GameCube Emulation Already!!

The problem is it streams the games from your PC hard drive.

The main issue is that the GameCube BBA is only 10MBit, which is a major bottleneck. As a result, the music and sometimes the movies stutter... and the loading times are longer. The effect is dependant on the game however.
 
Originally posted by Shakey Jake33@Oct 16, 2003 @ 09:59 PM

The problem is it streams the games from your PC hard drive.

The main issue is that the GameCube BBA is only 10MBit, which is a major bottleneck. As a result, the music and sometimes the movies stutter... and the loading times are longer. The effect is dependant on the game however.

yeah I say "no thanks"

even if it was legal
 
Yep. This emulator wont hurt Nintendo at all - by the time this emulator has a reasonable compatablity, low system requirements and decent speeds, next gen consoles would be out. But even if this emu was to pull a UltraHLE, it would most definately get shut down quick smart but Nintendo.

Nintendo made a good job at making their console non-hackable, it taken this long for some kind of hack and it's not that great.
 
ok guys -- time to get back on subject.

Gamecube emulation, please.

Start a Nokia thread elsewhere if you want
 
Mostly-standard CPU (PowerPC) + heavily OpenGL-based graphics API + Nintendo's dedication to ensuring that things are done in the prescribed ways = not absurdly difficult to emulate (think N64 and UltraHLE). They probably don't let developers touch actual hardware registers with a ten-foot pole; as someone alluded to before, the SDK toolchain is set up to compile the same code for both PC (within some kind of emulation framework probably, but that most likely only covers disk/controller/memcard with any complexity) and GC. That may just have been developed as a stopgap measure while devkits were in short supply, but knowing Nintendo they probably have very exacting standards as to what is allowed outside of API calls.
 
Only if you have your head stuck in a bucket.

Relax, man. Sometimes your writing style make me want to hit you over the head with a blunt object (to quote you :p)

So could you, from your elevated, bucketless perspective, provide a mere hint to us mere mortals as to the location of this SDK? :lol:
 
i heard zelda used some map file which the author made use of so that he coudl bypass all the necessary audio api and get the game to run
 
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