GameCube News
HuGo is a PC Engine / TG-16 emulator, ported over to the GameCube by eke-eke.
Changes:
[NGC/WII]
– fixed I/II buttons being inverted with Wiimote
– fixed Option Menu
– removed embedded font, (re)enabled IPL font support: now – should works for Qoob users too (thanks to emukiddid)
– patched libfat for faster SDCARD accesses (thanks to svpe)
– WRAM filenames are now based on the ROM filename (for FAT devices only)
– various bugfixes, menu tweaks and code cleanup
[NGC only]
– added 480p support in menu
[Wii only]
– implemented fast scrolling in menu using Wiimote D-PAD
– added “Power” button support
– added USB Storage support
– Widescreen menu fix
– *new* libogc 1.7.0 features: SDHC support, Wiimote shutdown button support
Discussion: http://www.tehskeen.com/forums/showthread.php?p=46442#post46442
http://wiibrew.org/wiki/Hugo-Wii
Eke-Eke has released a new version of his Gameboy Mono/Color emulator for the Nintendo Wii and GameCube.
Changes:
– removed embedded font, (re)enabled IPL font support: now should works for Qoob users too (thanks to emukiddid)
– patched libfat for faster SDCARD accesses (thanks to svpe)
– various bugfixes, menu tweaks and code cleanup
Discussion: http://www.tehskeen.com/forums/showthread.php?p=46441#post46441
http://wiibrew.org/wiki/Gnuboy_GX
SMSPlus is a Sega Master System/Game Gear emulator. This is a port of SMS Plus created by Charles Mac Donald.
Changelog:
14/12/2008
[NGC/Wii]
added Blargg’s NTSC Filter support (NTSC video artifacts emulation)
added an option to enable/disable bilinear filtering
removed embedded font, (re)enabled IPL font support: now should works for Qoob users too (thanks to emukiddid)
patched libfat for faster SDCARD accesses (thanks to svpe)
SaveState filenames are now based on the ROM filename (for FAT devices only)
various bugfixes, menu tweaks and code cleanup
[NGC only]
added 480p support in menu
[Wii only]
implemented fast scrolling in menu using Wiimote D-PAD
added “Power” button support
added USB Storage support
Widescreen menu fix
*new* libogc 1.7.0 features: SDHC support, Wiimote shutdown button support
http://wiibrew.org/wiki/SMSPlus
Genesis Plus is an emulator of the Sega Genesis / Sega Megadrive for Wii and GameCube. This is a port of Charles MacDonald’s Genesis Plus to the Wii with lots of improvements.
Changelog:
1.3.0 (14/12/2008):
[Genesis]
– YM2612 bugfixes (MAME core):
.fixed EG Decay->Substain transition when SL & DR are minimals: fix tracks #3 and #9 in “Mega Turrican”
.fixed a bug in SSG-EG emulation code: fix Level 1 music in “Alisia Dragoon”
.modified SSG-EG Decay End Level: fix some sound effects (ChainSaw, Zap…) in “Beavis & Butthead”
.improved Detune overflow accuracy: fix very high frequency sounds in many games
.fixed registers 0x20-0x26 Reset state: fix intro music in “B.O.B”
.reverted incorrect fix with KEY ON: fix “Flamethrower” sound effect in “Alien 3” and many others
– adjusted HCounter values: fixes line flickering in “Sonic 3D” bonus stage
– adjusted VINT timing: fixes hang-up in “V.R Troopers”
– improved HBLANK flag accuracy: fixes line flickering in “Gouketsuji Ichizoku”
– fixed broken Z80 access to WRAM: fixes hang-up in “Mamono Hunter Youko”
– modified JCART emulation: fixes corrupted tracks logo in “Micro Machines 2”
– added Blargg’s NTSC Filters support (NTSC video artifacts emulation)
– optimized VDP rendering core, rewrote 68k interface (memory handlers, cycle execution, interrupts): greatly improved emulation speed
[NGC/Wii]
– remove slowest libsamplerate settings under “HQ YM2612” option, only keeps SRC_LINEAR (faster) and SRC_SINC_FAST (better)
– added an option to enable/disable bilinear filtering
– rewrote video engine: improved horizontal scaling (VI+GX), improved rendering speed (direct texture mapping)
– removed embedded font, (re)enabled IPL font support: now should works for Qoob users too (thanks to emukiddid)
– fixed “Reset” button behavior, now acts more like Genesis Reset button 😉
– patched libfat for faster SDCARD accesses (thanks to svpe)
– SRAM and SaveState filenames are now based on the ROM filename (for FAT devices only)
– various bugfixes, menu tweaks and code cleanup
[NGC only]
– added 480p support in menu
[Wii only]
– implemented fast scrolling in menu using Wiimote D-PAD
– added “Power” button support
– added USB Storage support
– Widescreen menu fix
– *new* libogc 1.7.0 features: SDHC support, Wiimote shutdown button support
http://wiibrew.org/wiki/Genesis_Plus
Piero’s Wiicross is a picture logic puzzles in which cells in a grid have to be colored or left blank according to numbers given at the side of the grid to reveal a hidden picture.
