Jesus, that looks complicated as fuck. "Even if you're really dumb" my ass! Anything more than downloading / double-clicking is usually not worth it for me.
Maybe I'll just stick with SD...
It's literally no more complicated than that. Just go to the appropriate page for your Wii version and follow the instructions on how to install the Homebrew channel and that's it. Then adding cleanrip is a simple case of downloading the file and dropping it in the SD card.Jesus, that looks complicated as fuck. "Even if you're really dumb" my ass! Anything more than downloading / double-clicking is usually not worth it for me.
Maybe I'll just stick with SD...
I don't have a Wii so I bought an 8164B GDR-DVD drive to rip my Gamecube/Wii games to play through Dolphin.
A couple problems, however:
My motherboard doesn't have an IDE port so I'm using an external IDE->USB2.0 bridge. This works fairly well, but it might be the cause of my major issue, which is that most of the time whenever I put a GC/Wii disc into the drive the whole drive disappears from Windows until I take it back out.
About one out of every 100 times I can get it to work (after so much fussing about that I can never be 100% sure what it is I've done to make it suddenly work)
Guys can I ask a little question? I tried googling it but with no luck.
How can I move my dolphin save files (I'm not talking about savestates, just the regular saves in Skyward Sword) to my wii console? Is there any way at all? Any guide I can follow to do that? Do I need to install the homebrew channel to move savefiles? I'm not really familiar with my console since I've been playing with dolphin since I received my Wii as a gift, I literally turned it on like two times.
Thanks!
MH3 works now? I remember there being some problems with the graphics.
Is the gamer working fine speaking of control ? With emulation desync it can be a problem in general with rythm games.
You will need:
Homebrew enabled Wii
Homebrew Channel
Waninkoko's Save Game Manager
SD Card
There is a thread in gaf on how to hack/homebrew your wii, I'd suggest you start from there
The save game transfer gets easier after that though.
Is the gamer working fine speaking of control ? With emulation desync it can be a problem in general with rythm games.
So I successfully installed Dolphin and am running my Twilight Princess (and soon to be Skyward Sword)! The only problem is, how can I get the widescreen hack to work? I have it enabled...and Twilight Princess doesn't go into 16:9 ratio. It is the gamecube version.
(also, how do I use my wired sensor bar if I want to play Skyward Sword?)
Oh, could I just use an HDMI cord from my monitor and connect that to my TV?Is your computer connected to the same TV as the Wii?
Oh, could I just use an HDMI cord from my monitor and connect that to my TV?
In the Graphics Configuration window you want to make sure bothSo I successfully installed Dolphin and am running my Twilight Princess (and soon to be Skyward Sword)! The only problem is, how can I get the widescreen hack to work? I have it enabled...and Twilight Princess doesn't go into 16:9 ratio. It is the gamecube version.
(also, how do I use my wired sensor bar if I want to play Skyward Sword?)
(also, how do I use my wired sensor bar if I want to play Skyward Sword?)
It's not so hard to emulate it's just that the emulator development community never considered it a priority.Still, I heard the Xbox is hard to emulate and that's just a Pentium/Geforce hardware.
It's not so hard to emulate it's just that the emulator development community never considered it a priority.
Most of it's library worth of notice was released on the PC and/or re-released as a HD classic elsewhere so there's little point.
It's not so hard to emulate it's just that the emulator development community never considered it a priority.
Most of it's library worth of notice was released on the PC and/or re-released as a HD classic elsewhere so there's little point.
It's not so hard to emulate it's just that the emulator development community never considered it a priority.
Most of it's library worth of notice was released on the PC and/or re-released as a HD classic elsewhere so there's little point.
Not entirely true. The Xbox is a lot more complicated than people give it credit for. Custom chips are custom chips. The GPU isn't off the shelf, nor is the CPU.
hmmmm. I guess there is more to this story then.
Got The Last Story today. Anyone know if it runs well in Dolphin? It looks nice enough in SD on my TV but I can just imagine it looking so so good in Dolphin like Xenoblade.
Don't want to spend the time ripping it if it doesn't run well through.
