Difference between revisions of "Talk:MahJongg Wii"

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[[User:Mr_Nick666|Mr_Nick666]] 26 January 2009
[[User:Mr_Nick666|Mr_Nick666]] 26 January 2009
:Wow I'm impressed at the speed you can fire these out MrNick666 + top quality as well, nice one --[[User:JustWoody|JustWoody]] 21:32, 26 January 2009 (UTC)
== Ideas / Feature Requests ==
== Ideas / Feature Requests ==

Revision as of 23:32, 26 January 2009


I would appreciate all help with graphics and sfx/music from those wishing to contribute. Please add to the sections below with contribution and contact details.


i can provide some mp3s--Wiifreak9989 00:30, 13 July 2008 (CEST)

That would be good WiiFreak9989. I need music for the menu, game, high score input, winning, losing + sounds effects --JustWoody 08:36, 18 July 2008 (CEST)

i chinese gong at the start of a game is a nice addition ... maby i found one here: http://www.grsites.com/archive/sounds/view/1905/ or http://www.grsites.com/archive/sounds/view/1909/Bitflusher 08:24, 30 August 2008 (UTC)

Thanks Bitflusher, i've downloaded both and think the first one is best. I've also edited it a bit so that it fades in and out a bit cleaner. --JustWoody 09:15, 30 August 2008 (UTC)


Mod music wanted

An update on required sounds / music - I would really appreciate some music in MOD format as this takes up far less memory than mp3. The music that I require is japanese/oriental style for title screen/menu, a few for in game, hi-score entry, and short ones for winning and losing the game --JustWoody 18:57, 25 July 2008 (CEST)

Try this page: Modarchive (genre -> folk/spiritual) --DigDug 15:57, 27 August 2008 (UTC)
I posted a request on their forum a week or so ago with no response so far :-), Digdug, have you heard any particular tracks on there that fit the bill? I haven't had a good look yet so would be good if you could paste a link to include a search that brings back a few decent tracks --JustWoody 20:04, 27 August 2008 (UTC)
Here is one list, I don't know if you can support S3M/XM also?

Japanese selection - Chinese selection - Oriental selection I can't decide for you what kind of music you want in your game, maybe other users can take a look as well and we can vote? --DigDug 15:55, 28 August 2008 (UTC)

I use sndlib which only supports MOD as far as a can see :(, I did a search of these a while back but didn't see anything that exactly fitted the bill, I may give them another listen though as really want to get some more music to mix it up a bit. Cheers for the suggestions though DigDug. --JustWoody 22:33, 29 August 2008 (UTC)
Hey DigDug i've found a few tracks on the oriental search that would be really good, I'm just asking for permission to use them now. --JustWoody 07:24, 30 August 2008 (UTC)
Great I could help, if you want I could search for more. --DigDug 13:42, 30 August 2008 (UTC)
If you could find any MODs that could be used for completing the game or for no more tiles left then that would be really good. --JustWoody 14:55, 4 September 2008 (UTC)

I'll just throw it out there that the "title" song from Conquest of Japan seems pretty good. It's a shame there aren't any midi libraries for the Wii, yet. I'm very partial to this track from Ranma. -- Masamunecyrus 06:55, 26 January 2009 (UTC)


I would like some more tilesets so that i can add the option of choosing between a few different ones

Each tile should be 44x60 heres a blank tile from the current set to get the idea: Blanktile.png

42 tiles the same size as these should be placed in one png 32 file. with all the repeating tiles first and the individual tiles at the end (seasons and flowers)

Other graphics that I would like are a few selectable characters for two player versus mode in a similar vein to Popooon on the SNES if anyone has seen that + funky text saying things like "Finished" "No more matches" "Shuffle" "Winner" "Player 1" "Player 2" hopefully this kind of thing will give a more polished look --JustWoody 20:06, 30 July 2008 (CEST)

Can you link to the png for the standard tileset you used so we have a template to work off of? HisshouBuraiKen 16:49, 17 October 2008 (UTC)
Here it is HisshouBuraiKen - Tileset.png
This is a whole blank tileset template from an up-coming version of the standard tileset created by DayDreamOz. --JustWoody 14:04, 2 November 2008 (UTC)

It'd be nice if you could just scan the Mahjongg directory for, say, .png files, and then allow the user to be able to select them in the options menu. That'd allow for tileset customization more easily. Or perhaps have even a master .xml file that you add the tileset info to, if that would be easier. -- Masamunecyrus 19:26, 9 January 2009 (UTC)

I like the idea Masamunecyrus, I will add it to the todo list. --JustWoody 19:52, 9 January 2009 (UTC)
I don't know if this is what you're looking for but I made a tileset. I guess it's a spooky themed one if anything! I was going to make a background to go with it too but one step at a time! You wouldn't think it would be so hard to think of 42 tiles but you get to 21 and it gets hard! lol This lot started as an egyption themed one originally...


Mr_Nick666 13 January 2009

I'm digging the tileset Mr_Nick666, I will add it in to the next version --JustWoody 16:51, 13 January 2009 (UTC)
I Also like the idea of having custom backgrounds for the tilesets, so would be good if you could make one as well. --JustWoody 19:08, 15 January 2009 (UTC)

Hows this?