http://scognito.drunkencoders.com/projects/wiicross.php
DEMOTEV is a GameCube demo by GranDFrère.
Quote:
With DEMOTEV, I wanted to associate light and texture, because in fact I knew the light by using vertex and display textures, but I could not combine the two. This is where the VTE: The VTE can combine ( “mix”) color information or not with a texture and / or combine texture with a texture (multitexturing).
It also plays well with the color and alpha of a textured surface with color and alpha of a colored surface. Background: alpha is the degree of transparency or opacity of a color. It can make 16 combinations (Stage) but only a multitexturing 8 textures. But it is enough.
In short, using operators, parameters, type of matrix, sources texture coordinates we do what we want the texture. As with Open GL. This demo is not multitextures and want a reason to use this possibility. I had already made a demo showing a cube with different textures simultaneously, but it was not multitextures as I had announced. I was wrong.
http://www.nintendomax.com/index.php?topic_id=9022&format=news
Scrolling is a GameCube demo by GranDFrère.
Quote:
With Scrolling, I had to manually create the characters leaf small squares method “old school”, and noted the coordinates of all vertices. I also made a routine that calculates all the normal averaged for the Light (ie more than normal in a table).
At the beginning it should be a scrolling, but it has become over time an auditor modeling characters. That is why it is a “rotation character”, “transparency” and “display vectors” that shows the normal.
You can also manipulate the camera you see that light is before the character and act from behind it.
http://www.nintendomax.com/index.php?topic_id=9022&format=news
The guys at Drunken Coders are now accepting Wii and GameCube entries. Check out their page for more information.
http://www.drunkencoders.com/compo
Visual Boy Advance GX is a Game Boy Advance / Game Boy emulator for the Wii and GameCube based on VBA-M and Visual Boy Advance v1.7.2.
Plenty of GBA homebrews can be found at http://www.pdroms.de/files/gameboyadvance/ – for GB and GBC homebrews you may visit http://www.pdroms.de/files/gameboy/
http://www.wiibrew.org/wiki/Visual_Boy_Advance_GX
Bricks-OS is an Operating System primarily for Game Consoles. It’s main goals is to share resources between different game consoles. This is achieved by using message passing for communication.
More release notes:
The list of currently supported game consoles:
– Gameboy Advance
– Nintendo DS
– GameCube
– Playstation2
– Playstation Portable
– Wii
– i386 PC
The list of current features include:
– Preemptive multitasking (even on the GBA and NDS)
– Message passing
– Hardware OpenGL implementation (on some consoles)
– Software OpenGL implementation (for all consoles not supporting hardware 3D)
Binary versions of the latest release (v0.0.3) can be downloaded, demonstrating a Software OpenGL implementation (GBA, GC, Wii, PC, PSP), and a Hardware OpenGL implementation (NDS, PS2). The source can be downloaded using SVN, hosted by sourceforge.net.
Please take a look at Maximus32’s website for more information, screenshots and downloads: http://bricks-os.org/
Discussion: http://forum.gbadev.org/viewtopic.php?t=16166
http://bricks-os.org/