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Changelog

All notable changes to the Wii U port of Planet Blupi. This tracks the porting work only; for the game's own history see the upstream project.

The format is loosely based on Keep a Changelog.

[Unreleased] — first playable

Port of Planet Blupi to the Nintendo Wii U (Aroma), based on upstream v1.15.1. Playable and verified on real hardware. Every change to the upstream game code is guarded by #ifdef __WIIU__; everything else lives under wiiu/.

Added

  • Wii U target: out-of-tree CMake build (wiiu/) compiling the upstream SDL2 sources for devkitPPC/WUT inside the devkitpro/devkitppc Docker image, producing a self-contained .wuhb with all freeware assets in the romfs.
  • GamePad touchscreen as mouse: direct VPAD read (VPADGetTPCalibratedPointEx, 854×480) synthesised into SDL mouse events — the devkitPro SDL2 backend delivers no touch/finger events on its own.
  • Left analog stick map scrolling (reuses the engine's keyboard-scroll path; the right hand stays free for the stylus).
  • FMV cutscenes: a self-contained Cinepak decoder (wiiu/src/cinepak.c) plus an .avi/Ogg backend (wiiu/src/movie_wiiu.cxx); all clips are offline-transcoded to a single codec so only one decoder is needed on-device.
  • Self-paced frame loop for the wiiu SDL2 backend (the upstream SDL_AddTimer tick does not fire there).

Fixed

  • Boot / save paths: SDL_GetPrefPath returns null on wiiu; user and save files are routed to /vol/external01/wiiu/apps/planetblupi/. Save + load verified on hardware.
  • Endianness: level, demo and save .blp files are little-endian on disk; added a portable SDL_SwapLE* byte-swap layer (no-op on desktop) so they load and round-trip correctly on the big-endian PowerPC.
  • TTF menu text: worked around a glyph-cache teardown crash on the GX2/libstdc++ combo (render per frame), and a follow-on GPU use-after-free that scrambled multi-line labels (defer texture frees by one frame).
  • 1997 attract-mode demos now replay correctly. Four stacked causes were fixed: (1) replay switched to the original 640×480 geometry; (2) legacy gameplay bugs re-enabled during replay to match the recordings; (3) the port's stick-scroll no longer overwrites the demo's recorded scroll events; (4) Blupi selection no longer relies on GPU pixel readback (broken on GX2) — which also fixed tapping a Blupi's head to select it during normal play.

Notes

  • English-only: gettext/libiconv are stubbed (wiiu/compat/libintl.h).
  • Right-click is not yet mapped to a button (planned: ZL/ZR). Context actions remain reachable through the on-screen menu.

Credits (port)

The game — all of its design, code, art, music, voices and missions — is the work of Daniel Roux / Epsitec SA and the 1997 team, with the modern open-source SDL2 version by Mathieu Schroeter. See planetblupi-master/CREDITS and the root README.

This Wii U port was made by Samuele Voltan (vs-sr-dev), with substantial AI assistance. Because the upstream project does not accept AI-generated code, the port is kept as a separate repository and is never proposed for contribution upstream. It exists so Wii U owners can enjoy a game its authors generously made free software.