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Nyko Frontman Wireless Guitar

I have a Nyko Frontman Wireless Guitar and it doesn't work with GuitarsOnFire. Could you please fix that, this is my only other guitar besides the Guitar Hero World Tour Guitar. Chaoboy 20:30, 13 July 2009 (UTC)

Depends, how good are you in finding out why it doesn't work. And/or how willing are you to send me one. I'm not some kind of wizard that can look in your room and see why that guitar won't work. --Daid 22:40, 13 July 2009 (UTC)

Classic Controller


I took a picture showing how this layout works. I think the Classic Controller will make a pretty good minimal "guitar" for people (like me) who don't have the guitar controller.... even if the controls are a bit cramped. --Mr. Reaper 19:20, 10 July 2009 (UTC)

Help offer

Hey I've trying to figure out how to ask you this but what do you plan on doing graphic wise. I'm more on the programing side of things myself but I'm still trying to learn things that can even be used to make homebrew stuff. Well to get to the point even though I'm not much of an artist I was wondering if I could help you with a few basics graphics like the fail bar and maybe the notes as well? KaseiHonoo 07:42, 7 July 2009 (UTC)

I suggest you wait a bit for the 0.8 release. If you have a good knowledge of C with a bit of C++, then it's possible to work on the 'Core' where the game logic happens. If you are not that knowledgeable in C then it's still possible to contribute. The background stages are done in lua, which is a easy to understand scripting language. Most of the graphics are editable in the 0.8 release, so improvements could be done there. The notes are currently hardcoded 3D objects, so you cannot edit those. The areas where I could use the most help are:

  • 'Simple' stuff, things most people can do:
    • Mario stage. The sprite sheet I found contains many dance moves for Mario, but I don't even use 20% of them.
    • GuitarFun stage. I've tweaked the graphics a bit already, but there is lots of room for improvement here.
    • General GFX tweaks.
  • 'Hard' stuff, things that require experience, or lots of work.
    • Adding touch bar playing. GH WT and GH Metallica allow you to play notes trough the use of the touch bar. This needs to be investigated and 'copied'.
    • Adding whammy/touch bar effects. Needs real time sound processing. I tried to use the effects from gnuitar but that only gave me noise so far.
    • Online options. This first needs to be thought out, what kind of options do we want. And security is important (don't want people to hack wiis trough GuitarsOnFire)

--Daid 09:38, 7 July 2009 (UTC)

Ok so about the general GFX tweaks anything you have in particular? Also is there an easier way to contact you? PS: Are you still on schedule to release .8 before this Friday? KaseiHonoo 23:38, 7 July 2009 (UTC)

The release will happen Friday. The keyboard mapping stuff isn't that hard to add, and it's the only thing left on the ToDo list. As for GFX, just look at stuff you think that need improvements. I think the GuitarFun stage needs the most work right now. I usually connect to the efnet IRC server with the username 'Daid' but I don't always join a channel. --Daid 08:58, 8 July 2009 (UTC)

Star Power/OverDrive

Can You Add Support For SP/OD For The Next Release —Preceding unsigned comment added by Calthephenom (talkcontribs) 04:35, 6 August 2009 (UTC)

Custom menus

how do we make custom menus, like guitarsonfire, or mario?, i am hoping to implement the alarian mod into some of them Calthephenom 19:22, 14 August 2009 (UTC)

Custom menus is not possible. And if you want to make custom stages, look at the current ones. The .lua files are text files you can open them with notepad (or something better) The included readme also talks a bit about custom stages. --Daid 14:28, 16 August 2009 (UTC)

2 keyboards support

Hi, I see on yor wish list the support of two keyboard. As a matter of fact i will be happy of that because i have no plastic guitars and gc controller are not very easy to use. (I plan to buy a plastic guitars one of this day)

I have seen, that it needs some hacking in libwiikeyboard, since I'm the one who write it in the first place I should be able to do what you want. I will look at that tomorrow. And if you can contact me if you need precise stuff on libwiikeyboard. If I have time may be able to help you on GuitarsOnfire if you wish, i will see that in few days -- Davyg 23:41, 17 August 2009 (UTC)

Well, I haven't looked into it yet, but what I need is two keyboards connected and a way to see which keyboard generated a keyevent. If you could do that with a simple hack then that would be awesome! --Daid 20:07, 18 August 2009 (UTC)

I have worked on it, i haven't done a really handsome hack but it should work, ... hum i'm not so sure, because i have not tested yet. I should write an app to test but i'm a bit lazy, so i thought that i could directly modify your app. So i wanted to ask you if there is a svn or something like this, to have the last version, and if y could contact you to know how the second keyboard should be handle and if you want support for more keyboard. Davyg 19:44, 27 August 2009 (UTC)

