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Wiinja Review
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Written by Brakken
February 2007
Game/Backup Tests by HaxJester
Modchip Installation by Haxjester
Homebrew Testing by Brakken and HaxJester
Special Thanks to Emu_Kidid and WiiNewz
Introduction
Welcome to my review of the Wiinja the first modification chip for the Nintendo’s latest video game console
the Nintendo Wii™. I’ve spent countless hours and many DVD discs testing out NinjaMod’s latest creation
and the results are really impressive. As it’s a first generation modchip one would expect it to have some
problems, which is does, but overall I’d say its one great solution for backup and homebrew users.
Features
Non Swap / Direct Boot
Boots Own Region WII Backups Directly
Boots Own Region GameCube Backups Directly
Boots Imports GameCube Backups by SWAP
Audio Fix Included
MultiDisc / MultiGames (via GCOS)
Homebrew Support (via GCOS, Boot Disc or SDLoad)
Easy Soldering & Remove / 5 Wires
Support DVD-R and DVD+R (Burn +R on DVDROM BookType)
Universal EUROPE/USA/JAPAN Wii Console Supported
Stealth Mode (Undetectable by the Wii)
Contents
Wiinja Modchip (in a small yet sturdy box)
Printed Installation Diagram
30 Gauge Wire (Only offered by some retailers)
The Wiinja comes inside a very well made box with an inkjet printed logo on top of both the box and the chip.
Strangely, my chip didn’t come with the inkjet sticker on it, but it’s not like I’ll be looking at the chip once
it’s installed. The diagram was also very cheesy – it was again printed with a cheap inkjet printer on 1/4th of a
piece of paper crookedly cut out with scissors. I laughed about that for a while J. Sadly, the NinjaMod Team
(whom sent me the sample directly) didn’t include any wire, but that is okay as I have plenty.
Modchips Explained
If you’re not experienced in the gray market modchip scene then I’ll introduce you to it. Modchips in general work
by bypassing the encryption used to verify if the program or game you’re running is an original copy. There are a
few reasons why companies who make video game consoles implement such security measures.
One reason is to control the market, as you must pay an outrageous fee to obtain the tools to create applications
that will run on the console. Nintendo doesn’t want to let the average Joe create and sell games without them
getting a cut of the money. They justify this by saying it’s for “quality control”, but we all know they are just
money hungry. Not that is practically bad as a business needs to make cash to stay afloat, but how much money do
they really need?
Another example is to control the region the games are released in. A comparison would be the DVD industry – they
don’t want European customers buying movies from the United States and then watching them before they are released
there. Nintendo says they implement region protection to “protect it’s customers”, but once again it’s all about
controlling the market.
The last main reason for such protection is software piracy, which is where the “gray” area I mentioned before
comes in. It’s actually legal in most countries to make a “backup” copy of your digital media incase of accidental
damage. Say you’ve spent sixty dollars of your hard earned cash on a game and then accidentally scratch it.
Unless you’ve paid some outrageous fee for a return policy you’re only option will be to buy the game again.
Allowing you to make a “backup” copy of your digital media is a great way to protect your investment, but there
is always a way to misuse this opportunity.
What is to stop people from copying games they don’t own? Well, there is nothing really. Of course this can be
compared to a butter knife – you can slice butter with it or someone’s neck. Sure, that’s a harsh comparison,
but it’s the responsibility of the customer to follow the laws and by using “copy protection” Nintendo hopes to
prevent people from pirating their software – which again is totally understandable.
Homebrew Software
Remember I mentioned you have to pay outrageous fees to obtain the tools (called Development Kits) to program
your own games and applications – well, with a modchip you don’t have to shell out thousands of dollars. There
is an entire “scene” devoted to programming their own software for various video game consoles and they call
this software “homebrew”.
