I just wanted to bring everyone's attention to raz0red's initial release of WiiMednafen : http://wiibrew.org/wiki/WiiMednafen . It's a multi-system emulator for Wii homebrew.
You may recall that Wiirtual Boy was a partial port of Mednafen to Wii which was written 95% by raz0red, optimized by Rypecha (the original author of mednafen) specifically for the Wii and had a few minor contributions made to it by yours truly.
Anyways, I've had nothing to do with WiiMednafen (I was offered the opportunity to work on porting it which I initially took up, but I never did anything since the project began when school resumed for me and I was just way too busy) but I think it's important that Wiirtual Boy fans switch to using WiiMednafen instead of Wiirutal Boy because WiiMednafen brings many new features and improvements to Wiirtual Boy.
Once again, kudos to raz0red for his fantastic work on WiiMednafen.
Wednesday, October 19, 2011
Wednesday, July 6, 2011
DOP-Mii v16 BETA
A new version of devkitPPC and libogc was released a few days ago. According to the changelog it fixed bugs that Daco and I bitched about relentlessly which broke DOP-Mii and priiloader. This resulted in a lot of rewriting on both our parts (probably for the better though to be honest) to comply with the newer libogc. Unfortunately, DOP-Mii was still not perfect for everyone. I probably get at least one or two messages a week from someone reporting a crash and I usually can't distinguish if it's a rare case not being refused to be handled that exposes a libogc bug which I don't check for or if it's someone incorrectly using DOP-Mii.
Anyways, I'm really overtired so I'll stop blathering. If you can, please try out the BETA .dol linked to at the end of this post. Let me know if it fixes stuff for you, gives you new problems, or if nothing changes for you. Assuming that this fixes stuff (syscheck no longer crashes on my end) for everyone I can probably get rid of most if not all of the code I wrote in to not load certain IOSs with certain patches and then try another beta release ... and if that works then do an official release and then finally get back to adding features to DOP-Mii instead of fixing existing stuff.
As always thanks for your patience on this and for all of the support. I would've given up on this project a long time ago if it weren't for all the awesome people out there.
http://dop-mii.googlecode.com/files/boot.dol
Anyways, I'm really overtired so I'll stop blathering. If you can, please try out the BETA .dol linked to at the end of this post. Let me know if it fixes stuff for you, gives you new problems, or if nothing changes for you. Assuming that this fixes stuff (syscheck no longer crashes on my end) for everyone I can probably get rid of most if not all of the code I wrote in to not load certain IOSs with certain patches and then try another beta release ... and if that works then do an official release and then finally get back to adding features to DOP-Mii instead of fixing existing stuff.
As always thanks for your patience on this and for all of the support. I would've given up on this project a long time ago if it weren't for all the awesome people out there.
http://dop-mii.googlecode.com/files/boot.dol
Labels:
DOP-Mii
Friday, June 24, 2011
Wiirtual Boy
Nearly a year ago I announced I was going to work on porting the RealityBoy emulator to bring Virtual Boy games to be playable on the Wii. At the time, RealityBoy was the best Virtual Boy emulator as well as being the simplest to port in my opinion. It wasn't going to be easy; RealityBoy was based on the ALLEGRO library and it wasn't written with PowerPC nor big endian architecture in mind. For the most part it was going to have to be completely rewritten. In order to make my work better benefit the Wii homebrew development community I was able to (with the help of "DarkNation") bang out a simple port of ALLEGRO to Wii. Coupled with this and a lot of reworking on RealityBoy I was able to get emulation going but I was unable to receive any sort of sound or video output. I assumed this was because the ALLEGRO port was still rather incomplete. A lot of work lied ahead of me. And with school, work, and other personal pressures building up I had very little spare time to work on this.
Around this time, the mednafen emulator released a beta build which included virtual boy support. Mednafen contains arguably the most powerful, optimized emulators for each of the platforms it supports. Furthermore, mednafen is based upon SDL and OpenGL, the former of which we have a port for on the Wii and the latter of which can be easily rewritten as GX (the Wii's video hardware API). Ryphecha, the lead developer behind mednafen, actually contacted me personally to let me know. She really wanted me to drop my RealityBoy port and turn to mednafen (which had previously never even been looked at as a possibility to be ported to the Wii by anyone ever). I played with mednafen for a little bit. At the time I was so distracted by so many different things I didn't get very far beyond compiling the emulator on Linux and playing with the source to see how it works and what could be cut out for a port of only the VirtualBoy component to Wii.
