Freespace 2 Wii Port beta 0
By litghost (litghost .at. gmail.com), fs2_open originally by Volition now by fs2_open team (http://scp.indiegames.us/)

Get updates from http://code.google.com/p/freespace2wii/

 = Change Log = 
 
 * beta 2 (5/17/09)
  * Now supports PAL resolution
  * Pilot files can now be recognized if they are copied in Windows
 * beta 1 (5/17/09)
  * Fixed line width and point size code
  * Fixed exit code
 * beta 0 (5/17/09)
  * Initial release

 = Requirements =

 # You must have the following files from your Freespace 2 install:
  * root_fs2.vp
  * smarty_fs2.vp
  * sparky_fs2.vp
  * stu_fs2.vp
  * tango1_fs2.vp
  * tango2_fs2.vp
  * tango3_fs2.vp
  * warble_fs2.vp
 # Your Wii needs to be able to run Homebrew
 # ~1 GB of free space on your SD card

 = Setup =

 # Make a Freespace2 folder in the root of your SD card
 # Copy in the following files from your Freespace 2 install to the Freespace2 on the SD card:
  * root_fs2.vp
  * smarty_fs2.vp
  * sparky_fs2.vp
  * stu_fs2.vp
  * tango1_fs2.vp
  * tango2_fs2.vp
  * tango3_fs2.vp
  * warble_fs2.vp
 # Run the Freespace 2 DOL with your favorate Homebrew launcher
 # Bind your keys before playing.  KeyConfig ExampleKeyConfiguration

 = SKIP ALL TUTORIALS, YOU CANNOT COMPLETE THEM WITH THE NUMBER OF KEYS YOU HAVE =

 = Key config =
 
Freespace 2 has an absurd number of key binding.  Most of them are not required, just nice.
Some are really important, and some are critical.  This is an incomplete list of important, nice to have, and other bindings.

= The escape key =

The Home is always bounds the escape key.  Use it leave a game or mission briefing. 
It will also dismiss some dialogs.  Pressing escape at the pilot screen exits the game completely.

= The power key = 

Turning off your WiiMote will turn off the Wii.  Any missions in progress will be lost.

= Mouse on/off = 

The mouse control on/off in the options pane will control whether the 
WiiMote Pitch and Yaw axes are done via IR or accelerometer.  I strong discourage turning Mouse to "off".

= IR control =

IR control is my recommendation for control when using the WiiMote.  
Currently it works pretty well, but if the cursor leaves the screen it holds the last good value.

= Critical keys =

 * Activate jump drive (required to end a mission)
 * Fire primary
 * Fire secondary
 * Release countermeasure (I dare you to dodge missiles without this key)
 * Target bomber/bomb
 * Target next

= Pretty important = 
 * Afterburner
 * Target next enemy
 * Switch secondary

= Nice to have =
 * Call support ship (until other comm menus are implemented this is the only way to get re-armed during a mission)
 * Target next/previous subsystem
 * Target in reticle
 * Switch primary
 
 = Example config =

 * A - Fire primary
 * B - Fire secondary
 * - - Target next enemy
 * + - Target next
 * 1 - Switch secondaries
 * 2 - Target next bomber or bomb
 * D-pad down - Countermeasure
 * D-pad left - Toggle auto-speed
 * D-pad right - Switch primaries
 * D-pad up - Activate Jump-drive (cancel with Home)
 * Nunchunk Z - Afterburners
 * Nunchuck C - Target in recticle
 * Wiimote Pitch axis - Inverted Pitch control
 * Wiimote Yaw axis - Yaw control
 * Nunchuck Y - Relative throttle
 * Nunchuck X - Bank