Homebrew WiiSX RX - A new fork.

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I will ask if anyone has wiiflow covers for the WiiSX RX? I was also looking at www.gametdb.com and the mute cover is just what I attached but wiiflow does not show it, so it's not it?
I will ask if anyone has wiiflow covers for the WiiSX RX? I was also looking at www.gametdb.com and the mute cover is just what I attached but wiiflow does not show it, so it's not it?
https://gbatemp.net/threads/cover-collections-for-emulators-with-cover-support.324714/post-9777438
a greeting
 
Downloaded the emulator as directed in the readme. For some reason the homebrew app doesn't show up in the homebrew menu and launching the forwarder just sends me back to the Wii U menu after showing the Wii splash screen.

EDIT: Didn't know the vWii had a different file structure as this is my first time, so I thought I was supposed to extract the files into the Wii U file instead of the root of the SD card. Once I got that fixed, it works!
 
Last edited by devlman127,
i wish we could maybe design a general patch to atleast skip the video files until they are fixed so people wouldnt have to mod the isos themselves, could this be made as a timed fix?
You can submit a Pull Request for it.

I guess some games that crashed after FMV intros (Like Resident Evil 3 and FF IX) should also work without FMVs.
Which programs do I need to remove them or replace them with blank STR files?
I've seen some interest in this subject, so i'm doing a list for that here, I'll include some titles that i've read about it in some posts. BTW, Nemesis already worked without removing the FMVs.

Tony Hawk fans should check the list.
 
If you don't want to have to delete the videos use the European version of Akuji which works without errors.
Sure, I added that to my ultimate compatibility list years ago, though I avoid playing PAL 50Hz games like a plague.

I wonder if Final Fantasy 9 is really enjoyable without its FMV. For me the experience loses part of its charm without them.
To be honest, at this point i've seen them way too many times. Most FF PS1 players just want their gaming fix, at this point if you want the FMVs better watch them on YouTube at 4K AI upscale 😅. 99% of first players wouldn't be playing them on a Wii, most would be looking at the remasters and such.
 
Last edited by niuus,
@niuus I don’t have an option to send you a PM, but feel free to send me one. I’d love to help, at least help you get an SD card or whatever. Maybe you can also give me a quick tutorial on how to set up the devkit stuff, but I’ll keep trying on my own. My starter goal is just to be able to successfully compile what you have on github and run it on my Wii. Then I’ll learn the harder stuff since I’ve already got some experience in C++.
 
By the way, is there any interest on a one-off special version of WiiSXRX with the multiplayer tap support? For now, the support is limited and not configurable (along some bugs), so it would have to a be a separate build. The code was made 2 years ago, you can even see a mini compatibility list that I did on said Github fork, which I discovered some months ago was also commented by @SaulFabre promising some kind of review on the code?

Anyway, here's the list for preservation purposes:

- Bomberman - Party Edition (NOT working)
- Bomberman World (NOT working)
- Crash Bash (Working)
- NBA Jam - Tournament Edition (Working)
- NBA Jam Extreme (Working)
- Rampage - Through Time (NOT working)
- Rampage 2 - Universal Tour (NOT working)
- Twisted Metal 4 (NOT working)
- Twisted Metal III (NOT working)

Those not working have all inputs disabled in game, until there's only 2 active/plugged controllers on the console, which means it also affects single/two player games if there are more than 2 pads at any moment.
@niuus

I've finished adding the code of the commits vmartinv told me to add to WiiSXRX.
I had to fork WiiSX-RX GitHub and open a new branch for that added code for a separated build:
https://github.com/saulfabregwiivc/WiiSXRX/tree/wiisxrx-multitap

I could try compiling it when i get devkitPPC r26, libOGC 1.8.15-1 and the other specific versions of portlibs required for compiling WiiSX RX.
 
@niuus and also everyone

Could you try this attached unofficial build of WiiSX-RX v2.5 with 4-Player Multitap support compiled by me with a few games which require the Multitap?

I'm unable to test it by myself since i don't own a Wii nor Wii U with the required controllers and my actual PC is broken down (hopefully i get my PC fixed in the next days) so i had to compile it on my old but still functional PC.

Please tell me the results of your tests here.