Then a month ago, during my last week of finals, a developer named "raz0red" contacted me. Apparently I wasn't the one who had taken an interest in mednafen. raz0red had done what I had sought out to do by using mednafen to get Virtual Boy games running on the Wii. I accepted his offer to join forces and do a proper Virtual Boy emulator for the Wii. My work was mainly done in optimizing the emulated hardware (which, by the way, Ryphecha was infinitely helpful for by answering all my questions and even going so far as to send me some snippets of code). I really think the emulator turned out pretty well. It's not perfect, but it's about as close as we can possibly get.
Take a look:
Working on this emulator was a great experience and it taught me a lot. After a rather long hiatus it was great to finally start making progress with Wii homebrew software development again. This reminds me that I need to thank everyone for putting up with my "off and on" sprees of development and for supporting me through all of it.
If you haven't yet already, you can grab Wiirtual Boy here.
I've got more plans for this summer. I've had an infinitely popular shooter ported and running on Wii since October that I need to finally finish. I've also been toying with the idea of porting another part or all of mednafen to Wii (for fun, I have emulation of something else in it mostly working). Not to mention I have several old projects that need to be cleaned up and finished. As always, I'll keep my blog updated to the latest.
Around this time, the mednafen emulator released a beta build which included virtual boy support. Mednafen contains arguably the most powerful, optimized emulators for each of the platforms it supports. Furthermore, mednafen is based upon SDL and OpenGL, the former of which we have a port for on the Wii and the latter of which can be easily rewritten as GX (the Wii's video hardware API). Ryphecha, the lead developer behind mednafen, actually contacted me personally to let me know. She really wanted me to drop my RealityBoy port and turn to mednafen (which had previously never even been looked at as a possibility to be ported to the Wii by anyone ever). I played with mednafen for a little bit. At the time I was so distracted by so many different things I didn't get very far beyond compiling the emulator on Linux and playing with the source to see how it works and what could be cut out for a port of only the VirtualBoy component to Wii.
Then a month ago, during my last week of finals, a developer named "raz0red" contacted me. Apparently I wasn't the one who had taken an interest in mednafen. raz0red had done what I had sought out to do by using mednafen to get Virtual Boy games running on the Wii. I accepted his offer to join forces and do a proper Virtual Boy emulator for the Wii. My work was mainly done in optimizing the emulated hardware (which, by the way, Ryphecha was infinitely helpful for by answering all my questions and even going so far as to send me some snippets of code). I really think the emulator turned out pretty well. It's not perfect, but it's about as close as we can possibly get.
Take a look:
Working on this emulator was a great experience and it taught me a lot. After a rather long hiatus it was great to finally start making progress with Wii homebrew software development again. This reminds me that I need to thank everyone for putting up with my "off and on" sprees of development and for supporting me through all of it.
If you haven't yet already, you can grab Wiirtual Boy here.
I've got more plans for this summer. I've had an infinitely popular shooter ported and running on Wii since October that I need to finally finish. I've also been toying with the idea of porting another part or all of mednafen to Wii (for fun, I have emulation of something else in it mostly working). Not to mention I have several old projects that need to be cleaned up and finished. As always, I'll keep my blog updated to the latest.
Labels:
emulator,
homebrew,
mednafen,
news,
virtual boy,
wii,
wii homebrew,
wiirtual boy
Sunday, March 27, 2011
3DS Get
I've had it for about two hours now. Initial impressions: 3D effect is not gimmicky and does not become less noticeable as the time you spend with a game wears on. I've yet to be given a head ache. Face Raiders is hilarious. Pilot Wings (the only game I purchased) is pretty "meh" so far. No data manager yet? No internet browser yet? Disappointing :( Digging the new stylus. AR Cards are incredible, looking forward to seeing more in the future. Mii QR codes seem to hold a lot of redundant data.
Regarding a hacking "scene": Nothing too interesting yet. But if you're a dev you may find it worthwhile to pop into #3dsdev on EFNET.
