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50 archivos

  1. Swiss

    Swiss aims to be an all-in-one homebrew utility for the Nintendo GameCube.
    Main Features
    Can browse the following devices
    SD/SDHC/SDXC Card via SDGecko DVD (-/+R) via Disc Drive Qoob Pro flash memory USB Gecko remote file storage SD/SDHC via Wasp/WKF Samba via BBA Wode Jukebox IDE-EXI Memory cards Requirements
    GameCube with controller A way to boot homebrew Usage
    Download latest Swiss release and extract its contents. Copy the compressed Swiss DOL file found in the DOL folder to the device/medium you are using to boot homebrew. Launch Swiss, browse your device and load a DOL or GCM! If the above steps do not work, try using the non-compressed Swiss DOL file.

    Navigating Swiss
    Control Action Left Joysitck or D-Pad Navigate through the UI A Select B Enter/Exit Bottom Menu Swiss UI
    The top heading shows the version number, commit number, and revision number of Swiss. The left panes show what device you are using. The largest portion is the Swiss file browser, through which you can navigate files and folders. The top of every folder includes a .. option, and selecting this moves you back up a folder. The bottom pane, from the left: Device Selection Global Settings, Advanced Settings, and Current Game Settings System Information, Device Info, and Credits Return to top of file system Restart GameCube
  2. Priiloader

    Priiloader is a heavily modified version of Preloader 0.30 by DacoTaco and BadUncle. It is an application that is loaded prior to the Wii System Menu, which allows it to fix certain kinds of bricks that leave the System Menu in a broken state (like a Bannerbrick), or to add various patches like update blockers to the System menu.
    Quick note: Priiloader will NOT save your Wii if you fucked up the System Menu IOS (on 4.3 this is IOS80).

    What has been changed since Preloader 0.30 base source?
    added Bootmii IOS booting option to menu and autoboot (handy for restoring and/or sneek) Support for all HBC title IDs removed need for ES_DIVerify killed the DVD spin bug (crediar forgot to close the dvd drive in ios) re-added online updating added our own installer (phpgeek's) Re-added the old black theme Added a check on boot so some apps can reboot/launch system menu and force priiloader to show up or start system menu Added start of Wiiware/VC titles HBC stub loading Hacks can either be added with their offset, or with a hash value to allow for version-agnostic patches Added option to require a password at boot Fixed lot and lots of bugs much much more What do I need to install Priiloader?
    Thats the best part! All you need is a way of booting homebrew (Homebrew Channel recommended). If you have The Homebrew Channel 1.0.7 or above, you don't need any patched IOS at all! if you don't, then a patched IOS36 is required (although it is recommended to just update the HBC)
    Priiloader itself needs no hacked IOS at all (hell, we recommend using unpatched IOS).
    by DacoTaco.
  3. FCE Ultra GX

    FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment system for x86 (Windows/Linux) PCs. With it you can play NES games on your  Wii/GameCube.

    NES Compatibility based on FCEUX 2.2.3+ (git 21c0971) Wiimote, Nunchuk, Wii Classic/Classic Pro, and Gamecube controller support Wii U Pro, NES and SNES Classic controller support 1-4 Players Support Zapper support Famicom 3D System support Cheat support (.CHT files and Game Genie) iNES, FDS, VS, UNIF, and NSF ROM support Auto Load/Save Game States and RAM Custom controller configurations SD, USB, DVD, SMB, Zip, and 7z support Custom controller configurations 16:9 widescreen support Original/filtered (Sharp & Soft))/Unfiltered video mode Turbo Mode - up to 2x the normal speed IPS/UPS automatic patching support Open Source!
  4. Trucha Signer

    Inject Tools, Wii, Virtual Console, Injecting Tools, VC, Tools, WAD, Editing Tools.
    Trucha Signer works on Wii Firmware US 3.2
    by IBNobody.
  5. RiiConnect24 Patcher

    RiiConnect24 Patcher is a program made for easier installation of RiiConnect24. With it, you can just sit back and relax while the patcher does everything for you.

    Auto updating - Always stay updated! User can decide if they wants to run the manual patching or automatic guided patching. You only have to download a .bat file for patching IOS31 & IOS80, EVC and Mail! Patcher will automatically download any files that are required to patch everything. IOS Patcher and Everybody Votes Channel Patcher in one. Copying patched files to an SD Card that is already connected to the PC. Downloading Wii Mod Lite and RiiConnect24 Mail Patcher and putting it on SD Card beside the WADs.
  6. CustomizeMii

    Inject Tools, Wii, Virtual Console, Injecting Tools, VC, Tools, WAD, Editing Tools.
    thanks to Xuzz, icefireicefire, WiiCrazy (I.R.on), and others.
    Original tool by Leathl.
  7. WADder

    WADder is a easy to use channel creator. It creates channels from just a DOL, a few images, and a name. Comes with an installer and easy GUI.
    Install AS AN ADMINISTRATOR!. COPY COMMON-KEY.BIN TO C:\WADDER\ Run WADder from your desktop Enter values for the options. Pay special attention to the Title ID field: this MUST be different for EACH channel on your Wii You must enter something for every option. Do not enter fancy characters for the Channel Name. Banners and icons do not need a special size, they will be internally resized. Sound must be a WAV file, or click silent to not use any sound. Check to disable splashscreen if you want to watch the WADder magic . The splash is a nice coverup to the messy process of making a wad. Click Create WAD! and wait for it to ask you where to save the wad. Choose where and press save! The names of the WADs are CHANNEL_NAME-TITLEID. Choose where to save the images too. They are [channel name]-[banner/icon/logo].jpg. Thanks go out to:
    Team Twiizers for making everything possible and for adding the bubblebreaker game to the HBC Waninkoko for letting us install WADs in the first place. djdynamite123 for initial encouragement and testing IronMask for testing Mrkinator for graphics and testing SpaceJump for ideas and testing deba94 for telling me more about the format of WADs Gally (whoever he is) for writing the U8 tools and the TPL converter Arm the Homeless for Linux discussion to keep me unbored many more (if you feel you should be in this list PM me ) by icefireicefire.
  8. KeyFinder