I was wondering about this too. Seems like it's fairly taxing in places with freezing up at certain points.
http://forums.dolphin-emulator.com/showthread.php?tid=14782&page=14
That's not really the issue there, it's really lack of interest, trust me.Not entirely true. The Xbox is a lot more complicated than people give it credit for. Custom chips are custom chips. The GPU isn't off the shelf, nor is the CPU.
No it wasn't. It just had a second shader unit. And the "custom instructions" would make it onto every DirectX 8.1 standard GPU (geforce 4 onwards) and even if there was something left there that DirectX 8.1 devices lacked (probably not) it would be on all DirectX 9 GPU out there. Plus I've never seen the Xbox doing something that wasn't on the Geforce 3/4 class of things it should be able to achieve.People also don't realize how fast the Xbox was. It was pushing out some games at 720p natively. The Alpha kits for the Xbox 1 were modified off-the-shelf parts, sure, but the CPU has custom instructions, and the GPU was modified quite a bit with shaders and such.
I wouldn't mind reading that, but I stand by everything I just said; Xbox emulation is as it is because there's no interest; the community interest and developer interest is low, so it's a gargantuan job for anyone really, even if it's not that difficult to do versus the amount of reverse engineering that has been done on PS2 or NGC architectures.I don't think that's true. The guy who was working on CXBX (or was it DXBX?) wrote a big long blog post detailing why emulating the Xbox was a pain in the ass from a technical perspective.
New album up. TimeSplitters: Future Perfect
http://dolphinsnacks.com/screenshots/timesplittersfutureperfect/
http://www.dolphinsnacks.com/gaf/Dolphin 2012-02-22 20-45-30-28.jpg[img]
[img]http://dolphinsnacks.com/screenshots/timesplittersfutureperfect/images/002.jpg[img][/QUOTE]
I want this game so badly.
Sadly I don't find it ANYWHERE for GameCube :(
Also these Screenshots look beautiful. I never knew that the textures were so detailed. Free Radical really was awesome. GIVE US TIMESPLITTERS 4, DAMMIT!
So I want to play RE4 on the Dolphin with the Hi-Res textures. The Wii version is the only one that can run Hi-Res textures from what I understand. I have them loaded and the game is running fine but I'm using an emulated Wii-Mote and the cross-hair sight is SO ANNOYING! Is there a way remove the cross-hair sight and replace it with the original laser pointer sight?
"Xbox is just like a PC, it's easy to emulate!"
Yes, we've all heard this silly and pointless argument a million times and it usually ends in the same, and rather ignorant conclusion (or should I say assumption) that just because the Xbox is PC similar, it's hardware should be relatively easy to emulate. That's a very wrong frame of mind. How hard can it be? Very. Xbox's hardware is very complex and still poorly documented to this day. This requires some explanation.
1. Is a PC easy to emulate? Well, I wouldn't say so myself. Take a look at the source code from bochs. A lot of source code/work isn't it?
2. Emulating an x86 CPU is a lot harder than it sounds. I don't know where this mindless assumption comes from. Yes, there's loads of documentation on how the x86 processor works, but that doesn't exactly make it easy. First of all, the x86 instruction set is M-A-S-S-I-V-E! There can be at least 20 different versions of one instruction (i.e. There are many different versions of the MOV instruction, as well as INC, DEC, ADD, SUB, SHR, SHL, AND, OR, XOR etc.) and it takes time to implement them all. Of course, that's not exactly difficult. The real problem is that any modern x86 processor including the Pentium III can execute multiple instructions at once. So it's not like emulating a Z80 doing one instruction at a time. The actual algorithm and how x86 does this is undocumented and still unknown. In short, the Xbox's CPU can be emulated, but not accurately.