Creating homebrew software is by far a challenging task to undertake, as you must create your own development
kit and then use it to create games and programs for your console of choice. Unlike the XBOX scene, which their
authors use a stolen Development Kit to program there software with the members of the Nintendo scene has spent
much time and resources creating their own “legal” development kit. It takes a very skilled and dedicated group
of people to create a development kit, but if you just use the official one without paying a license you’re
nothing more then a lazy, unskilled programmer and a pirate).
Currently, the encryption scheme to access the Nintendo Wii’s hardware has not been figured out, but homebrew
software is still a possibility on the console. Currently, homebrew developed with DevKitPro and LibOGC (the
legal and homemade development kit combination for the GameCube™) can be run on the Nintendo Wii.
So if you’re familiar with the C programming language you can create your own programs that can be run on the
Nintendo Wii. Doing so can be a difficult and time consuming process, but in the end you reek such awards such
as a sense of accomplishment, praise from the homebrew community and sometimes even some money.
So what kind of homebrew is there? There is plenty of software already created for the GameCube such as games,
demos, emulators and media players. Imagine using your Nintendo Wii to watch your video collection, listening
to your MP3 files, playing retro or brand new video games for free (as virtually all homebrew is free!) It’s
totally possible and the Wiinja will enable you do to so.
Creating the Wiinja
So who makes this Wiinja you ask? NinjaMod, a company located in Spain does. They have previously produced modchips
for the Sony Playstation 2™, GameCube and also backup units for the Nintendo DS™. The company itself has a shady
history as they have literally stolen or used other peoples work (without permission) to create their products, but
for the first time their latest product the Wiinja was actually created using public information and by their
own programmers. I was impressed when I heard this, as it’s about time they stopped being so disgraceful.
The Wiinja itself is based on public information about the Nintendo Wii and a little reverse engineering. After
tmbinc the famous GameCube guru informed the world in an broadcasted video about Nintendo implementing lousy
protection and the release of a set of tools that will allow you to read and write to the Nintendo Wii’s
proprietary DVD-ROM it was only a matter of time before someone created a “drive chip” for the console. NinjaMod
was quick to assimilate this information and released the worlds first Nintendo Wii Drive Modchip.
Unlike normal “modchips” the Wiinja is a drive chip. These chips trick the Nintendo Wii into thinking the disc
inserted in the console is a legitimate digitally signed and encrypted game. Under normal circumstances you still
wouldn’t be able to boot your own code (homebrew), but due to the Nintendo Wii’s backwards compatibility you can,
but only in GameCube mode. Once a “real” modchip is released for the Wii homebrew authors will be able to take
advantage of it’s new hardware, but until then they are limited to running GameCube code and manipulating the
drive itself.
The Wiinja was quick project from development to production. It’s actually a very cheap product to produce, as
it’s a simple micro controller with code on it that when soldered onto the DVD-ROM’s serial interface tricks
the drive into booting unsigned discs. A lot of people badmouth the chip because of the fact it costs pennies
to make it, but they fail to understand they aren’t paying for a fancy chip that once installed they will never
see. They are paying for the code (called HEX) on the chip, which allows them to boot backups and GameCube homebrew.
One also remember it’s a first generation chip and by the time of this review it is already outdated by other
products and their own Wiinja v2 chip. The Wiinja v2 only has some minor differences, which are D2B console
compatibility and better support for reading DVD-R/+R media.
Installation
The first thing you will want to do is to check to see if your Nintendo Wii console doesn’t have the D2B
DVD-ROM drive controller chip in it. If so you cannot install the Wiinja v1 into it, but if you have a Wiinja
v2 (or later) then you’re good to go. There are two ways to check – you can either take your Wii apart or
check it’s serial number against a database.
Once you’ve obtained your Wiinja it’s time to install it, but before you do you’ll need some specific tools,
which will let you take apart your Nintendo Wii (which will void any warranty you have) and assist you
soldering the chip to the DVD-ROM’s serial port. If you would like to see an illustrated guide on how to
take apart the Nintendo Wii click here.
