Mayo
Forum Noob
Just like my PS4 and PS3 ports Wii also received its own ioQuake 3 Arena port. For years it DID bother me that Wii didn't have a proper Quake 3 port, so I decided to try and see what I could get done... and there we are. Compared to PS3 and PS4's I had to deal with very obnoxious stuff, especially with memory, but the result is probably the one that I found most fascinating, using OpenGX as GL Wrapper.
AI has been used to assist me in this project. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made. Also, there's an AGENTS.MD in the repo in case It's needed.
Main features:
Latest release
AI has been used to assist me in this project. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made. Also, there's an AGENTS.MD in the repo in case It's needed.
Hardened code's skill module is mandatory. Without it, AI will hallucinate a lot and will either introduce issues or regressions.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
Wii has very strict rules when it comes down to memory, it was a good learning field to trim and optimize as much as possible.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
Wii has very strict rules when it comes down to memory, it was a good learning field to trim and optimize as much as possible.
Main features:
- Wiimote+Nunchuck (motion aiming), GameCube/Pro/Classic controller or WiiU's Gamepad (on vWii only)
- Mouse and keyboard support
- Can play with other Quake 3 clients (ioQuake3DS, VitaQuake, various other ports, Steam's client, and so on).
- Open Arena support (no Team Arena support due to lack of memory)
- 240p and 264p resolution support for CRTs. Didn't test it hard enough though, my main focus is 480p
- Game runs at stable 30 FPS. 60 FPS on menus. Can set a 60 FPS flag in the Makefile or through q3config, but it will get to 45 FPS tops.
- Confirmed to work on WiiU's vWii. Also runs on Dolphin.
Latest release