Mr_Nick666 20 January 2009

Thats quality it really fits with the overall feel of the game, nice one --JustWoody 18:00, 20 January 2009 (UTC)
Hey Mr_Nick666, I've added your tileset and background to the game and posted a screenshot on the main page --JustWoody 18:05, 22 January 2009 (UTC)
Nice work, Nick666 - would you mind if I take the tileset and the background and bring it inline with the gameart as it is atm - just some minor touchups [and yes... I am back 2 major launches this week... YEAH! time for some fun now :)]--DayDreamOz 00:12, 23 January 2009 (UTC)

I've created a pretty poor simple tileset below, if anyone wants to attempt a better simple set then please replace --JustWoody 18:09, 22 January 2009 (UTC)

Mahjongg Wii Simple Tileset.png

If it's not too much of a pain I revised the "Spooky" set.. DayDreamOz what would you like to change about the art? I thought it looked good in the screen JustWoody posted.(Im also working to finish the Egyption set I mentioned) Mr_Nick666 23 January 2009


Here's the finished (I hope) Egypt themed tile set...



Mr_Nick666 26 January 2009

Wow I'm impressed at the speed you can fire these out MrNick666 + top quality as well, nice one --JustWoody 21:32, 26 January 2009 (UTC)

Ideas / Feature Requests

Anyone with any good ideas for this project please add them here:

DS connectivity

DS / Wii connectivity isn't being used on the homebrew scene as far as I know - and there's plenty of homebrew tools for the DS. Not sure how it'd work in Mahjongg - maybe just a downloadable demo? Or, if incorporated into the game, it would allow players to 'hide' their movements, by performing actions on the DS, which then affects the main game on the Wii. --Banjo Fett 12:10, 25 January 2009

Classic Controller Support

Can you add the support of Classic Controller in a future version ? --CashMan 18:34, 19 November 2008 (UTC)

I'm not sure where the benefit would come here CashMan as it already works with the wiimote and the classic controller just plugs into this, could you give a bit more detail about how you see this working? --JustWoody 09:50, 20 November 2008 (UTC)
It was just an idea :P --CashMan 11:51, 20 November 2008 (UTC)
Thanks for giving it + I always welcome any ideas to improve the game :) --JustWoody 13:21, 20 November 2008 (UTC)


Can you add the Rumble function of Wiimote in a future version ? --CashMan 18:27, 19 November 2008 (UTC)

Sounds like a good idea, what were you thinking - only when tile pair matched? Each tile selection? mismatched selections? hovering over matching tiles? --JustWoody 09:48, 20 November 2008 (UTC)
When you select something as a button (in the menu and in the game as the pause button, the help button, etc...) --CashMan 11:50, 20 November 2008

Non-Solitare Mahjong

A menu item for Multiplayer (or AI) Mahjong? --Navarr 20:37, 27 July 2008 (CEST)

Could you elaborate on how you see this working Navarr, so I can understand your idea. Do you mean the full MahJongg (4 player job)? --JustWoody 23:09, 27 July 2008 (CEST)
Yes, Full 4-player Mahjong. -Navarr 01:56, 28 July 2008 (CEST)
I will take a look at this, it may be that I would release this as a separate app. will have to see how compatible the code would be --JustWoody 17:46, 28 July 2008 (CEST)
Maybe that the generic card game library used in wii poker could be used for the traditional mahjong.


I think it would be nice to have a option of turning it off. Xyrion 00:23, 31 July 2008 (CEST)

I've actually already added turning sounds and music off in the menus that I have been working on ;) cheers for the comment though --JustWoody 18:44, 1 August 2008 (CEST)

I'd like to see a custom music feature. In the options, similarly to how you plan to have multiple tilesets selectable, it'd be nice to scan the Mahjongg directory for compatible music files and then allow you to select them. WiiCM currently allows for a customizable .ogg to be played in the background, and the source is readily available here: http://www.tehskeen.com/forums/showthread.php?t=9719 -- Masamunecyrus 19:25, 9 January 2009 (UTC)

I've actually got playing custom music from SD on my todo list, but good to see some source to make it easier, Ta. --JustWoody 19:54, 9 January 2009 (UTC)


A couple more supported buttons like instead of dragging the Wiimote to the Pause button, add the [+] button support? --Goofster1020 10:47, 23 August 2008 (HST)

Yeah sounds like an idea Goofster1020, especially since there are lots of buttons free + makes it a little easier. --JustWoody 08:17, 24 August 2008 (UTC)


What about a 16x9 widescreen mode? And a config file that saves video, sound, and possibly tileset preferences? We love what you've done with this game, it is great work!

I am planning to add the auto saving to the SD card of settings. I'm not quite sure what would be gained from doing anything specific with widesceen, i have a 16x9 CRT and it looks fine on that. does it look odd on a hi-def? --JustWoody 22:21, 29 August 2008 (UTC)

I just have to change the aspect ratio to fill the screen, or live with the bars on the side, but you're right, it isn't a big deal. I was more interested in saving the settings. d6e2s

Maybe when you select characters, you can select Mii's. Then you don't have to input your name or anything with the High Scores, a little like Wii Sports. And how about a button on the Wiimote to pause as well as the one in game? I have to say, awesome game though, play it all the time. --Goofster1020 22:32, 2 September 2008 (UTC)

Sounds like a good idea with Miis although at the mo there isn't a way of accessing these for homebrew dev., if someone does unlock / provide a lib for this then def. worth putting in. I am also going to map pause to one of the wiimote keys (prob. '+'), but just not got round to it yet. --JustWoody 13:15, 3 September 2008 (UTC)
Some one in elotrolado (spanish forum) has spoken to try to creat hombrew mii for homebrew applications. If this go to a standard for the hombrew scene it would be good to all homebrew devs ;) - Yod4z GMT+1 16:34


When I go to the menu from playing the game it would be good to be able to resume the game I was just playing. Sometime I go to the menu thinking I'm going to turn on hints and they aren't in the code yet ;) --spnorth 5:31, 6 September 2008 (UTC)