Required
· Fine Tip 15-watt Soldering Iron
· Rosin Core Solder
· 30 Gauge Wire
· Micro Phillips Head Screwdriver
· Triwing Screwdriver
· Electrical Tape
Optional
· Soldering Flux
· Double Sided Foam Tape
· Wire Cutters
· Tip Cleaner
· Razor Blade
· Tweezers
You’ll first start off by taking the Nintendo Wii’s case off. Removing various screws, some of which are located
under small plastic tabs. Use the razor blade to lift up an edge of each tab and then pull it off with your
tweezers – this method will keep the tabs intact. The rest of the screws can just be removed.
Once you’ve disassembled your Wii, removed the DVD-ROM drive and located the serial port it’s time to solder
in your Wiinja. First you’ll need to straighten out the legs on the chip. You can do this with the tweezers,
but be gently as while you’re moving them up if you pull too hard they will break off. If one does break off
there will still be a little bit of metal exposed, which you can solder onto, but it makes for a harder time.
After the legs are straight you should “tin” them. First I applied some flux to each leg and then covered them
with a light layer of solder (aka tinning). Next I secured the Wiinja down in its respective position using the
double-sided foam tape. Securing it down before soldering on the wires will make for easier soldering.
Next I cut the required amount of wires to their respective sizes and used the wire cutters to strip (expose)
just a tiny portion of the wire itself. Next I used flux on both ends of all wires and then tinned them. Now I
had enough solder already applied to the wires and chip to successfully attach it to the Wii’s serial port.
Now I covered all of the points on the motherboard with flux (flux really helps the solder bond to the points)
and then placed the wires one by one over the points and applied the soldering iron on top of the wires for 2-3
seconds until they successfully stuck. Then I gave each wire a little tug to make sure they wouldn’t come loose.
After this I soldered the other ends of the wires onto the Wiinja.
If you’re new to soldering I would first suggest reading the soldering guide I wrote and then finding an old
computer modem or video card and practicing. One must learn how the solder acts and feels before they can
successfully install a modchip. Practice makes perfect!
The last step was to cover both the Wiinja and the solder points with electrical tape so they wouldn’t make
contact with the Wii’s DVD-ROM’s metal drive cover. If they touch you’ll most likely kill your Wii.
Also note the smaller solder pads can be lifted off of the motherboard very easily if you keep your soldering
iron on them too long. If you remove one you’ll have to follow its respective trace (the small line running
from it to the DVD-ROM controller chip) and solder the wire directly onto the controller’s leg. I’d recommend
using a magnify glass if you have to do this last ditch effort.
Usage – Testing Your Installation
First and foremost you will want to make sure you didn’t screw anything up while installing the Wiinja. The
easiest way to test this is to put in an original game and see if it plays. If it doesn’t you’re going to have
to go back, remove the chip, clean the points and test your Wii again. If it still doesn’t work you’ve killed
it. If it works without the chip then go back and resolder that sucker back in.
Next it’s time to test a burnt disc. You can download a bootable version of GCOS (aka GameCube Operating System)
from the Wiinja’s homepage or from our own Mod ya’ Wii’s file database. Once you’ve burnt GCOS slap it in
your Wii and try to boot it. If it doesn’t boot, but gives you an onscreen error then the Wiinja is working
fine, but the Wii doesn’t like your media or you burnt it on a DVD+R using the wrong BookType. So either try
a different brand of DVD or get your BookType set right.
If the Wii doesn’t display the GameCube logo at all or says the disc cannot be recognized then you’ll need to
check your soldering job. There is a very slight possibility once you’ve tried and tried again to get GCOS to
boot that the Wiinja is defective, but it’s unlikely. If all else fails return the chip and get a new one
(if possible).
Usage - Backups
Once you know your Wii is booting unsigned code you’re probably going to want to backup your game collection.
You can accomplish this using a program called “RawDump” which requires you to use a certain brand of DVD-ROM
IDE or USB drive on your computer.
