Homebrew The Wii U Homebrew Request Thread

pedro702

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Except from maybe performance reasons I can't see why this shouldn't be possible. I'm not experienced with emulators nor skilled enough to know the low level details of this kind of stuff through, so take this with a grain of salt. Anyway, calling @QuarkTheAwesome as this might be a good idea for RA on all platforms and with all multiplayer cores... ;)
i dont know seems to me this is just running 2 emulators with link support so the wiiu would need to have enough cpu power to run 2 gba emulators at the same time, which i dont think it has at all...
 
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Except from maybe performance reasons I can't see why this shouldn't be possible. I'm not experienced with emulators nor skilled enough to know the low level details of this kind of stuff through, so take this with a grain of salt. Anyway, calling @QuarkTheAwesome as this might be a good idea for RA on all platforms and with all multiplayer cores... ;)
I think I actually tried something like this with a totally custom homebrew and the original gameboy at some point, the main issue is that the emulator needs to be designed to run out of a data structure (or the like) and not use global variables, since when trying to run two instances any globals are gonna conflict. I didn't put much effort into research, but it seems the standalone emulators mostly don't do this, and the ones I found explicitly designed to be called as libraries (libgameboycore, for instance), have very bad accuracy issues.
I think a well-designed standalone emu should have no trouble emulating several GBAs, remember that a new3DS can just baaarely run mGBA, we are several orders of magnitude more powerful than that, and can probably sacrifice some accuracy and quality-of-life features. I was planning on scaling up the original Gameboy emu (if it worked) to 5 instances - wiimotes and Gamepad! Could probably take it further given a gamecube adapter.
 
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MikaDubbz

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i dont know seems to me this is just running 2 emulators with link support so the wiiu would need to have enough cpu power to run 2 gba emulators at the same time, which i dont think it has at all...
As far as I can tell, it is that, but apparently it functions in a unique way where you only need to start one game, hit multiplayer and the other screen immediately boots a second copy right where the first game is without having to boot that gba from the start so that entering multiplayer mode is near instantly. It's just a streamlined way of linking 2 GBAs it would seem, still I love it for how streamlined it is and want it on the Wii U lol.
 
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azy77

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Would love a 720p port of Skyforce Reloaded.
Skyforce Anniversary runs at 1080p but has a few moments of slowdown so 720p seems possible for reloaded.

Probably won't happen but I can dream.
 
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^^ The only thing you guys need to do that is to make use of the 2D.gsh-shader. If you don´t have that it won´t work.

The 2D.gsh (or fonts.gsh) shader is the most-important on WiiU. And one of the most-well-protected.

The problem is: Do the generic emulators on the market even support the WiiU´s native .gsh-shaders? If not you can kiss this goodbye. you won`t get fullspeed GBA-emulation with 2 machines simultaneously via using the AMD programmable shaders.

2D.gsh-shaders on WiiU are created by designing Pixel (PS) and Vertexshaders (VS).
 
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GaryOderNichts

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The only thing you guys need to do that is to make use of the 2D.gsh-shader. If you don´t have that it won´t work.
Just saying that there is no need to use a system shader. You can easily code a simple 2D shader in assembly and create a .gsh file with latte-assembler. I've done this multiple times for various projects like the GTA3 port or the moonlight-port.
The 2D.gsh (or fonts.gsh) shader is the most-important on WiiU. And one of the most-well-protected.
Most-well-protected? How can a shader be protected?
The problem is: Do the generic emulators on the market even support the WiiU´s native .gsh-shaders? If not you can kiss this goodbye. you won`t get fullspeed GBA-emulation with 2 machines simultaneously via using the AMD programmable shaders.
Well I'm pretty sure no emulator which doesn't support the Wii U supports .gsh shaders. That's why you port the emulator and make adjustments to it. Moonlight didn't have a GX2 backend with support for .gsh shaders, that's why I added it, neither did re3.
2D.gsh-shaders on WiiU are created by designing Pixel (PS) and Vertexshaders (VS).
That's right. Those are the components of a shader program. There can also be an optional geometry shader.
The only difference on the Wii U is that those shaders are pre-compiled, while on a PC they're usually stored as GLSL or SPIR-V and then compiled by the driver at runtime.
That won't stop you from porting a GBA emulator though.
 
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V10lator

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The only difference on the Wii U is that those shaders are pre-compiled, while on a PC they're usually stored as GLSL or SPIR-V and then compiled by the driver at runtime.
That won't stop you from porting a GBA emulator though.
Great explaination, just one little addition as @TheChosen seems to think precompiled shaders are something unique to the Wii U (see other posts of him). Examples to prove him wrong:
 
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GerbilSoft

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https://store.steampowered.com/oldnews/35534[/URL] ("Steam can download pre-compiled shaders for your specific video card").
This last point in particular I know quite well, because pretty much every time I start Steam, it shows a Rocket League update for several hundred megabytes. It's almost always just updated shader binaries.

...also this can be disabled in Settings, so I'm going to go do that now. (I rarely play Rocket League because it doesn't work too well on my ThinkPad X230.)
 

BobbyjeffLord

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Personally, I'd love to see some sort of VM client like Virtualbox or VMware to make its way onto Wii U.

Another game that I think would be great to see is Rome Total War, but that's probably too much for the Wii U to handle, so I'd probably have to settle for Medieval or Shogun (1, not 2 obviously.)
 

MikaDubbz

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After now losing the final major streaming service on the Wii U (not counting YouTube) in Netflix, I feel I should repeat the often requested Media Player homebrew app built specifically for the Wii U (obviously WiiMC remains an option, but that limits your resolution output to anything below 720p).
 

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