I should really add an option to continue game as well as starting a new game, I will add this to my todo list. --JustWoody 08:24, 6 September 2008 (UTC)
Hi JustWoody, I miss the in progress updates on the main page. I'm sure things have been busy lately, just want to know though. --spnorth 14:10, 21 September 2008 (UTC)
Yeah I've been away with my 'real' work for a bit, am back now so hopefully I'll get chance to get some time on Mahjongg soon, cheers. --JustWoody 18:30, 25 September 2008 (UTC)

Multi-selection for Co-op

The wife and I have been playing co-op a lot, and while it's fun to complete a single match together, it would also be fun to be able to select tiles separately. Here's how I think it should work - Player 1 selects a tile, and it flashes red. If player 2 selects the match, it's a match. If Player 2 selects a different tile, it flashes green. Now, if Player 1 finishes Player 2's match, all selected tiles are cleared (he "loses" the selection he had earlier). If Player 1 completes his own match, Player 2's tile remains selected. Does that make sense? You'll have to implement separate selections for vs mode anyways but it shouldn't be hard to add it to co-op mode too. HisshouBuraiKen 19:01, 20 October 2008 (UTC)

You're right, the changes that I'm currently making for versus mode do make it alot easier to play co-op in a similar way (i.e. having both players selections independent of each other) + I like your ideas of how this would work without being too intrusive + not extra buttons to worry about, I'll definitely implement this idea. --JustWoody 17:56, 22 October 2008 (UTC)
Just got done playing a couple rounds on 0.6 and man, the improvements really make a difference! The new selection scheme is perfect and makes both co-op and versus a lot of fun. Excellent job! The only problem is that there's now a kind of strobing effect when the two cursors overlap (I guess because you're drawing one on even frames and the other on odd frames now, or something like that). I'd suggest having it go back to the old way, I think it's more distracting to have the cursors flickering than to just have one always overlapping the other. HisshouBuraiKen 00:20, 13 November 2008 (UTC)
Cheers for the comments + the ideas, I too think it plays a lot better this way. I also, know what you mean with the the strobe effect of the pointers, my only dilemma is that the other way is an advantage to whichever pointer is on top (player 1 in the old way). Hummmm what to do... Oh by the way are you able to check my dodgy babelfish Japanese translations? --JustWoody 17:29, 13 November 2008 (UTC)
I'll fix the Japanese. I see your point about the cursor issue, but it's a problem in all Wii games unfortunately. For what it's worth, I don't think it's that much more advantageous for Player 2 to have their pointer be a flickering mess vs. being covered up :) I think most players are aware of where they're pointing even if it's covered. Although if you want to be a little more fair you can randomize whose cursor gets drawn on top?HisshouBuraiKen 21:40, 13 November 2008 (UTC)

Logo / title screen ideas

DayDreamOz: I just made a quick mock:

MahjonggWii menu.jpg

Slick! CarstenK 07:47, 30 July 2008 (CEST)

Thats quality DayDreamOz, cheers I will def. be adding that in. Now in you in the groove any chance of creating a homebrew channel logo using the same font? --JustWoody 20:00, 30 July 2008 (CEST)

Of course was going to do the whole menu/ gui thing if you want me to.

That would be spot on DayDreamOz --JustWoody 22:30, 30 July 2008 (CEST)

any chance you could send me the existing art and some screengrabs ?

Sure whats your e-mail? --JustWoody 23:44, 30 July 2008 (CEST) (also when adding comments you can use the second icon from the right just above to input box to add your signature and a timestamp to make it easier to see when and be who a comment has been added :))

Have sent them to you DayDreamOz so have removed your email details from here for your privacy --JustWoody 00:17, 31 July 2008 (CEST)

Was about to do the same thing... thanks, Justin... --DayDreamOz 00:55, 31 July 2008 (CEST)

Some new eyecandy - just to make Justin's life a little harder... --DayDreamOz 02:02, 4 August 2008 (CEST)

MahjongWii mainmenu.jpg

MahjongWii playmenu.jpg

MahjongWii optionsmenu.jpg

MahjongWii musicmenu.jpg

Hey Chris - I've coded all of the menu stuff now using your new graphics! Its looking really cool --JustWoody 23:14, 5 August 2008 (CEST)

Very nice, looking forward to it! CarstenK 23:27, 5 August 2008 (CEST)

Beautiful graphics! DayDreamOz you've really done a great job with this. It's fresh and modern looking, just like all things Wii should. :) If you have time and will, you could update the tiles and background (if JustWoody agrees, off course) in this style. It's really, really cool. Xyrion 02:27, 10 August 2008 (CEST)

Xyrion: working on it :) --DayDreamOz 22:24, 10 August 2008 (CEST)

Wow, I just have to say, excellent work on those graphics DayDreamOz! --Teknecal 14:42, 23 August 2008 (UTC)

Other Discussions

Any other things to discuss go here:

Hint modes

How about some optional "hint" modes you can enable before starting a game, such as:

  • Highlight tiles when there is only one possible pair (or choice of threesome/foursome) to remove
  • Highlight any matching tiles when one is selected
  • Display matching tile count

Use a different color so it isn't confused with selected tiles.

