Words! Why? Because words.
I recently gave my Wii to my sister, who's finally moved into her new apartment, in favour of using my Wii U for Wii games and an old modded Wii from a friend for GC games. He got it for cheap, but didn't know it was hardware-modded (WiiKey chip I think), or that the games he was given with it were illegally burned; quite despicable practice. He discovered much to his dismay that it can't read dual-layered discs like Brawl, and bought a new Wii later. Now that I have a new console I knew I had to re-verify all my GC discs in Devolution; out of curiosity I checked to see if it had been updated (never felt the need before - games all worked just fine) and now there's bluetooth support, Wii U support, and a widescreen hack! Amazing.
Wii U support isn't so useful to me (though I have one, I have no plans to hack the vWii now). The bluetooth support is welcome, since I only have one GC controller now (gave my sister two), and I have a Classic Controller (Pro, unfortunately) kicking around. I wish it'd be possible to use a Wiimote/Nunchuk; though unorthodox for most things, it'd be okay for Melee using a control scheme like Brawl. Does a Wii U Pro Controller work with Devolution on a Wii?? I'd guess not - not that I really plan to get one anyway, since it'd be a terrible GC controller replacement without analogue triggers (why the hell do none of your controllers have analogue triggers anymore, Nintendo????). On the topic of using the Wii U Gamepad for input (which I'd wager has been asked in this thread a bunch of times), judging by the way the Wii U interacts with the Gamepad in vWii mode (or rather, doesn't interact with it at all), it's impossible to do, unless someone somehow manages to access that wireless chip in vWii mode (hey, it worked for CPU cores), as well as modify the Gamepad's firmware. The Gamepad's vWii mode in its firmware does nothing except decode and display the video stream from the Wii U, turn on its two IR LEDs, and display overlays on the screen if you try to use any buttons (telling you you can't use the Gamepad to control Wii software, or that the power button won't turn off the Wii U).
The widescreen hack is very welcome; none of the GC games I have support widescreen natively, which has always been a pain. Now I don't need to switch my plasma into 4:3 anymore to keep the aspect ratio intact and have to deal with those big grey borders on the sides. The widescreen hack works surprisingly well for the most part; naturally the games weren't built around it, so objects at the sides of the screen outside of the 4:3 field of view often disappear. Skies or backgrounds in Melee don't always really work outside of the 4:3 window either, but characters and things still seem to render in the outer sections. Paper Mario TTYD seems to have no problems, including objects disappearing. Whether or not HUD elements or menus and things are scaled with everything else seems to change from one game to the next, but it's not a dealbreaker for anything. Pikmin 2 manages to scale all menus and HUD elements, but for some reason, two extra bubbles are drawn on top of the Olimar/Louie icons during gameplay, a bit to the left, and only in widescreen. Weird! I don't mind having the HUD drawn in the 4:3 area instead of being unscaled on the left/right sides of the screen; Pikmin 2's HUD isn't really that intrusive in the first place. The widescreen hack does nothing with Harvest Moon: A Wonderful Life, Sonic Heroes, or The Legend of Zelda: Collector's Edition. LoZ:CE isn't so surprising; it probably does a lot of weird stuff to emulate the N64 games in the first place, but OoT/MM in widescreen would've been cool. Sonic Heroes is only somewhat surprising; it'd be more inaccurate to say that game has a lot of programming failures, but rather that it has very few programming successes. Sonic Heroes also remains the only game to have bitching loading times in Devolution; it takes a good whole minute just for the team selection screen to show up, and loading actual levels takes even longer. Christ. The only one that really confuses me is Harvest Moon: A Wonderful Life doing nothing with the widescreen hack, but I don't think I'll ever play that one anyway. Probably just gonna let my sister take that one, since she's the only one who ever played it. Four Swords Adventures is at my sister's house right now, so I can't verify that yet to see if widescreen hilariously breaks it or if it even works at all.
This is my first time trying out memory card emulation since my sister has our memory card now too, and it seems to work perfectly well with the raw backup I made. Doesn't resize it to 16MB for some reason, but it's not a problem at all. I've decided to try out wiimm's wit to compress my ISOs for use with Devolution, by means of wit copy --trunc, but the only game it removed more than a couple of bytes from is Four Swords Adventures (down to only 254 MB!), and I haven't verified that it actually works yet. Not sure if I'm doing anything wrong or if it's just not possible to compress most of my ISOs that way. Shame Devolution doesn't support NTFS either, otherwise I might've been able to save space by using sparse files. Devolution sometimes needs me to put the disc back in one or two times before it actually verifies it; maybe that's because of the modded drive, but frankly I'm thankful it works with the modded drive at all.
Couple of questions for the regulars in this thread. Has anyone recompiled Devolution to use widescreen and/or direct button mapping by default? Direct button mapping might be nice, and it's annoying to bring out a Wiimote and CCPro just to switch it to widescreen. If not, I can always try to muck around with compiling C code again; haven't done that for a long time now. Games don't ask to use progressive scan mode like they used to in previous versions of Devolution - does Devolution now handle this automatically somehow? I can't actually check with my TV if it's outputting 480i or 480p.