Test-Candidate of ScummVM 2.0.0 for WII

Subforum for discussion and help with ScummVM's Nintendo Wii port

Moderator: ScummVM Team

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Napalmtree
Posts: 7
Joined: Sun Oct 16, 2011 9:02 am

Re: Test-Candidate of ScummVM 2.0.0 for WII

Post by Napalmtree » Sat Aug 31, 2019 7:43 pm

Definitely hangs up when trying to load QG4CD. 2.0.0 runs it great on other platforms. Anyhow, glad people are keeping the wii alive.

AReim1982
Posts: 37
Joined: Tue Dec 10, 2013 1:56 pm
Location: Germany

Re: Test-Candidate of ScummVM 2.0.0 for WII

Post by AReim1982 » Wed Sep 18, 2019 9:28 am

Hello,
the game takes a lot of time to start on your wii. You have to wait up to 10 minutes.

toptnc
Posts: 1
Joined: Sun Sep 29, 2019 10:45 am

Re:

Post by toptnc » Mon Sep 30, 2019 8:49 am

AReim1982 wrote:
Fri Mar 09, 2018 11:57 am
@cecilmax: I made some changes on the toolchain, please download it again.


Tutorial (Linux)

1. Download the toolchain
-> https://github.com/AReim1982/binaries/t ... Toolchains

2. Extract the toolchain to the path: /opt/devkitpro

3. Open a terminal and work with admin privileges
-> su

4. Install required packages
-> apt-get install build-essential

5. Configure the Gekko environment
-> . /opt/devkitpro/gekkoenv.sh (there must be a space between the point and /opt/...)

6. Compile ScummVM:
-> cd <path of the ScummVM sources>
-> ./configure --host=wii --enable-plugins --default-dynamic
-> make wiidist
What would be needed to make a Wii U port? I would like to use the Game Pad to play

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