Talk:Jump 'n Bump

From WiiBrew
Jump to navigation Jump to search


Really EXCELLENT game, fun and addictive. Suggestions for future updates : - set a numbers of kills to win, - add a screen for the winner, second, third instead of the actual grid - maximum time for play - add new levels to chose for. - add some cool game modes such as :

* Kill the king (a bunny is wearing a crown and the others have to chase him and kill him, the killer is the new king)
* team party killing,
* capture the flag (one objet on the map for all to chase for)

I can help if you need assistance to create rules for gameplay modes.

Anyway THANK YOU for this great port and thanks to the original team for such a great game.

Fun little game. My suggestion would be to allow the Nunchuck to control a bunny, since I only have 2 wiimotes. Maybe Gamecube controllers too. --Mr. Reaper 04:00, 21 September 2008 (UTC)

Fun for the whole family.. surprisingly true!! I just finished playing this with my 2 brothers, then my mum joined in, my brothers left and my dad took their place!! it was HILLARIOUS!! honestly nice job here, cant wait for the level selection front end (KrazyKain)

The Game is rely good fun :D I haven't played the original game but is there a way to have extra levels? or just the one? You do need to find a way to make it run at a decent size though as if you look away from the screen for more than 5 seconds you loose sight of your rabbit. apart from that its rely good fun :D 19:55, 5 September 2008 (UTC)Warpedflash

Yes, there is a way to make more levels. The level is packed in the apps/jumpnbump/jumpbump.dat file. You can download other levels *somewhere* on the internet and replace that file with another one. I plan to make it slightly easier to do that though, by creating a level selection mechanism. As for the size, I have some ideas but haven't found the time yet to try them. I'll definitely try to get it fixed. Amarth 12:21, 6 September 2008 (UTC)

It's a great game. Why not add it to the games page? Xyrion 01:18, 6 September 2008 (UTC)

Done. Amarth 12:21, 6 September 2008 (UTC)

Are you going to add online support? The original version has it I think, but I can't seem to get it to work. Good job with this by the way.--Plasticpie 01:46, 7 September 2008 (UTC)

it ran just fine, with two players no problems. funny little game. i hope a version without the giant borders will be developed. cheers Bitflusher 19:56, 7 September 2008 (UTC)


crash on loading

I just tried it and it crashes on loading. :( It displays some console hex dump and after a few seconds a green (teared) screen. I'm not the only one with the problem, see If it can help you, I'm using a regionfree (starfall) PAL console with a modchip, firmware 3.2. Xyrion 20:46, 6 September 2008 (UTC)

Currently, I have no idea what this is. Bug reports always welcome. Also see the linked thread. Amarth 23:03, 6 September 2008 (UTC)
This bug is caused by having a GC controller plugged in, unplug all GC controllers and it will work


Now my Wii is connected to a TV-card (instead of TV) and everything is OK! Xyrion 01:15, 30 September 2008 (UTC)
Hmm. Strange. Did you change any Wii settings, like widescreen/normal or even something small like the sensor bar position? Or did you just change the connection and made it work? Amarth 14:33, 30 September 2008 (UTC)
It is caused by the gamecube controller, unplug it and it works. To the developer, "fix this plz, kthxbai". yossi 21:39, 7 October 2008 (UTC)

Daid's Version

I've hacked together a version with Nunchuck support, instead of adding duplicate controls I added support for a grand total of 8 players (if you have 4 controllers with nunchucks) where each player uses a controller or a nunchuck. I could just as easy add classic controller support (and guitar support) but I don't own those, so I need someone to test that. Also, instead of littering the internet with spinnoffs I rather try to get the code merged into the 'main' wii branch first. Any IRC location where you hang out Amarth? Daid

I keep fixing stuff for this port. My current fix list:

  • Added: Nunchuck controller for 4 extra players, making a total of 8 players.
  • Added: Classic controller support, but untested.
  • Fixed: Double size screen, by cutting off the scores and displaying scores on above heads after a kill for 1 second. Also fixed the scale2x filter, which fails on 1 pixel width/height images.
  • Fixed: Boosted the volume level, music was very low, SFX just low.

I should get some visitors with extra controllers and a guitar between Xmas and newyear. Then I can add guitar control (because I can) and look into the GC controller issue. If I can solve the GC controller crashes then I'll see if I can add those as even more players, putting the total amount of players to 12. A level flip option, and custom level select would be great. But I currently don't have enough Wii experience to add those. I'll release a version after newyear, if I didn't get to talk to Amarth before that.

