Category: Wii
Neko Project II Wii v0.1 (Beta 3) (NEC PC-9801 emu for Wii)

Neko Project II Wii not to be confused with Neko Project II!

Neko Project II Wii is a port of the PC-9801 (PC98) emulator, Neko Project II. It was brought to life by the fantastic progress on the SDL-Wii port by Tantric. Neko Project II was originally written by YUI.

Further release notes:

When you start Neko Project II Wii, you will be presented with the main menu. Load a disk and run! USB Keyboards are now supported too!

There are 2 files that are required by Neko Project II Wii. This is the font.bmp file, and the x68kfont.rgb file. They must be placed in SD:/PC98/DATA/ as font.bmp and x68kfont.rgb, respectively. x68kfont.rgb is included in this download, but font.bmp is not, for legal reasons. Floppy and Hard Disk images must be stored in SD:/PC98/ROMS/

To get the last built version, there is a directory on the Neko Project II Wii Git called np2hbc. Copy this to SD:/apps/ and put the files required by Neko Project II Wii on the SD card, and go!

In order to build Neko Project II Wii, you will need the latest devkitPro, LibELM, µSync, and libwiikeyboard.

http://www.wiibrew.org/wiki/Neko_Project_II_Wii

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LibELM v1.4 (Wii misc)

LibELM is a FAT driver, like libfat. However, LibELM is based on the amazing ELM FatFs driver by ChaN. LibELM has a devoptab so you can use stdio functions (fopen, fread, etc.)! Directories and LFN filenames are supported! Completely usable for everything! 1.3 is the True Final release, if there are any bugs, please report them on the talk page, and I will fix them A.S.A.P.

LibELM is Wii only at the moment, and supports SD card, USB stick, and should support SDGecko, but SDGecko has not been tested.

In order to use LibELM, you must also have uSync linking with your project (unless you disable reentrancy). You must also call uSyncInit() before using LibELM!

Release notes:

1.4 is now out! Many bugs should be fixed, and several new features have been added. Check it out. Requires the latest uSync and has a version header too.

http://www.wiibrew.org/wiki/LibELM

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uSync v0.2 (Wii misc)

µSync is a small, lightweight mutex/synchronization library written in C. It is meant to be as small and fast as possible. It is used in LibELM for reentrancy support, but was released as a separate library, as it may have other uses.

Changes:

Added a Makefile for BootMii, and a small header for version detection

http://www.wiibrew.org/wiki/%CE%9CSync

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TransmitMii v1.1 (Wii Application misc)

TransmitMii is a little tool to transmit your DOL or ELF files to the Wii. Once you typed in your IP and protocol, you can simply drag a file onto the EXE to transmit it. It works with the old and the new version of the Homebrew Channel

It’s based on the sources of wiiload by dhewg and Crap by WiiCrazy/I.R.on

Changes:

Added ability to link and unlink extensions with TransmitMii
Added compression for HBC 1.0.5+ (similar to wiiload)

http://www.wiibrew.org/wiki/TransmitMii

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TowerDefense v0.40 (Wii Game)

TowerDefense is an classic 2D action game. Protect your base with all kind of defense systems and kill all the waves of enemies.

Features:

– 2D gameboard with special graphical effects.
– Support one player
– Three game maps (So far…)
– Game player score is shared on internet.
– Easy menu system.
– WiiMote IR device support
– 9 background music tracks
– Several sound effects

http://wiibrew.org/wiki/TowerDefense

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TwoPointFive (08-12-2009) (Wii misc)

Another release by “thatotherdev”.

Quote:

I was going to try and work in some kind of basic gameplay and make it into something that I could pretend was a game but its frustrating me right now and I don’t really feel like working on it anymore. Lets just call it a tech demo. Its polygon free and technically totally 2d but it fakes a 3d first person view the same way that old school “3d” games like Wolfenstein 3D, Rise of the Triad and Doom did though its not even as complex as them (it has no textures). the environment is randomly generated and uses the same setup I made for Maze Generator only with a different width and height and some extra random walls removed to make the map less linear.

You use the nunchuck analog stick to move and the wiimote ir sensor to aim. You turn based on where on screen you aim but turning is deactivated well you hold down the A button.

I added in multiple screens for options in the home menu because it seemed like it was starting to get overly crowded after adding the PNG screenshot option. Just hit Plus or Minus or click on the left and right on screen buttons to switch menus. It slides nice and smoothly back and forth from menu to menu.