Sounds like some good ideas, I might make different hi-score(lowest time) tables depending on which helping options are selected when I add some of these in --JustWoody 23:07, 27 July 2008 (CEST)

COOP thoughts

we would be happy to try an other mode for an evening (us addicts), but there is an other option, button A to make your own selection, button B + A to complete the selection of your fellow player (B suggests unselecting and if it keeps being pressed an additional A to say you are completing). completing someone elses selection could also be used as a "stealing" move on a more competative multiplayer match Bitflusher 18:26, 27 August 2008 (UTC)

Cheers for the ideas Bitflusher, I'm not 100% sure what you mean in your comment in brackets, any chance of elaborating. --JustWoody 22:26, 29 August 2008 (UTC)
ok i hope i can clarify my thoughts. right now if one player starts making a selection it blocks the other player from making his/her own selection. my idea was each player could play on it's own if you could make simultanious selection. but to keep the feature of completing the other player (like: hey can you find thisone) B+A could be used.

p.s. our 2 player record for mahjong is now 5 minutes and 31 secs Bitflusher 08:19, 30 August 2008 (UTC)

Hey Bitflusher, now I am doing the versus mode I will be changing the co-op mode a bit to be more like what you have described above :). I'm actually going with how HisshouBuraiKen has described it a bit further up this talk page as I think its less complicated in terms of buttons to remember. Cheers for all comments though. --JustWoody 18:01, 22 October 2008 (UTC)

Hidden feature

No sure if anyone will use this, but, if you press the 1 button on wiimote 1 it will create a screenshot png file on the root of the SD card. Currently this only looks ok in 640x480 mode (i.e. NTSC or 50Hz) --JustWoody 22:25, 29 August 2008 (UTC)


Please inform me of any bugs here:

I have a PAL Wii so I haven't tested this on an NTSC Wii and would be interested in any feedback on this please.

Works fine with NTSC & component cables. CarstenK 22:35, 27 July 2008 (CEST)
Cheers CarstenK thats good to know --JustWoody 23:02, 27 July 2008 (CEST)

The game finnished with no more moves left, and sometimes there is a move left, i will try and get a screen dump when it happens, but the logo covers most of the screen so its hard to see the tiles.

Well, one user wrote that, hear I can demonstrate it to you (the two 6)


This was in version 0.2, in 0.3 still happens...

Cheers for the spot, I've actually completely rewritten the game tiles engine between v0.3 and the upcoming v0.4, so as a result I have probably inadvertently fixed the problem. Although, I may have introduced a few new bugs in the meantime so please keep reporting bugs. --JustWoody 13:35, 31 August 2008 (UTC)

v0.4 bugs

i really like the new release, feels more mature. only the shuffle function seems to shuffle in a way you get stuck with no more moves too frequently, an almost solved board could get stuk 5 times or more, perhaps it is not random enough or too random. another issue is the sound, i feel you compressed the sounds to make the .dol small, but now sounds sound horrible, i turned it off while playing (like your edit of the gong). another thing about the sound, it is way louder then any other wii homebrew i use. for the main part i like it (we here are still addicts ;)) Bitflusher 17:17, 4 September 2008 (UTC)

Yeah Bitfusher I normalised the sounds effect in version, perhaps they are a bit loud now + yes they are pretty compressed. I will take a look at them and see what I can do (in the mean time like you say you can turn them down a bit in the sound options menu). With the shuffle, as it is happening different number of matches are available each time it shuffles, what I will do is save the one the gives the most available matches and reuse this once the shuffle sequence is complete. Cheers for the reports. --JustWoody 18:04, 4 September 2008 (UTC)

Not sure if this is in the earlier versions or not, but if you twist the wiimote so that the finger is pointing downwards then you no longer point with the tip of the finger. The buttons seem to respond to the top left corner of the image, which is slightly strange. --GW_Shadow 18:22, 5 September 2008 (UTC)

Yeah GW_Shadow at the moment it always take a pixel near th etop left corner, I will look at either not rotating the hand or see if I can work out where the end of the hand is and always point to that. --JustWoody 08:23, 6 September 2008 (UTC)

This is the only game that I can play with my wife! She loves it! Compliments! But I found a little bug... I've four tiles left in two towers without available moves. So I need to shuffle, but after shuffling, no more moves left! The count display 00 moves and the 4 tiles remains untouchable. The only way is to abandon the game. Please, excuse me for bad english! If you want to translate it to Italian language I can help you! Feel free to contact me here. --Charlespig

Thank Charlespig good to see it being played. Today I have rewritten the way that the tiles get initialised and shuffled so that the game should always be completable (this will be out in the next release). Yes I am looking at having multi-language support so I would welcome translations to different languages, I have added a translations section to this talk page for people to put their contributions. --JustWoody 12:39, 6 September 2008 (UTC)
we got this bug here too just today, small diffrence, the last two titles were stacked on each other. looking forward to the alwyscompletabel function. do you need beta testers? we would be glad to test multyplayer functions Bitflusher 18:02, 6 September 2008 (UTC)
I would just like to note that "completable" MahJongg game should be able to finish in two tiles stacked on each other. To finish that game you would keep the other pair (of the same tile) to the end. Don't completely forbid that possibility from happening just for the ease of play. That would be messing with the (original) game mechanics. It must be "completable" only when you start it, not after every user's mistake move. Another thing... I think that uber-shuffle (that you mentioned at forum) is really not the way to go. Shuffle should only guarantee at least one solvable pair, nothing more. The rest should be chaos, randomness, fate, luck,... Sometimes the player should, OMG, lose! :) Please don't dumb down the game. Xyrion 00:29, 7 September 2008 (UTC)
This is exactly how i've implemented it Xyrion, the user is still able to mess it up by picking other combinations of tiles ;-), as with the shuffle I'm thinking that if I will now use the same routine as the new board initialisation so shouldn't make it too easy. --JustWoody 06:09, 7 September 2008 (UTC)
Oh, ok then. :) Xyrion 15:47, 7 September 2008 (UTC)

v0.5 bugs

I've spotted a couple of bugs - the graphic for the unselected positions in sound options is corrupt. + in few (I hope) circumstances the shuffle doesn't place the tiles in a completable way, I will take a look at this as it defeats the object of the new changes. --JustWoody 15:20, 15 October 2008 (UTC)

