new Mode7 is available at http://wiioperasdk.com/mode7.html.

Available features from the original goal list are as follows:

  • Per landscape pixel coordinate mapping
    Default tiles for empty locations
  • Variable pixel size Variable strip size (for speed vs. visual clarity optimization)
  • Variable canvas size
  • Controls for motion, turning, strafing
  • Import custom tile maps
  • Import custom tile images

Originally, the class was going to draw landscapes on a per-pixel basis, but that proved to be way too slow for not only playing but just for viewing.  This I’ve taken some shortcuts (in a similar manner to how the SuperNES did) which create a decent, but not mathematically correct, effect for games.

Much of the class is not yet automated in the manner that the 3DFPS one is, and some tweaking to the perspective projection math is required.  Beyond that, it is functionining.  I just need to run some benchmarks on the Wii before creating a game or two.

    Mode 7 Sample

    Mode 7 Sample

    The new class for the Wii Opera SDK / HullBreach SDK that mimics the popular affine texture mapping of the SuperNES era is almost finished.  This class will give the ability to create graphical effects like those produced in Super Mario Kart, Pilotwings, F-Zero, and other games, by scaling scanlines of rotates planes on screen mode 7 of the SuperNES.  The interface will be similar to that of the Raycasting class on the homepage of http://wiioperasdk.com.

    It is my hope that when this class is finished and fully-optimized that Internet Channel versions of SuperNES favorites will see their lights-of-day.

    The demo image shows the functionality with a sample checkboard pattern.  Final game engines using this class will have the following abilities:

    • Per landscape pixel coordinate mapping
    • Default tiles for empty locations
    • Variable pixel size (for speed vs. visual clarity optimization)
    • Variable canvas size
    • Controls for motion, turning, strafing
    • Panoramic backgrounds
    • Import custom tile maps
    • Import custom tile images

    The class will be ready in the next week with a simple demo.  Once this class is finished, I will begin work on the next project: Terrain Mapping.