After the program runs you’ll have an ISO file which you can burn using various programs. I personally use
Nero Burning ROM as it works well and you can set the DVD+R BookType using it. The slower you burn the better
chance you’ll have at your backup booting. Also, as the GameCube worked 100% with RitekG04 discs the Nintendo
Wii seems to work 100% with Verbatim DVD-R media. So I’m going to stick with that brand :)
If all goes well your backup will boot. I would personally use the backup disc instead of the original so you
can keep your pressed disc (the original) in perfect condition. Sadly, the Wiinja doesn’t bypass the region
protection so you can’t boot original Wii games or backups from Japan or European countries on your USA (NTSC-U)
Nintendo Wii.
The Wiinja also allows you to boot backups of GameCube games. They advertise that you can boot PAL (European)
GameCube games on your USA Wii, but one must have a television that supports PAL60. If you boot up a PAL game
and the screen is in black and white and is flickering hold "b" and change the video mode to PAL60 or try
using GCOS and manually booting it in PAL60. Most modern televisions support PAL60, but some do not.
Usage - Homebrew
Well, I’ve already included more information about the Wiinja then any other review (so far) published, but
I’m far from done. Most of the other reviewers rushed their reviews and simply tested the backup functions,
but I went a step further and dug deep into the Wiinja’s ability to boot homebrew.
Like I’ve already stated the Wiinja only hijacks the DVD-ROM signal and doesn’t even touch the authentication
of the programs themselves. So right now it’s impossible to access the Nintendo Wii mode hardware. We’re
limited to developing and playing GameCube homebrew. Luckily, there are some really good releases out there,
but before I cover the amazing things you’ll be able to use we should look into how you’re going to actually
get them running.
The first method discovered to run homebrew applications was using the old Action Replay and SDLoad exploit
which didn’t require any sort of modification. As this works fine for booting homebrew it’s a lengthy process
and requires additional hardware. Booting homebrew with the Wiinja is a little easier.
There are three main methods for booting homebrew, which are creating a bootable disc, launching from GCOS
or the SDLoad method (not the same method as I mentioned above, but a little different). Each way has it’s own
advantages and disadvantages so lets look at them all.
Creating a bootable disc will allow you to place a DOL (GameCube homebrew executable) on a DVD, plop it in your
Wii and boot it like a normal backup. To accomplish this you can do so by utilizing a simple to use tool named
“GC Bootable Disc GUI”. The program itself will let you select the DOL file you wish to place on the disc and
then any other files you want on there. It’ll output an ISO that you can burn and then boot. Pretty simple, but
requires the use of a blank DVD.
The GCOS method will also require the use of blank media, but it has an advantage over creating a bootable disc.
Once you’ve burnt and booted GCOS you can remove it from your Nintendo Wii and insert a normal disc filled with
DOL files (as many as you can fit on a DVD) and let you load them.
The last method is using SDLoad. Although the Nintendo Wii has a SD Card slot in it SDLoad wasn’t programmed
specifically for reading from it. So you’ll have to purchase a SD Card to GameCube memory card converter. Sure,
this will cost you a little more money, but being able to read and write to the SD Card as many times as you
like will save you a lot of blank media. Simply put the DOL files you wish to boot on your SD Card, plug the
card into the converter, plug the converter into memory card slot 1, boot the SDLoad bootable disc and then
select the DOL you wish to boot.
Homebrew – Linux and BBA Applications
Due to internal hardware changes any application that made use of the GameCube’s broadband adapter do not work
via Wifi or a Wired USB -> Ethernet adapter. This means GC-Linux, Star Cube’s Loader and Streaming DOL files do
not work.
Homebrew – GCOS Revisited
GCOS is a very powerful and useful piece of software that the Wiinja depends on for some of its advertised
features such as “Boots Imports GameCube Backups by SWAP” and “MultiDisc/MultiGames”. Also, as I mentioned
above it has the ability to load DOL files. Sadly, due to an error in the Wiinja code MultiDisc ISO and
MultiDisc games do not work – at all.
After talking with Emu_Kidid the author of GCOS he explained that the nonworking features in GCOS are due
to the Wiinja team providing him with wrong memory offset for booting games with. Currently he is cooperating
with the Wiinja team to get this fixed – do we hear a Wiinja v3?
