Talk:MahJongg Wii

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I would appreciate all help with graphics and sfx/music from those wishing to contribute. Please add to the sections below with contribution and contact details.

Further development

Hi all mahjongg addicts! As JustWoody seems to have giving up on the project, I started to further develop this mahjongg game. I made some fixes and improvements, But my version also lacks some things which I hope to reintegrate with the help of the community. Help is needed for translation and sound improvements.

Further info and binary release are currently at:

Source code is stored within a mercurial repository and I'm thankful for any useful patch. —Preceding unsigned comment added by Rp (talkcontribs) 18:41, 20 December 2009 (UTC)

To get an idea how you should translate please have a look of these 2 files: languages.h, languages.c --Rp 07:58, 21 December 2009 (UTC)


i can provide some mp3s--Wiifreak9989 00:30, 13 July 2008 (CEST)

That would be good WiiFreak9989. I need music for the menu, game, high score input, winning, losing + sounds effects --JustWoody 08:36, 18 July 2008 (CEST)

i chinese gong at the start of a game is a nice addition ... maby i found one here: or 08:24, 30 August 2008 (UTC)

Thanks Bitflusher, i've downloaded both and think the first one is best. I've also edited it a bit so that it fades in and out a bit cleaner. --JustWoody 09:15, 30 August 2008 (UTC)


Mod music wanted

An update on required sounds / music - I would really appreciate some music in MOD format as this takes up far less memory than mp3. The music that I require is japanese/oriental style for title screen/menu, a few for in game, hi-score entry, and short ones for winning and losing the game --JustWoody 18:57, 25 July 2008 (CEST)

Try this page: Modarchive (genre -> folk/spiritual) --DigDug 15:57, 27 August 2008 (UTC)
I posted a request on their forum a week or so ago with no response so far :-), Digdug, have you heard any particular tracks on there that fit the bill? I haven't had a good look yet so would be good if you could paste a link to include a search that brings back a few decent tracks --JustWoody 20:04, 27 August 2008 (UTC)
Here is one list, I don't know if you can support S3M/XM also?

Japanese selection - Chinese selection - Oriental selection I can't decide for you what kind of music you want in your game, maybe other users can take a look as well and we can vote? --DigDug 15:55, 28 August 2008 (UTC)

I use sndlib which only supports MOD as far as a can see :(, I did a search of these a while back but didn't see anything that exactly fitted the bill, I may give them another listen though as really want to get some more music to mix it up a bit. Cheers for the suggestions though DigDug. --JustWoody 22:33, 29 August 2008 (UTC)
Hey DigDug i've found a few tracks on the oriental search that would be really good, I'm just asking for permission to use them now. --JustWoody 07:24, 30 August 2008 (UTC)
Great I could help, if you want I could search for more. --DigDug 13:42, 30 August 2008 (UTC)
If you could find any MODs that could be used for completing the game or for no more tiles left then that would be really good. --JustWoody 14:55, 4 September 2008 (UTC)
DragonMedia Player has support for more tracker formats (it, mod, s3m, xm) in addition to game music formats. Is it possible to import some code from it to play more sound formats? That'd solve the lack of .mod problem. -- Masamunecyrus 06:59, 4 February 2009 (UTC)
Ta for the suggestion Masamunecyrus, I will take a look at DragonMedia player to see if anything can be extracted from it. In the meantime I have added a number of new MODs for the next release to go with the different tilesets, so this should add a bit more variety --JustWoody 18:54, 4 February 2009 (UTC)
You might also find ExistenzE useful. It was an old tech demo showing .YM emulation. Perhaps additional music formats are not easily achievable, I'm not sure. I've never looked at chiptune emulation programming before, but just in case you know what you're doing, good luck! -- Masamunecyrus 01:13, 6 February 2009 (UTC)


I would like some more tilesets so that i can add the option of choosing between a few different ones

Each tile should be 44x60 heres a blank tile from the current set to get the idea: Blanktile.png

42 tiles the same size as these should be placed in one png 32 file. with all the repeating tiles first and the individual tiles at the end (seasons and flowers)

Other graphics that I would like are a few selectable characters for two player versus mode in a similar vein to Popooon on the SNES if anyone has seen that + funky text saying things like "Finished" "No more matches" "Shuffle" "Winner" "Player 1" "Player 2" hopefully this kind of thing will give a more polished look --JustWoody 20:06, 30 July 2008 (CEST)

Can you link to the png for the standard tileset you used so we have a template to work off of? HisshouBuraiKen 16:49, 17 October 2008 (UTC)
Here it is HisshouBuraiKen - Tileset.png
This is a whole blank tileset template from an up-coming version of the standard tileset created by DayDreamOz. --JustWoody 14:04, 2 November 2008 (UTC)

It'd be nice if you could just scan the Mahjongg directory for, say, .png files, and then allow the user to be able to select them in the options menu. That'd allow for tileset customization more easily. Or perhaps have even a master .xml file that you add the tileset info to, if that would be easier. -- Masamunecyrus 19:26, 9 January 2009 (UTC)

I like the idea Masamunecyrus, I will add it to the todo list. --JustWoody 19:52, 9 January 2009 (UTC)
I don't know if this is what you're looking for but I made a tileset. I guess it's a spooky themed one if anything! I was going to make a background to go with it too but one step at a time! You wouldn't think it would be so hard to think of 42 tiles but you get to 21 and it gets hard! lol This lot started as an egyption themed one originally...


Mr_Nick666 13 January 2009

I'm digging the tileset Mr_Nick666, I will add it in to the next version --JustWoody 16:51, 13 January 2009 (UTC)
I Also like the idea of having custom backgrounds for the tilesets, so would be good if you could make one as well. --JustWoody 19:08, 15 January 2009 (UTC)

Hows this?


Mr_Nick666 20 January 2009

Thats quality it really fits with the overall feel of the game, nice one --JustWoody 18:00, 20 January 2009 (UTC)
Hey Mr_Nick666, I've added your tileset and background to the game and posted a screenshot on the main page --JustWoody 18:05, 22 January 2009 (UTC)
Nice work, Nick666 - would you mind if I take the tileset and the background and bring it inline with the gameart as it is atm - just some minor touchups [and yes... I am back 2 major launches this week... YEAH! time for some fun now :)]--DayDreamOz 00:12, 23 January 2009 (UTC)

I've created a pretty poor simple tileset below, if anyone wants to attempt a better simple set then please replace --JustWoody 18:09, 22 January 2009 (UTC)

Mahjongg Wii Simple Tileset.png

If it's not too much of a pain I revised the "Spooky" set.. DayDreamOz what would you like to change about the art? I thought it looked good in the screen JustWoody posted.(Im also working to finish the Egyption set I mentioned) Mr_Nick666 23 January 2009


Here's the finished (I hope) Egypt themed tile set...



