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A version of Paradroid for the U.S., where the virtual console lacks C64 games.
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== Description ==
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A version of SDL Paradroid compiled for the Wii to fill the void in the U.S., where the virtual console lacks C64 games. This version is created from the GPL'ed source code from SDL Paradroid and uses the same data files.
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== Status (in detail) ==
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*'''9/14 - Milestone reached - playability'''
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** Worked around printf()/sprintf() issues by writing my own versions
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** SDL port doesn't directly support Wii D-Pad and only sends buttons when IR is active
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*** Added code to Paradroid using WPAD Library to read Wii Controller and translate to SDL Key events
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** Removed Physfs since there is not a Wii Port yet (and a compressed data file is not essential)
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** Fixed numerous memory leaks, possibly introduced by remove physfs
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** 'fixed' file logging- which requires open/close on each log write to the sdcard
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** Sound currently disabled- need to find FMOD port, or rewrite for SDL_mixer
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** Fixed byte-order issues with level loading code
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** Fixed a few uninitialized structures that apparently were getting zeroed automatically by other implementations of malloc
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** Ran out of memory and had to reduce bitdepth from 32 to 8.  Will try to cut some fat and go back to 32 bit if performance is ok
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*** If anyone who knows SDL fairly well can give me tips for mixing 8 with 32 bit display surfaces to save memory, it would be appreciated- the existing code seems to convert all surfaces to the same as the main display, probably for performance?
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** Apparently SDL for Wii does not support hardware surfaces
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** Explosions are causing an SDL bitblit option not supported- may be alpha issue with 8 bit graphics
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** Other bots seem to walk right through your droid- I thought they bounced off in the original?
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** side-view and top-down maps don't appear to be working
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** elevator side-view also not working
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*** suspect another uninitialized structure issue or byte order issue with data files
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* '''9/5 - Work began on port'''
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