Thanks! :)
 

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Last edited by SaulFabre,
@niuus and also everyone

Could you try this attached build of WiiSX-RX v2.5 with 4-Player Multitap support with a few games which require the Multitap?

I'm unable to test it by myself since i don't own a Wii nor Wii U with the required controllers and my actual PC is broken down (hopefully i get my PC fixed in the next days) so i had to compile it on my old but still functional PC.

Please tell me the results of your tests here.

Thanks! :)
I was going to try compiling it for you. I've already update ppc to r40, but I remembered the devkitpro folder I sent to you after you updated, so I'm downloading it now. as you know, it's able to compile an earlier build.
 
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@niuus

I've finished adding the code of the commits vmartinv told me to add to WiiSXRX.
I had to fork WiiSX-RX GitHub and open a new branch for that added code for a separated build:
https://github.com/saulfabregwiivc/WiiSXRX/tree/wiisxrx-multitap
I already did it two years ago, as already specified on the post.

@niuus and also everyone

Could you try this attached build of WiiSX-RX v2.5 with 4-Player Multitap support with a few games which require the Multitap?

I'm unable to test it by myself since i don't own a Wii nor Wii U with the required controllers and my actual PC is broken down (hopefully i get my PC fixed in the next days) so i had to compile it on my old but still functional PC.

Please tell me the results of your tests here.

Thanks! :)
Keep in mind: instead of adding your pseudonym to the zip, it would be much beneficial if you add "unofficial build", so as to not having people spamming this thread and the Github's Issues asking for support. If you don't even include a readme, people won't know how to deal with the emulator's lack of gamepad input when it happens in-game.
 
So a great friend/colleague recently got back from traveling and has some free time, which means I got another trusty beta tester. He just reported with one of the tests from the RX's new family member:
HpU1v99.jpg
 
So a great friend/colleague recently got back from traveling and has some free time, which means I got another trusty beta tester. He just reported with one of the tests from the RX's new family member:
HpU1v99.jpg
damn i remember seeing those tvs xD they were fine ones.
 
So a great friend/colleague recently got back from traveling and has some free time, which means I got another trusty beta tester. He just reported with one of the tests from the RX's new family member:
HpU1v99.jpg
@niuus

d*mn, so we can now see the light for a new NeoGeo CD emulator for the Wii / GCN coming to the RX series along with FCE Ultra RX (NES), Snes9x RX (SNES) and WiiSX RX (PlayStation 1)?
Awesome!!!!

NeoCD RX :) aahhh :D

Will have WiiFlow compatibilty like all the entire RX family? :)
 
@SaulFabre , I just found out about this link, which could be useful to you and @pedro702 :

wii.leseratte10.de/devkitPro/

it's supposed to contain every version of devkitpro.
thanks but i already know that website @leseratte stores old devkitPro/devkitPPC and other stuff versions here.

i use it since last year.
 
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@niuus I don’t have an option to send you a PM, but feel free to send me one. I’d love to help, at least help you get an SD card or whatever.
I'll send you a PM.

damn i remember seeing those tvs xD they were fine ones.
That's a Profesional Video Monitor, or PVM. Used for checking on broadcasting signals or video material on Studios.
 
@niuus

d*mn, so we can now see the light for a new NeoGeo CD emulator for the Wii / GCN coming to the RX series along with FCE Ultra RX (NES), Snes9x RX (SNES) and WiiSX RX (PlayStation 1)?
Awesome!!!!

NeoCD RX :) aahhh :D

Will have WiiFlow compatibilty like all the entire RX family? :)
I don't use Wiiflow at all, but was there support for arguments in NeoCD Redux's last release, 0.1.52.A2? (this is based on it).
 
I don't use Wiiflow at all, but was there support for arguments in NeoCD Redux's last release, 0.1.52.A2? (this is based on it).
@niuus
I don't think so.

i even asked Wiimpathy about WiiFlow compatibility missing on NeoCD-Wii but that was his answer: https://github.com/Wiimpathy/Neocd-Wii/issues/3

If Wiimpathy were interested in that of including WiiFlow support on your coming project NeoCD RX it could be nice.
 
Last edited by SaulFabre,

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