Archive for January, 2008

Top 10 Reasons to Build Your Own Wii

Monday, January 28th, 2008

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Metacafé link to:

Sensorbar Demythified

Friday, January 11th, 2008

The Wii’s sensor bar is a completely mis-named, because it DOES NOT sensor anything. It is actually the emitter rather than receiver. It just emits IR lights, so the camera inside the Wiimote can track these lights and figure out where it is in space. The position information is then transmitted to the wii-console via bluetooth. The following video on youtube probably deserves credit for this discovery.

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YouTube link to: sensorbar explained

An Inside Look

Tuesday, January 8th, 2008

Ever wondered what the insides of a Wii look like?  Well, here it is:

Some guy disassembled his Wii so you may take a look.  Lots of details too. Check out this article:

Wii2DShoot code download

Sunday, January 6th, 2008

Here is the demo application I wrote in a couple of hours using XNA game studio. It was really simple. I think the Wii revolution has taught us that a game does not have to be a Hollywood blockbuster to be fun to play. I hope to write a tutorial on this sometime in the near feature so more people write their own PC-Wii games to share with others.

Download: installer, source code

Installation Notes:

Since this demo game is written using the Microsoft XNA platform, most likely you will need to download and install the following packages before you can run the game


Use the wiimote and nun-chuck as a drum machine

Sunday, January 6th, 2008

The wiimote and nun-chuck are perfectly setup for this. In fact, it is demoed as one of the Wii’s original applications. However, I have yet to see a Wii game that actually implements this. Well, now that you have your PC-Wii, you can download a free software to turn your PC into a drum machine! Check out the video and download the software.

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YouTube link to: wiimote drum machine

Download: wii-drum-machine

Author's page can be found here.

Creating Installation Package on Your Game

Thursday, January 3rd, 2008

After working on a game for weeks and finally you want to share it with friends and get them to play? Well, not quite yet. You still need to build your game into a standalone installer. Unfortunately, like most of .NET products, deployment is kind of a hassle. There are a bunch of prerequisites that the end-user would need before they can install you game.

Paul Stubbs has written a nice tutorial on how you can build a setup project for your XNA game, check it out!

Tutorial – How to add Wii-mote support for Rocket Commander

Wednesday, January 2nd, 2008

Rocket Commander – be a commander of a rocket spaceship and dodge asteroids in high speed action. The original game can be downloaded here. I took the source code and modified it with Wii-mote support and here is the source code. In this tutorial, I will show you how this is done (Coming soon……)

Getting Started

Wednesday, January 2nd, 2008

This tutorial shows you how to create a simple “Hello World!” program in XNA.

Let’s first start up Visual C# Express 2005.

[img of Visual C# Express 2005]

Next, click File-New Project. Now you should see a list of templates. Choose “Windows Game (XNA)” to create a new XNA game project. Let’s name it – HelloWorld, and click OK. Now a project with a bunch of generated files will created, and the first HelloWorld application is done. Let’s compile it (SHIFT+CTRL+B) and run it (F5) to see what it looks like.

[img of HelloWorld Application] 

What’s Next?

  • Check out XNA for a list of beginner tutorials on how to create 2D sprite and control its movement, which are the essentials for writing your very first PC-Wii game!
  • Go to the XNA Creators Club site for a list of more advanced tutorials ranging from “3D audio” to “Chase Cams” to “creating particle effects”.


Projects Ideas

Wednesday, January 2nd, 2008

Once you have set up the development environment, it is time to create your own game! Here are some freely available open source projects that you can build your game ontop of.

2D Fighting Game

  • ShugenDo – a next gen Mugen fighting, cross-platform, supports Windows, Linux and PS3!

[kml_flashembed movie="" width="425" height="350" wmode="transparent" /]

  • xnaMugen – a XNA port of the Mugen fighting engine

Space Flight Sims


RPG XNA game tutorials - Jim Perry, aka Machaira, has been working on a series on role playing game development using XNA. In this series Jim covers a whole variety of RPG specific game development topics from character properties to quests, spells and items.

Realtime Strategy


Alienvasion – a game written by student: Calvin Liu for his final project. This game is a 3D third person space shooter featuring several powerups and increasingly difficult gameplay.

3D FPS/Adventure/RPG

Reactor 3D Engine – Reactor 3D Game Engine allows game developers to utilize XNA on Windows and XBox 360 without having to know the advanced graphics techniques required. Supports many different quaternion camera styles such as First-Person, 3rd-Person, Orbit, Free Floating, and more. Processing and loading of Half-Life .Map files as well as Half-Life 2 VBsp’s. Supports skeletal animation, boned animation, and keyframed animation actors. Newton Dynamics Engine physics support. GSE 2.0 Networking Support over Windows-Live/XBox-Live or pure .Net sockets for Windows.


Wednesday, January 2nd, 2008

Here I post videos I find online that relate to Wii hacking. Enjoy!

coming soon…..