Will play it in some hours.Put your GDI in SD:/dicsc before testing USB
Post automatically merged:
alpha0.63 released
https://github.com/BenoitAdam/nullDC4Wii/releases/tag/alpha0.63
DualShock 4 / DualSense in the future?
Will play it in some hours.Put your GDI in SD:/dicsc before testing USB
Post automatically merged:
alpha0.63 released
https://github.com/BenoitAdam/nullDC4Wii/releases/tag/alpha0.63
A flexible implementation would be this one, as it uses .ini files read from the SD/USB for a big range of supported controllers (generic HID USB even), once implemented these can be manually customized or created by the users, which was very useful some years ago to create my own .ini profile for the PSX mini USB controller.If you give me source code of software it has already been implemented, I can try
Good idea for the future. Added to the QoL suggestions at the main post, plus a tidy folder structure suggestion for the emulator:Thank you guys for your great work. Just a request please: to support CHD format, since CHD files are smaller compared to CDI/GDI (maybe 30%-50% smaller).
Thanks for this wonderful emulator! I'm enjoying Dreamcast booting sound on my Wii U![]()

It is useful for not wasting a ton of space with GDI images filled with zeros. The important thing would be to determine it doesn't cause too much overhead for nullDC4Wii. CHD is just a container so you can even pick a lighter compression if the default is too much for your emulator.indeed, i'm not sure CHD is relevant, may test someday
I think at least a dozen projects I've tested over the years already support CHD since a long time (even newer ones like Seta GX / Z-GX), so... ?CHD files are compressed and the Wii's processor is very weak by today's standards, I'm not sure it could handle decompressing a game while running it
didn't realise you can load app from USB so yeah... there is something to change here I guess

about CHD :
Will the CHD be decompressed at the beginning once and for all or during the game?
- if at the beginning : how much time will it take
- if during the same : will that cause slowdown ?
During the game — CHD isn't a "decompress once at boot" format. It's read in small chunks (hunks, ~19KB each) on demand, exactly when the emulator requests that sector — same access pattern as reading a raw GDI/CDI. There's no upfront full-decompress step (and you wouldn't want one: a full GD-ROM image is ~1GB, you don't have RAM to hold it decompressed).
Will it cause slowdowns?
With zlib-compressed CHDs (cdzl): unlikely to be noticeable — decode is fast enough (~2ms/hunk estimated) to hide behind normal disc I/O latency.
With LZMA-compressed CHDs (cdlz, the common default from chdman): possible micro-stutters during heavy streaming moments (texture loads, FMV, level transitions) since decode cost (~4-9ms/hunk estimated) starts competing with your already-tight frame budget.
Bottom line: yes it'll cause slowdown risk if you accept off-the-shelf LZMA CHDs, but negligible risk if you require zlib-compressed ones.
Post automatically merged:
TLDR depending of CHDs some will work, some can micro-stutters...
Not a good idea to integrate this honestly
We can still use compress CDI/GDI anyway (my castlevania is 35mb instead of 1.2 Gb)
cdzs is approximately 16 times faster than cdlz, and 3-4 times faster than cdzl. cdlz isn't even used by emulators on Wii, cdzl being the favored one, and cdzs for a couple of others.about CHD :
Will the CHD be decompressed at the beginning once and for all or during the game?
- if at the beginning : how much time will it take
- if during the same : will that cause slowdown ?
During the game — CHD isn't a "decompress once at boot" format. It's read in small chunks (hunks, ~19KB each) on demand, exactly when the emulator requests that sector — same access pattern as reading a raw GDI/CDI. There's no upfront full-decompress step (and you wouldn't want one: a full GD-ROM image is ~1GB, you don't have RAM to hold it decompressed).
Will it cause slowdowns?
With zlib-compressed CHDs (cdzl): unlikely to be noticeable — decode is fast enough (~2ms/hunk estimated) to hide behind normal disc I/O latency.
With LZMA-compressed CHDs (cdlz, the common default from chdman): possible micro-stutters during heavy streaming moments (texture loads, FMV, level transitions) since decode cost (~4-9ms/hunk estimated) starts competing with your already-tight frame budget.
Bottom line: yes it'll cause slowdown risk if you accept off-the-shelf LZMA CHDs, but negligible risk if you require zlib-compressed ones.
Post automatically merged:
TLDR depending of CHDs some will work, some can micro-stutters...
Not a good idea to integrate this honestly
CDI is not a compression system, though. You need to manually unpack and edit the image file (identify and erase dummy files, hack others, recompress audio and video, sometimes delete audio tracks, etc.), then reconstruct it as a virtual CD, on a case-by-case basis.We can still use compress CDI/GDI anyway (my castlevania is 35mb instead of 1.2 Gb)