Mr_Nick666 26 January 2009

Wow I'm impressed at the speed you can fire these out MrNick666 + top quality as well, nice one --JustWoody 21:32, 26 January 2009 (UTC)
Hey Mr_Nick666, I think I see what DayDreamOz is talking about bringing the graphics in line with the current game art, in particular his backgrounds have a textured feel to them and yours are smooth, I'm not sure how easy it would be to make them more textured? (DayDreamOz please correct me if this is not what you were thinking) --JustWoody 19:33, 27 January 2009 (UTC)
Each set has taken me about 4 hours to do Id say. Ideas are the biggest stumbling point. Maybe I was being precious about my graphics earlier. I think DayDreamOz should bring the backgrounds in line with the current artwork (they are all vectors created in CorelDraw X4 and are about 4 times larger than here and can be exported in most formats if its helpful?). Mr_Nick666 28 January 2009
Soz if I sounded negative about your efforts Mr_Nick666, I'm definitely not negative about them I think that they are really good and am very grateful for all the hard work. I was wondering if putting some texture / roughness into the different layers/vectors of the background images is something that you would be able to do? --JustWoody 19:06, 28 January 2009 (UTC)

Nothing wrong with constructive criticism! It's for the benefit of the game in the end. I had a bash at texturing the backgrounds...



Maybe the tiles for the Egypt set need the background lightening a bit now.. What do you think?

Mr_Nick666 29 January 2009

Yeah I think you are right MrNick666, the Egypt set could do with being a bit lighter as they seem to merge in with the background a bit currently. It is more pronounced on my TV than in a screenshot - They do look good though: --JustWoody 10:57, 1 February 2009 (UTC)




I did two flavours as I couldnt decide which would look better.

Mr_Nick666 1 February 2009

I've tried both tilesets and the grey background works better, particularly because the hint feature flashes yellow and you cannot see which tiles are flashing with the yellow background ones. --JustWoody 13:00, 8 February 2009 (UTC)


I would love to turn this into a tileset.

Thus far, I've been able to do this, but there are still going to be some more tiles that are needed. Anyone want to help me make the remaining tiles? The biggest problem is trying to find that font or something similar... I suppose if we're missing things like the season tiles, though, a font won't be needed. -- Masamunecyrus 04:19, 6 February 2009 (UTC)

Also, just to throw in an extra set, you could make a black tileset based on your current original tileset. -- Masamunecyrus 07:12, 6 February 2009 (UTC)

I'd be happy to finish the first tile set if you give me some ideas as to what the tiles should look like. I'm currently working on a Space themed set too. Mr_Nick666 6 February 2009 (GMT)
Well, we're missing what... The flower tiles and the season tiles? There should definitely be some sakura in there, for either spring, one of the flowers, or both. Maybe snow bunnies would be appropriate for winter... But then again, this is a sushi theme, so perhaps we should go with something sushi. What do you think would make for good flower and season tiles? Maybe toppings, such as soy sauce (しょうゆ) or wasabi (わさび)? -- Masamunecyrus 08:08, 8 February 2009 (UTC)
Sorry, guys, I've been busy and all next week is tests. After that I should have some free time, though. I'm not particularly good at vector drawing, but I can try to track down some usable graphics for those last tiles when I get some time next week. Oh, and should I change the numbers to Arabic numerals as opposed to Japanese? -- Masamunecyrus 06:21, 14 February 2009 (UTC)
Yeah it might be a good idea to try Arabic numerals as these are more easy to recognise by most people round the world --JustWoody 09:27, 14 February 2009 (UTC)

Space themed set and background...



Mr_Nick666 6 February 2009 (GMT)

Nice, i've put these into the game also. The only thing is that when playing the phases of the moon look very similar to the planets so was hard to tell which tiles to chose, is there any way of making these a bit more distinguishable? --JustWoody 13:00, 8 February 2009 (UTC)
My girlfriend agreed so I sought her advice and this is what the revision came out as.


Is it different enough now? Mr_Nick666 8 February 2009 19:56(GMT)

Yeah that done the trick, looking good, I've also added some spacey music for it which adds to the feeling --JustWoody 19:34, 9 February 2009 (UTC)

Sorry I disappeared for a while. School got to be a bit rough starting around the first exams and it hasn't let up. I actually spent my entire spring break in the library every day studying. I don't think I'll get any more free time anytime soon, so I'm going to have to abandon my tilesets. :-( If anyone wants to try to finish them, go ahead. I've uploaded all my resources here (required fonts 1 2).

So, here is what I've been working on in my absence. -- Masamunecyrus 01:26, 26 March 2009 (UTC)

MahJongg-sushi.png MahJongg-pixel.png MahJongg-saki.png MahJongg-tirol choco.png

Ideas / Feature Requests

Anyone with any good ideas for this project please add them here:

DS connectivity

DS / Wii connectivity isn't being used on the homebrew scene as far as I know - and there's plenty of homebrew tools for the DS. Not sure how it'd work in Mahjongg - maybe just a downloadable demo? Or, if incorporated into the game, it would allow players to 'hide' their movements, by performing actions on the DS, which then affects the main game on the Wii. --Banjo Fett 12:10, 25 January 2009

Classic Controller Support

Can you add the support of Classic Controller in a future version ? --CashMan 18:34, 19 November 2008 (UTC)

I'm not sure where the benefit would come here CashMan as it already works with the wiimote and the classic controller just plugs into this, could you give a bit more detail about how you see this working? --JustWoody 09:50, 20 November 2008 (UTC)
It was just an idea :P --CashMan 11:51, 20 November 2008 (UTC)
Thanks for giving it + I always welcome any ideas to improve the game :) --JustWoody 13:21, 20 November 2008 (UTC)


Can you add the Rumble function of Wiimote in a future version ? --CashMan 18:27, 19 November 2008 (UTC)

Sounds like a good idea, what were you thinking - only when tile pair matched? Each tile selection? mismatched selections? hovering over matching tiles? --JustWoody 09:48, 20 November 2008 (UTC)
When you select something as a button (in the menu and in the game as the pause button, the help button, etc...) --CashMan 11:50, 20 November 2008

Non-Solitare Mahjong

A menu item for Multiplayer (or AI) Mahjong? --Navarr 20:37, 27 July 2008 (CEST)

Could you elaborate on how you see this working Navarr, so I can understand your idea. Do you mean the full MahJongg (4 player job)? --JustWoody 23:09, 27 July 2008 (CEST)
Yes, Full 4-player Mahjong. -Navarr 01:56, 28 July 2008 (CEST)
I will take a look at this, it may be that I would release this as a separate app. will have to see how compatible the code would be --JustWoody 17:46, 28 July 2008 (CEST)
Maybe that the generic card game library used in wii poker could be used for the traditional mahjong.


