Abuse Wii README
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1. Installation
2. Running
3. Controls
4. Saving/Loading
5. Music
6. Other

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1. INSTALLATION

Wii: Abuse Wii can run from either SD or USB. Just copy the abuse folder to /apps/, and the game will detect the game path by determining where boot.dol was launched from. Note that the data/ subfolder must be present for the game to work, and the save/ subfolder must be present if you want to allow settings and saved game files to be created.

Dolphin 3.0: I was also able to get the game to run under Dolphin 3.0 for debugging purposes, although it doesn't seem to run very well. In order to do this, you must first run the emulator once to create User/Wii/sd.raw. Then, close Dolphin and use a tool like Winimage to inject an /apps/ folder and a copy of the abuse/ folder tree inside of that.

2. RUNNING

Wii: After installing on the Wii, the Abuse icon should show up under the Homebrew Channel. Just click it and select Load.

Dolphin 3.0: After installing to User/Wii/sd.raw, select Config->Wii->Insert SD Card and Graphics->External Frame Buffer->Real. Then, select Open and browse to a copy of the game's boot.dol file. Finally, select Play to run the game.

3. CONTROLS

Abuse was originally designed for keyboard + mouse on the PC. For the Wii port, I've replaced these with Nunchuk (or Classic Controller Pro held in left hand) + Wiimote using the following mappings:

 Control         : Action                  / PC equivalent
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Wiimote:
 Point at screen : Aim Cursor              / mouse movement
 A               : Special (e.g., running) / left-click
 B               : Fire Weapon             / right-click
 1               : Continue or Unpause     / spacebar key
 2               : In-Game Pause           / p key

Wiimote / Classic Controller Pro:
 D-Pad Up/Left   : Scroll Up               / mousewheel up
 D-Pad Down/Right: Scroll Down             / mousewheel down
 -/+             : Previous/Next Weapon    / comma/period keys
 Home            : Pause to Main Menu      / escape key

Nunchuk / Classic Controller Pro:
 (Left) Stick L/R: Move Left/Right         / left/right arrow keys
             Z/ZL: Jump or Climb Up        / up arrow key
              C/L: Activate or Climb Down  / down arrow key

I've listed the original PC control equivalents because the game explains the PC controls as you play through the first level (level 0).

Note also that I chose to map up/down to buttons on the Nunchuk / Classic Controller Pro instead of to up/down on the stick; this gives a much better level of control over jumping and activating, at a cost of less intuitive ladder climbing.

4. SAVING/LOADING

To save your game in progress, find an in-game save terminal and activate it. There are many of these scattered throughout the game's levels. Once activated, a menu will appear with a list of save slots; click on the desired slot to save the game.

To load a saved game, click the blue floppy disk icon on the main menu (only present if one or more saved game files exist) then select the desired save slot.

Save files and other configuration data files are written to the save/ subfolder of the game's installation path. The game can be reset to a base install state by erasing all files from the save/ folder, but the folder itself must be present in order for new files to be generated. Removing the save/ folder will effectively cause the game to run in a read-only mode where no settings or saved games will be saved to the disk.

5. MUSIC

I was able to get SDL's embedded Timidity engine to play music without any special Wii modifications. All that is required is to download a set of Timidity patches and install the .cfg file to /etc/timidity/timidity.cfg and the patches to the appropriate sub-folder(s) of /usr/local/lib/timidity.

Note that this approach seems to work for other Wii ports of SDL-based games as well; in fact, I got the instructions from CorsixTH's page on the WiiBrew wiki (http://wiibrew.org/wiki/CorsixTH), and a recent source build of WiiDoom seems to work with it as well.

6. OTHER

There is networking code in the game's source, possibly for multiplayer support of some kind. I'm not sure it even works in the regular PC SDL port, but it wouldn't even compile on Wii so I disabled it at the build configuration level.

Also, editing mode and abuse-tool are not supported in the Wii port. You should be able to use PC ports of these to make stuff and then run it on the Wii port, which I figure is probably easier anyways.

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Enjoy!

- HunterZ (benshadwick@gmail.com)
