Difference between revisions of "WiiEngine"

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(Controls: add controls)
(In the menus)
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==Controls==
 
==Controls==
 
=== In the menus ===
 
=== In the menus ===
A/1 and B/2 buttons have the same use.
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{| class="wikitable" style="left;text-align:center;"
At the Digital PAD, UP/RIGHT select upwards and DOWN/LEFT downwards.
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|-
 
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! {{Wiimote1}} || {{Wiimote1}}+{{Nunchuck}} || Action
UP/DOWN -> Move cursor.
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|-
A/1-> Action.
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| {{WiimoteDPadUp}} or {{WiimoteDPadRight}} / {{WiimoteDPadDown}} or {{WiimoteDPadLeft}} || {{WiimoteDPadUp}} or {{WiimoteDPadRight}} / {{WiimoteDPadDown}} or {{WiimoteDPadLeft}} || Move the cursor up/down
B/2 -> Return to emulator.
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|-
 
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| {{Wiimote1Button}} or {{WiimoteAButton}} || {{Wiimote1Button}} or {{WiimoteAButton}} || Select option
Input Mode: PAD assignment mode
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|-
 
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| {{Wiimote2Button}} or {{WiimoteBButton}} || {{Wiimote2Button}} or {{WiimoteBButton}} || Return to the game
Button 1/Button 2: Button programming.
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|-
Save Game State: Errr... saves the gamestate... LOL.
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|}
Load Game State: Loads the gamestate (you can also load the .sav file from the /saves/ directory).
 
Game Exit: Exit the emulator.
 
Return: Return to emulator (or press B/2).
 
  
 
=== In the File viewer ===
 
=== In the File viewer ===

Revision as of 14:57, 10 September 2008

Template:Infobox homebrewapp

WiiEngine is an PC Engine/Turbo Grafx 16 emulator.
This is a port of the GP2x version (gp2xengine) from Hermes optimised improved for the Wii. It use parts of Hugo and XPCE among others emulators.

Features

  • 512 entries per directory. The main directory must be :/roms/pcengine and an additional level with different games can be added. (i. e.  :/roms/pcengine/DraculaX with the data/audio tracks needed for the game or :/roms/pcengine/favorites with your favorite games)
  • PCengine roms support in .pce .bz2 or .zip. formats. A .bz2 compressor is included in the program to convert the .pce files to .bz2 from the file viewer.
  • CDROM support in .iso and .toc. formats. The .toc format is a description file wich links the different audio and data tracks, and also can link a specific system ROM for the game. The audio tracks can be in .wav or .ogg format, 22.5/44.1Khz stereo/mono 8/16 bits. A system card is needed for CDROM support.
  • The utility bincuesplit (created by myself) is included to extract the data and audio tracks from a cue/bin CDROM image. The program provides the .toc file and the audio tracks compressed in .ogg format. :)
  • Up to 4 controllers support, using 4 wiimotes with 2 assignment modes. The Inteligent mode assigns the controllers as they are switched on inside any of the menus (in the emulator only the HOME button works, if the controller wasn't previously assigned) depending on the order and number of controllers connected (i.e. controller 2 could be used for player 1 if there's only one controller connected). The Direct mode assigns the number of the controller directly to the number of the player.
  • Possibility of programming buttons 1 and 2 as you like or activate autofire.
  • Frame capture in .bmp format and image .bmp viewer. The emulator creates a directory for that purpose :/roms/pcengine/img where it stores the images following a numerical sequence.
  • WRAM autosave. The game will store data in a .wra file when exiting or by pressing the RESET or POWER buttons on the Wii, in the directory :/roms/pcengine/saves
  • Savestate support. Full support wich stores every game data (even CDROM), to be able to recover them directly (by loading the .sav from the /saves/ directory) or from the configuration menu once the game is loaded. Saves are stored in :/roms/pcengine/saves and they use bzip compression to reduce filesize.
  • PAL/NTSC video modes supported. Bilinear filtering for image improvement.

Controls

In the menus

Wiimote1.svg Wiimote1.svg+Nunchuck alternative.svg Action
Wiimote D-Pad Up or Wiimote D-Pad Right / Wiimote D-Pad Down or Wiimote D-Pad Left Wiimote D-Pad Up or Wiimote D-Pad Right / Wiimote D-Pad Down or Wiimote D-Pad Left Move the cursor up/down
Wiimote 1 Button or Wiimote A Button Wiimote 1 Button or Wiimote A Button Select option
Wiimote 2 Button or Wiimote B Button Wiimote 2 Button or Wiimote B Button Return to the game

In the File viewer

UP/DOWN -> File selection. A/1-> Execute, watch bitmap, enter/exit directory. B/2 -> Return to emulator. (if there's a game running) PLUS -> Compress ROMS (.pce ->.bz2) HOME -> Erase files.

In the BMP viewer: UP/DOWN -> Previous and next .bmp A/B/1/2 -> Exit

In game (by default)

The controls for PCEngine buttons I and II can be changed in "Input Mode" configuration menu.

Wiimote1.svg horizontally Wiimote1.svg vertically +Nunchuck alternative.svg Action
Wiimote D-Pad Nunchuck Control Stick PCengine D.PAD
Wiimote 1 Button Wiimote A Button I
Wiimote 2 Button Wiimote B Button II
Wiimote + Button Wiimote + Button+Wiimote - Button SELECT
Wiimote A Button Wiimote 1 Button RUN
Wiimote - Button+Wiimote 2 Button Wiimote - Button+Wiimote 2 Button Captures a frame in .bmp format
Wiimote B Button+ Wiimote + Button/Wiimote - Button Wiimote B Button+ Wiimote + Button/Wiimote - Button Volume up/down
Wiimote HOME Button Wiimote HOME Button Emulator menu

TOC Files

Toc format is exclusive for this emulator and is a list of ISO (data) and WAV or OGG (audio) files. The WAV files supported are 22050Hz, 44100 Hz, 8 y 16 bits, MONO or STEREO. Is recommended to use 22050Hz y 8 bits format for space and speed reasons. The OGG files are 44100Hz MONO or STEREO

Contents of a TOC file: The data/audio tracks have the word Leadin before them, and the word Leadout must be written after the last track, without any spaces between lines. You can write commentaries before the word Leadin (those commentaries can't include the word Leadin!) and you can specify the rom with a given CDROM BIOS as follows: syscard: supersystemcard_usa.pce in this case, the system rom must be in the same directory where the .toc is, but if the character '#' is added it will be taken from the directory :/roms/pcengine

i.e.: syscard: #syscard3.pce.bz2 If the keyword syscard is not added: the default syscard will be used. After that you can write the word Leadin and the file list as follows:

Leadin track1.ogg dracx-02.iso track3.ogg track4.ogg track5.ogg ....... drackx-22.iso Leadout

You can specify the lenght of the audio tracks (in minutes, seconds, frames) as follows: track3.wav 01:46:00

For the .iso data, this time is ignored, as the lenght of the file is directly used. You can add a silence using the Pregap order:

Pregap: 00:02:00 dracx-02.iso

You can specify the absolute position (in time) where a track will begin, as follows:

Position: 00:47:65 dracx-02.iso

but you must take care that the previous track doesn't overlap with this one. i.e., let's suppose the first wav track is 48 seconds long. We can specify a smaller lenght to avoid overlapping data as follows:

track1.wav 00:44:00 Position: 00:49:65 dracx-02.iso

Important: the first track always starts at 00:02:00 and the emulator adjusts the lenght to 00:47:65 if it's smaller than this lenght. Remember you can use the bincuesplit utility to extract the data and audio from a cue/bin image file