    Aplicación que nos facilita la búsqueda de las claves en los ficheros descifrados Wad a partir de su MD5.
    Donde buscar:
    1-md5 del md5 blanker: 4582417d623c81fca07a46a570c8969e 2-md5 del sd-iv: d9f2b2e045d22d3805a67fe0c340ccd2 3-md5 del sd-key: ef33e224e45c8d8c35ce32d8a810b603 4-MD5 del commonkey: 8D1A2EBCD82A3469B77FACF15D9C8E50 1-RVL-WiiSystemmenu-v226.wad 2-RVL-WiiSystemmenu-v226.wad 3-IOS21-64-v514.wad 4-BOOT2-v2-64.wad Nota: Los Wads tienen que estar descifrados.
    Hecho IBNobody basado en el código de Calantra.
  9. GameCube GX - USB Loader GX Forwarder

    GameCube GX - USB Loader GX Forwarder v2.3.3
    Yes, this is a separate channel you can move around!.

    2.0.0 finally boots! 2.2.0 icon is finished 2.3.0 added placeholder banner 2.3.3 added placeholder sound 2.4.0 partially fixed banner 2.5.0 forwards to standard version of USB Loader GX 2.6.0 fixed sound by NewGBAXL.
  10. DolphiniOS

    Emulador de Dolphin para Gamecube y Wii que se ejecuta a través de iOS.
    There are two versions: one for jailbroken devices, one for non-jailbroken devices. If your device is not jailbroken, you must be running iOS 13.4.1 or lower.
     NOTE: DolphiniOS is not affiliated with the Dolphin Project or Nintendo.
    DolphiniOS requires at least iOS 12.0. In addition, your device must have an A9 processor or newer. If your device is not jailbroken, you must also be running 13.4.1 or below.
    Jailbroken devices
    You can figure out if you can jailbreak your device and iOS version at canijailbreak.com.
    Once jailbroken, add our repo cydia.oatmealdome.me to your package manager (Cydia / Sileo / Zebra) and install DolphiniOS from it.
    Non-Jailbroken Devices
    You must be running iOS 13.4.1 or lower if your device is not jailbroken.
    If you have access to the beta version of AltStore, you can add https://altstore.oatmealdome.me to your sources and install DolphiniOS from it.
    Otherwise, you can download the IPA below and manually sideload it with the public version of AltStore.

    DolphiniOS FAQ
    Question: Can you install this without a jailbreak?
    Answer: Yes! However, you must be on iOS 13.4.1 and below. Do not upgrade to iOS 13.5 or higher. Head over here for more information: dolphinios.oatmealdome.me.
    Question: How do I add games?
    Answer: Press the + button in the top right. If you want to add them manually, then put them in /var/mobile/Documents/DolphiniOS/Software for jailbroken users, or Files.app -> On my iPhone / iPad -> DolphiniOS -> Software for non-jailbroken users.
    Question: Can I add cheats?
    Answer: There is no easy way to do this yet. However, a guide can be found here here.
    Question: Can I add custom textures?
    Answer: Yes! Jack has written a super helpful guide here.
    Question: Why is there is no DolphiniOS in your Cydia repo?
    Answer: Remove other emulator repos you have and it will appear.
    Question: Can I change the layout of the virtual buttons?
    Answer: Not at this time, no.
    Question: Why is there no audio?
    Answer: Make sure that silent mode isn't enabled.
    Question: Does online work?
    Answer: Yes, if you have a NAND dumped from a real Wii, you can play online on the unofficial Wiimmfi servers.
    Question: Can I connect a Wiimote?
    Answer: Not yet, but it's planned. No ETA.
    Question: Why do I hear no audio?
    Answer: Make sure that your device isn't muted.
    Question: How do I delete games?
    Answer: You can swipe left on a game in the list to reveal a delete button. If you want to delete games manually, use Filza (jailbroken) or Files.app (non-jailbroken). See above for the games folder's location.
    Question: Why am I getting "improper install" when I am jailbroken?
    Answer: The AltStore version is for non jailbroken devices. If you are jailbroken, use the Cydia repo.
    Question: How do you fix "Failed to map enough memory space: 0x3”?
    Answer: Use AltStore to install DolphiniOS.
    Question: What is dynamic-codesigning? Is it safe?
    Answer: dynamic-codesigning is a special permission given to some official Apple apps, like Safari, which allows them to use JIT and access large amounts of memory. DolphiniOS needs this permission for its own JIT and to speed up emulation of the GC/Wii RAM. It is safe. DolphiniOS cannot access other app data.
    Question: Is this project open source?
    Answer: Yes it is! You can find the source code here. Note that the branch name is called ios-jb but both versions, jailbroken and non-jailbroken, are included in this branch.
    Question: Where can I report issues?
    Answer: Issues can be reported here.
    Question: Is there an Apple TV app?
    Answer: Not as of right now, no.
    Question: Which iOS versions are supported?
    Answer: iOS 12.0 - iOS 13.4.1. If you are jailbroken, then any iOS version is compatible as long as it's higher than 12.0 and can be jailbroken.
    Question: When will this support iOS 13.5 or higher on non-jailbroken devices?
    Answer: Not any time soon. If you want DolphiniOS, either jailbreak your device or stay on 13.4.1.
    Question: Can you play with a keyboard?
    Answer: Not as of right now, no.
    Question: What files format does DolphiniOS support?
    Answer: All GC/Wii files (.elf, .dol, .gcm, .iso, .tgc, .wbfs, .ciso, .gcz, .wad, .dff, .m3u).
    Question: Why are games so slow on my iPhone 11 / 11 Pro / 11 Pro Max / SE 2?
    Answer: There is an issue with devices with A13 chips. The only workaround is to downgrade to DolphiniOS 2.1.1 at this time.
    This service was developed by OatmealDome and Simonx22, with help from itssimontime and Kupo.
  11. Not64

