Native Wii U Snes9xGX / FCE Ultra GX / Visual Boy Advance GX Ports

  • Thread starter Thread starter Tantric
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Would it be possible to add a feature to mark games as favorites? Searching through a large ROM collection on a network share every time you start up can take a bit of time. A favorites list would make jumping back into our favorite games so much faster and easier.

Thank you for all your great work!
Of course it's possible. Someone just needs to build it. I just created a folder called Favorites and put them in there.

I'm only one person and I've already poured countless hours into this - so I don't take feature requests. Anyone can build it (especially these with agentic development) and submit a patch
 
The pre-release fixed it! I dono what it was about it, because the Snen9GX didn't do it. Thank you so much dude. It's amazing that I don't have to boot into vWii for this now. Just a small thing though. Is it me? Or does the 4:3 on the Gamepad still look a bit stretched? It could totally be me, I'm just putting that out there. But the picture looks super sharp! And one small request. Since the Gamepad is fully adopted now. When you're playing a game, and you hit Home to go to that menu screen. Could that show the battery level for the Gamepad as well? Other than that, it's absolutely perfect. Thank you for thinking of us Wii U owners!
Do you mean the game or the menu is stretched? What's the aspect ratio correction set to? None, 16:9, or 16:9 (Fixed Pixel Ratio)? I'd need a little more to go on here - what's working as expected and what's not.
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Thank you for the fix. Both the .ttf file and the rotation sensor are working fine.

I have one more request.
In the Wii version, if I named the game file in Japanese, it would appear in Japanese in the list, but in the Wii U version, the text appears garbled.
If possible, I’d like this fixed as well.
That's CafeOS. looks like it doesn't return UTF8 - it uses Shift-JIS. it should be fixed now.
 
Last edited by Tantric,
That's CafeOS. looks like it doesn't return UTF8 - it uses Shift-JIS. it should be fixed now.
Thank you! It’s been fixed.

There’s one more issue I’d like to mention.
Regarding Snes9xGX,
in my setup, the default language is set to Japanese (my Wii U system language is Japanese), but the menu is displayed in English when it starts up.
If I change the language once in the settings and then set it back to Japanese, it correctly displays in Japanese.
This issue does not occur with FCEUGX or VBAGX.
It’s a minor issue, but I’d appreciate it if you could fix it if possible.
 
Thank you! It’s been fixed.

There’s one more issue I’d like to mention.
Regarding Snes9xGX,
in my setup, the default language is set to Japanese (my Wii U system language is Japanese), but the menu is displayed in English when it starts up.
If I change the language once in the settings and then set it back to Japanese, it correctly displays in Japanese.
This issue does not occur with FCEUGX or VBAGX.
It’s a minor issue, but I’d appreciate it if you could fix it if possible.
Try again with the latest and see if it's now fixed.
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Are there any plans for border support for vbagx? In the .png, .bor, and .bmp formats?
It's already supported. Go check the readme for more info.
 
Last edited by Tantric,
Try again with the latest and see if it's now fixed.
Post automatically merged:


It's already supported. Go check the readme for more info.
Oh crap! Sorry about that!


Edit: unfortunately, I put it in and the game was very small in the middle of the screen I tried changing it to 240 x 160 and the border wouldn't show up at all.

Is there any way around this to make the games video scale properly with the border?

Image example:

20260930_224612.jpg
 
Last edited by ChronoCrossfangirl2002,
Wow, this is really impressive, and now we really do have so many more ways to emulate on our Nintendo Wii. Wow, you can really tell the community is still alive. Thank you so much, hero.
 
This is awesome! vWii VBAGX could never run the DKC trilogy or LTTP well but this runs them like a dream! Although can I ask what the method for getting bgm to work on these versions of the emulators is?
 
This is awesome! vWii VBAGX could never run the DKC trilogy or LTTP well but this runs them like a dream! Although can I ask what the method for getting bgm to work on these versions of the emulators is?
That's due to being able to hand a 32MB cache to the JIT I wrote - it means everything can sit fully compiled to PPC in the cache. I only gave 8MB to the GameCube and Wii versions. I might try to rework the Wii port though to hand it more.

it *should* just work if it's placed in the app folder, eg: sd:/snes9xgx/bg_music.ogg

on Wii U, we don't get the location of the wuhb on launch like we do for Wii with boot.dol - so we're totally blind and just have to "guess" where your settings.xml and such are stored. so we try sd:/snes9xgx/settings.xml. There's a few other locations, but that one should work.
 
