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.
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…
We’re just writing to let the fans know that we’re still alive and kicking, but unfortunately, finding very little free time on our hands these days for emulation development. We’ve still got big plans for all of our GC/Wii related projects, and development has been still progressing. We’re also planning on releasing builds with IOS58 support, but we’ve been waiting for the libogc USB2 wrinkles to be ironed out.
Be sure to stick around; we appreciate all your support and feedback in both the fast and slow development times.
In an effort to fix the classic controller pro analog stick ranges in WiiSX and Wii64, we’d like users to run this DOL and report back their findings via the comments button on this post. All values should be posted back here that are on screen, both calibrated and from moving the sticks, oh and don’t forget to mention the type of controller the data is for!
This release mainly addresses the issues to do with games resetting to their title screens and having unresponsive controls as well as a few other minor bugs. Save states made in the previous version will no longer work in this version as a result of some changes made to save audio state.
For more detailed changes on what’s new in WiiSX Beta 2.1:
* Fixed issues where saving was not actually saving
* Many input plugin improvements
* Added “Home” button as a menu combo for CC
* Fixed inverted Y-axis for nunchuk and classic controllers
* Fixed rumble and added “disable rumble” setting
* SMB correction to allow anonymous user and password
* Threaded network init and proper error messages when it fails
* Audio state saved/loaded for save states
We’d like to thank the quick and responsive users which have reported the issues we’ve addressed above.
Enjoy WiiSX Beta 2.1, and if you feel like donating to support our projects, please feel free to visit our Donations page
It’s been a while since we’ve said much about what’s going on behind the scenes in terms of general progress and development, so here we are, filling you all in on what we’ve been working on.
In terms of WiiSX progress, we’re nearing the beta 2 milestone we have had in mind for a few months now. The majority of features and bug fixes we have had planned are nearing completion. To be specific, WiiSX beta 2 will encompass a feature rich graphical user interface much like that seen in Wii64 and in the preview video posted below. Some other important features to note include newly ported CDR, Sound and input plugins, boasting features such as dual shock, configurable controllers, clear crisp audio and a good range of CD image support, including subchannel data. Most of the features have been implemented, but we are currently ironing out some show stopping bugs such as seen in certain Capcom fighter games.
On the Wii64 front, we managed to finish migrating the private SVN commits to the public googlecode repository up to Beta 1.1 Honey, so now you can see all of the individual commits and work that went into the last version. Since the last release, we’ve made some progress with bugfixes in the code, but we have larger plans ahead of us for the next beta in order to increase speed and compatibility. Once WiiSX beta 2 is out, we are looking forward to giving Wii64 some more of the TLC it deserves.
Here’s one last juicy tidbit for you all… There’s yet another emulator that the Wii64Team has been longing to see on the GC/Wii, so we’ve started working on a port in our spare time, and we’re hoping that it will arrive in all of your Homebrew Channels later this year. Kudos to anyone who can guess the platform (although we’re not promising to confirm if you’re right…)
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.