    Port de Mupen64, el emulador de Nintendo 64, para Wii U, Wii y Gamecube.
     * ROMs can be z64 (big-endian) or v64 (little endian), or .n64, of any size  * To install: Extract the contents of wii64-beta1.1.zip to the root of your SD card  * For SD/USB: Put ROMs in the directory named /wii64/roms, All save types will automatically be placed in /wii64/saves  * For DVD: ROMs may be anywhere on the disc (requires DVDxV2 on Wii)  * Load the executable from the HBC or in the loader of your choice Once loaded, select 'Load ROM' and choose the source and select the ROM to load (Note: to go up a directory select '..', B will exit the file browser)  * Select 'Play Game' to play  The game can be exited any time by pressing X and Y together on a GC pad or Classic Controller, 1 and 2 together on a Wiimote (only with Nunchuck attached), or the reset button (Note: this must be done to save your game; it will not be done automatically)
    Controls are now fully configurable so any button on your controller can be mapped The controller configuration screen presents each N64 button and allows you to toggle through sources There are 4 configuration slots for each type of controller To load a different, previously saved configuration, select the slot, and click 'Load' After configuring the controls as desired, select the slot, and click 'Save' After saving different configurations to the slots, be sure to save your configs in the input tab of the settings frame Clicking 'Next Pad' will cycle through the N64 controllers assigned There is an option to invert the Y axis of the N64's analog stick; by default this is 'Normal Y' The 'Menu Combo' configuration allows you to select a button combination to return to the menu Settings:
     General Native Saves Device: Choose where to load and save native game saves Save States Device: Choose where to load and save save states Select CPU Core: Choose whether to play games with pure interpreter (better compatibility) or dynarec (better speed) Save settings.cfg: Save all of these settings either SD or USB (to be loaded automatically next time)  Video Show FPS: Display the framerate in the top-left corner of the screen Screen Mode: Select the aspect ratio of the display; 'Force 16:9' will pillar-box the in-game display CPU Framebuffer: Enable for games which only draw directly to the framebuffer (this will only need to be set for some homebrew demos) 2xSaI Tex: Scale and Interpolate in-game textures (unstable on GC) FB Textures: Enable framebuffer textures (necessary for some games to render everything correctly (e.g. Zelda Subscreen), but can impact performance; unstable on GC)  Input Configure Input: Select controllers to use in game Configure Paks: Select which controller paks to use in which controllers Configure Buttons: Enter the controller configuration screen described above Save Button Configs: Save all of the controller configuration slots to SD or USB Auto Load Slot: Select which slot to automatically be loaded for each type of controller  Audio Disable Audio: Select to mute the sound Saves Auto Save Native Saves: When enabled, the emulator will automatically load  saves from the selected device on ROM load and save when returning to the menu or  turning off the console Copy Saves: Not yet implemented Delete Saves: Not yet implemented by Extrems.
  12. All-in-One Wii VC Injecting Tools

    This is a all-in-one pack for injecting Wii Virtual Console WADs that includes:
    AutoInjectuWAD - developed by Creffca (AKA Avicr) Devilken Injector - developed by Devilken (special thanks to Corsario) CustomizeMii 3.11 - developed by Leathl ShowMiiWads 1.4 - developed by Leathl WADunpack - developed by BFGR WADpack - developed by KiKe (bashed on segher tools) U8 Tool / VC brlyt Editor / VC Save Icon Maker / VC Save Icon and Save Title Injector / CCF Tool / TPL Editor - developed by HowardC WADder 2.7 - developed by [ icefire ] and ( Jacol ) With these tools, you can inject and make your own Wii VC WADs of the following systems:
    Nintendo Entertainment System (NES) Super Nintendo Entertainment System (SNES) Nintendo 64 (N64) SNK NeoGeo SEGA Master System SEGA Genesis / SEGA Mega Drive NEC PC Engine / Turbo Grafx 16 The WADs aren't included, so you need to obtain your WADs and ROMs to inject.
    Unproperly packing the 00000000.app file will HARD BRICK your Wii!!!!!! DO NOT ATTEMPT TO CREATE CUSTOM WADS unless you know what are you doing!!!!!!
    by saulfabreg.
  13. ledheadWii

    Based on Peter Hirschberg's LedHEAD (classic electronic LED handled game simulator) source code.
    LEDhead is a program that simulates the classic electronic LED (light emitting diode) based handheld games of the 70's. Now you can relive the excitement of your childhood years all over again! All games feature fully authentic sound-effects, and faithfully replicate the game play of the originals.
    Rather than using proprietary code or "ROM images", as is the case with emulators, LEDhead uses simple but extremely clever imitation to ensure excruciating faithfulness to the games you grew up with. Endless hours of painstaking effort have gone into ensuring the accuracy of each of these games.

    Wii version has some games not present in original version. These games was developed from scratch.
    Thanks to Peter Hirschberg for the original source code. Thanks to ArcadeUSA and Rick.R for playing real hardware games and telling me how they work. And then for playing with the simulator to find the differences.
    by nebiun.
  14. WiiColEm

    WiiColEm is a port of the ColEm ColecoVision emulator developed by Marat Fayzullin.
    Super Game Module (SGM) compatibility Multiple video modes (240p, GX+VI, GX) Support for driving, roller, and super action controllers Tilt-based (Wiimote) driving support Cartridge database w/ recommended controller settings and keypad descriptions for most commercial cartridges Cartridge keypad overlays Per-cartridge button mappings Installation
    To install WiiColEm, simply extract the zip file directly to your SD card or USB device (retain the hierarchical structure exactly).
    Cartridge Database
    WiiColem ships with a database that contains recommended settings for most commercial cartridges. These settings cover controls mappings, keypad overlays, keypad button descriptions, and advanced settings (whether the cartridge requires an EEPROM, SRAM, etc.).
    To view/edit the settings applied for a particular cartridge perform the following steps:
    Load the cartridge (via the "Load cartridge" menu item) Return to the WiiColEm menu Select "Cartridge-specific settings" menu item Examine the "Control settings" and "Advanced" settings for the cartridge For more information on mapping controls and creating and/or customizing cartridge settings, see the "Cartridge Settings" section (below).

