SlugOS

Following the second failure of my slug debian installation, I couldn’t bear to go through the lengthy 10 or so hour setup process, so I’ve decided to give SlugOS a try and see how I get on with this one.  It’s taken around an hour to flash/format/setup the disk, and install the core packages.

I’ve now got opkg and ipkg working….

Off to play now 🙂

TetWiis Update (part 3)

The core movement code is now complete, with the blocks being able to move left/right and down.

I’ve started the collision code, and the movement checks this already, but currently the block positions aren’t stopping/being recorded.  This won’t take much to do but it’s still outstanding.  I also noticed whilst testing that I’ve messed up the Line (green) and ‘L’ (yellow) blocks.  I’ve got the rotations wrong on the line so you have to press the button twice to rotate, this should be an easy fix!  On the L block – I’ve messed up the rotate completely and after the first turn, it becomes a ‘J’ block – bugger… still should be an easy fix though.

Tetwiis Update (part 2)

I’ve now finally sorted out my pointers/references and I’ve got to the point where I have the code which draws the tetrinos.  A screen shot (photo of the TV!) showing the test of this code is below.

Next thing to do is to code the rotate functions for each of the block types so that I can spin this around, and then start on the moving code!  The blocks are currently just rectangles (squares!) right now but the code is abstracted enough so that I can swap the rectangle drawing routine for an image drawing routine to pretty things up once it all works!

tetwiis wip

So far I have coded, ignoring the main class the following classes for the game:

  • Point (X,Y coords)
  • Color (u32 color)
  • Size (width/height)
  • Square (single square within a …)
  • Block (tetrino – all made up of 4 squares)
  • Main (currently tests the blocks/square code)

Updated post – I’ve now coded the rotate functions for all of the block types and they all rotate correctly.  The game field and movement code is next!

BootMii – Wiimote/Wii Remote Not Working

A common search hit I keep getting is something along the lines of “BootMii Wii Remote not working”

To try and help all the people who end up here from a search like that…

BootMii does not work with a Wiimote.

You can control it with a gamecube controller, or the buttons on the console itself (power/reset/eject) but not a wiimote.

It’s documented on the hackmii website as follows:
“Due to architectural limitations, we can’t access the WiiMote. Use a GC controller or the Power/Reset buttons.
See also http://bugs.hackmii.com/index.php?do=details&task_id=21


TetWiis Update

I’ve got the first type of tetrino (block) drawing now – the square one 😀

It’s been a real test of my C++ knowledge getting this far as I’ve come a cropper with the references/pointers issue a couple of times, and being a Java programmer doesn’t help as I just keep falling back into Java terminology!

Still, it’s progressing well for now!