I think it would be nice to have a option of turning it off. Xyrion 00:23, 31 July 2008 (CEST)

I've actually already added turning sounds and music off in the menus that I have been working on ;) cheers for the comment though --JustWoody 18:44, 1 August 2008 (CEST)

I'd like to see a custom music feature. In the options, similarly to how you plan to have multiple tilesets selectable, it'd be nice to scan the Mahjongg directory for compatible music files and then allow you to select them. WiiCM currently allows for a customizable .ogg to be played in the background, and the source is readily available here: -- Masamunecyrus 19:25, 9 January 2009 (UTC)

I've actually got playing custom music from SD on my todo list, but good to see some source to make it easier, Ta. --JustWoody 19:54, 9 January 2009 (UTC)


A couple more supported buttons like instead of dragging the Wiimote to the Pause button, add the [+] button support? --Goofster1020 10:47, 23 August 2008 (HST)

Yeah sounds like an idea Goofster1020, especially since there are lots of buttons free + makes it a little easier. --JustWoody 08:17, 24 August 2008 (UTC)


What about a 16x9 widescreen mode? And a config file that saves video, sound, and possibly tileset preferences? We love what you've done with this game, it is great work!

I am planning to add the auto saving to the SD card of settings. I'm not quite sure what would be gained from doing anything specific with widesceen, i have a 16x9 CRT and it looks fine on that. does it look odd on a hi-def? --JustWoody 22:21, 29 August 2008 (UTC)

I just have to change the aspect ratio to fill the screen, or live with the bars on the side, but you're right, it isn't a big deal. I was more interested in saving the settings. d6e2s

Maybe when you select characters, you can select Mii's. Then you don't have to input your name or anything with the High Scores, a little like Wii Sports. And how about a button on the Wiimote to pause as well as the one in game? I have to say, awesome game though, play it all the time. --Goofster1020 22:32, 2 September 2008 (UTC)

Sounds like a good idea with Miis although at the mo there isn't a way of accessing these for homebrew dev., if someone does unlock / provide a lib for this then def. worth putting in. I am also going to map pause to one of the wiimote keys (prob. '+'), but just not got round to it yet. --JustWoody 13:15, 3 September 2008 (UTC)
Some one in elotrolado (spanish forum) has spoken to try to creat hombrew mii for homebrew applications. If this go to a standard for the hombrew scene it would be good to all homebrew devs ;) - Yod4z GMT+1 16:34


When I go to the menu from playing the game it would be good to be able to resume the game I was just playing. Sometime I go to the menu thinking I'm going to turn on hints and they aren't in the code yet ;) --spnorth 5:31, 6 September 2008 (UTC)

I should really add an option to continue game as well as starting a new game, I will add this to my todo list. --JustWoody 08:24, 6 September 2008 (UTC)
Hi JustWoody, I miss the in progress updates on the main page. I'm sure things have been busy lately, just want to know though. --spnorth 14:10, 21 September 2008 (UTC)
Yeah I've been away with my 'real' work for a bit, am back now so hopefully I'll get chance to get some time on Mahjongg soon, cheers. --JustWoody 18:30, 25 September 2008 (UTC)
I second the notion of a resume game option. I am thinking that getting all the translations for resume is probably going to be the hardest thing ;) Ensign R 04:27, 4 February 2009 (UTC)
It is on my todo list and because I knew that I would come to it at some point I already added the word 'continue' to the translations section :) --JustWoody 18:51, 4 February 2009 (UTC)

Multi-selection for Co-op

The wife and I have been playing co-op a lot, and while it's fun to complete a single match together, it would also be fun to be able to select tiles separately. Here's how I think it should work - Player 1 selects a tile, and it flashes red. If player 2 selects the match, it's a match. If Player 2 selects a different tile, it flashes green. Now, if Player 1 finishes Player 2's match, all selected tiles are cleared (he "loses" the selection he had earlier). If Player 1 completes his own match, Player 2's tile remains selected. Does that make sense? You'll have to implement separate selections for vs mode anyways but it shouldn't be hard to add it to co-op mode too. HisshouBuraiKen 19:01, 20 October 2008 (UTC)

You're right, the changes that I'm currently making for versus mode do make it alot easier to play co-op in a similar way (i.e. having both players selections independent of each other) + I like your ideas of how this would work without being too intrusive + not extra buttons to worry about, I'll definitely implement this idea. --JustWoody 17:56, 22 October 2008 (UTC)
Just got done playing a couple rounds on 0.6 and man, the improvements really make a difference! The new selection scheme is perfect and makes both co-op and versus a lot of fun. Excellent job! The only problem is that there's now a kind of strobing effect when the two cursors overlap (I guess because you're drawing one on even frames and the other on odd frames now, or something like that). I'd suggest having it go back to the old way, I think it's more distracting to have the cursors flickering than to just have one always overlapping the other. HisshouBuraiKen 00:20, 13 November 2008 (UTC)
Cheers for the comments + the ideas, I too think it plays a lot better this way. I also, know what you mean with the the strobe effect of the pointers, my only dilemma is that the other way is an advantage to whichever pointer is on top (player 1 in the old way). Hummmm what to do... Oh by the way are you able to check my dodgy babelfish Japanese translations? --JustWoody 17:29, 13 November 2008 (UTC)
I'll fix the Japanese. I see your point about the cursor issue, but it's a problem in all Wii games unfortunately. For what it's worth, I don't think it's that much more advantageous for Player 2 to have their pointer be a flickering mess vs. being covered up :) I think most players are aware of where they're pointing even if it's covered. Although if you want to be a little more fair you can randomize whose cursor gets drawn on top?HisshouBuraiKen 21:40, 13 November 2008 (UTC)

Rules and Tile Help

A page or pages with a brief explanation of how to play Mahjongg would be a good idea IMHO, as not everyone knows how to play it (I taught someone recently and now they're hooked.) The page could explain how tiles match and describe their names / meanings - avoiding the "match the 1, no not that 1 they other 1" conversations for co-ops etc. Having a button to display the default (and more easily explained) tile set and switch between the current tile set would be handy to have there too. Finally it would be good to be able to access the above page(s) from with in a game. Handy for teaching in-game. The downside to my suggestion would be getting the required translations to describe the rules of the game - translating single words is relatively easy when compared to translation of sentences/paragraphs of text. Ensign R 05:52, 4 February 2009 (UTC)

I like the idea Ensign R, but am not sure how easy it will be to implement in all languages as you mentioned. I suppose I could just do an English version, but it seems to go against the idea of the current internationalisation support. I will add it to the todo list though. --JustWoody 18:49, 4 February 2009 (UTC)


I'm not sure if you heard about it, but there's a lib that uses Mii data in Libmii and I figured that you could use that for animated characters in your todo list. --MSoles 21:39, 11 July 2009 (UTC+9:30)

Cheers for the suggestion, yeah I'm actually using libmii to do a few things in an unreleased / incomplete version - selectable miis, with the name as well as skin, hair and clothes colours of the mahjongg wii characters taken from selected mii + also the pointer will change the skin and clothes colour to the selected mii also. --JustWoody 21:23, 14 July 2009 (UTC)

Logo / title screen ideas

DayDreamOz: I just made a quick mock:

MahjonggWii menu.jpg

Slick! CarstenK 07:47, 30 July 2008 (CEST)

Thats quality DayDreamOz, cheers I will def. be adding that in. Now in you in the groove any chance of creating a homebrew channel logo using the same font? --JustWoody 20:00, 30 July 2008 (CEST)

Of course was going to do the whole menu/ gui thing if you want me to.