That's due to being able to hand a 32MB cache to the JIT I wrote - it means everything can sit fully compiled to PPC in the cache. I only gave 8MB to the GameCube and Wii versions. I might try to rework the Wii port though to hand it more.

it *should* just work if it's placed in the app folder, eg: sd:/snes9xgx/bg_music.ogg

on Wii U, we don't get the location of the wuhb on launch like we do for Wii with boot.dol - so we're totally blind and just have to "guess" where your settings.xml and such are stored. so we try sd:/snes9xgx/settings.xml. There's a few other locations, but that one should work.

Ok, i'm going to do a little off topic and commend you for this. In a world full of vibe coded bullshit by people who doesn't know what the hell they're doing, it's refreshing to see someone knowing what they're talking about. Even if you used an LLM for this (i don't know if you did, and honestly given the results, i don't care) at the very least i can trust this to have been properly ported.
 
Are you sure this supports USB? Because FCEUGX is not recognizing my external drive at all. It's the same drive I use for all my other WiiU/Wii/GC games.
 
did you set up mocha? I'm quite confident it supports USB. as to what kind of partitioning setup you have to support Wii U + Wii games + the emulators all on one drive, I haven't tested that.
 
did you set up mocha? I'm quite confident it supports USB. as to what kind of partitioning setup you have to support Wii U + Wii games + the emulators all on one drive, I haven't tested that.
I wrote up an issue on the github that details everything.
 
That's due to being able to hand a 32MB cache to the JIT I wrote - it means everything can sit fully compiled to PPC in the cache. I only gave 8MB to the GameCube and Wii versions. I might try to rework the Wii port though to hand it more.
Hi Tantric your native Wii U ports work as intended.
I have a petition for the snes9xgx emulators ,could you add the rumble pad function for the compatible Snes games?

https://github.com/LimitedRunGames-Tech/snes-rumble

That is the Randy Linden specs for it, right now bsnes, mesen and ares emulators have the option but neither console had implemented it.
 
It took a fair bit of effort (including changes to libmocha, libdvm, libntfs, and libsmb2), and there weren't homebrew examples for reference for much of what I built, but I've made native Wii U ports for the GX emulators. There's some QoL fixes for the other versions as well, but the big effort was completely abstracting the console hardware interactions so that this port (and any future port) becomes pretty simple. Anyone looking to do ports of their own or an updated, fully-functional reference should check out libgui (renamed from libwiigui).

https://github.com/dborth/snes9xgx/releases
https://github.com/dborth/fceugx/releases
https://github.com/dborth/vbagx/releases
https://github.com/dborth/libgui

Wii U Release Notes:
  • Requires Aroma - run the latest Aroma release and launch the .wuhb directly from it
  • Output up to 1080p, with a new GPU-powered ScaleFX upscaler shader and a Sharp Bilinear shader, plus a scanline shader
  • Crisp, upscaled menus with sharper text and HD artwork
  • Full Wii U GamePad support - touch screen, buttons, and rumble (including in-game rumble) - alongside Wiimote, Nunchuk, Classic Controller, and Wii U Pro Controller
  • Correct 16:9 aspect ratio handling, with Wii U aspect ratio handling
  • SD card plus up to 3 USB drives at once, with hotplug. USB supports FAT32, exFAT, and NTFS (requires Mocha, an optional Aroma component)
  • Press the HOME button to open the Wii U menu overlay. In game, HOME still opens the app menu.
  • Sound plays on both the TV and the GamePad
  • Recommended: install Bloopair to pair Bluetooth controllers (Switch Pro, Joy-Con, DualShock/DualSense, Xbox, and more) as if they were a Wii U Pro Controller
  • The new GBA JIT is ported to Wii U, fully working, and on by default. You can check whether it's enabled under Settings > Emulation. If it's off and can't be turned on, that depends on how the app was launched - it's recommended to launch the .wuhb directly from Wii U menu with the latest Aroma
  • Network shares now use libsmb2 (replacing the old SMB code) for modern SMB2/3 server support, on GameCube, Wii, and Wii U.
Enjoy!
missed opportunity to rename them to gx2 instead of gx
 

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