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Nintendont patches the DI code from the Dolphin SDK to use a virtual DI register set in memory, which is then handled by the Nintendont kernel running on the ARM CPU. (Same for EXI, i.e. memory cards.)
There's a bunch of other patches to compensate for differences in Wii vs GCN, e.g. ARAM emulation and some differences in texture handling.
Nintendont is *not* virtualization. It works by patching the various subsystems to add disc/card emulation and to compensate for differences in hardware.
Ahh I see so it's not as complicated as I thought it was. It's still a walk in the park compared to how you'd attempt it on a 3DS though.
Nintendo has always used past generation CPU as the security CPU in handhelds. Arm7 was what the GBA used. When the DS came out, it has a new CPU called the Arm9 and retired the arm7 for security/audio/wifi. It reused the arm7 for legacy mode GBA games and in DS mode it's doing mostly security and sound. The 3DS continues this trend. The arm9 is retired for use as the security CPU and for legacy mode for DS games. So the way the system works would make it hard for you to run DS games in CTR mode because arm9 isn't really useable while in CTR mode. Unlike the Wii. If the Wii had a cpu or processor for security, it sure as hell wasn't used to play game cube games in some clunky legacy mode. So you didn't have to do much to run game cube games on a Wii.
Last edited by Apache Thunder,