That would be spot on DayDreamOz --JustWoody 22:30, 30 July 2008 (CEST)

any chance you could send me the existing art and some screengrabs ?

Sure whats your e-mail? --JustWoody 23:44, 30 July 2008 (CEST) (also when adding comments you can use the second icon from the right just above to input box to add your signature and a timestamp to make it easier to see when and be who a comment has been added :))

Have sent them to you DayDreamOz so have removed your email details from here for your privacy --JustWoody 00:17, 31 July 2008 (CEST)

Was about to do the same thing... thanks, Justin... --DayDreamOz 00:55, 31 July 2008 (CEST)

Some new eyecandy - just to make Justin's life a little harder... --DayDreamOz 02:02, 4 August 2008 (CEST)

MahjongWii mainmenu.jpg

MahjongWii playmenu.jpg

MahjongWii optionsmenu.jpg

MahjongWii musicmenu.jpg

Hey Chris - I've coded all of the menu stuff now using your new graphics! Its looking really cool --JustWoody 23:14, 5 August 2008 (CEST)

Very nice, looking forward to it! CarstenK 23:27, 5 August 2008 (CEST)

Beautiful graphics! DayDreamOz you've really done a great job with this. It's fresh and modern looking, just like all things Wii should. :) If you have time and will, you could update the tiles and background (if JustWoody agrees, off course) in this style. It's really, really cool. Xyrion 02:27, 10 August 2008 (CEST)

Xyrion: working on it :) --DayDreamOz 22:24, 10 August 2008 (CEST)

Wow, I just have to say, excellent work on those graphics DayDreamOz! --Teknecal 14:42, 23 August 2008 (UTC)

Other Discussions

Any other things to discuss go here:

Hint modes

How about some optional "hint" modes you can enable before starting a game, such as:

  • Highlight tiles when there is only one possible pair (or choice of threesome/foursome) to remove
  • Highlight any matching tiles when one is selected
  • Display matching tile count

Use a different color so it isn't confused with selected tiles.

Sounds like some good ideas, I might make different hi-score(lowest time) tables depending on which helping options are selected when I add some of these in --JustWoody 23:07, 27 July 2008 (CEST)

COOP thoughts

we would be happy to try an other mode for an evening (us addicts), but there is an other option, button A to make your own selection, button B + A to complete the selection of your fellow player (B suggests unselecting and if it keeps being pressed an additional A to say you are completing). completing someone elses selection could also be used as a "stealing" move on a more competative multiplayer match Bitflusher 18:26, 27 August 2008 (UTC)

Cheers for the ideas Bitflusher, I'm not 100% sure what you mean in your comment in brackets, any chance of elaborating. --JustWoody 22:26, 29 August 2008 (UTC)
ok i hope i can clarify my thoughts. right now if one player starts making a selection it blocks the other player from making his/her own selection. my idea was each player could play on it's own if you could make simultanious selection. but to keep the feature of completing the other player (like: hey can you find thisone) B+A could be used.

p.s. our 2 player record for mahjong is now 5 minutes and 31 secs Bitflusher 08:19, 30 August 2008 (UTC)

Hey Bitflusher, now I am doing the versus mode I will be changing the co-op mode a bit to be more like what you have described above :). I'm actually going with how HisshouBuraiKen has described it a bit further up this talk page as I think its less complicated in terms of buttons to remember. Cheers for all comments though. --JustWoody 18:01, 22 October 2008 (UTC)

Hidden feature

No sure if anyone will use this, but, if you press the 1 button on wiimote 1 it will create a screenshot png file on the root of the SD card. Currently this only looks ok in 640x480 mode (i.e. NTSC or 50Hz) --JustWoody 22:25, 29 August 2008 (UTC)


Please inform me of any bugs here:

old bugs can be found here: Talk:MahJongg Wii/old bugs

v0.8 bugs

OK so its been quite a while since v0.8 was released and no bugs so far! I've either fixed them all (yeah right) or I've hidden them a bit harder this time :) --JustWoody 22:17, 5 March 2009 (UTC)

It's not so much of a bug persey but is there any way to make the non-selectable tiles a little bit darker? There were five of us playing the game looking for a single match and we had to use the hint in the end! Mr_Nick666 13:30, 2 April 2009 (GMT)
I've made the non-selectable ones a bit darker and its definitely more obviously which ones are selectable. This effect looks more pronounced on some tilesets over others though. --JustWoody 16:20, 3 April 2009 (UTC)
Do you mean you adjusted it further or it was how it has always been!? I know the tiles that are unselectable are a little darker but wondered if you could make them just a shade darker? Maybe it's just me feeling this. I was also playing at my parents house where they don't use component leads so that may have made a difference. Mr_Nick666 09:29, 21 April 2009 (GMT)
The change I made was to make it one shade darker than in the released version. Yeah I've got a CRT too and particularly on some of your tilesets (i think this is due to the backgrounds being slightly darker) it was hard to tell which tiles were selectable, this looks more obvious now though. --JustWoody 16:58, 21 April 2009 (UTC)
If you're playing coop mode, which is terrific BTW, and the battery for wiimote #1 dies, you're stuck since wiimote #2 can't control any of the menu functions. Perhaps wiimote #2 should become wiimote #1 in that case or wiimote #2 should be allowed to exit the game?--Fla 2 18:10, 20 April 2011 (CEST)


Please add translations of the text here so that I can use them (with credit given) when I add multi-language. There is probably more text in there somewhere, I (or anyone) will add it as seen.

I have added a few new bits of text for versus mode and extra functionality that I would appreciate people translating for me, I have put these in bold within each translation to show where additional translations are required. --JustWoody 09:15, 1 November 2008 (UTC)










DEFUALT should be DEFAULT! --Crayon 17:27, 21 November 2008 (UTC)

Cheers Crayon dodgy typo --JustWoody 08:57, 22 November 2008 (UTC)










Does anyone know of a shortened version or different words with the same meaning for both DESACTIVE and MAXIMUM as these are a bit too big to fit on the screen? --JustWoody 18:05, 30 September 2008 (UTC)

You can use MAX and OFF and ON for ACTIVE -Yod4z 30 September 2008 22:18 GMT+1
Cheers Yod4z I've changed the above, does that look ok? --JustWoody 21:04, 30 September 2008 (UTC)

Hi, I was wondering if we could use characters like É,È,À... or it's best not to use them? --Crayon 17:58, 10 November 2008 (UTC)

Yes Crayon, I have currently got these characters - ÄÜÉÓÀÇÕÚÁÂÖÍÅ, but if need be I can add more too. --JustWoody 17:26, 11 November 2008 (UTC)

I've added the new word "Widescreen" --CashMan 17:56, 11 January 2009 (UTC)

I've added the new word "Spooky" --CashMan 16:01, 18 January 2009 (UTC)










Italian translation by Charlespig(19:00, 14 September 2008 (UTC)) and CashMan (15:11, 8 December 2008 (UTC))

