Long overdue progress update and… a 1up on bigN!

We must start by saying that yes, it sure has been a while since our last update. Followers can rest assured though that we have been actively developing all of our projects in one way or another. As mentioned before, all three of us have very little time to work on this stuff due to real life commitments, but combined we seem to be getting things done at what we think is a decent pace.

WiiSX has seen some tinkering to try and get compatibility up, but has run into other issues. We have been keeping in sync with pcsx-reloaded whilst trying to maintain the PPC dynarec for it. Eventually we need to add more recompiled functions to the dynarec in WiiSX, particularly GTE. We initially wanted to do a full PPC dynarec re-write, but that doesn’t seem feasible time-wise at the moment. Future plans for WiiSX also include porting a hardware renderer now that Pete’s OpenGL plugin is open-sourced.

The Wii64 port to PS3 now has a near-complete hardware renderer since our last post. However, the dynarec needs some work to run on a 64bit PPC architecture. The Pure Interpreter core has little (if any) performance increase over the Wii running the same core, so PS364 really needs the dynarec.

Wii64 for the GC/Wii has seen the most in terms of progress. There has been USB2 support added as well as a port of Rice (graphics plugin) amongst other smaller bug-fixes and optimizations since the last release. One notable feature that we’re really excited about is…

That’s right, high-resolution, custom texture paks are now supported on the Wii using Wii64! :) Of course, this is still Work-In-Progress, but we’re nearing completion.. Expect a release after this feature is complete. We feel like this is where homebrew emulation on the Wii can really shine and provide an enhancement that Nintendo is not able to offer with their official software.

PS364 in the works..

We’ve been playing with PSL1GHT, the legal, open SDK for PS3, over the past couple days, and we have a basic port of Wii64 to PS3 already. Expect more to come…

PS. There is some recent news about a team claiming to be working on an N64 emulator for PS3. Just so you know, that story is not about us or about PS364.

February 2011 Update

Well, it’s been a while since our last blog post and real life has been hectic for all of the Wii64 Team, but that doesn’t mean that we’ve been idle. There are some exciting developments behind the scenes that you can all look forward to. Something that we’ve really been looking forward to is porting a second video plugin to GC/Wii. Rice’s video plugin offers better speed, support for some ucodes that are missing in glN64, and support for community-made texture packs. We’ve been hard at work porting this plugin to Wii64, and we’ve got a couple preliminary screenies for you to enjoy below.


Tehpola has also started a rewrite of the dynarec with the goal of making it simpler, so that we will be able to more easily squash bugs and improve compatibility. In the process of making improvements to the dynarec for Beta 1.1 “Honey”, it become increasingly apparent that the dynarec was becoming too complex to debug and difficult to optimize. By starting from scratch, we are also ripping out other unnecessary parts of the mupen64 core to optimize for memory and, later, speed. This is a more long-term project, though, so you probably won’t see the new dynarec until sometime after our next release.

If any of you have been watching the commit log to pcsx-reloaded, then you have got to be as excited as we are for the bright future of open-source PSX emulation. If you haven’t been keeping track, then you can still be excited about the next WiiSX beta, which will incorporate many of the accuracy and speed improvements from upstream in pcsx-r’s repo.

Finally, there is our secret project which we mentioned last summer. It’s still in the works, but you won’t see it until after the next Wii64/WiiSX betas…

WiiSX Beta 2 Preview

We’re nearing the WiiSX beta 2 release, so we decided that it’s time to show a preview video of the current state of the emulator and tell you about our progress.  Last summer, we released a beta of WiiSX so that we could put it on the back burner for a while and focus on Wii64.  We weren’t too happy with WiiSX beta 1 because it lacked a proper gui and suffered from stuttering audio and other bugs.  So, we’ve focused the past few weeks on adding a gui to WiiSX and improving the sound, pad plugin, and other various parts of the emulator.  While there will still be plenty of work left for the future, we feel that this release will greatly improve the emulator’s playability and polish.  Look forward to the release, but for now please enjoy the preview.

Wii64 Beta 1.1 “Honey” Release

It’s out!
Downloads are available for Wii64, Cube64, and the source.

We were planning on releasing this baby last week, but Cube64 was broken! Anyway, good things come to those who wait because we made huge progress on the emulator this past week (see video). We’ll be sharing more technical details later, but for now we hope you enjoy Beta Version 1.1 “Honey”!

If you appreciate our work, or just feel like helping us out, please feel free to something to show your appreciation. Donations are what keep this website alive, so they’re very much appreciated.

SVN migration finished and other news

This is a quick update to let you all know what we’ve been up to.  For those who have been monitoring the googlecode project, we’ve finally finished migrating all of our code changes to the public svn!  That means the beta1 tagged code is the same code that was used to compile the Wii64/Cube64 Beta 1 release version.  We thought the migration process would go much quicker, but the length of time for the migration testifies to the amount of effort put in to get the emulator ready for a beta release!