    The following section contains the "default" control mappings for WiiColEm.
    It is important to note that if the cartridge that is being loaded exists in the Cartridge Database it may contain non-default mappings.
    WiiColEm menu:
    Wiimote: Left/Right : Scroll (if sideways orientation) Up/Down : Scroll (if upright orientation) A/2 : Select B/1 : Back Home : Exit to Homebrew Channel Power : Power off Classic controller/Pro: Up/Down : Scroll A : Select B : Back Home : Exit to Homebrew Channel Nunchuk controller: Up/Down : Scroll C : Select Z : Back GameCube controller: Up/Down : Scroll A : Select B : Back Z : Exit to Homebrew Channel In-game (Keypad):
    The keypad allows you to press keys on the ColecoVision controller keypads. If a description has been provided for the currently selected key it will be displayed above the keypad.
    You can select whether you want emulation to pause while the keypad is displayed via the "Keypad pause" option in "Advanced" settings (pausing is enabled by default). This value can be overridden on a cartridge-by- cartridge basis via Cartridge Settings (see "Cartridge Settings" section, below).
    NOTE: The "Keypad pause" option is not available when the GX+VI or Double strike (240p) video modes are enabled. (Keypad pause is enabled and cannot be disabled).
    When keypad pause is enabled, the keypad will be closed when a keypad button is pressed (or the keypad is explicitly closed). It is important to note that the keypad button will continue to be pressed as long as the controller button is held. This is necessary for games like War Room where you need to hold the keypad buttons down to see the different factories, etc. It is also necessary for games that require a longer button press for the selection to register (Star Trek, etc.).
    When keypad pause is disabled, emulation will continue while the keypad is displayed. The keypad will continue to be displayed until it is explicitly closed.
    It is also important to note that commonly used keys can be mapped to Wii controller buttons (see "Cartridge Settings" section, below).
    Wiimote: D-pad : Choose Key 2, 1, A, B : Press Key + : Close Keypad Wiimote + Nunchuk: D-pad, Analog : Choose Key C, Z, A, B : Press Key + : Close Keypad Classic controller/Pro: D-pad/Analog : Choose Key A, B : Press Key + : Close Keypad GameCube controller: D-pad/Analog : Choose Key A, B : Press Key Start : Close Keypad In-game (Standard):
    Wiimote: D-pad : Move 2 : Left Fire Button 1 : Right Fire Button + : Toggle Keypad Home : Display WiiColEm menu (see above) Wiimote + Nunchuk: D-pad, Analog : Move C : Left Fire Button Z : Right Fire Button + : Toggle Keypad Home : Display WiiColEm menu (see above) Classic controller/Pro: D-pad/Analog : Move A : Left Fire Button B : Right Fire Button + : Toggle Keypad Home : Display WiiColEm menu (see above) GameCube controller: D-pad/Analog : Move A : Left Fire Button B : Right Fire Button Start : Toggle Keypad Z : Display WiiColEm menu (see above) In-game (Super action):
    Very few games use the "spinner" that is a part of the super action controller. You can enable/disable the "spinner" via Cartridge Settings (see "Cartridge Settings" section, below).
    By disabling the spinner, you have more options available for the move controls (Nunchuk analog, both analogs on the Classic and GameCube controllers).
    Wiimote + Nunchuk: D-pad, Analog : Move (if spinner disabled) D-pad : Move (if spinner enabled) Analog : Spinner (if enabled) C, 2 : Yellow Button Z, 1 : Orange Button A : Blue Button B : Purple Button + : Toggle Keypad Home : Display WiiColEm menu (see above) Classic controller/Pro: D-pad/Analog : Move (if spinner disabled) Left Analog : Move (if spinner enabled) Right Analog : Spinner (if enabled) A, R Trigger : Yellow Button B, L Trigger : Orange Button X, ZR : Blue Button Y, ZL : Purple Button + : Toggle Keypad Home : Display WiiColEm menu (see above) GameCube controller: D-pad/Analog : Move (if spinner disabled) Analog : Move (if spinner enabled) C Stick : Spinner (if enabled) A, R Trigger : Yellow Button B, L Trigger : Orange Button X : Blue Button Y : Purple Button Start : Toggle Keypad Z : Display WiiColEm menu (see above) In-game (Driving/Tilt):
    In this mode, you steer by tilting the Wiimote (similar to Excite Truck/Bots). You can adjust the tilt sensitivity via Cartridge Settings (see "Cartridge Settings" section, below).
    Wiimote: Tilt : Steer D-pad : Shift 2 : Gas 1 : Brake + : Toggle Keypad Home : Display WiiColEm menu (see above) In-game (Driving/Analog):
    In this mode, you steer by using the analog controls (Nunchuk, Classic, GameCube). You can adjust the analog sensitivity via Cartridge Settings (see "Cartridge Settings" section, below).
    Wiimote + Nunchuk: Analog : Steer D-pad : Shift C, 2 : Gas Z, 1 : Brake + : Toggle Keypad Home : Display WiiColEm menu (see above) Classic controller/Pro: Right Analog : Steer D-pad : Shift A : Gas B : Brake + : Toggle Keypad Home : Display WiiColEm menu (see above) GameCube controller: C Stick : Steer D-pad : Shift A : Gas B : Brake Start : Toggle Keypad Z : Display WiiColEm menu (see above) In-game (Roller):
    In this mode, the trackball motion is simulated via analog controls (Nunchuk, Classic, GameCube). You can adjust the analog sensitivity via Cartridge Settings (see "Cartridge Settings" section, below).
    Wiimote + Nunchuk: Analog : Move C, 2 : Left Fire (2p) Z, 1 : Right Fire (2p) A : Left Fire B : Right Fire + : Toggle Keypad Home : Display WiiColEm menu (see above) Classic controller/Pro: Left Analog : Move A : Left Fire (2p) B : Right Fire (2p) X : Left Fire Y : Right Fire + : Toggle Keypad Home : Display WiiColEm menu (see above) GameCube controller: Analog : Move A : Left Fire (2p) B : Right Fire (2p) X : Left Fire Y : Right Fire Start : Toggle Keypad Z : Display WiiColEm menu (see above) In-game (Aquattack):
    Aquattack has a very unique control scheme. It uses the keypad buttons to fire in eight different directions. Essentially, it uses the "keypad" as a "d-pad". While the keypad buttons have been mapped to the eight different buttons on the Classic controller (and pro) it is cumbersome to use. In addition to mapping these buttons, a special control scheme has been added to WiiColEm that allows for the use of the right analog stick on both the GameCube and Classic controller/Pro for firing in the eight different directions.
    Cartridge Settings
    WiiColEm contains the ability to manage per-cartridge settings. The settings that can be edited include:
    Control settings Advanced settings (Whether it requires an EEPROM, SRAM, etc.) Control Settings
    The following control options are available:
    The controller type (standard, super action, driving/tilt, driving/analog, roller) Wiimote orientation Sensitivity (Roller and driving controllers) ColecoVision keypad and controller button mappings When mapping buttons, you map a ColecoVision keypad or controller button to one of the "button groups" listed below. This allows you to map a button once across the different Wii controllers.
    You can use the "(View as)" menu item to toggle and view how the ColecoVision buttons are mapped to a particular Wii controller (Wiimote, Nunchuk, Classic/Pro, and GameCube).
    Button 1: Button 2: Button 3: --------- --------- --------- Wiimote : 2 Wiimote : 1 Wiimote : A Nunchuk : C Nunchuk : Z Nunchuk : (n/a) Classic : A Classic : B Classic : X GameCube : A GameCube : B GameCube : X Button 4: Button 5: Button 6: --------- --------- --------- Wiimote : B Wiimote : (n/a) Wiimote : (n/a) Nunchuk : (n/a) Nunchuk : (n/a) Nunchuk : (n/a) Classic : X Classic : R Trigger Classic : L Trigger GameCube : X GameCube : R Trigger GameCube : L Trigger Button 7: Button 8: --------- --------- Wiimote : (n/a) Wiimote : (n/a) Nunchuk : (n/a) Nunchuk : (n/a) Classic : ZR Classic : ZL GameCube : (n/a) GameCube : (n/a) SMB (Network support)
    WiiColEm allows for loading ROMs over the network via SMB. To enable SMB support, you must edit the "wiicolem.conf" file located in the "/wiicolem" directory and provide values for the following:
    share_ip : IP address of the computer to connect to. share_name : Name of the share on the computer. share_user : Name of the user to connect as share_pass : Password for the user Credits
    NeoRame : Icon Pixelboy : Source overlays James Carter : Source overlays Mastershoes : Testing (0.3) Murph74 : Testing (0.2) Astroman : Testing (0.2) Yurkie : Testing (0.1) Special thanks
    Marat Fayzullin : Creating an awesome emulator and answering all of my annoying questions Tantric : Menu example code and SDL enhancements Daniel Bienvenu : Help resolving the Mode 2 issues Opcode : Providing a ROM for testing the Opcode memory expansion and MegaCart(R) support by raz0red.
  15. Snes9x GX