I've done some babelfish translations for the phrases in bold if anyone would like to correct them.--JustWoody 14:19, 8 November 2008 (UTC)

JustWoody, I'm here!!! All done... Charlespig 19:06, 8 November 2008 (UTC)

Ta CharlesPig, I've changed the language file to match, and will make it into the next version. --JustWoody 14:44, 9 November 2008 (UTC)

I added few words but I don't know how they say "FORTRESS, CRAB and SPIDER". --CashMan 15:11, 8 December 2008 (UTC)

Dears, I'm here!!! I need to know where you would to use DEFAULT,SIMPLE,OLD options to complete the translation. --Charlespig 21:30, 9 December 2008 (UTC)

Hi Charlespig, they are going to be used a discriptions of tilesets --JustWoody 22:30, 9 December 2008 (UTC)
Hi JustWoody, all done! Charlespig 21:30, 11 December 2008 (UTC)
JustWoody... italian complete right now. Charlespig 22:21, 22 February 2009 (UTC)










originally translated by --DigDug 08:47, 2 November 2008 (UTC), translated missing entries Bitflusher 12:57, 1 November 2008 (UTC), translation of "widescreen on/off" Bitflusher 18:35, 11 January 2009 (UTC)










Translated by --DigDug 08:47, 2 November 2008 (UTC)










Spanish translation by Xtract and CashMan --CashMan 17:12, 8 December 2008 (UTC)

I've added the new word "Widescreen" --CashMan 18:11, 11 January 2009 (UTC)










Spanish and Catalan translation (AND NEW TRANSLATIONS) by Xtract 19:07, 13 September 2008 (UTC)


(Note - in Japan, they call the game "Shanghai (上海)"


一人で遊ぶ,チーム・モード,VS モード,続く

牌変更,積み上げ変更,ヒント はい/いいえ,言語変更,振動 はい/いいえ,ワイドスクリーン  はい/いいえ



スコア,勝者,1P, 2P, 引き分け



Japanese translation HisshouBuraiKen 14:00, 15 September 2008 (UTC)

Cheers HisshouBuraiKen, just one favour as at the moment I only have a graphics for the latin alphabet, could you also provide a list of individual characters that you have used throughout this list so that I can create the graphics for them.
Sure thing.
You should just be able to paste them into Word or Photoshop as text and enlarge/edit them as necessary. Just take note that a couple characters are smaller than the others as shown above (e.g. the ュ in メニュー). HisshouBuraiKen 15:24, 16 September 2008 (UTC)
My code for handling graphics fonts accepts a width for each character so it should be ok with the few smaller characters OR do you mean that those characters should actually be smaller font size too? --JustWoody 15:51, 16 September 2008 (UTC)
I guess either way would be fine. There's only the two of them (ャュ). Compare to their full-width counterparts (ヤユ) and you'll see what I mean.

Hey HisshouBuraiKen, I have done some very dodgy translations for a few phrases using babelfish, could you check that these are ok please? they are the ones in bold. --JustWoody 10:09, 8 November 2008 (UTC)

Fixed. If you wanna add new stuff you can just e-mail me, it's my name at gmail (Which I would highly recommend XD). Question - in what context are "Restart" and "New Game" being used? They may still need to change. HisshouBuraiKen 21:48, 13 November 2008 (UTC)
"Restart" is available whilst you are playing the game but either paused or no more moves and it starts the game again although it is actually a new game. "New game" is an option that is shown when the game has been completed and it actualy has the same affect as restart. Both are designed to allow a new board without having to go back to the menu. Cheers for the corrections, I am getting together an e-mail list of translators, and will add you to it so that I can ask for help when new text is needed. --JustWoody 18:45, 14 November 2008 (UTC)
Ok, all set. New characters are added to the end of the list in bold. HisshouBuraiKen 18:31, 15 November 2008 (UTC)
And again. HisshouBuraiKen 19:16, 3 December 2008 (UTC)
Cheers HisshouBuraiKen, I'm starting to run out of characters I can map the japanese too, hopefully there won't be too many more to add. --JustWoody 20:59, 3 December 2008 (UTC)
Let me know if you hit the limit, I'll try to figure something out. HisshouBuraiKen 14:36, 5 December 2008 (UTC)
I've got one more character left! Not sure if you can add the word widescreen with just one character --JustWoody 14:00, 11 January 2009 (UTC)
Nope :P Even if I could it wouldn't matter since you're sure to add more new features that will require more characters. Unless you can map multiple japanese chars to a single char (unlikely since I'm assuming your text writing library requires characters to be a fixed width/height), we only have one option: replace all the kanji (fancy letters) with hiragana (curvy letters)& katakana (angular letters). Tell you what: email me your template for making characters and the total number of characters you have available. If nothing else, you've already reserved enough to use one set of characters.HisshouBuraiKen 15:03, 14 January 2009 (UTC)
I have thought of a work around where I use a dummy character to act as a start addition to the next character so all characters added from now will have this dummy charcter followed by one of the existing one in my mappings. This means that we have space to add many more Japanese characters. --JustWoody 19:07, 15 January 2009 (UTC)
Hey HisshouBuraiKen, now that I have implemented utf-8 text rendering I no longer need to map the japanese characters so you can add as many as you need to! --JustWoody 14:19, 24 January 2009 (UTC)
I went ahead and translated the new terms. I left them in bold in case HisshouBuraiKen finds that something is inaccurate, though I hope it's not. -- Masamunecyrus 04:41, 9 February 2009 (UTC)










Yod4z, Banjo Fett and CashMan

Made some general changes, including using numbers instead of the words for 'one' and 'two', which is certainly more common in Brazil. I still need to run these by my nephew and brother-in-law, because Lu doesn't really play games and isn't sure about some of it. It's all technically correct and makes sense, just needs some fine-tuning. Banjo Fett 11:50, 8 November 2008

I've added new words except SPIDER. I don't know how say it in Português. --CashMan 14:08, 1 January 2009 (UTC)

It's corrected for SPIDER :P --CashMan 14:19, 1 January 2009 (UTC)

Closest to 'spooky' is 'assustador', and can be used to describe things and places as scary or spooky. 'Widescreen on/off' is just going to be 'widescreen on/off' - it's one of those English words that creeps into Brazilian Portuguese. European Portuguese may have an alternative, but I can't find one. Banjo Fett 12:00, 25 January 2009

'Draw' is 'Empate' not 'EmpaRte'. I don't know about European Portuguese, but here in Brazil 'Default' is 'Padrão' or 'Conventional'. Something with 'Defeito' means 'broken'. Rodolforg 09:58, 21 April 2009 (UTC)

Thanks for the corrections Rodolforg, I will add them into the next version + Padrão seems to fit the bill as I believe that this also means standard too. --JustWoody 16:55, 21 April 2009 (UTC)










hungarian translation by Ezmegaz Updated:2009.feb.17 ezmegaz10(at)freemail(dot)hu










Finnish translation by Tubelinus oct.15 tubelinus (@) windowslive (dot) com










Swedish translation by Tubelinus oct.15 Here may be few mistakes because Swedish ain't my first language so please, anyone who knows swedish better than I do, go ahead and correct my mistakes :)

Swedish correction/translation by noONE nov.10

Yeah.. that Swedish was REALLY messed up(did you use babelfish or something..? just wondering :P).. so here's a take on it by a native swede ;)

Cheers noONE, I will change these and they will be in the next release. --JustWoody 17:27, 11 November 2008 (UTC)

I noticed the added text and translated that for you, as well as corrected/adjusted some of my translation.

