Sorry for delaying, ran out of time yesterday. Here:
EasyRPG Player Test - Wii Port (04/05/16)
- .Flow v0.192
- Ib v1.07
- Makoto Mobius
- OFF v2.0
- Paranormal Syndrome 1 & 2
- Standstill Girl
- The Gray Garden
- The Dark Side of the Red Riding Hood
- Wadanohara and the Great Blue Sea
.Flow: Unplayable. Reaches 60 fps as average framerate. Most of the options in the pause menu are missing, making the game unplayable. See several posts below for details.
Ib: Almost fully playable. Reaches 60 fps as average framerate. The only detail to mention is that the framerate drops while transitions between maps and when loading images. Thus, this applies to dialogues too, but it's not that concernable since it's not that noticeable, nor significant.
Makoto Mobius/Dark Side of RRH: Both fully playable. Both reach 60 fps without further problems (some bgm doesn't play although it's in .wav).
OFF: Almost fully playable. Reaches 60 fps as average framerate. Battle animations decrease fps drastically. Gotta mention a detail (I called it the instant frame dropper :P) in one map. This is something to correct both in the game and EasyRPG, though. There is a zone with pushable events which has the issue that when pushing one of this events against another the pushed event repeats its script every frame (makes the pushing sfx applied to it replay indefinitely and tremendously fast until one stops pressing the corresponding direction input too). Doing this on the Wii port (doesn't happen in PC, didn't test in Android or other ports) drops the framerate to 0-1 fps... fortunately it returns to normal if one stops pushing, but it's something worth mentioning (it may happen with similar situations in another games).
-Paranormal Syndrome 1 and 2: Both unplayable in english or japanese. Both reach 60 fps as average framerate, but due to the good ol' japanese named files issue there's a lot of stuff that isn't displayed on screen(this is far more severe than .Flow, it affects character sprite sheets, several items and of course, text).
Hooowever, I said in english or japanese. Why? Because both games were translated to spanish and both of these have the filenames translated, so EasyRPG recognises them (I actually thanked the translator for this, she sent her greetings). These spanish translations, as far as I tested them, are almost fully playable, being PS2 a bit less playable than PS1 (actually I haven't tested PS1's translation, but I can assume that it works too). That's because on PS2 the gun mechanics drop the framerate every time that one tries to shoot. And although besides that I managed to beat the final boss, gotta mention that this fight also has mechanics that drop the framerate (can't say that much without making spoiler...).
Standstill Girl: Almost fully playable (maybe the most playable of all tested games...). Reaches 60 fps as average framerate. As in OFF, battle animations drop the framerate, but fortunately it's not that severe. The background in boss battles doesn't loop properly (It looks like if the camera teleported to a starting point from which it scrolls along a line and when reaching the end it teleports back and repeats the process).
The Gray Garden/Wadanohara and the Great Blue Sea: Both are playable and reach 60 fps as average framerate, being TGG a little more playable than WATGBS. Same issue as OFF/St. Girl, battle animations drop framerate, and in WATGBS made the player crash. The error said that the player couldn't handle an image that was 480x480 or something like that (forgot to take a photo and didn't remember it that well, sorry about that xS). Guarding in battle doesn't work (if I'm not wrong it wasn't implemented yet, was it?).
Yanderella: Almost fully playable. Reaches 60 fps as average framerate. Nothing worth mentioning about this one, but the fact that it's not worth playing it without music, and the game has all the bgm in .mp3 format...
Final comments: the browser loads pretty fast, same thing with the games.
I have a suggestion for this port: if possible, I suggest to map the Shift Key to one of the wiimote buttons. People without a nunchuck or a CCP is unable to use it. If not, I guess you could implement a custom input setting instead. Dunno, just suggesting, hope you take it in mind.
Related to that, I've found a problem when switching controllers. If you unplug a CCP while the player is open, the D-pad on the wiimote won't work properly (this doesn't happen backwards). Dunno the reason, nor tested it in-game, but it happens.
Anyway, in general, gotta say that everything improved compared to previous releases, plus now midi music plays (I wonder how you managed to implement the Android midi instruments database...). I ended really amazed with this build. Awesome work! Keep it up
As always, ask me if you want more details
P.S.: I'm looking forward to record a video testing a game with the port. Tell me too if you want me to test one in particular