    Snes9x GX is a Super Nintendo / Super Famicom emulator for the Nintendo Wii. Snes9x GX is a port of Snes9x.
    * Based on Snes9x 1.58 (with faster Blargg S-SMP module) * Wiimote, Nunchuk, Classic, Wii U Pro, and Gamecube controller support * Wii U GamePad support (requires homebrew injection into Wii U VC title) * SNES Superscope, Mouse, Justifier support * Cheat support * Satellaview (BS-X) 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 * Original/filtered/unfiltered video modes * Turbo Mode - up to 2x the normal speed * Zoom option to zoom in/out * Open Source!
  16. libfat

    FAT library for GBA, DS, Gamecube & Wii.
    by devKitPro Team.
  17. Mplayer CE

    MPlayer CE is a homebrew media player for the Nintendo Wii. It was initially created as a fork of Team Twiizers' port of MPlayer, combining elements of MPlayerWii, GeeXboX and other great homebrew contributions. It is built with devkitPro and not associated with Nintendo in any way.
    Some of the current features includes DVD, SDHC, SMB, USB 2.0 storage device support, multiple media, subtitle, playlist and streaming formats, customization possibilities, etc.
    by MPlayer CE Team.
  18. CleanRip

    A tool to backup your Gamecube/Wii Discs via IOS58 Create 1:1 backups of your GC/Wii discs for archival purposes without any requirements for custom IOS (cIOS). Supports USB 2.0 / NTFS / FAT32 & Front SD.
    FAT/NTFS (libntfs-2012-1-15(r13)) USB 2.0 support Front SD support BCA Dumping Redump.org Rip Verification (via gc-forever.com)
    Wii (or GC) Wii/GC Controller USB or SD storage device (>1.35GB free space) HBC 1.0.8 or greater installed by emukidid.
  19. PNGU

    PNGU is a library for Wii and GameCube that 'wraps' the famous libpng and facilitate png handling and conversions to the native Wii/GC formats. The PNG format has some properties which make it interesting: A background color, a list of transparent colors, alpha channel, it doesn't modify the colors (as jpeg does when compression), open format. The source code of the library is included in the download package.
    It's based in libpng 1.2.29 Handles images of 8 and 16 bits per channel. Handles images in RGB, RGBA, grayscale and grayscale + alpha formats. Reads image dimensions, pixel format, background color and transparent colors list. Converts images to YCbYCr, linear RGB565, linear RGBA8, 4x4 RGB565, 4x4 RGB5A3 and 4x4 RGBA8 formats. Saves YCbYCr images in png RGB8 format. Handles images stored in memory or in devoptab devices (SD, Gecko SD, etc...). It's ready to be used in multithreaded applications. Limitations
    Image width and height should be a multiple of 4 (when converting to 4x4 textures) Doesn't handle images of 1, 2 or 4 bits per channel. Doesn't handle paletized images. Endianness problems when using it on a little endian machine (x86 for example) no problems on the Wii/GC. by Frontier.
  20. GBA Link Cable Dumper

    A GC and Wii Homebrew App to get GBA BIOS, ROMs and saves via the GC GBA Link Cable.
    Just have a GC Controller in Port 1 and a GBA without a game inserted or aborted game launch by holding select+start in Port 2. The bin, gba and sav files dumped will be placed in a folder called "dumps" on your main device (SD Gecko on gamecube and SD/USB on Wii). Please note that dumping GBA ROMs can take a long time (32mb takes about 48 minutes) because of the cable protocol limitations, a estimation will be displayed on screen before you dump it as a reference.