Homebrew – Emulators
Everyone enjoys emulation, as it will let you play your retro console collection on your next-generation video
gaming system. Yeah, that’s right. Using the Wiinja there is no need to purchase console games from the online
store. There are a few emulators out there, which will let you play retro console games such as Super Nintendo,
Sega Genesis, Neo Geo Pocket and the original Nintendo Entertainment System.
Sadly, even though these emulators allow loading ROM images (the games) from DVD on the GameCube they do not
allow this on the Nintendo Wii. So if you want to enjoy your retro console games you’re going to have to load
them using the pre-mentioned SD Card to GameCube memory card adapter. We at TehSkeen (whom produce most of
the emulators) are working on fixing this issue to make sure to check our development forums often to see if
we’ve succeed.
Emulator Tests
I’ve tested all of the emulators that can be downloaded from Mod ya’ Wii as there are various other builds
floating around (except for SNES9X-GX – I used v1.50 which at the time of this review isn’t available to download).
Here are the results.

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| Emulator |
Version |
SDLoad |
GCOS |
Boot Disc |
DVD Loading |
SD Card Loading |
Work Fine? |
| FCEUGC |
v1.0.8x |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
| Genesis Plus |
101406 |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
| Hu-Go |
v0.0.1 |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
| NeoPop |
Internal |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
| SNES9X-GX |
Internal |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
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Homebrew – Media Player Heaven
There are a lot of other homebrew games, demos and applications, but most of them are either technical demos or
unfinished projects. I wont get into much detail about why these projects are unfinished other then the group of
coders (whom I won’t mention) who run the majority of Nintendo based homebrew sites are simply lazy.
Of course there are a select few people who stand out like SoftDev, Costis (SDLoad creator), Shagkur (LibOGC author)
and the GC Linux Team. Personally, I hope with the ability to run homebrew on the Nintendo Wii that we will see some
interesting projects developed as the homebrew development kit has been in progress since the GameCube days meaning
you can do a lot with it – the possibilities are endless!
One of the best pieces of homebrew to come out is a front end for the Linux version of Mplayer. Utilizing GC Linux,
which is contained in a self-bootable file that doesn’t require a connection to your PC, the GC Linux team has
managed to create MFE. Mplayer Front End (MFE) is a very powerful multimedia player which can handle the playback
of all kinds of media files including Divx, Xvid, AVI, MPEG, MPEG2, VOB (DVD), MP3, OGG, etc … Check Mplayer’s
homepage for a very long list of files it can decode.
What’s even better about MFE running on the Wii is the fact you’re not longer limited to the 1.4GB limitation of
the disc. So you can fill up a DVD5 or DVD9 (dual layer) with all kinds of files and watch them on your Nintendo
Wii. It’s one amazing piece of homebrew and a must have if you’re going to be modding your console. Please see
Mod ya’ Wii’s MFE guide for instructions on how to create a DVD5/9 MFE disc.
Homebrew on the Horizon
There are already some old school developers working on modifying the emulators to read > 1.4GB from DVD and also
creating a MFE that is easier to boot and allows you to swap discs, supports DVD menus and DOL loading. Hopefully
these developers don’t abandon their projects, but we at TehSkeen will stay committed to the emulators.
Feature Tests
I’ll now briefly cover the feature list with explanations and their working status. Please note that the Wiinja
cannot be upgraded in any way shape or form without producing a new chip so these features are rock solid – there
is no way to fix the ones that don’t work.
Non-Swap / Direct Boot – This feature allows you to insert your backup or homebrew disc directly into the Wii and
boot it using the menu. It works just fine.
Boots Own Region WII Backups Directly – Works fine.
Boots Own Region GameCube Backups Directly – Works great!
Boots Imports GameCube Backups by SWAP – Works fine!