We’re in the process of preparing Beta 1.1, which will have some exciting improvements.  We thought that we would push out a minor revision very quickly, but our wishlist for the revision grew, and we have a couple important things to add to it that are holding up the release.  Don’t worry though, as it will be worth the wait.

In parallel we’ve been making significant changes to WiiSX/CubeSX.  There is still a lot of work to be done in re-organizing and cleaning up the PCSX code base.  We are hoping that as we tidy things up we’ll be able to fix bugs in the emulator.  We’re not sure when the next release will be, yet, but look forward to major improvements when you see it.

No news is good news?

We don’t really appreciate the negative comments on the site. It is obvious that there is a lot of anticipation for homebrew N64 emulation on the Wii/GC. Believe us when we say that we are equally excited to see Wii64 enter public beta stage. We have devoted a lot of our free time to this emulator for nearly two years, which is since the days before Wii homebrew was even possible. Many of you who are complaining are simply being impatient because you want to try something that you would only complain about more until we have worked more bugs out.

We have entered a private alpha stage, and we have made many improvements/bugfixes to the emulator in the last few weeks. However, there is still a substantial amount of work to do, and a couple of us are very busy with schoolwork right now. We won’t give any release dates, but we hope to be able to release a public beta as soon as possible. Please don’t ask for a release date or to beta test.

April 1st Tiizer is Real & General Update

First off, the April 1st Tiizer video is actual gameplay using a recent dev build of Wii64. As you can tell, tehpola has made tremendous progress in debugging and optimizing the dynamic recompiling core. However, there are still a handful of showstopping bugs that we need to work through before we can make a public release. Also, you should be aware that not all of your favorite games will run on the initial release because of a variety of reasons. We are not planning on initially supporting the Expansion Pak because of memory limitations. After further optimizations, tweaks, and profiling to reduce our memory consumption, then we hope to add Expansion Pak support. We may not initially support games that execute code directly from the cart or that use virtual memory (i.e. Goldeneye) because this requires more investigation and significant code changes in the dynarec to implement. Also, some graphics microcodes aren’t supported in glN64, so a few games such as Conkers BFD won’t work just yet. But, sit tight and we’ll continue to work on more features for Wii64 after the initial release.

A complete re-code of the Wii64 gui is underway, so you’ll be able to enjoy using the wii-mote for navigation and also some sleek new graphics. We’ll have a new look for the initial release, but we also plan on adding more features to the gui over time for your enjoyment.

If you have watched any of the recent gameplay videos, then you know that the accuracy of the glN64 port has increased substantially since the Wii64 Tiizer release we made for the Homebrew Channel. Because GX is not 1:1 with openGL, there was a lot of investigation and tweaking required for me to get the behavior on GC/Wii close to what glN64 looks like on PC. There are still a variety of bugs for different games, so don’t expect everything to look perfect, yet. Emu_kidid is a great tester, and he is maintaining an internal graphical issue list to work on. I hope to add a couple more features to glN64 prior to release, including glN64′s primitive framebuffer texture support as well as 2xSaI scaling for textures. The plan is, of course, to continue hunting down bugs and adding features after the upcoming release.

As for the other graphics plugins, glN64_GX is much faster than both soft_gfx and GX_gfx, so we may only release a build with glN64_GX. The only drawback is that currently glN64_GX won’t render graphics for demos that only directly manipulate the framebuffer with the CPU. However, when I have time I’ll add a feature into glN64_GX that will allow it to render the N64′s framebuffer rather than rendering primitives passed through the N64′s graphics pipeline. Then, you can just flip an option in the menu when you are running homebrew N64 games and demos that write directly to the framebuffer. Also, I have already done some work on porting Rice’s video plugin to Wii64. Rice supports more microcodes than glN64, including the one that Conkers BFD uses, and it should be faster than glN64. We have a vision of supporting custom texture packs in Wii64, so we will implement that feature as well. We hope that you, our users, will contribute your creative talents in developing texture packs to share with the Wii64 community. We can’t say when custom texture pack support will be finished, but expect it sometime in the future.

Some of you have been asking for an update on WiiSX. We are planning on working on a release of WiiSX after the upcoming Wii64 release. The reason we have not done a release yet is because there were some serious bugs in SVN last fall, and we also wanted to focus on completing Wii64. We have since resolved some WiiSX issues, internally, and so once Wii64 is out the door, we feel that we can also follow up with a WiiSX release relatively soon afterwards.

Finally, we’d continue to ask that if you enjoy using Wii64 when it’s out that you consider donating to the project. Right now, most of the donations we receive go toward hosting costs. However, there are also some small accessories like component cables and classic controllers that we are considering purchasing with donation funds to aid in development.