So, I just spent like half my tax refund on a Wii and a 1 TB external HDD. The external hard drive will be mainly used to store games for the system. After poking around the Wiibrew and Wiihacks websites, I finally decided to get one, and after being a noisy and uneducated grunt on the #wiidev and #wiihelp channels on EFNet, I learned how to get things going in regards to developing homebrew for the Wii.
According to the person who ported SDL to the Wii, SDL will automatically scale video modes that are less than the Wii output resolution (640×480). This means (in practice), that all the applications I’ve written for the Dingoo and the NanoNote will only require a remapping of keys and a recompile in order to be playable on the Wii. I should get the devkit for PowerPC CPUs running on my computer, but I can’t be assed yet, as it hasn’t arrived.
I’ve grown quite fond of my BlueCube ports for Dingoo and NanoNote, so I think the first application released from me unto the Wii scene will be BlueCube4W.
The Wii resolution of 640×480 really opens up a big world of possibilities in regards to porting. Almost every SDL game I’ve tried for computers runs at 640×480, and provided the authors write portable code, should be trivial to compile for the PPC platform, no need for that pesky downscaling you need for playing those games on the Dingoo/NanoNote. I need a header file containing the SDL KeyCodes for the Wiimote/GC/Classic controller buttons, though, though if I can’t find one, I’ll just pop my keyCodes application in there and write my own.