If you lose a game because the final pair is stacked on top of itself, and you click shuffle, the game locks up. My guess is that this is caused by the sorting algorithm getting stuck in an infinite loop trying to figure out how to place these final two tiles so they can be completed. Deozaan 23:41, 18 October 2008 (UTC)

Yes I had thought about this at one point but must have forgotten to do anything about it, I will sort that out for the next release. --JustWoody 17:28, 19 October 2008 (UTC)

Having to select the language each time is annoying. Is there any way you can have it remember which language was picked? Or maybe you can default to English (like it has been previously) and have a language selection from the menu? Deozaan 23:41, 18 October 2008 (UTC)

Yes I agree, when I add saving of preferences to the sd card I will also change it so that once the preferences are set you no longer see the language selection screen at the beginning, instead having an entry on the options menu. --JustWoody 17:28, 19 October 2008 (UTC)

v0.6 bugs

I just played 2-player competitive mode tonight and I noticed that if I have a tile selected and the other player selects the same tile, it unselects the tile for me. So if I'm about to make a match and the other player selects the tile that I already selected, it will make it so that the tile is not selected for me, but is selected for the other player. Deozaan 07:19, 15 November 2008 (UTC)

Yeah Deozaan that is called 'stealing', it is an intentional game mechanism to give it a bit more of an edge. You can always go back to the tile you originally selected a reselect it to finish your pair - that is if you get there before your opponent selects the second one you selected ;) --JustWoody 07:39, 15 November 2008 (UTC)

It would be nice to have a 'friendly' VS mode that doesn't allow stealing. That's my mom's suggestion, because I have a habit of stealing her matches cause she's a little slow with the wiimote. Also, on my standard definition TV, the top of the row of bricks is unreadable, it would be nice if the play area was a little bit zoomed out.--Buffstricker 02:33, 20 November 2008 (UTC)

Could you give me a bit more info on you TV problem as I have a standard def TV (widescreen) and it shows the whole picture. Is this the same on all your games? + have you tried changing your Wii settings between 50 and 60 hertz? On mine this has an effect. BTY cheers for the completion/corrections of the Danish translation. --JustWoody 09:54, 20 November 2008 (UTC)

That seems to have done the trick, thanks!--Buffstricker 12:58, 24 November 2008 (UTC)

I think I've found another bug in 0.6. When u play a VS-Coop and Player 1 selects a tile at pos xy and then Player 2 picks up the last possible cards the sorting algorithm gets started and scuffles the cards. But then the selected card (Player 1) is maybe the old ID? But another image? I've to reselect the card when i want to pick those two pairs. This happend two times, so it should be reproduced. BTW Nice game you've done, this is one of my favorites! --Maze' 23:18, 14 December 2008 (GMT+1)

Good spot Maze', yeah I was not clearing the selections on a shuffle, I have added the code to do this now and will be in v0.7. --JustWoody 16:58, 15 December 2008 (UTC)

v0.7 bugs

i got an unfinischable game in 2 player battle mode.

titles like this:



Could you give a little more info, for instance did the game try to shuffle? --JustWoody 21:43, 11 January 2009 (UTC)
I didn't make the comment above, but I also got an unfinishable game after the game was shuffled. Then I clicked on the Hint button and it locked up the game since it couldn't find two tiles that matched. Deozaan 21:40, 12 January 2009 (UTC)
Thanks for the spot, I've fixed the hint button problem, but the shuffle problem will need a bit more digging --JustWoody 16:56, 13 January 2009 (UTC)

I noticed in this version that the top row of tiles as well as the leftmost column of tiles that are right against the edges of the screen can be difficult to see. For some reason my TV cuts off the edges of almost all homebrew (but movies and Wii games and other things displayed on the TV look fine) so I can't even see the numbers in the corners on the top row and left column. My setup is: Wii NTSC (3.3U) displayed in wide screen 480p. Deozaan 21:48, 12 January 2009 (UTC)

Did this happen in the previous version? As I forgot that I had left some code in the latest version that was meant to give a widescreen picture but only activated on a Wii set to widescreen and 480p --JustWoody 16:56, 13 January 2009 (UTC)
I don't recall it happening in the previous version. Maybe there just weren't many tile layouts that had tiles stacked so high against the edges of the screen before. I'm not sure. Deozaan 19:24, 16 January 2009 (UTC)

I was just watching my wife play a game on the spider layout. She ran out of available matches and got the end game prompt. She clicked the restart button and the game froze. We had to hold on to the power button on the Wii itself to reboot the Wii. Deozaan 01:39, 23 January 2009 (UTC)

This isn't really a bug but I wasn't sure where to put it. My wife plays this game a lot and apparently you removed some tile layouts in this version. One of which was her favorite. Do you plan on restoring those layouts in the next version or do I need to downgrade to the previous version? Deozaan 21:43, 12 January 2009 (UTC)

Yeah I got rid of the pyramid tile layout thinking that it wasn't very good, but if people like it then I can add it back in to the next release --JustWoody 16:56, 13 January 2009 (UTC)
I can't speak for everyone else, but I know my wife would be happy to have the pyramid layout back again. :) Deozaan 19:24, 16 January 2009 (UTC)


Please add translations of the text here so that I can use them (with credit given) when I add multi-language. There is probably more text in there somewhere, I (or anyone) will add it as seen.