How to use

thought i'd make a guide here --Calthephenom 01:45, 15 August 2009 (UTC)


python has been libbed over to the wii, could you try implemting the FOF mods with the new library Calthephenom 19:40, 19 August 2009 (UTC)

No. Due to how FoF and python works this is simply not possible. Best chance you have on FoF mods is porting FoF to the Wii. --Daid 20:52, 19 August 2009 (UTC)

could you try a make off the FofiX source? it includes a makefile Calthephenom 03:41, 20 August 2009 (UTC)


Just in case you wanted to make anyone aware, im actively making mods to the graphics folder and matching stages and posting them on youtube, so if anyones not happy with just the simple blue mod, you could give them this link. Although right now im only modding the GuitarsonFire Stage since it has the most potential for uses and is the most interactive. If someone could teach me how to write lua code for stages or give me new lua stage layouts that would be great. Pretz 22:36, 24 August 2009 (UTC)

WOW Those look awesome! If you don't understand the lua code (those are just text files if you didn't notice yet) then I'll be happy to supply you with any stage code you'll need. If you draw up a simple mockup example of what you want where and how it should move then it won't take me much time to write a lua file.
The lua code for the GoF stage is pretty complex, because it accounts for multiple players and uses all possible options. But the mario stage is way more code. --Daid 06:58, 25 August 2009 (UTC)
Oh, and version 1.0 will support custom necks (and other gfx around it) in the stage folder. --Daid 07:00, 25 August 2009 (UTC)
Thank you SO much I worked hard on those! and each only took like a day maybe 2. Lets see stage specific neck gfx and fretboards would be awesome its a pain having to swap out my gfx folders so they match the stage I wanna use. A couple things that would be really good is if you made the space around the guitar image in the GoF one a lot larger, not the guitar just the space around it, its very limiting when trying to make Special Effects as you can see by the rather rectangular shape of the blue glow near the base. Also if you could maybe edit the lua gode for the GoF one to have a background of some kind (like one large image) that would be great. I might have ideas for stages later, but right now I like the interactivity of the GoF one, and if you wanna contact me just tell me how you'd prefer to do it and i can accomodate you, and ill keep the mods coming since you like 'em so much they are all going to that youtube channel.
Took a look at the lua code and it seems ver easy to understand especially with my actionscript background ill make some modifications and see if I can run them correctly --Pretz 08:50, 25 August 2009 (UTC)
Perfect :) the stage preview window executable shows any lua error (like a syntax error) in the center of the screen. It also automatic reloads the stage if you save the lua file (it watches the change timestamp of the file for changes). The lua file for the GuitarFun stage contains comments about all functions with parameters.
A simple background would be:
TEX_BACKGROUND = loadTexture("background.png");

function draw()
    setPos(0, 0, -10, 0, 0, 0);
    drawTexture(TEX_BACKGROUND, 0, 0, 1, 1, 10, 10, 255);
(didn't check it, so it might be slightly off) --Daid 10:13, 25 August 2009 (UTC)
Thanks thats great ill test it later, what size image should go with that do you think?Also, trying to find the place in your code where the computer is told what part of each .png to use....could you point that out? ann if im clogging up the talk page tell me and we could continue this elsewhere. Pretz 10:20, 25 August 2009 (UTC)
The talk page is perfect for this. As for image sizes, they need to be a factor of 2 (so 2,4,8,16,32,64,128,256,512) with a maximum of 512 (1024 does not seem to work). The 'drawTexture' function tells what part of the texture to use (for stuff not in the lua file it's hardcoded).
The functions have the following prototypes:
setPos(x,y,z, pitch, yaw, roll);
drawTexture(textureID, u1, v1, u2, v2, display_width, display_height, alpha);
The u1,v1,u2,v2 parameters tell what part of the picture to use. They are normalized from 0 to 1. And 0,0 is the upper left corner. (so my example draws the whole texture) --Daid 12:25, 25 August 2009 (UTC)
Okay ill try and learn this im so used to setting position with a mouse rather than a keyboard, its been a while. Also making sure Z in setPos is in respect to overlapping/layers. Are diplay width/height control scaling or the actual inteded dimensions? Dont worry in a day or so oll know this page like my own backyard. The game is expecing a ")" somewhere in the BG code, because im trying to get it to appear once not one for each player...
Issue2-I had another issue but I solved this one myslef nevermind
Issue 3-I tried to put a stationary fade in BG behind the guitar, which worked beautifully, except that the guitar doesnt seem to ovey the rule that empty space is transparent. Its the only image in the stage pack where the empty space in the rectangle/square wont show the area behind it. please help--Pretz 12:43, 25 August 2009 (UTC)
This might go against your instinct, but you need to draw back to front. So first you draw the background and then the guitar. If you do it the other way around you get problems with the zbuffer, because even if a texture is 100% transparent it still writes on the zbuffer. --Daid 23:54, 25 August 2009 (UTC)
Okay back to front like im stacking them on a table okay, or using stickers, I can do that thanks. ALso i modded all my current stages to have the hands have alpha in effects like the guitar, which looks a lot better, by enlarging the hands PNG and adding a black hand in the lower right square. Will the streak counter used in the alpha effect work beyond 40? the game already counts streaks (steaks) so i figure it would. --Pretz 00:21, 26 August 2009 (UTC)
Yes, the streak counter will keep counting beyond 40. So you can do extra stuff on a 100 streak for example. --Daid 10:09, 26 August 2009 (UTC)
Perfect, now all i need is to understand how you did animation and im all set. The way you did it for the rock hands kinda confused me, as did the mobs of mario enemies. Although im already on track for my next mod which will add a flashing effect or image that will flash then quickly disappear every time you strum, all I have to do is do a little testing to figure out how I can get the speed of fade I want in the animation. Later I hape to add a text notification for a streak of 50, 100, 200, etc. After that its all putting the different parts together to make more dynamic stages. Suprisingly enough though i havent got a whole lot of attention as to requests for stages from viewers but hopefully thattll change and ill get more buisness and you more publicity :). I guess im gonna have to make an extra special one, if only i had an idea. --Pretz 19:07, 26 August 2009 (UTC)

