Filed under All, Classics, Wii, homebrew by WB3000 | 0 comments
uschghost has updated his Snake game for the Wii, bringing it to version 2.1 Beta.
From the release notes:
Whats new in 2.1 beta?
Added:
Two Player Mode
Sound playback
Menu
How to install:
Put the folder “snake” in the “apps” directory of your SD-card.
Fire up the Homebrew channel and run Snake2.
special thanks to:
- Team twiizer for the hard work in reverse engenering the wii
wich made all this possible.
- NoNameNo for starting the GRRLIB Project
- our beloved girlfriends for there patience and beta testing <3
remember that this is a beta and it still has some anoying bugs but its playable.
would be nice to see some feedback.
Download: Wii Snake - v2.1 Beta
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Filed under All, Classics, Wii, homebrew by WB3000 | 0 comments
Using Peter Mackay’s Quake port, Eluan has released a version compatible with the Wii. It features Wiimote IR support and front SD reading, although saving needs to be enabled to work. This release was quickly created, and has a few bugs to be worked out currently.
Homebrew Channel Resources


Quake Wii icon by ZeldaDD
From the release notes:
It resets properly on the Wii (still not able to return to the loader, though.)
Reads files from the front Wii SD slot (saving disabled, forgot to reenable it before uploading, but you can remove the return lines on SYS_FileOpenWrite and SYS_FileWrite to make it work.)
Wiimote support, tried to map the buttons on the wiimote and nunchuk more or less like the gamecube ones, wiimote IR aiming and nunchuk up-motion jumping.
That’s it, please don’t complain about the wiimote implementation and SD card reading yet. The wiimote code is completely new to me (and I don’t know about the real stability of the code on the libogc cvs) and the SD reading doesn’t use libfat yet, but use the wiisd functions from the latest libogc CVS.
Download: Quake Wii (5-28-2008)
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Filed under All, Classics, DS, homebrew by WB3000 | 0 comments
TeenDev has taken the abandoned source code of MegaETK, a MegaMan style DS homebrew game, and fixed several bugs. With the addition of DLDI support, nearly every brand of flashcard can run this great game.

From the release notes:
As you probably know, ETK recently released MegaETK’s source code out to the public for them to upgrade. I have finished upgrading it and have gotten permission from ETK to release it to the public.
Here are the changes:
Savefile decryption removed.
Fixed for the R4 and M3 Simply and clones. Sound is disabled in the R4/M3S version in order for the touchscreen to work. This is due to a problem with the Modplayer. (I’ll fix this next release).
Added DLDI Support. Remember to patch!
Fixed random freezings for the most part.
Download: MegaETK-TD 1.04
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Filed under All, Classics, Wii, homebrew by WB3000 | 2 comments
Eke-eke has released a Emuloader application for the Wii, which allows you load different Wii homebrew emulators from its interface.
Download: Wii Emuloader
From the release notes:
This is a program that enables you to load emulators on your Nintendo Gamecube/Wii, using a nice graphical interface:
Current supported emulators are:
Genesis Plus (Sega Megadrive)
SMS Plus (Sega Master System & Game Gear)
FCEuGC (Nintendo Entertainment System)
GnuboyGX (Gameboy & Gameboy Color)
Snes9xGX (Super Nintendo)
HugoGC (NEC Pc-Engine)
NeoPop (SNK NeoGeo Pocket)
Neo-CD Redux (SNK NeoGeo CD)
The emulators are NOT provided with the loader.
(more…)
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Filed under All, Classics, Wii, homebrew by WB3000 | 0 comments
Eke-eke at TehSkeen has updated his Genesis Plus emulator for the Gamecube. In this release, SVP emulation has been added for increased compatablility, and a test ELF for the Wii has been released as well. The Wii ELF can be booted using the Twilight Hack exploit.

From the release notes:
[Genesis]
- added SVP emulation: Virtua Racing is now emulated (big thanks to Notaz and TascoDeluxe)
- fixed VDP registers behaviour when VDP Mode 4 is enabled: fix Bass Masters Classic Pro, Captain Planet & The Planeeters
- corrected a bug in DMA Fill operation: fix James Pond 3, Rockman World/Megaman Willy Wars (corrupted VRAM)
- corrected typo errors in CPU cycle counters update: fix optiom screen music in “College Slam” and probably others games.
- added preliminary support of undocumented YM2612 bug: fixes soundtracks of Shaq Fu, Spiderman, Comix Zone, Ariel and some others
- added support for mappers & copy protection devices used in many unlicensed/pirate cartridges (see cart_hw.c for details)
- rewrote memory handlers for better modularity and some (little) speedup
- reduced Savestate size
[NGC]
- compiled with last LibOGC (20080228): fix issues when unplugging controller, support for Wii mode (see release.txt)
- added “hard-coded” IPL font (no more direct access to BOOTROM): fix font problem for Qoob users
- added SDCARD Slot B support for loading Roms
- removed unused MAME PSG Core
- added ‘Force DTACK’ option for prototype games usually hanging on real hardware (example: Sonic Crackers)
- added an option to underclock SVP core (with default cycle count, Virtua Racing actually does not run fullspeed in GC mode)
Download: Genesis Plus
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Filed under All, Classics, NES, SNES, Wii, hacking by throwingks | 3 comments
Raph at raphnet.net has been working on a project to use all classic Nintendo controllers on a Wii. It isn’t as easy as just rewiring some key points, you need a programmed microcontroller to get things working. Luckily, for us, he provides schematics and code to allow anyone to copy his methods.
Nintendo’s idea of implementing support for NES, SNES and N64 games in their new console, the Wii, is in my opinion one of their greatest ideas. As soon as I learned that it would be possible to use Gamecube controllers to play those games, I started thinking about designing an Snes/Nes controllers to Gamecube adapter which would be compatible with the Wii.
As soon as I got access to a Wii (I still dont have mine), I started testing my code which I had prepared in advance. I started by doing the NES and SNES adapter. Later, since a friend kept insisting that I should also design a N64 to Gamecube/Wii adapter, I implemented such an adapter.
Because of the complexity of the Gamecube’s controller protocol, it’s not possible to build a simple conversion circuit without using programmable components. For this project, I used an atmel Atmega8 microcontroller. Maybe it’s a little overkill, but using this chip allowed me to use my Multiuse tiny 1 PCB. Given the small size of this circuit, it’s possible to fit it inside an original controller.

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