Labels:
3ds
Thursday, March 24, 2011
Everything
So the last time I released anything was back towards the end of the December. Probably the last time I coded anything Wii related was about the middle of January. So it begs the question: Where have I been? And where am I going?
I actually never left. My blog and my repos have run a bit dry of updates but I've been on IRC the whole time and I've still been answering all of my e-mails and I've even checked into the forums once or twice when both of those fronts slowed down. I've just been too busy to do anything interesting enough worth noting here. So I'm sure the few of you that remain (the daily number of hits on my blog as lowered from almost 2,000 to less than 300 since December) deserve to know so I'll tell you.
The first semester was a joke for me so I really went out of my to do everything I could to get more out of my time here for the second semester. I'm working three jobs so I can pay for college now without taking out a loan. One of them is hourly computer lab proctoring for my campus, another system administration over the entire network for my campus, and the third is commercial Android software development. Aside from this I've also put a couple freeware apps on the Android Marketplace I developed just for fun. In regards to my actual academia I convinced my computer science department to let me jump into their third and fourth year courses. I've been studying embedded hardware development with PIC Microcontrollers, x86 and MIPS assembly, Java, C#, lisp, computer architecture, and much more. I've filled many holes in my knowledge as a developer and I'm a lot better as a developer now than I was in August. Between what I take in school and what I'm doing for work this semester I can't even begin to express how much I've learned.
My semester ends in May and I'm going to be out of work when that happens. I'm currently looking at applying for Google's Summer of Code 2011. If any mentors are reading this and would be interested in having me work under them then please contact me ( email: castlevania7689@yahoo.com ). I would be willing to try anything.
Whether or not I do find a job this summer I am going to return to coding for Wii. scanff and I talked two days ago for the first time since October. We reevaluated the state of DeSmuME and a port we were doing together. We plan to finish our port and work on improving DeSmuME this summer. As for nulldce, it's in far better hands than mine now (including those of some popular Wii homebrew developers). I've left the project because it's evolving so rapidly that I can't keep up with it. I was about 60% done rewriting the syscheck implementation for DOP-Mii in January. Finishing that off as soon as possible will be one of my very first priorities. DOOM needs to be released. Sound support is in. The next build has one bug in loading save files as a result. I'm pretty sure I know what it is. This is another top priority for me. I plan to try hacking HHeretic and HHeXen so you can strafe and turn at the same time. The engine wasn't built to allow this but hard can it be? No guarantees on this one though other than that I will try. A few people have asked me to look at my Powder Toy ports and see if I can give them a better resolution for Wii. I plan to take a shot at it. And above all else, some way, some how, I am going to finally achieve Virtual Boy emulation on the Wii before the summer is over. I promised this almost a year ago and I intend to finally live up to it (ironically, it also took me almost exactly a year to get DeSmuME working). I'm considering hacking it out of (SDL based) Mednafen rather than finish my port of ALLEGRO and RealityBoy though (ALLEGRO is really, really, really difficult to finish) and the latest build of Mednafen is really, really, really nice.
I'm picking up a 3DS this Sunday. I really don't have time to play with it nor the hardware available to dump anything to reverse. But if anything happens with it I'll be sure to at least write something for fun for it. It looks like an awesome little system and I can't wait to get my hands on it.
Also, you may not have noticed but I removed my donations awhile ago. This was prompted both by that I'm on a Wii hiatus and that I'm finally making enough money that not only can I afford school I have just enough extra too. So if I don't need it, why ask for it? If you've got the money, please donate to geohot or graf_chokolo who really do need it right now.
Things are going to continue to be quiet for a little while now. And I apologize in advance if this summer doesn't turn out to be quite as successful as I'm hoping it will be. But rest assured, whether it does or it doesn't, I'll still be here. I'll still live up to my plans one day. Thank you very, very much to everyone who has stuck with me for the three years I've been writing Wii homebrew software. And everyone who has stuck through my occasional idiocy and failed ambitions. This community made me who I am. I love this community and the work I have done for it. I will never abandon it.