Yeah, after translating this I started to wonder if I should remove it but I counted on that someone would come and correct me. And I was correct :) Thanks for that :P And sorry, no Babelfish, just my lousy swedish and a dictionary :D -Tube

I've tried the new version now (0.7) and it seems very good,thank you. I've made a couple of changes though at some words, which will fit better, no hurry, just implement them next time you got time/release a new version ;) -noONE Also added the new words for 0.8 now -noONE


لعبة اللعب ، مرحبا بين عشرات ، لعبة الخيارات ، خيارات السليمة والخروج 1 لاعب لعبة ، لاعب 2 التعاوني ، مقابل 2 لاعب ، لا تزال TILESET التغيير ، تغيير التخطيط ، التحليق لمحة عن / الحكم المحلي ، واللغة الموسيقي ، والصوت ، والحكم المحلي ، والكامل عودة ، قائمة التنقل ، والمراوغة ، متوقفة مؤقتا ، لا أكثر البلاط ، انتهى استئناف ، لعبة جديدة نقاط وسجل لاعب 1 ، 2 لاعب ، ووضع افتراضيا ، الصليب ، الهرم ، الفراشة.

Arabic translation by --Jedicommando 19:49, 8 November 2008 (UTC) I simple used Google translate, so all credit goes to Google! Also, there is no Arabic work for 'tileset' so we need to find another, similar word.

Cheers Jedicommando, Arabic looks an even tougher task than the Japanese :-). --JustWoody 14:41, 9 November 2008 (UTC)










Danish Translation by --Jedicommando 19:49, 8 November 2008 (UTC) Used Google.

Further translation by --Buffstricker 12:59, 24 November 2008 (UTC) Live in Denmark.










Norwegian translation by --Raschi 18:31, 12 January 2009 (UTC)


Please add any feedback that you want to give here:-

I love the 0.3 version, it's a really great homebrew. Quality! Xyrion 02:13, 26 August 2008 (UTC)
Thank you for this extremely addicting game, it looks great and plays well. me and my gf have been playing co-op a lot yesterday. we are looking forward to the yet to be developed non co-op multiplayer mode.
one thing, was it you intention to only be able to make one selection per player. i think either the other player should be able to de-select or there should be a simultanious selection.
Yes for the coop mode I thought it would be best to only allow one selection at a time. Although it might be good to offer the ability to select for each player as an option --JustWoody 15:51, 27 August 2008 (UTC)

  • hi, thanks for such an excellent question: how does one enter the game with two wii remotes for coop mode? i cant seem to get into HBC at all with two remotes active. - thanks! *
Once Mahjongg Wii has started you can press any button at any time on any of the wiimotes and these should be picked up - the first one as player 1 (red sash on hand pointer) and the second one as player 2 (green sash on hand pointer).

You need to have the two wiimotes syncronized with the wii (the red buttons in the wii frontal, next to the sd slot and in the controller, where the batteries are) . Press both, and with only pressing a button the controller will automatically connect to the wii.

---Well, I think the game doesn't try to make possible finishing the game. I suposed it in earlier versions, but now, with the shuffle mode, Im 99% sure. The most times you try to complete it you can't. You shuffle it, and when you have made 6 or 7 moves, you have finished again. The game doesn't prepare the position of the tiles to make them removable, and most times you can't finish a game...--[[User:XtracT|Xtract] 15:18, 4 September 2008 (UTC)

The tiles are positioned totally randomly, its just that the game is sometimes difficult / impossible to complete due to positioning or the way the tiles are removed. The default layout is probably the easiest and the butterfly is by far the hardest layout (you will definitely need to shuffle to complete this one), having said that I have completed the default one and others without the need to shuffle on may occasions, its sometimes down to luck of the draw though. For me if you can't easily get the top, left and two right tiles out pretty quickly then you may have less chance of completing the board, if you use this tactic along with trying to get the layers of tiles down or ones at the end of very long rows then you will have more chance of success. Cheers for playing the game though. --JustWoody 14:37, 4 September 2008 (UTC)
Ok, thanks for your answer! I have completed many of them too, and yes, it also depends ( a lot ) on the order you take the tiles out. But i would prefer it to be always the possibility of completing it, for little it was. No one likes playing when you know its probable impossible to complete. Don't you think?
I might look at some kind of algorithm to try to ensure that you could always complete the game, as long as the right tiles are selected. Might be quite difficult to implement though so don't expect it anytime too soon :). I will add it to my todo list though. --JustWoody 17:56, 4 September 2008 (UTC)
Actually, I've been thinking about how i would implement this and have got some ideas that I plan to undertake in the next couple of weeks, so this may not be too far off :-). --JustWoody 15:51, 5 September 2008 (UTC)
Thanks for your work, again Xtract 19:09, 13 September 2008 (UTC)
  • Thank you for this excellent Game! For me and my gf it's one of the best homebrew games for Wii! Especially the 2-Player-Co-op kicks ass! I'm really looking forward to the next versions! Keep up the good work! P.S.: I corrected some of the german texts. --V3nomsoup 09:43, 9 September 2008 (UTC)
  • Thank you and I look forward to seeing the progress you have been working on. --Spnorth 14:20, 14 September 2008 (UTC)
  • Great job! Brings back a lot of memories of the old mac. Can't wait to get home and try some 2-player!
  • New version's looking good, Just. I've amended the Portuguese translation with some help from Lu. :) Banjo Fett
    • Thank bro, soz about Friday Kate not left work til 5am in the end! --JustWoody 10:28, 5 October 2008 (UTC)
  • Well, I've just seen the screenshots. Catalan language, we say it hear Català (as written here), not Catalán. Please correct this mistake if you can, if not, nothing happens. Thanks for your work, waiting for 0.5 release! Xtract 08:42, 5 October 2008 (UTC)
    • Cheers for the spot Xtract, I have amended this so it now reads Català --JustWoody 10:27, 5 October 2008 (UTC)
  • Thank you! The best homebrew game for Wii available at the moment. Very well done and even more coming! Wow! I added a finnish translation, btw. --Tube
    • Ta Tubelinus, I've added your Finish and Swedish translations and they will be in the next version --JustWoody 08:43, 15 October 2008 (UTC)