Audio Fix Included – Some GameCube games use CDDA tracks to store their audio in. Earlier GameCube modchips had
issues when playing these tracks (background music, etc) as they would skip and stutter or just produce some funky
noise. So they had to create a fix, which is included and works fine with the Wiinja.
MultiImage/MultiGames (via GCOS) - Doesn’t work due to a programming error on the chip. MultiImage discs are a
DVD filled with ISO files. Basically, you can put a bunch of GameCube games on one disc and then boot them saving
you media. MultiGame discs also allow you to do this, but must be created using a 3rd party utility. Hopefully
this issue will be resolved shortly.
Homebrew Support (via GCOS, Boot Disc or SDLoad) – This option works fine most of the time, but when booting
homebrew discs the Nintendo Wii would reset and not boot the disc 3/10 times. Kind of annoying.
Easy Soldering & Remove / 5 Wires – If you know what you’re doing then this is true.
Support DVD-R and DVD+R (Burn +R on DVDROM BookType) – Works fine.
Universal EUROPE/USA/JAPAN Wii Console Supported – I’ve heard this works fine, but I don’t have a Japanese or
European Wii’s to test with. Someone could send me some if they like :)
Stealth Mode (Undetectable by the Wii) – So far this remains true even after updating the system software. SoftDev,
the original author of the emulators we have produced and maintain informs me that Nintendo does have the ability
to read and write to the drive’s firmware so this might cause a problem in the future. It’s unknown how this
“Stealth Mode” works so I wouldn’t go getting too paranoid. Basically, it’s up in the air at this point in time.
If Nintendo does find a way to detect the Wiinja they could in theory disable the chip.
Lastly, I tested DVD+RW support using a normal mode DVD+RW and a DVD+RW set to the DVD-ROM BookType – neither worked.
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Conclusion
Compared to the other drive modchips on the market the Wiinja hands down beats them all with compatibility when
it comes to booting backups. Even though it’s a simple micro controller you must remember you’re paying for what
it does and not what it looks like.
The only real negative aspects of the Wiinja I came across was its inability to load ROM files from DVDs from
the emulators and the fact that some of it’s advertised features don’t work.
One must also remember it’s a first generation chip so if you need to mod your Wii now I would get one of these,
but just as in any other console scene there will be bigger and better things to come. Although, when these new
chips come out the Wiinja is easy to remove as it uses wires and not a quick solder method.
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Supplement - An Interview with Emu_Kidid the author of GCOS
I would first like to thank you for you have made to be interviewed, as I know you're a busy person.
Before I get into the Nintendo Wii stuff I was wondering if you could tell me a little about yourself. Where do
you live? What kind of real life job do you hold and how old are you?
A: I live in Australia, I haven't traveled anywhere overseas yet as I've been busy with school and now university
but one day I'd like to go back to my roots and visit Greece. I'm currently nineteen years old and I'm holding a
job as a person in tech support at my local IT store, I also restore old consoles such as NES's and install the
occasional mod in my consoles.
When did you first start playing video games and what was your first video gaming console?
A: Actually this is quite funny, I was playing video games since I was just 2.. Even though I barely understood
the game play I just liked the feel of moving a character on the screen. The first console we had was a
front-loading NES and Super Mario Bros. & Duck Hunt. Now I have a uncountable number of consoles that I have
accumulated over the years, all of which I play occasionally.
What's your favorite video gaming console?
A: My favorite would probably have to be my Wii. It's just one of those consoles where you want to go and play
with it everyday, even if it's just the in the menu etc. Also because there are the VC games so it's kind of
all my older consoles in the one unit.
When you did you first discover homebrew?
A: I first discovered homebrew when I came across a SuperNES Public Domain ROM back in 1998. At the time I didn't
even have my own personal computer and I had to use the ones at school as I sat there disassembling it to change
colors and words :P
What type of programming experience do you have and what languages are you fluent in?
A: I've had many years in just looking at various programming languages and learning them that way, but now that
I'm old enough I am currently at university learning C/C++/ASM/Java/etc in a degree for Computer Science. I'd
have to say I'm most fluent in just plain old C.