    Save Support based on SendSave by Chishm. GBA BIOS Dumper by Dark Fader. by FIX94.
  21. GCMM

    GameCube/Wii Memory Manager is an aplication to backup Nintendo GameCube savegames.
    Gcmm is a project started by dsbomb and justb, which is based on Askot's modification to add SD support to the mcbackup libogc example.
    I (suloku) have updated the code to newest libraries to port it to the Wii system, and what I find more important: restoring savegames now works properly.
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                            FEATURES                           ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    * Backups and restores savegames into GCI format
    * Restores savegames in GCS/SAV format
    * Deletes savegames from memory card
    * Backups memory card raw images in .raw format
    * Restores memory card raw images from RAW/GCP/MCI format
    * Format the memory card
    * Wiimote and GameCube controller support
    * Power button support
    * Front SD and FAT32 USB device (wii) and SDGecko (gamecube) support
    * Shows savegame information, alongside animated Icon and Banner!
    * A (somewhat) nice UI
    * Open Source!
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                         UPDATE HISTORY                        ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    [What's New 1.4f - april 05, 2017 - By suloku]
    * dragonbane0 made a mod of version 1.4c with folder selection and alphabetical sorting. Zephiles pointed this out and the changes have been merged with some little extra tweaks. Thanks you both!
    [What's New 1.4e - february 27, 2016 - By suloku]
    * Fixed bug in card.c that prevented correct backup/write of saves with same filename but different case. Bug affected Timesplitters 2, probably Timesplitters 3 too. Thanks to DakuTree for reporting and Antidote for fixing.
    [What's New 1.4d - august 08, 2015 - By suloku]
    * Fixed bug in card.c that prevented writing to the last block of the memory card, preventing restoring a savegame that would fill the memory card (thanks to undergroundmonorail)
    * Fixed bug in card.c that prevented correct block freeing when deleting a file and only was fixed by using the memory card on official software (the wii/gamecube save manager or probably also games)
    * Added libogc fix for a bug in card.c (the bug didn't affect GCMM, it was fixed in 1.4b, but I didn't change card.c)
    * Changed button presses for single savegame delete to prevent unvoluntary savegame deleting
    [What's New 1.4c - january 05, 2014 - By suloku]
    * Disabled __sector_erase() check when raw restoring as some unofficial cards seem to have problems with it.
    [What's New 1.4b - september 03, 2013 - By suloku]
    * Card initialization was wrong all the way, wich lead to savegames of the same game of different region or those that shared similar filenames (Twilight Princess and WindWaker) to not work properly. Thanks to antidote.crk for noticing. (read considerations sections for more info)
    * Added version display
    [What's New 1.4a - october 18, 2012 - By suloku]
    * Fixed SD Gecko when inserted/swapped at slot selection screen in GameCube mode.
    * FLash ID display was missing a byte
    * Changed some text that may confuse the user
    * Made font sizes more coherent
    [What's New 1.4 - october 08, 2012 - By suloku]
    * Animated icon alongside several (minor) graphical improvements
    * Ability to select SD Gecko slot in GameCube mode (just like Wii mode SD/USB prompt)
    * Moved "Backup All" to Backup Mode (press R/1 when in Backup Mode)
    * Added an analog "Restore All" in Restore Mode (overwriting is supported)
    * Shows filename when prompted to overwrite (also in "Restore All")
    * Savegame permisions are shown in a more explicit and user friendly way
    * Shows memory card freeblocks
    * Page number display in file selector
    * Left and right now scroll 5 file entries at once
    * Scrolling of file entries can be done holding the button (up/down/left/right)
    * Added security checks to Raw Restore Mode
    * Added some special characters to the font (needed for savegame comments)
    * Minor code tweaks
    Lots of thanks to bm123456 and themanuel for beta testing and support!
    [What's New 1.3 - september 14, 2012 - By suloku]
    * Shows card/image serial number in Raw Restore Mode
    * F-zero and Phantasy Star Online Ep I&II and Phantasy Star Online III savegames
    are patched uppon restoring so they will work on target card (by Ralf)
    Lot's of thanks to Ralf at gscentral.org forums
    [What's New 1.2d - september 08, 2012 - By suloku]
    * Previous version couldn't raw backup if backup folder didn't exist in sd/usb
    * Added (double)overwrite prompt when restoring a savefile to memory card (Nano/Excelsiior's idea)
    * Updated graphics so raw mode commands are less cryptic (wii mode design based on JoostinOnline's for GCMM+)
    * Use DejavuSans as font (much better readability) from GCMM+ by Nano/Excelsiior
    [What's New 1.2c - september 06, 2012 - By suloku]
    * Raw backups are now named with the number of blocks: insted of Backup_*timestamp*.raw now it is 0059b_*timestamp.raw, 2043b_*timestamp.raw...
    * Minor code changes (just for safety)
    [What's New 1.2b - september 06, 2012 - By suloku]
    * Solved a potential bug, 1.2 and 1.2a seemed unaffected by it.
    [What's New 1.2a - september 06, 2012 - By suloku]
    * 1.2 wasn't correctly freeing memory and eventually raw backup and restore would hang the app (a 2043 block card would make it hang at the second attempt to raw backup the card)
    [What's New 1.2 - september 06, 2012 - By suloku]
    * Added raw backup mode (in .raw format, compatible with dolphin and devolution)
    * Added RAW/GCP/MCI support for raw restore mode
    * Added format mode
    * Flash ID of inserted card and SD image are shown in Raw Restore Mode
    * Protection against writing a raw image to the wrong card (trough Flash ID checking)
    * Raw mode works with official and unofficial cards, as well as gci mode (thanks to tueidj for pointing me in the right path!)
    [What's New 1.1 - august 29, 2012 - By suloku]
    * Icon and banner by dronesplitter!
    * Added USB-SD selection in wiimode (only at boot)
    * Added card slot selection (wii mode only)
    * Propper GCI backup and restore. Now GCMM uses __card_getstatusex and __card_setstatuex, which provide a more 1:1 backup/restore
    * Correctly displaying savegame Date information
    * Savegame information rearranged.
    Accepted PlabloACZ and Picachu025 modifications, with the following changes:
    * Tweaked mount function
    * Filenames are no longer prefixed with a number for current sesion. Instead, savegames are suffixed with a number. When backing up a savegame if the same file exists on SD it will be prefixed with a growing number (if savegame_00.gci exists, then it will try savegame_01.gci, savegame_02.gci... and so on)
    * Infinite loop can't happen when backupping a savegame as in r11 MOD 2.
    [What's New r11 MOD 2 - September 11, 2011 - By Pikachu025]
    * R (GC-Pad) / 1 (Wiimote) now launches a "backup all" mode, where all saves on the memory card are written to the SD card without any user prompts in the meantime.
    * I came across a couple saves that had ridiculous filenames that refused to write to SD, so if the program comes across one of those, it'll now write them out as "illegal_name" instead of the actual filename.
    * Filenames written to SD are now prefixed with a number, counting up from 1 for every file written during the current session. I added this since I had multiple files that resulted in the same filename.
    * I also added a small check if the file was written correctly. If not, it'll retry. This probably results in an infinite loop when your SD card doesn't have enough free space, so ensure that I guess.
    * I also (quite shoddily) edited the image listing all the options to add the new option, it's ugly but does its job. Feel free to fix, I don't have Photoshop or anything here.
    [What's New r11 MOD - September 09, 2011 - By PabloACZ]
    * SDGetFileList() function in sdsupp.c updated to reflect the changes in DevKitPPC/libogc from the last three years (diropen, dirnext and dirclose commands were replaced with opendir, readdir and closedir, respectively).
    * Modified the MountCard() function in mcard.c to perform a probe on the GC Memory Card slot, to make sure it was mounted properly.
    * Improved the compatibility with GCS/SAV files with the patch posted by jcwitzel in December 2009 (http://code.google.com/p/gcmm/issues/detail?id=1#c25).
    * The Makefiles were modified to include the zlib in the libraries section. It seems that the latest libFreeType PPC port needs it to work.
    * **Hopefully** Added compatibility with Official GameCube Memory Cards (see this: http://devkitpro.svn.sourceforge.net/viewvc/devkitpro?view=revision&revision=4049). According to a friend of mine, it works with a 256 blocks Memory Card.
    * Compiled with DevKitPPC r24, libogc 1.8.8, libfat 1.0.10 and libFreetype 2.4.2.
    [What's New 1.0 - December 31, 2008]
    * Updated to libfat
    * Added Wii support
    * Fixed restore bug (yes, savegames will restore properly)
    * New background
    * Support for interlaced and widescreen in all regions
    * Delete mode (dsbomb&justb)
    * Shows the savegame information (mostly by dsbomb&justb)
    * Many other fixes/modifications for the user
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                             TO DO                             ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    * Add hotswapping (memory cards can be swapped, SD Gecko/SD/USB can't be swapped)
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                 ABOUT SAVEGAMES AND RAW IMAGES                ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
            Raw Images
    A raw image is a 1:1 copy of the memory card. It can only be restored to the card it was made from.
    Note that unofficial cards share the same Flash ID, which allows restoring raw images between unofficial cards (as long as they have the same size).
    These limitations can be solved with Raw Tools: http://code.google.com/p/gcmm/wiki/Raw_Tools
    For example:
    You can grab a 59 block card raw image from an unofficial card and modify it so you can restore it to your 1019 blocks official card, mantaining the serial number of the card so your protected savegames still work.
    note: as of GCMM 1.3 protected savegames can be restored to any card and they will work (thanks to Ralf!)