I have added a few new bits of text for versus mode and extra functionality that I would appreciate people translating for me, I have put these in bold within each translation to show where additional translations are required. --JustWoody 09:15, 1 November 2008 (UTC)










DEFUALT should be DEFAULT! --Crayon 17:27, 21 November 2008 (UTC)

Cheers Crayon dodgy typo --JustWoody 08:57, 22 November 2008 (UTC)










Does anyone know of a shortened version or different words with the same meaning for both DESACTIVE and MAXIMUM as these are a bit too big to fit on the screen? --JustWoody 18:05, 30 September 2008 (UTC)

You can use MAX and OFF and ON for ACTIVE -Yod4z 30 September 2008 22:18 GMT+1
Cheers Yod4z I've changed the above, does that look ok? --JustWoody 21:04, 30 September 2008 (UTC)

Hi, I was wondering if we could use characters like É,È,À... or it's best not to use them? --Crayon 17:58, 10 November 2008 (UTC)

Yes Crayon, I have currently got these characters - ÄÜÉÓÀÇÕÚÁÂÖÍÅ, but if need be I can add more too. --JustWoody 17:26, 11 November 2008 (UTC)

I've added the new word "Widescreen" --CashMan 17:56, 11 January 2009 (UTC)

I've added the new word "Spooky" --CashMan 16:01, 18 January 2009 (UTC)










Italian translation by Charlespig(19:00, 14 September 2008 (UTC)) and CashMan (15:11, 8 December 2008 (UTC))

I've done some babelfish translations for the phrases in bold if anyone would like to correct them.--JustWoody 14:19, 8 November 2008 (UTC)

JustWoody, I'm here!!! All done... Charlespig 19:06, 8 November 2008 (UTC)

Ta CharlesPig, I've changed the language file to match, and will make it into the next version. --JustWoody 14:44, 9 November 2008 (UTC)

I added few words but I don't know how they say "FORTRESS, CRAB and SPIDER". --CashMan 15:11, 8 December 2008 (UTC)

Dears, I'm here!!! I need to know where you would to use DEFAULT,SIMPLE,OLD options to complete the translation. --Charlespig 21:30, 9 December 2008 (UTC)

Hi Charlespig, they are going to be used a discriptions of tilesets --JustWoody 22:30, 9 December 2008 (UTC)
Hi JustWoody, all done! Charlespig 21:30, 11 December 2008 (UTC)










originally translated by --DigDug 08:47, 2 November 2008 (UTC), translated missing entries Bitflusher 12:57, 1 November 2008 (UTC), translation of "widescreen on/off" Bitflusher 18:35, 11 January 2009 (UTC)










Translated by --DigDug 08:47, 2 November 2008 (UTC)










Spanish translation by Xtract and CashMan --CashMan 17:12, 8 December 2008 (UTC)

I've added the new word "Widescreen" --CashMan 18:11, 11 January 2009 (UTC)










Spanish and Catalan translation (AND NEW TRANSLATIONS) by Xtract 19:07, 13 September 2008 (UTC)


(Note - in Japan, they call the game "Shanghai (上海)"


一人で遊ぶ,チーム・モード,VS モード,続く

牌変更,積み上げ変更,ヒント はい/いいえ,言語変更,振動 はい/いいえ,WIDESCREEN ON/OFF



スコア,勝者,1P, 2P, 引き分け



Japanese translation HisshouBuraiKen 14:00, 15 September 2008 (UTC)

Cheers HisshouBuraiKen, just one favour as at the moment I only have a graphics for the latin alphabet, could you also provide a list of individual characters that you have used throughout this list so that I can create the graphics for them.
Sure thing.
You should just be able to paste them into Word or Photoshop as text and enlarge/edit them as necessary. Just take note that a couple characters are smaller than the others as shown above (e.g. the ュ in メニュー). HisshouBuraiKen 15:24, 16 September 2008 (UTC)
My code for handling graphics fonts accepts a width for each character so it should be ok with the few smaller characters OR do you mean that those characters should actually be smaller font size too? --JustWoody 15:51, 16 September 2008 (UTC)
I guess either way would be fine. There's only the two of them (ャュ). Compare to their full-width counterparts (ヤユ) and you'll see what I mean.

Hey HisshouBuraiKen, I have done some very dodgy translations for a few phrases using babelfish, could you check that these are ok please? they are the ones in bold. --JustWoody 10:09, 8 November 2008 (UTC)

Fixed. If you wanna add new stuff you can just e-mail me, it's my name at gmail (Which I would highly recommend XD). Question - in what context are "Restart" and "New Game" being used? They may still need to change. HisshouBuraiKen 21:48, 13 November 2008 (UTC)
"Restart" is available whilst you are playing the game but either paused or no more moves and it starts the game again although it is actually a new game. "New game" is an option that is shown when the game has been completed and it actualy has the same affect as restart. Both are designed to allow a new board without having to go back to the menu. Cheers for the corrections, I am getting together an e-mail list of translators, and will add you to it so that I can ask for help when new text is needed. --JustWoody 18:45, 14 November 2008 (UTC)
Ok, all set. New characters are added to the end of the list in bold. HisshouBuraiKen 18:31, 15 November 2008 (UTC)
And again. HisshouBuraiKen 19:16, 3 December 2008 (UTC)
Cheers HisshouBuraiKen, I'm starting to run out of characters I can map the japanese too, hopefully there won't be too many more to add. --JustWoody 20:59, 3 December 2008 (UTC)
Let me know if you hit the limit, I'll try to figure something out. HisshouBuraiKen 14:36, 5 December 2008 (UTC)
I've got one more character left! Not sure if you can add the word widescreen with just one character --JustWoody 14:00, 11 January 2009 (UTC)
Nope :P Even if I could it wouldn't matter since you're sure to add more new features that will require more characters. Unless you can map multiple japanese chars to a single char (unlikely since I'm assuming your text writing library requires characters to be a fixed width/height), we only have one option: replace all the kanji (fancy letters) with hiragana (curvy letters)& katakana (angular letters). Tell you what: email me your template for making characters and the total number of characters you have available. If nothing else, you've already reserved enough to use one set of characters.HisshouBuraiKen 15:03, 14 January 2009 (UTC)
I have thought of a work around where I use a dummy character to act as a start addition to the next character so all characters added from now will have this dummy charcter followed by one of the existing one in my mappings. This means that we have space to add many more Japanese characters. --JustWoody 19:07, 15 January 2009 (UTC)
Hey HisshouBuraiKen, now that I have implemented utf-8 text rendering I no longer need to map the japanese characters so you can add as many as you need to! --JustWoody 14:19, 24 January 2009 (UTC)