Video in Action: https://www.youtube.com/watch?v=89ZdZTKOojw

Thanks to http://www.nintendomax.com/index.php?topic_id=10979 for the news.

http://thatotherdev.wordpress.com/2009/12/08/twopointfive/

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SysCheck v1.1 (Wii Application)

SysCheck does several checks on installed IOS and cIOS.

Checks:

– Trucha Bug;
– ES_Identify;
– Flash Access.

SysCheck generates a report on the root of the SD card (sd:/sysCheck.csv). This Wii Homebrew is a mix between signCheck (by The Lemon Man) and IOSCheck (by Svpe).

http://wiibrew.org/wiki/SysCheck

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Q2Rev (R1) (Wii misc)

A port of the original id Tech 2 engine (Quake II) to the Nintendo Wii, compiled using devkitPPC / libogc.

The engine is almost feature-complete, with sound & network play. The only missing functionality is the CTF (capture-the-flag) module that was added later into the engine.

Changes:

* Improved Wii Remote handling (since Q1Rev Release 1). More stable, and more sensitive. A small wrist movement goes a long way. Adjust the sensitivity level with the new “Wii Remote speed” option, next to “Mouse speed” in Options in the Main Menu.
* New On-Screen Keyboard, with access to most (if not all) keys of the US keyboard.
* Support for the standard Gamecube controller.
* Switching to “big stack” in key points in the code, allow for more stable, more smooth movement in the engine.
* The engine can be started from either the SD card slot in front of the Wii, or an USB memory stick plugged in any of the USB ports in the back of the console (an improvement since Q1Rev R1).
* Experimental, untested support for USB keyboard & mouse.

News Source: http://wiibrew.org/wiki/Q2Rev

http://dsotaku.drunkencoders.com/Q2Rev/Q2Rev.html

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QWRev (R1) (Wii misc)

A port of the client component of the original QuakeWorld engine to the Nintendo Wii, compiled using devkitPPC / libogc.

The engine is a feature-complete implementation of the QuakeWorld 2.40 engine. Unlike Q1Rev, there are LOTS of servers around the world that are able to accept this engine as a client for netplay. Be aware, however, that some of them might need a modified version of the communications protocol. Experiment with as much servers as you want in order to get the desired results.

Changes:

* Improved Wii Remote handling (since Q1Rev Release 1). More stable, and more sensitive. A small wrist movement goes a long way. Adjust the sensitivity level with the new “Wii Remote speed” option, next to “Mouse speed” in Options in the Main Menu.
* New On-Screen Keyboard, with access to most (if not all) keys of the US keyboard.
* Support for the standard Gamecube controller.
* Switching to “big stack” in key points in the code, allow for more stable, more smooth movement in the engine.
* The engine can be started from either the SD card slot in front of the Wii, or an USB memory stick plugged in any of the USB ports in the back of the console (an improvement since Q1Rev R1).
* Experimental, untested support for USB keyboard & mouse.

News Source: http://wiibrew.org/wiki/QWRev

http://dsotaku.drunkencoders.com/QWRev/QWRev.html

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Q1Rev (R2) (Wii misc)

A port of the original Quake engine to the Nintendo Wii, compiled using devkitPPC / libogc.

The engine is feature-complete, with sound & network play. In that regard, it can be considered as a “unmodified” NetQuake client. Unfortunately, there are next to no servers that let you use unmodified NetQuake clients (as of this release, lab.ihoc.net is still active).

Changes:

* Improved Wii Remote handling. More stable, and more sensitive. A small wrist movement goes a long way. Adjust the sensitivity level with the new “Wii Remote speed” option, next to “Mouse speed” in Options in the Main Menu.
* New On-Screen Keyboard, with access to most (if not all) keys of the US keyboard. Replaces the old, defective input method in use in Release 1.
* Support for the standard Gamecube controller.
* Switching to “big stack” in key points in the code, allow for more stable, more smooth movement in the engine.
* The engine can now be started from either the SD card slot in front of the Wii, or an USB memory stick plugged in any of the USB ports in the back of the console.
* Experimental, untested support for USB keyboard & mouse.

News Source: http://wiibrew.org/wiki/Q1Rev

http://dsotaku.drunkencoders.com/Q1Rev/Q1Rev.html

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