I actually never left. My blog and my repos have run a bit dry of updates but I've been on IRC the whole time and I've still been answering all of my e-mails and I've even checked into the forums once or twice when both of those fronts slowed down. I've just been too busy to do anything interesting enough worth noting here. So I'm sure the few of you that remain (the daily number of hits on my blog as lowered from almost 2,000 to less than 300 since December) deserve to know so I'll tell you.
The first semester was a joke for me so I really went out of my to do everything I could to get more out of my time here for the second semester. I'm working three jobs so I can pay for college now without taking out a loan. One of them is hourly computer lab proctoring for my campus, another system administration over the entire network for my campus, and the third is commercial Android software development. Aside from this I've also put a couple freeware apps on the Android Marketplace I developed just for fun. In regards to my actual academia I convinced my computer science department to let me jump into their third and fourth year courses. I've been studying embedded hardware development with PIC Microcontrollers, x86 and MIPS assembly, Java, C#, lisp, computer architecture, and much more. I've filled many holes in my knowledge as a developer and I'm a lot better as a developer now than I was in August. Between what I take in school and what I'm doing for work this semester I can't even begin to express how much I've learned.
My semester ends in May and I'm going to be out of work when that happens. I'm currently looking at applying for Google's Summer of Code 2011. If any mentors are reading this and would be interested in having me work under them then please contact me ( email: castlevania7689@yahoo.com ). I would be willing to try anything.
Whether or not I do find a job this summer I am going to return to coding for Wii. scanff and I talked two days ago for the first time since October. We reevaluated the state of DeSmuME and a port we were doing together. We plan to finish our port and work on improving DeSmuME this summer. As for nulldce, it's in far better hands than mine now (including those of some popular Wii homebrew developers). I've left the project because it's evolving so rapidly that I can't keep up with it. I was about 60% done rewriting the syscheck implementation for DOP-Mii in January. Finishing that off as soon as possible will be one of my very first priorities. DOOM needs to be released. Sound support is in. The next build has one bug in loading save files as a result. I'm pretty sure I know what it is. This is another top priority for me. I plan to try hacking HHeretic and HHeXen so you can strafe and turn at the same time. The engine wasn't built to allow this but hard can it be? No guarantees on this one though other than that I will try. A few people have asked me to look at my Powder Toy ports and see if I can give them a better resolution for Wii. I plan to take a shot at it. And above all else, some way, some how, I am going to finally achieve Virtual Boy emulation on the Wii before the summer is over. I promised this almost a year ago and I intend to finally live up to it (ironically, it also took me almost exactly a year to get DeSmuME working). I'm considering hacking it out of (SDL based) Mednafen rather than finish my port of ALLEGRO and RealityBoy though (ALLEGRO is really, really, really difficult to finish) and the latest build of Mednafen is really, really, really nice.
I'm picking up a 3DS this Sunday. I really don't have time to play with it nor the hardware available to dump anything to reverse. But if anything happens with it I'll be sure to at least write something for fun for it. It looks like an awesome little system and I can't wait to get my hands on it.
Also, you may not have noticed but I removed my donations awhile ago. This was prompted both by that I'm on a Wii hiatus and that I'm finally making enough money that not only can I afford school I have just enough extra too. So if I don't need it, why ask for it? If you've got the money, please donate to geohot or graf_chokolo who really do need it right now.
Things are going to continue to be quiet for a little while now. And I apologize in advance if this summer doesn't turn out to be quite as successful as I'm hoping it will be. But rest assured, whether it does or it doesn't, I'll still be here. I'll still live up to my plans one day. Thank you very, very much to everyone who has stuck with me for the three years I've been writing Wii homebrew software. And everyone who has stuck through my occasional idiocy and failed ambitions. This community made me who I am. I love this community and the work I have done for it. I will never abandon it.
Labels:
3ds,
android,
arikado,
news,
wii homebrew
Friday, January 7, 2011
Proper USB Storage and SD(HC) Handling in C for Wii Homebrew
Handling File IO is another popular topic in Wii Hombrew for obvious reasons and one that I've spent a significant amount of time on. I'm going to use this post demonstrate proper initialization and deinitialization of SD(HC) and USB devices in C. There are in fact quite a few different ways to do it but I've refined my personal methodology over years of carefully tweaking it and testing it in many apps.
Labels:
tutorial,
wii homebrew development
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