        Protected Savegames
    This is just for information, as since GCMM 1.3 even serial protected savegames can be restored to any memory card.
    There are two kinds of protected savegames:
    * Permision protected savegames: this savegames can't be moved/copied from the Gamecube/Wii memory card manager. These saves can be backed up and restored without problems by GCMM
    * Serial protected savegames: this savegames can't be moved/copied from the Gamecube/Wii memory card manager and will only work in the card they were backupped from. This protected savegames rely on the serial number that is given to the memory card when it is formated. That's why they won't work in other cards and why they won't work on the same card if that has been formatted.
    Restoring a raw image to a diferent card won't work, it has to be the same card (it will work even if the card was formatted). Please note that all unofficial cards share the same Flash ID (which is different from the serial number), allowing raw image restoring between unofficial cards (as long as they are the same size).

        Other savegame formats
    There are computer programs that can transform other savegame formats into GCI (currently GCMM supports SAV and GCS restoring).
    RAW/GCP format is a raw image of the memory card with all its contents.
    MCI format (createad by softdev's sdmc) is a raw image of the card, preceded by a 64 byte header.

    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                        CONSIDERATIONS                         ·oø×O0|
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    * If you extract a device (USB, internal SD, USB gecko), it won't work againt. If you did so, reboot the GCMM. On the contrary
    * Memory cards can be extracted/inserted at will at the main menu screen. It is not recommended to change the card in any other screen.
    * Dolphin (wii/gc computer emulator) has a nice memory card manager, check it out!
    About usb devices:
    * Two of my usb devices won't work with GCMM, but those same devices make The Homebrew Channel crash. If you have problems try another usb device or an SD card.
    * LibOGC card functions works with time functions that use Epoch (seconds since jan 1, 1970) as reference, while GameCube works with seconds since jan 1, 2000). The difference is 946684800 seconds
    * GCMM now uses libogc 1.8.11 git (2012-07-25) card.c, card.h and system.h with tueidj's patches for proper memory card unlocking. It would be wise to update those files in GCMM if changes are made to libogc concerning other functions. Note that even if libogc asumes the changes, as GCMM now uses some static functions from libogc, it needs card.c and card.h, but if libogc updates the sramex structure (system.h) and fixes the checksums in card.c, system.h will no longer be needed.
    * Very good sources of documentation are libogc and dolphin's source code.
    * Card_Init() shall be called only once. Any subsequent call will be pointless; to change the company and gamecode one should use Card_setgamecode() and Card_setcompany libogc functions.
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                     SETUP & INSTALLATION                      ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    Unzip the archive. You will find the following folders inside:
    apps            Contains Homebrew Channel ready files
                    (see Homebrew Channel instructions below)
    gamecube        Contains GameCube DOL file (not required for Wii)
    On the Wii, the savegames will be read from and written to the front SD slot or FAT32 USB device.
    The user will be prompted at startup for which device to use.
    If the selected device isn't available, GCMM will try to use the other device (i.e: user selects usb device but there's none connected, so GCMM will try to use the internal SD).
    Memory card can be in either slot.