3. Emulating any hardware by NVIDIA is not a walk in the park! The Xbox's GPU, the NV2A is often assumed just a GeForce 3. It's not! It's similar but not identical. It has some GeForce 4 capabilities too, so it's more of a cross between an NV20 and NV25. This is by no means easy to emulate either. NVIDIA's GPUs have very large register sets and afaik not even half of them have been discovered, and a large portion of known registers have unknown purposes. There is little to no documentation on how NVIDIA GPUs work. The best thing to do is to look at similar GPUs such as RIVA, TNT, and older GeForce cards. Some registers are similar, but not identical. The best place to look for information is in open source drivers available on the net. Adding to the dificulty is that no one has ever discovered how pixel shaders work on NV2x cards, vertex shaders yes though. The Xbox GPU also has exclusive registers that are not found in other GeForce cards. Information on the NV2A's GPU registers are just now beginning to be discovered a few months ago. And yet, there's still a long way to go. The GeForce 3 series is the most mysterious of all NVIDIA GPUs (G7x and G8x aside) and the NV2A is alot worse. "But can't you just directly execute the NV2A instructions on another NVIDIA card?". No, I get alot of questions concerning this, and it is impossible. It's MMIO addresses are different and the exclusive registers must be emulated. Plus, in windows, we don't have ring 0 access anyway, so you all can scratch that idea now. Then comes the NForce 2 chipset. This is where it get easier. The NVIDIA MCPX is the control center for things such as audio, USB for input, Network adapters, PCI, AGP, etc. These things are not really that difficult to emulate IMO except for the audio.
4. The Audio system is rather complex. Xbox's audio consists of at least 4 DSPs, and audio codec (AC '97) and an NVIDIA SoundStorm APU. The DSPs shouldn't be a problem (just figuring out what they all are is) nor should the AC '97 but the NVIDIA SoundStorm APU is the really difficult part. So far I haven't found any information on this thing, but right now, it's relevance is low.
5. The Xbox BIOS isn't fully understood. The basic execution process of the BIOS is understood, but details on the process are at a loss. What we do know gives us hints, but before the BIOS can be emulated, we'll need a better understanding of the Xbox hardware layout because the BIOS does some unknown hardware initialization at boot time and writes to the hardware directly without using any XDK stuff. It will take some time, and effort, but I'll eventually get it working.
6. Video Encoder "Hell". Instead of using a RAMDAC for video output, the Xbox uses a Video Encoder. What makes this suck a pain? Microsoft sought the need to change the video encoder every other Xbox version (there are seven in all, 1.0 - 1.6). Why, I dunno, it's a Microsoft thing, they always tend to try to "fix" things that aren't broken >.> AFAIK, there are at least 3 different Video Encoders used: Conexant CX25871, Focus FS454, and Xcalibur. For more information in Xbox video encoders, click here. Emulating all three video encoders is only less than half the battle, the real problem is that BIOSes can be specifically tied to a specific encoder depending on it's version (don't quote me on this though). Like PS2, every Xbox model revision has a updated BIOS and has different expectations. This is a potential problem, but not exactly major.
Basically, I'm trying to get this "Xbox should be easy to emulate because it's just like a PC" crap out of your heads. I'm sure that most of you will disagree with me on this, but for these reasons and more, on a low level, Xbox is harder to emulate than PS2.
^ The exception to that above is that the NV2A is much better documented now, but not fully. There's an open source library for the OpenXDK called pbKit. It interfaces directly with the hardware to fully expose it's potential. This is what Microsoft should have done all along (or at least wrote a low-level OpenGL implementation).
I'm pretty sure it works with a Classic Controller too.Only if you play with a gamecube controller (or emulated gamecube controller).
I have them loaded and the game is running fine but I'm using an emulated Wii-Mote and the cross-hair sight is SO ANNOYING! Is there a way remove the cross-hair sight and replace it with the original laser pointer sight?
jediyoshi, how's the emulation on Future Perfect? I have it for Ps2 but it never ran good on the emulator. If you tell me that it runs at 60fps locked, I'll buy the gamecube version right now.
Awesome. I'll buy it right away. Thanks.Yep, definitely one of the better emulated games overall. Probably the best first person shooter you can play on a Nintendo console either way
http://www.youtube.com/watch?v=bU5-iZlxadQ
http://www.youtube.com/watch?v=hAP6V-fD8uY
In short:read this
Does The Last Story have a Japanese audio option? I'm sorry but that dub is really grating on my ears.
Does The Last Story have a Japanese audio option? I'm sorry but that dub is really grating on my ears.