Yod4z, Banjo Fett and CashMan

Made some general changes, including using numbers instead of the words for 'one' and 'two', which is certainly more common in Brazil. I still need to run these by my nephew and brother-in-law, because Lu doesn't really play games and isn't sure about some of it. It's all technically correct and makes sense, just needs some fine-tuning. Banjo Fett 11:50, 8 November 2008

I've added new words except SPIDER. I don't know how say it in Português. --CashMan 14:08, 1 January 2009 (UTC)

It's corrected for SPIDER :P --CashMan 14:19, 1 January 2009 (UTC)

Closest to 'spooky' is 'assustador', and can be used to describe things and places as scary or spooky. 'Widescreen on/off' is just going to be 'widescreen on/off' - it's one of those English words that creeps into Brazilian Portuguese. European Portuguese may have an alternative, but I can't find one. Banjo Fett 12:00, 25 January 2009










hungarian translation by Ezmegaz Updated:2009.jan.13 ezmegaz10(at)freemail(dot)hu










Finnish translation by Tubelinus oct.15 tubelinus (@) windowslive (dot) com










Swedish translation by Tubelinus oct.15 Here may be few mistakes because Swedish ain't my first language so please, anyone who knows swedish better than I do, go ahead and correct my mistakes :)

Swedish correction/translation by noONE nov.10

Yeah.. that Swedish was REALLY messed up(did you use babelfish or something..? just wondering :P).. so here's a take on it by a native swede ;)

Cheers noONE, I will change these and they will be in the next release. --JustWoody 17:27, 11 November 2008 (UTC)

I noticed the added text and translated that for you, as well as corrected/adjusted some of my translation.

Yeah, after translating this I started to wonder if I should remove it but I counted on that someone would come and correct me. And I was correct :) Thanks for that :P And sorry, no Babelfish, just my lousy swedish and a dictionary :D -Tube

I've tried the new version now (0.7) and it seems very good,thank you. I've made a couple of changes though at some words, which will fit better, no hurry, just implement them next time you got time/release a new version ;) -noONE


لعبة اللعب ، مرحبا بين عشرات ، لعبة الخيارات ، خيارات السليمة والخروج 1 لاعب لعبة ، لاعب 2 التعاوني ، مقابل 2 لاعب ، لا تزال TILESET التغيير ، تغيير التخطيط ، التحليق لمحة عن / الحكم المحلي ، واللغة الموسيقي ، والصوت ، والحكم المحلي ، والكامل عودة ، قائمة التنقل ، والمراوغة ، متوقفة مؤقتا ، لا أكثر البلاط ، انتهى استئناف ، لعبة جديدة نقاط وسجل لاعب 1 ، 2 لاعب ، ووضع افتراضيا ، الصليب ، الهرم ، الفراشة.

Arabic translation by --Jedicommando 19:49, 8 November 2008 (UTC) I simple used Google translate, so all credit goes to Google! Also, there is no Arabic work for 'tileset' so we need to find another, similar word.

Cheers Jedicommando, Arabic looks an even tougher task than the Japanese :-). --JustWoody 14:41, 9 November 2008 (UTC)










Danish Translation by --Jedicommando 19:49, 8 November 2008 (UTC) Used Google.

Further translation by --Buffstricker 12:59, 24 November 2008 (UTC) Live in Denmark.










Norwegian translation by --Raschi 18:31, 12 January 2009 (UTC)


Please add any feedback that you want to give here:-

I love the 0.3 version, it's a really great homebrew. Quality! Xyrion 02:13, 26 August 2008 (UTC)
Thank you for this extremely addicting game, it looks great and plays well. me and my gf have been playing co-op a lot yesterday. we are looking forward to the yet to be developed non co-op multiplayer mode.
one thing, was it you intention to only be able to make one selection per player. i think either the other player should be able to de-select or there should be a simultanious selection.
Yes for the coop mode I thought it would be best to only allow one selection at a time. Although it might be good to offer the ability to select for each player as an option --JustWoody 15:51, 27 August 2008 (UTC)

  • hi, thanks for such an excellent app...one question: how does one enter the game with two wii remotes for coop mode? i cant seem to get into HBC at all with two remotes active. - thanks! *
Once Mahjongg Wii has started you can press any button at any time on any of the wiimotes and these should be picked up - the first one as player 1 (red sash on hand pointer) and the second one as player 2 (green sash on hand pointer).

You need to have the two wiimotes syncronized with the wii (the red buttons in the wii frontal, next to the sd slot and in the controller, where the batteries are) . Press both, and with only pressing a button the controller will automatically connect to the wii.