  • Hi, I just wanted to add a word of appreciation for your Mahjongg game. I have never really been a big fan of Mahjongg before (On PC, etc) and I had skipped over this a few times on the HBB. I quickly learned that was a mistake however, and after downloading it I was pleasantly surprised to find it one of the most enjoyable Homebrew games yet! My wife and I have been playing it nearly every day, and we love the Co-Op mode (I like the competitive, but she says it's too stressful haha). The features you have done so far are very polished and the game plays so well on the Wii. The multiplay features alone have added a huge amount of value to the game. The music is really catchy too, we find ourselves humming it all the time! Anyway, we can't wait for the high score board to be implemented. I have a suggestion on that too. It would be great if you had a couple different high score boards, one for when someone actually finishes the game with and without a shuffle or hint. Keep up the great work! --Sandusky 12:35, 18 January 2009 (GMT +09:00)
    • Cheers for the feedback Sandusky, good to see people enjoying my efforts. I'm probably going to implement the high scores in the next release and will keep your suggestions in mind when doing it, ta --JustWoody 16:06, 18 January 2009 (UTC)

Version 0.8 Feedback

  • I am enjoying this game so much. I only have one question. Is it possible to increase the size on screen. I have a 27 inch CRT tv, and it is difficult to make out the tiles sometimes. I don't know if it's possible to implement a zoom feature?--JHardin1112 13:33, 1 April 2009 (UTC)
    • It is something that is possible with some reworking, although I am struggling a bit with how this feature would work. Could you give me a bit more detail about what you mean - still whole board displayed or part of the board, etc. --JustWoody 16:23, 3 April 2009 (UTC)

The Whole board is displayed it's just that the tiles seems kinda small. It's difficult to see them well. I mean, even from 3 or 4 feet away. I hope this helps.

HBC beta 9 compatibility

Could you please release a dol version of mahjongg? and if possible create a sdhc compatible version? thank you, Bitflusher 18:16, 26 October 2008 (UTC)

I've added a release on the main mahjongg wii page with a dol version of the app now (although I am away with real work at the moment so have not tested the build). I'm not sure what the implications of making the app SDHC compatible are yet, as it doesn't currently access the SD card inside the app itself (except for taking a screenshot) I'm not sure if this will just work as is. Please report back to me if not so that I can do some more digging around this. --JustWoody 15:42, 27 October 2008 (UTC)
just reporting back, it works in HBC beta 9, and it launches just fine of my 8GB SDHC card, it doesn't do anything with the screenshots but then again it doesn't crash either. thank you, Bitflusher 16:42, 28 October 2008 (UTC)

Reset on exit

Hey Can you change the Restart settings on the game so it can restart the wii, I need this so i can convert it to a channel due to my wife who loves playing the game can play it instead of constantly loading the sd card in the homebrew channel to play itBbay

Hi Bbay, I've added code to v0.7 so that if you press the power button on Wiimote one then the Wii will be restarted. By the way, what happens when you exit through the menu? --JustWoody 21:22, 4 January 2009 (UTC)

Hey woody, basically a code dump, black screen and the wii crashes cannot do anything afterwards, i heard there is a code you can implement that can allow you to exit back to the wii menu i will paste it here,

function: SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0)

if this helps let me know, if not please let me know if you can implement use of the back to menu function thanks Bbaya

Ah I see what you mean know, you want a version that instead of returning to loader on pressing exit - it returns to the Wii menu. For the time being I can either create a special version for you that returns to the wii menu on an exit or you could use the wiimote power button on the offical version 0.7 when I release it (very soon). --JustWoody 21:46, 4 January 2009 (UTC)

If you can do that or if you think its ok send me the source code i can implement it and create the channel version until 0.7 is completed Bbay

Bbay I have added a version on the main page that reset the Wii when exit is pressed --JustWoody 19:09, 9 January 2009 (UTC)

About version 0.8

Dear JustWoody,

First things first, I would like to thank you for this wonderful game. Mahjongg is one of the games I have grown up playing on the computer, and creating a Wii version made it even better. What better way to play a game like this than to have the Wiimote act as an extension of your own finger? My questions are as follow, and I ask them because it looks like no one has thus far. 1. Is version 0.8 complete or in a usable state as of yet? 2. If so, where or how can we download it?

version 0.8 is not quite ready for download yet, the good part is that all the major changes are in, the bad part is that I am waiting on a few graphics , completion of translations for some new words in v0.8, adding more versus mode character voices and trying to track down a couple of bugs with my utf8 decoder. Saying all this I am hopeful of a release some time this month --JustWoody 19:05, 13 February 2009 (UTC)

Both my mom and myself are huge fans of Mahjongg Wii, and every time I access the Wii Homebrew Browser, it's on the top of my list of things to look for updates of.

If I ever find the time and preferable tools to create a tile set and/or background, then you can bet that I'll take that chance. It's always great, as an artist myself, to get my name out there, and it's a worthy cause.

Respectfully yours, Tomas K. / masterwriter42 10:14 PM, February 12th, 2009

PS: Ever consider creating something to the effect of "Moncalla Wii"? (Not sure if I spelled that right...)

Do you mean Mancala? I did a very small google search and it looks pretty interesting. I will take a look at this once I have finished work on Mahjongg Wii --JustWoody 19:05, 13 February 2009 (UTC)

Yes, with the little stones and the wooden board with pockets in it. I've played that since I was a little kid, it takes some strategy but can be quite fun. I'm glad you're considering it; I would think that mahjongg would more difficult to create than Mancala :) Anyway, the main thing to keep in mind about that game would be multiplayer, because even though going up against the computer would be fun too, it's like chess in that it's best when between two equally matched human players. Thanks for adding it to your list of potential future projects. Take care. masterwriter42 12:05, 20 July 2009 (UTC) —Preceding undated comment added 17:05, 20 July 2009 (UTC).

Source discussions

Now that I have released the source code for Mahjongg Wii if anyone wants to ask any questions about it please do here.

If you want to contact me with more detailed questions you can do so on justwoody_dev at yahoo dot co dot uk