(starting back at the left to save vertical space)I wrote a code that serves to create a graphic that alphas in smilar manner to the rock hands, however itsa little more complicated, because i thought it was a little to easy to keep the rock hands at full opacity. It should manage your streak, so that the better youre doing the faster it fades in, and has an automatic penalty of 50 alpha every time your streak hits zero (AKA you miss a note), with added code using the variable miss to make sure it doesnt continue to penalize you multiple times since the code repeats faster than once per note. However this setup means you wont be penalized again untill your streak falls from at least 1, but the only way to exploit that would be to not play, in which case youd fail anyway for wanting to see the pretty colors :). Its the first thing ive written from scratch so I know theres issues with it and I was wondering if you could point out any you see. I already know its missing caps on the alpha and the number 1000 is going to have to be higher if this runs as quickly as I expect it to. And ill fix those momentarily, just fixed it with caps.

			bgfire = (0 + bgfire + info[player].streak / 1000) * 255
			if (info[player].streak < 1) then
                                if miss < 1 then
                                        bgfire = (bgfire - 50)
                                        miss = 2

                        if (info[player].streak > 0) then
                                miss = 0

			if bgfire > 255 then bgfire = 255 end
			if bgfire < 0 then bgfire = 0 end

the variable bgfire is later used as the alpha for the graphic. And this runs for every player. --Pretz 19:06, 26 August 2009 (UTC)

The only issue I see is that you only have 1 bgfire, not 1 for each player. So with multiple players it won't act as you indented. The hands are not that complicated, I just look at what buttons are pressed and then take an average between those positions. The mario mobs are more complicated, because they are dynamic created and removed from a list. Each time you strum one is added, and when it reaches the end of the screen it's removed. --Daid 21:28, 26 August 2009 (UTC)
I was reffering to the Rockhands and the looping animation. and that code is actually under the same location as the code for the fire variable, so there IS one for each player, however since the first action performed to define bgfire includes bgfire in the arithmatic, its treated as a nil value and therefore wont perform the arithmatic. Is there a way i can define bgfire as 0 in the beginning without resetting it to zero every time the code repeats? --Pretz 00:44, 27 August 2009 (UTC)
If you set the bgfire variable before the function (so at the same location where the textures get loaded) then it will be defined but not changed every draw. And what I ment with the multiple players problem is that while you do that code for each player, each will use the same value for bgfire. So player 1 might increase it to 200, but because player 2 has no streak it will become 0 again. --Daid 08:23, 27 August 2009 (UTC)
Ah, so the other variables like fire only work because they are able to be set inside the "for player 0,4". Well thats dissapointing, the only way i could do what I want to do is if I made a separate variable like bgfire for each player?? --Pretz 15:14, 27 August 2009 (UTC)
You could make an array, like this:
bgfire = {0,0,0,0,0}
function draw()
----- for each player -----
			bgfire[player] = (0 + bgfire[player] + info[player].streak / 1000) * 255
			if (info[player].streak < 1) then
                                if miss < 1 then
                                        bgfire[player] = (bgfire[player] - 50)
                                        miss = 2

                        if (info[player].streak > 0) then
                                miss = 0

			if bgfire[player] > 255 then bgfire[player] = 255 end
			if bgfire[player] < 0 then bgfire[player] = 0 end

--Daid 15:27, 27 August 2009 (UTC)

okay so each player gets the original definition of bgfire from different 0 values, that works thanks, I had to change your original definition so that its written the same as when angle[player] is set to zero but it works now., btw I finnally got a request for a Kingdom Hearts theme so expect that in a day or so hopefully with this new background mod in it..--Pretz 16:15, 27 August 2009 (UTC)

Japanse Guitar Hero III for the Wii does not accept green button.