--Daid 23:49, 17 December 2008 (UTC)

Wonderful! I look forward to your release. More levels would be great, but I can't find any working downloads for levels online.... --Mr. Reaper 10:35, 29 December 2008 (UTC)

I didn't get to test the GC controller bug. But the 8 players worked great. We played for more then an hour. I also managed to find a 251 levels level pack. So I could put that one online once level selecting has been made. --Daid 09:44, 31 December 2008 (UTC)

I'd say go ahead and upload whatever you have, even if you want to call it a Beta version. I'd like to try it. I have a Classic Controller and can test that. If you get lots of extra levels for it, maybe by default it could load a random level. --Mr. Reaper 05:34, 2 January 2009 (UTC)

Wow, very nice! I'm impressed you managed to get it to build. :) I'll hang around a bit on #wiidev on EFNet, try to catch me there and we'll see about getting the code into the repository. Amarth 01:02, 5 January 2009 (UTC)

Daid, I am looking forward to your enhancements. Please get with Amarth soon! --Sshock 00:25, 9 February 2009 (UTC)

Heya Daid, are you still around? I (and probably a whole load of other people) would really like to see your improvements for Jump 'n Bump. Catch me on IRC or leave a message on my talk page or something. Amarth 02:28, 28 January 2009 (UTC)

I agree. I'd love to see the improved Jump & Bump. --Mr. Reaper 03:43, 28 January 2009 (UTC)

I have been on IRC from time to time, but I don't think our timezones match. I've uploaded the source: I'm not even sure what I modified again. But there are also changes in there to compile with mingw-gcc. --Daid 19:47, 10 March 2009 (UTC)

Note to anyone who wants to "beta test" this: you can grab the "jumpnbump.dol" file from the archive and rename it to "boot.dol" and either replace your old Bump n Jump boot.dol, or place it in a new folder and also place a copy of "jumpbump.dat" in there with it (the jumpnbump.dat file can also be found in the "data" folder in the archive).
I've tried it, and it looks great. I'm never going back to tiny bunnies with a huge border again, heh. I do have an overscan problem with my tv, so I lose part of the top and bottom of the screen, but it's tolerable. However, whichever peripheral I have plugged into WiiMote 1 does not function correctly.... (tried with both Classic Controller and Nunchuck). If I plug them into WiiMote 2, they both work fine... but when plugged into Wiimote 1, whenever I press "left" it causes the bunny to jump and move left.... and no other input does anything.... Although sometimes pressing "left" causes the bunny to jump and move right.... something is funky. --Mr. Reaper 21:36, 11 March 2009 (UTC)

I left a compiled version in there? oh :D Strange the extention controller 1 acts different then the rest. I didn't had that problem. The code is just a loop for all 4 controllers (see sdl/input.c) only bug I see right now is that I don't initialize the ext_but array correctly (only the first 2 elements) but that couldn't be causing this.

Maybe something is wrong with the libogc version I used? --Daid 17:48, 12 March 2009 (UTC)

I don't know this language, but I am a programmer, so I looked in input.c as you suggested. I think I might see the problem? Starting on line 151, it looks like in the block of code for player 5, every statement ends with "WII_EXP_LEFT(0)" whereas the statements for player 5-8 end with "WII_EXP_[LEFT/RIGHT/JUMP](1)" i.e., player 5 has LEFT LEFT LEFT instead of LEFT RIGHT JUMP....
Oh yeah, if you do upload another archive of the fixed source code, please be sure to include the compiled version too (I'm glad it was in there)! Or upload a separate archive with just the compiled version in it, ready to play. Thanks! --Mr. Reaper 20:18, 12 March 2009 (UTC)
DOH. How could I have missed that? I've fixed it and uploaded the source again (same location), I cannot test it right now (no Wii...) but I did recompile it. --Daid 23:12, 12 March 2009 (UTC)
Err... I see that the source code in the archive is updated, but the compiled version included in the archive has not been updated.... heh.... --Mr. Reaper 02:39, 13 March 2009 (UTC)
Sorry about that, I cannot fix it right now. My toolchain is broken, and I don't have access to a wii to test on. I hope someone else will find the time to compile it. --Daid 23:43, 16 March 2009 (UTC)