The embedded graphics and musics are missing... In file included from main.c:22: commons.h:48:25: error: default_mtl.h: No such file or directory commons.h:49:23: error: cross_mtl.h: No such file or directory commons.h:50:25: error: pyramid_mtl.h: No such file or directory commons.h:51:27: error: butterfly_mtl.h: No such file or directory commons.h:52:26: error: fortress_mtl.h: No such file or directory commons.h:53:22: error: crab_mtl.h: No such file or directory commons.h:54:24: error: spider_mtl.h: No such file or directory commons.h:56:24: error: ts_old_png.h: No such file or directory commons.h:57:27: error: ts_spooky_png.h: No such file or directory commons.h:58:26: error: ts_egypt_png.h: No such file or directory commons.h:59:27: error: ts_simple_png.h: No such file or directory commons.h:60:28: error: ts_default_png.h: No such file or directory commons.h:61:26: error: ts_space_png.h: No such file or directory commons.h:63:26: error: bk_egypt_jpg.h: No such file or directory commons.h:64:27: error: bk_spooky_jpg.h: No such file or directory commons.h:65:26: error: bk_space_jpg.h: No such file or directory commons.h:66:26: error: gameback_jpg.h: No such file or directory In file included from main.c:24: menu.h:6:30: error: letterswhite_png.h: No such file or directory menu.h:7:25: error: letters_png.h: No such file or directory menu.h:9:28: error: japanwhite_png.h: No such file or directory menu.h:10:23: error: japan_png.h: No such file or directory menu.h:12:23: error: latin_map.h: No such file or directory menu.h:13:26: error: japanese_map.h: No such file or directory menu.h:15:25: error: english_lng.h: No such file or directory menu.h:16:24: error: french_lng.h: No such file or directory menu.h:17:25: error: italian_lng.h: No such file or directory menu.h:18:23: error: dutch_lng.h: No such file or directory menu.h:19:24: error: german_lng.h: No such file or directory menu.h:20:25: error: spanish_lng.h: No such file or directory menu.h:21:25: error: catalan_lng.h: No such file or directory menu.h:22:26: error: japanese_lng.h: No such file or directory menu.h:23:28: error: portuguese_lng.h: No such file or directory menu.h:24:27: error: hungarian_lng.h: No such file or directory menu.h:25:25: error: finnish_lng.h: No such file or directory menu.h:26:25: error: swedish_lng.h: No such file or directory menu.h:27:24: error: danish_lng.h: No such file or directory menu.h:28:27: error: norwegian_lng.h: No such file or directory menu.h:30:30: error: libpng/pngu/pngu.h: No such file or directory menu.h:34:26: error: Click17a_raw.h: No such file or directory menu.h:35:23: error: gromb_raw.h: No such file or directory menu.h:38:26: error: mainback_jpg.h: No such file or directory menu.h:39:26: error: mainfore_png.h: No such file or directory menu.h:40:25: error: shanghi_png.h: No such file or directory menu.h:43:26: error: playback_jpg.h: No such file or directory menu.h:44:23: error: shade_png.h: No such file or directory menu.h:45:26: error: playfore_png.h: No such file or directory menu.h:48:29: error: optionsback_jpg.h: No such file or directory menu.h:49:29: error: optionsfore_png.h: No such file or directory menu.h:52:27: error: soundback_jpg.h: No such file or directory menu.h:53:32: error: unselectedball_png.h: No such file or directory menu.h:54:30: error: selectedball_png.h: No such file or directory menu.h:55:27: error: soundfore_png.h: No such file or directory menu.h:58:23: error: flags_png.h: No such file or directory menu.h:59:27: error: languages_png.h: No such file or directory menu.h:60:31: error: HSminusButton_png.h: No such file or directory menu.h:61:30: error: HSplusButton_png.h: No such file or directory menu.h:64:28: error: layoutback_png.h: No such file or directory menu.h:65:27: error: smalltile_png.h: No such file or directory menu.h:68:24: error: border_png.h: No such file or directory In file included from main.c:25: game.h:17:29: error: gamenumbers_png.h: No such file or directory game.h:27:23: error: clock_png.h: No such file or directory game.h:28:25: error: matches_png.h: No such file or directory game.h:29:27: error: playerone_png.h: No such file or directory game.h:30:27: error: playertwo_png.h: No such file or directory game.h:31:23: error: pause_png.h: No such file or directory game.h:32:24: error: paused_png.h: No such file or directory game.h:33:27: error: pauseover_png.h: No such file or directory game.h:34:22: error: hint_png.h: No such file or directory game.h:35:26: error: hintover_png.h: No such file or directory game.h:36:26: error: finished_png.h: No such file or directory game.h:37:31: error: nomorematches_png.h: No such file or directory game.h:38:27: error: winnerone_png.h: No such file or directory game.h:39:27: error: winnertwo_png.h: No such file or directory game.h:40:22: error: draw_png.h: No such file or directory game.h:44:26: error: ptwiiing_raw.h: No such file or directory game.h:45:22: error: gong_raw.h: No such file or directory game.h:47:27: error: a_yokatta_raw.h: No such file or directory game.h:48:23: error: yatta_raw.h: No such file or directory game.h:49:22: error: Haha_raw.h: No such file or directory game.h:50:23: error: Haha2_raw.h: No such file or directory game.h:51:20: error: oh_raw.h: No such file or directory game.h:52:22: error: ohhh_raw.h: No such file or directory game.h:53:20: error: mm_raw.h: No such file or directory game.h:54:22: error: mmmm_raw.h: No such file or directory game.h:55:22: error: aiee_raw.h: No such file or directory game.h:56:22: error: nani_raw.h: No such file or directory game.h:57:25: error: doshiyo_raw.h: No such file or directory game.h:58:21: error: uss_raw.h: No such file or directory main.c:27:23: error: sushi_mod.h: No such file or directory main.c:28:35: error: dojo_dan_oriental_mod.h: No such file or directory main.c:29:27: error: graveyard_mod.h: No such file or directory main.c:30:28: error: egypt_crap_mod.h: No such file or directory main.c:31:27: error: childhood_mod.h: No such file or directory main.c:32:25: error: nebulos_mod.h: No such file or directory main.c:34:29: error: bigmenuback_jpg.h: No such file or directory main.c:35:25: error: credits_png.h: No such file or directory main.c:37:32: error: handpointerred_png.h: No such file or directory main.c:38:34: error: handpointergreen_png.h: No such file or directory main.c: In function 'setupLayouts': main.c:148: error: 'default_mtl' undeclared (first use in this function) main.c:148: error: (Each undeclared identifier is reported only once main.c:148: error: for each function it appears in.) main.c:149: error: 'cross_mtl' undeclared (first use in this function) main.c:150: error: 'butterfly_mtl' undeclared (first use in this function) main.c:151: error: 'fortress_mtl' undeclared (first use in this function) main.c:152: error: 'crab_mtl' undeclared (first use in this function) main.c:153: error: 'spider_mtl' undeclared (first use in this function) main.c: In function 'main': main.c:186: error: 'handpointerred_png' undeclared (first use in this function) main.c:187: error: 'handpointergreen_png' undeclared (first use in this function ) main.c:188: error: 'bigmenuback_jpg' undeclared (first use in this function) main.c:188: error: 'bigmenuback_jpg_size' undeclared (first use in this function ) main.c:189: error: 'credits_png' undeclared (first use in this function) main.c:206: error: 'dojo_dan_oriental_mod' undeclared (first use in this functio n) main.c:270: error: 'graveyard_mod' undeclared (first use in this function) main.c:273: error: 'egypt_crap_mod' undeclared (first use in this function) main.c:276: error: 'childhood_mod' undeclared (first use in this function) main.c:279: error: 'nebulos_mod' undeclared (first use in this function) main.c:281: error: 'sushi_mod' undeclared (first use in this function)

--TheDrev 23:36, 2 November 2009 (UTC)

The download link is dead

I've just discovered the download link is dead.... --Mr. Reaper 07:22, 2 December 2010 (CET) try using this link. --gamax92 18:23, 1 January 2011 (MST)

New download link link for download. link to webpage. --gamax92 18:23, 1 January 2011 (MST)

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