Hello, I have a bug with my guitar that seems does not send the good data for the green button on the menu. I'm not sure if Guitars sold in different country have different BUTTON_FRET masks, yet the green button does not work in my case. Strum down/up does works fine.

I am keen to understand why the green button does not work. I plan to connect the wiitar to my bluetooth PC + glovepie to see the raw input of green fret versus straw. Is there any chance I can convert easily the raw data given by glovepie to the mask BUTTON_FRET(n) (1 << ((n) + 4)) ? Other advices? Thanks for this homebrew. --Itomy 06:14, 4 September 2009 (UTC)

Stange, you could look at this topic: [1] there are quite a few glovepie scripts that work on newer guitars.
The button mapping is found on this wiki page: Wiimote/Extension_Controllers#Guitar_Hero_.28Wii.29_Guitars (for the glovepie scripts they usually map that to the classic controller buttons, but glovepie also contains a way to read the raw bytes)
Also note that I've seen a case where my guitar didn't work right, I had to disconnect it from the controller and reconnect it again before it would work correctly (and this was with GH3) --Daid 08:33, 4 September 2009 (UTC)

New Here

I downloaded Guitars on Fire from the homebrew browser and I was wondering....

how do I put songs on there? or can I get a proffesional homebrewer to make the files? I have no homebrew experience but I do have a good amount of PC experience. So Really I am good with a computer just not a wii. --Kobezbro 21:44, 8 September 2009 (UTC)

(I assume you have homebrew and GoF running, else look at Homebrew_setup) You need to use "Frets on fire" songs. Just download them and extract them to your SD card in /guitarsonfire/songs/. You can find tons of FoF songs on the fof forums: [2] --Daid 22:16, 8 September 2009 (UTC)
is there a program to make the songs too? —Preceding unsigned comment added by Kobezbro (talkcontribs) 00:18, 9 September 2009 (UTC)
Yes there are multiple, look on this page, below "After you snag a mod". There are multiple tools there. --Daid 09:01, 9 September 2009 (UTC)
One more. Can you install Frets on Fire on the wii? or if not, use the Nunchuk to play GoF? Yours, Triston 03:46, 10 September 2009 (UTC)
Nope, Frets on Fire is designed for the PC. And makes extensive use of OpenGL and Python. Someone might be able to port FoF to the Wii, but nobody has done so far. I make a clone because FoF didn't have the features I was looking for. --Daid 08:32, 10 September 2009 (UTC)
Nope, I don't support Nunchuk. GuitarHero supports playing with just a wiimote, and I tried that once. But the controls cannot make sense making it more frustrating then a joyful experience. This game was not designed to be played with anything but a guitar (and drums in the next version) an USB keyboard works ok. NGC is supported because it enables the use of a PS2->NGC converter with PS2 guitars. --Daid 08:32, 10 September 2009 (UTC)
ok then. thanks for your help. I started editing a song.Yours, Triston 20:45, 11 September 2009 (UTC)

Daid read now

so i had an idea, could you implement in game charting? you could use the dpad to make it go like 1/1 1/2 1/3 1/4 1/8 1/12 1/16 1/24 1/32 1/48 1/64, you use dB right? Calthephenom 18:47, 10 September 2009 (UTC) and will 1.0 have support for RB2 wireless drums? and wat about overdrive activations?, could you message me with a 1.0 beta full file if you have the drums doneCalthephenom 18:49, 10 September 2009 (UTC)

Credits for the great title of this piece, I thought you wanted his bankaccount to give him something he deserved =P Now for the more serious reply:
  • RB2 Drums: TodoList for 1.0 says "GH:WT Drum support (experimental, need testers)", it's not even sure if we can have a live test to see what happens which makes the development of this very hard. Next to that, GH:WT ~= RB2. We have sought out quite some info about GH:WT drums to be able to think of a possible ways of implementing these in GoF. So I guess for 1.0 that would be a Nay.
  • Overdrive activations? Wait, I think I missed the whole overdrive part?
Pyro 00:01, 11 September 2009 (UTC)
Gratz on the "annoying little kid on the internet" achievement Calthephenom. That title is a perfect way to miss me off.
I'm guessing overdrive is the starpower of rockband. Nope, won't make that. --Daid 00:09, 11 September 2009 (UTC)

Gc Bongos Support

Would it be possible to add this? It should be easy, as all it needs is the GC A/B/X/Y/Start/Clap mapping, and they have been used on Mike Tyson's Jungle Beat. Beegee7730 19:03, 11 September 2009 (UTC)