---Well, I think the game doesn't try to make possible finishing the game. I suposed it in earlier versions, but now, with the shuffle mode, Im 99% sure. The most times you try to complete it you can't. You shuffle it, and when you have made 6 or 7 moves, you have finished again. The game doesn't prepare the position of the tiles to make them removable, and most times you can't finish a game...--[[User:XtracT|Xtract] 15:18, 4 September 2008 (UTC)

The tiles are positioned totally randomly, its just that the game is sometimes difficult / impossible to complete due to positioning or the way the tiles are removed. The default layout is probably the easiest and the butterfly is by far the hardest layout (you will definitely need to shuffle to complete this one), having said that I have completed the default one and others without the need to shuffle on may occasions, its sometimes down to luck of the draw though. For me if you can't easily get the top, left and two right tiles out pretty quickly then you may have less chance of completing the board, if you use this tactic along with trying to get the layers of tiles down or ones at the end of very long rows then you will have more chance of success. Cheers for playing the game though. --JustWoody 14:37, 4 September 2008 (UTC)
Ok, thanks for your answer! I have completed many of them too, and yes, it also depends ( a lot ) on the order you take the tiles out. But i would prefer it to be always the possibility of completing it, for little it was. No one likes playing when you know its probable impossible to complete. Don't you think?
I might look at some kind of algorithm to try to ensure that you could always complete the game, as long as the right tiles are selected. Might be quite difficult to implement though so don't expect it anytime too soon :). I will add it to my todo list though. --JustWoody 17:56, 4 September 2008 (UTC)
Actually, I've been thinking about how i would implement this and have got some ideas that I plan to undertake in the next couple of weeks, so this may not be too far off :-). --JustWoody 15:51, 5 September 2008 (UTC)
Thanks for your work, again Xtract 19:09, 13 September 2008 (UTC)
  • Thank you for this excellent Game! For me and my gf it's one of the best homebrew games for Wii! Especially the 2-Player-Co-op kicks ass! I'm really looking forward to the next versions! Keep up the good work! P.S.: I corrected some of the german texts. --V3nomsoup 09:43, 9 September 2008 (UTC)
  • Thank you and I look forward to seeing the progress you have been working on. --Spnorth 14:20, 14 September 2008 (UTC)
  • Great job! Brings back a lot of memories of the old mac. Can't wait to get home and try some 2-player!
  • New version's looking good, Just. I've amended the Portuguese translation with some help from Lu. :) Banjo Fett
    • Thank bro, soz about Friday Kate not left work til 5am in the end! --JustWoody 10:28, 5 October 2008 (UTC)
  • Well, I've just seen the screenshots. Catalan language, we say it hear Català (as written here), not Catalán. Please correct this mistake if you can, if not, nothing happens. Thanks for your work, waiting for 0.5 release! Xtract 08:42, 5 October 2008 (UTC)
    • Cheers for the spot Xtract, I have amended this so it now reads Català --JustWoody 10:27, 5 October 2008 (UTC)
  • Thank you! The best homebrew game for Wii available at the moment. Very well done and even more coming! Wow! I added a finnish translation, btw. --Tube
    • Ta Tubelinus, I've added your Finish and Swedish translations and they will be in the next version --JustWoody 08:43, 15 October 2008 (UTC)

  • Hi, I just wanted to add a word of appreciation for your Mahjongg game. I have never really been a big fan of Mahjongg before (On PC, etc) and I had skipped over this a few times on the HBB. I quickly learned that was a mistake however, and after downloading it I was pleasantly surprised to find it one of the most enjoyable Homebrew games yet! My wife and I have been playing it nearly every day, and we love the Co-Op mode (I like the competitive, but she says it's too stressful haha). The features you have done so far are very polished and the game plays so well on the Wii. The multiplay features alone have added a huge amount of value to the game. The music is really catchy too, we find ourselves humming it all the time! Anyway, we can't wait for the high score board to be implemented. I have a suggestion on that too. It would be great if you had a couple different high score boards, one for when someone actually finishes the game with and without a shuffle or hint. Keep up the great work! --Sandusky 12:35, 18 January 2009 (GMT +09:00)
Cheers for the feedback Sandusky, good to see people enjoying my efforts. I'm probably going to implement the high scores in the next release and will keep your suggestions in mind when doing it, ta --JustWoody 16:06, 18 January 2009 (UTC)

HBC beta 9 compatibility

Could you please release a dol version of mahjongg? and if possible create a sdhc compatible version? thank you, Bitflusher 18:16, 26 October 2008 (UTC)

I've added a release on the main mahjongg wii page with a dol version of the app now (although I am away with real work at the moment so have not tested the build). I'm not sure what the implications of making the app SDHC compatible are yet, as it doesn't currently access the SD card inside the app itself (except for taking a screenshot) I'm not sure if this will just work as is. Please report back to me if not so that I can do some more digging around this. --JustWoody 15:42, 27 October 2008 (UTC)
just reporting back, it works in HBC beta 9, and it launches just fine of my 8GB SDHC card, it doesn't do anything with the screenshots but then again it doesn't crash either. thank you, Bitflusher 16:42, 28 October 2008 (UTC)

Reset on exit

Hey Can you change the Restart settings on the game so it can restart the wii, I need this so i can convert it to a channel due to my wife who loves playing the game can play it instead of constantly loading the sd card in the homebrew channel to play itBbay

Hi Bbay, I've added code to v0.7 so that if you press the power button on Wiimote one then the Wii will be restarted. By the way, what happens when you exit through the menu? --JustWoody 21:22, 4 January 2009 (UTC)

Hey woody, basically a code dump, black screen and the wii crashes cannot do anything afterwards, i heard there is a code you can implement that can allow you to exit back to the wii menu i will paste it here,

function: SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0)

if this helps let me know, if not please let me know if you can implement use of the back to menu function thanks Bbaya

Ah I see what you mean know, you want a version that instead of returning to loader on pressing exit - it returns to the Wii menu. For the time being I can either create a special version for you that returns to the wii menu on an exit or you could use the wiimote power button on the offical version 0.7 when I release it (very soon). --JustWoody 21:46, 4 January 2009 (UTC)

If you can do that or if you think its ok send me the source code i can implement it and create the channel version until 0.7 is completed Bbay

Bbay I have added a version on the main page that reset the Wii when exit is pressed --JustWoody 19:09, 9 January 2009 (UTC)