    On the GameCube you will need a Gecko SD adapter in the slot A and place the memory card on slot B.
    Loading / Running the app:
    Wii - Via Homebrew Channel:
    The most popular method of running homebrew on the Wii is through the Homebrew Channel. If you already have the channel installed, just copy over the apps folder included in the archive into the root of your SD card.
    If you haven't installed the Homebrew Channel yet, read about how to here:
    You can load gcmm via sdload and an SD card in slot A, or by streaming 
    it to your Gamecube, or by booting a bootable DVD with gcmm on it. 
    This document doesn't cover how to do any of that. A good source for information on these topics is at http://www.gc-forever.com/wiki/index.php?title=Booting_Homebrew
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                          CONTROLS                             ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    They are shown at the screen.
    Raw mode controls: hold L (gamecube pad) or B (wiimote) then press the corresponding button
    * Raw Backup Mode:  GC_pad L+Y , Wiimote B+Minus
    * Raw Restore Mode: GC_pad L+X , Wiimote B+Plus
    * Format Card Mode: GC_pad L+Z , Wiimote B+2

    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                          COMPILING                            ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    Currently gcmm uses:
    * DevkitPPC r26: http://sourceforge.net/projects/devkitpro/files/devkitPPC/
    * libOGC 1.8.11 git (2012-07-25): http://sourceforge.net/projects/devkitpro/files/libogc
        note: it compiles and runs fine with 1.8.11 release
    * libfat 1.0.11: http://sourceforge.net/projects/devkitpro/files/libfat/
    * libFreeType 2.4.2 port: http://sourceforge.net/projects/devkitpro/files/portlibs/ppc/
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                           CREDITS                             ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    * SoftDev for his contributions to the GC/WII scene
    * Costis for helping with some doubts, he's allways there
    * Masken for his code on raw data reading/writing
    * Justb & dsbomb for originally creating gcmm
    * CowTRobo & Samsom for very useful old sources
    * Tantric for pointing out that official memory cards won't work on wii mode, which encouraged me to continue gcmm as all my previous efforts where in vane due to using an official card for the testing.
    * tueidj, for his patches and very useful information and support. Official memory cards work due to his work.
    * dronesplitter for banner and icon implementation
    * PlabloACZ and Picachu025 for updating the source.
    * Nano(Excelsiior), for inspiring me to finally working again on GCMM
    * bm123456 and themanuel for beta testing and support
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                                                               ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    by by suloku.
  22. Load Priiloader

    There is an app forwarder that can boot Priiloader via the Homebrew Channel (without using the RESET button).
  23. mGBA for Wii

    mGBA is an emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. It also supports Game Boy and Game Boy Color games.
    - Highly accurate Game Boy Advance hardware support[<sup>[1]</sup>](#missing). - Game Boy/Game Boy Color hardware support. - Fast emulation. Known to run at full speed even on low end hardware, such as netbooks. - Qt and SDL ports for a heavy-weight and a light-weight frontend. - Local (same computer) link cable support. - Save type detection, even for flash memory size[<sup>[2]</sup>](#flashdetect). - Support for cartridges with motion sensors and rumble (only usable with game controllers). - Real-time clock support, even without configuration. - Solar sensor support for Boktai games. - Game Boy Camera and Game Boy Printer support. - A built-in BIOS implementation, and ability to load external BIOS files. - Turbo/fast-forward support by holding Tab. - Rewind by holding Backquote. - Frameskip, configurable up to 10. - Screenshot support. - Cheat code support. - 9 savestate slots. Savestates are also viewable as screenshots. - Video and GIF recording. - Remappable controls for both keyboards and gamepads. - Loading from ZIP and 7z files. - IPS, UPS and BPS patch support. - Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro. - Configurable emulation rewinding. - Support for loading and exporting GameShark and Action Replay snapshots. - Cores available for RetroArch/Libretro and OpenEmu. - Many, many smaller things. #### Game Boy mappers
    The following mappers are fully supported:
    - MBC1
    - MBC1M
    - MBC2
    - MBC3
    - MBC3+RTC
    - MBC5
    - MBC5+Rumble
    - MBC7
    The following mappers are partially supported:
    - MBC6
    - MMM01
    - Pocket Cam
    - TAMA5
    - HuC-1
    - HuC-3
    ### Planned features
    - Networked multiplayer link cable support.
    - Dolphin/JOY bus link cable support.
    - M4A audio mixing, for higher quality sound than hardware.
    - Re-recording support for tool-assist runs.
    - Lua support for scripting.
    - A comprehensive debug suite.
    - e-Reader support.
    - Wireless adapter support.
  24. Auto WiiWare Patcher

    This patcher will make WiiWare patching easy to do to use Wiimmfi.
    Put your WADs (there can be multiple of them) in the folder corresponding to your operating system then run the patch script. Below are instructions to run that.
    Windows users:
    Double click the "patcher.bat" script to run it. Don't run WiiWarePatcher.exe. After starting up the patcher, follow the instructions on screen. Also, don't forget to put .WADs into the folder with patcher.. Mac/Linux users:
    You need to install Mono if you haven't already.  in a Terminal window. In Linux, use your package manager (APT for Debian/Ubuntu, etc) and install the appropiate mono package - Google is your friend if you don't understand. Open a command prompt (Terminal on Mac). Type "cd" and put a space. Drag and drop the folder with the patcher (it either says Mac or Linux depending on what you choose) to the command prompt. Type in "sh patch.sh". We recommend installing these WADs with WiiMod Lite.
    CUE for the compressors. Person66 for Sharpii. Wiiprogger for WiiWare Patcher. KcrPL for making the Windows version of patcher. by RiiConnect24.
  25. WiiMod Lite

    WiiMod Lite is a better version of WiiMod with Wii and vWii support that can install WADs, change regions, and more.
    This tool was made by Kkline38 but there's more credits in this program.
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