What made you decide to develop GameCube applications?
A: What made me decide was when I got my ViperGC on it's release date and noticed that even though this was a
modchip there was still much room to improve. All I wanted from my development of programs on the cube was to
make people not have to pay for an expensive modchip but still have all the luxury features they possessed, or
some even better which weren't offered by a modchip. To be honest, once I got into homebrew on the cube, it was
pretty much the end of me playing games on it also.. Hopefully I can keep a healthy balance with that on the Wii :P
What do you think of the entire homebrew scene in general?
A: I think the entire homebrew scene in general has been going a bit downhill.. There’s too much going on in
the sense of "it's mine first" etc with projects. Then there's also a lot of closed source projects happening
and secrets left right and center about features. Homebrew is meant to be fun, open sourced and a way for
everyone to contribute to improve... meh, maybe I'm just old fashioned.
How would you compare programming for the GameCube vs. the original XBOX?
A: Programming for the GameCube was quite difficult and sometimes annoying without decent libraries. Considering
LibOGC only became stable as of Q2 2006, I'd say GameCube was much harder. Things had to be placed into memory
carefully making sure of no overlaps, the Graphics Processor didn't have much documentation and many other
things were problematic such as the entire memory card/SD card accessing. Original XBOX was basically like
programming for a modern computer. You had DirectX, pretty simple, you had a hard drive, and best of all,
you could hack it left, right and center to run homebrew. Where as GameCube, the easiest way was SD load,
which still required a lot of time in each test loop (reboot, AR, lid, etc).
How did GCOS start out?
A: GCOS started out one day when I was on IRC and anaconda04 was released from Utopia. I was looking for a
quick basic open sourced project to add anaconda04 into and found tmbinc's IPL replacement app. I had started
to compile versions of it and apparently so had Shadowsan; we were basically on the exact same mission at the
exact same time. So we compiled our efforts together and we were coding a project we called GCOS, with a release
almost every night. It was all good at the start, everyone contributed, but then everyone lost interest.
How hard was it to adapt GCOS to boot on the Wii?
A: To boot GCOS on the Wii I had to write a small DOL reloader to be used as a pre-loader. The Bootable discs
from GC-Linux expect a DOL file located in the lower memory region, but GCOS lies in the upper region because
when a game boots it is copied to the lower region and if GCOS was there it would override it. Now to boot games,
that was an easy task. Thanks to drive-mods all GCOS has to do is act as if it's booting original discs and the
modchip does all the work, we simply set up the games variables such as video mode.
Do you have any further plans for GCOS Wii edition?
A: Eventually I want it to be moved back to LibOGC so I can add full Memcard/SD Card support and MP3 Playback etc…
basically use everything LibOGC offers once and for all in one app. Yes this has been in the cards for a while
for GCOS, but Shadowsan is kind of back these days and has a GUI all ready in GX for GCOS :)
Is there anything else you would like to add?
A: Keep the GC homebrew alive on the Wii, there's so much more possibilities that were never explored on the GC,
perhaps now people will find the interest :)
Thank you very much for your time. :)
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Negatives
Some Advertised Features Don’t Work
Dependant on 3rd Party Software for Extended Functionality
Is Picky About the Brand of DVD-R/+R You Use (Stick with Verbatim DVD-R!)
The Price Could be a Little Lower
Positives
Boots Backups Flawlessly
No Slowdown During Games
100% Compatibility Rate
Boots Homebrew Discs
Very Easy Installation
Links
Wiinja Website

-=[ Wiinja Review Discussion Thread ]=-
http://www.wiinja.com
Product(s) were received from the website above. ISO-420 will always link back to whomever sent the
product(s) *respect*, but please remember that the reviews are independently written by our staff
and are not subject to alteration by whomever supplies us with the review product(s).
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Revision 1 - Removed PAL not working on NTSC as it does. It just didn't work with my setup, but I have confirmed it
to be working with other reliable sources.
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designed by raz-- || filled by brakken |