Digger was released on PC in 1983 by Windmill software. Andrew Jenner loved it so much that he created an open source version called Digger Remastered. The object of the game is to get as many points as possible by eating all the emeralds and bags of gold. The Hobbins and Nobbins don’t seem to like you doing this and they will try to stop you. You can terminate them by squishing with the gold bags, eating them after you get the magical cherry powerup or shooting them with your slow to recharge fireball.
Visual Boy Advance is a Game Boy / Game Boy Advance Emulator for Wii / GameCube, based on VBA-M. The code is a continuation of Softdev and emu_kidid’s efforts, and uses libogc and devkitppc. The GUI is powered by libwiigui.
Features:
Wiimote, Nunchuk, Classic, and Gamecube controller support
SRAM and State saving
IPS/UPS/PPF patch support
Custom controller configurations
SD, USB, DVD, SMB, Zip, and 7z support
Compatibility based on VBA-M r927
MEM2 ROM Storage for fast access
Auto frame skip for those core heavy games
Turbo speed, video zooming, widescreen, and unfiltered video options
FCE Ultra GX is an NES emulator based on FCEUX. With it you can play NES games on your Wii/GameCube. The GUI is powered by libwiigui.
Features:
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* NES Zapper support
* Custom controller configurations
* SD, SDHC, USB, DVD, SMB, Zip, and 7z support
* Cheat support (.CHT files)
* IPS/UPS automatic patching support
* NES Compatibility Based on FCEUX 2.1.5
Based on Snes9x 1.53
Wiimote, Nunchuk, Classic, and Gamecube controller support
SNES Superscope, Mouse, Justifier support
Cheat support
Auto Load/Save Game Snapshots and SRAM
Custom controller configurations
SD, USB, DVD, SMB, Zip, and 7z support
Autodetect PAL/NTSC
16:9 widescreen support
Open Source!
BootMii Configuration Editor by Pembo allows you to modify the BootMii.ini file on the SD card to change the settings, and also to enable/disable or swap BootMii implementations by renaming the directories, without having to bring the SD card over to the PC and edit/change things.
FBZX is a ZX Spectrum emulator for FrameBuffer written by Sergio Costasand ported as FBZX Wii to Wii by Oibaf.
Main features:
* Emulates accurately the Original 48Kspectrum (both issue 2 and issue 3), the classic 128K, the Amstrad Plus 2, the Amstrad Plus 2A and the Spanish 128K. This includes screen, keyboard and sound (both speaker and AY-3-8912 chip).
* Screen emulation is extremely accurate, so it can emulate border effects and even attribute effects.
* Supports Z80 snapshots, both loading and saving, and loading .SNA snapshots.
* Supports TAP (both read and write) and TZX (only read) tape files, supporting normal speed loading and fast speed loading.
* Emulates up to 2 joysticks of types: kempston, cursor and sinclair1 and sinclair2.
* All the wiimote, nunchuck and classic controller buttons and joypads are fully configurable.
* Virtual keyboard support.
* Emulates the Interface I and Microdrive.
* Emulates the ULAPlus
* Based in a new, fully free, Z80 emulator (Z80Free).
Changes:
* In Joypad mode, the nunchuck works now
* New code for Y-3-8912 emulation
* Fixed RETN and RETI Z80 instructions
* Fixed Flag emulation for many Z80 opcodes: Speedlock loader works now. Only the Flag in Bit n, (HL) is not correctly emulated.
1.1 = Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still >:) I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems…). Maybe at some point I’ll try converting everything to use asndlib and see if it fixes the random sound glitches completely.
Wire3D (Wii Independent Rendering Engine 3D) is an open source, object oriented, multiplatform 3D engine written in C++, supporting homebrew Wii and Windows (DirectX). It provides a framework to developers for writing platform agnostic 3D applications (including physics using the Bullet Physics library) that run on Wii and Windows out of the box.
Wire
* draw call batching of static and dynamic geometry
* text rendering
* skybox node
* VertexBuffer uses 32bit color (instead of 4 floats) now, so no more conversion at Bind() time. Note: Although interface changed, there are no changes for the user due to implicit conversion operators to/from ColorRGB(A).
* IndexBuffer only uses 16bit indices, as Wii does not support 32bit indices anyways. Note: Interface only changed on IndexBuffer::GetData(), if you are accessing index buffers via operator there are no changes necessary.
* (PC) fixed renderer statistics bug when ResetDevice()/DestroyAll() was issued.
* (PC) fixed NVIDIA PerfHUD getting stalled when pressing a key.
* (Wii) fixed anisotropic texture filtering
Importer
* tleaking vertex data fixed
* support for “Static” flagged transformations
* fixed missing Spotlight parameters
Tools
* freetype2 font engine added
Samples
* updated Sample3, Sample10 and Demo to showcase new features