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  • This page describes various hardware used for Wii game and system development. "Wired" model development hardware only supports Bluetooth (Wii Remote connectivity) over an RF cable.
    3 KB (497 words) - 13:33, 15 November 2021
  • ...ical disc emulation functionality of the unit is similar to other GameCube development kits like the [[GDEV]], with its main distinguishing feature being the inte ...me early DDH units distributed to third parties in 2000 used an "HW1_DRIP" hardware configuration, restricting the unit to 4MB of usable RAM and a small portio
    833 bytes (132 words) - 23:02, 26 October 2022
  • #REDIRECT [[Wii Development Hardware]]
    38 bytes (4 words) - 07:28, 3 March 2021

Page text matches

  • ...the game development kit for the Nintendo GameCube, listed by Nintendo as "Development Solution." It would use the hard disk and the CPU of the host to emulate Ga [[Category:Development]]
    551 bytes (81 words) - 17:43, 5 March 2021
  • #REDIRECT [[Wii Development Hardware]]
    38 bytes (4 words) - 07:28, 3 March 2021
  • #REDIRECT [[Wii Development Hardware]]
    38 bytes (4 words) - 09:11, 19 October 2020
  • '''HW1''' is the first revision of the GameCube hardware, created in 1999-2000 and phased out in late 2000 with the introduction of ...' was a variant of HW1 with a slower CPU. A HW1_DRIP [[Dolphin Development Hardware]] unit has been found by collectors.
    558 bytes (83 words) - 21:15, 1 December 2019
  • ...ity of an [[NR Reader]] with the debugging capabilities of a more advanced development kit like the [[GDEV]] to allow for full debugging and optical disc emulatio ==Hardware differences==
    1 KB (227 words) - 00:29, 6 October 2021
  • ...ical disc emulation functionality of the unit is similar to other GameCube development kits like the [[GDEV]], with its main distinguishing feature being the inte ...me early DDH units distributed to third parties in 2000 used an "HW1_DRIP" hardware configuration, restricting the unit to 4MB of usable RAM and a small portio
    833 bytes (132 words) - 23:02, 26 October 2022
  • [[Category:Prototype Hardware]] [[Category:Development Kits]]
    583 bytes (84 words) - 21:27, 8 February 2024
  • ...hich turned iRD into [[Nintendo PTD|PTD]]. It developed much of Nintendo's hardware and system software such as OSes, SDKs, and developer/factory tools.
    319 bytes (44 words) - 22:42, 26 October 2022
  • ...ms devkits, it takes the form of a box containing the console and debugger hardware attached to a shell handheld unit with the controls and screens. ...le to use it to play games which are of the same save type as the inserted development cartridge.'''
    877 bytes (139 words) - 18:54, 31 August 2023
  • ...oard using a stock PowerPC 750. It was used by Nintendo for internal early development in between the creation of the [[Official Dolphin Emulator]] (the first Gam [[Category:Prototype Hardware]]
    419 bytes (56 words) - 02:23, 20 December 2021
  • ...by Hudson Soft to support the emulation of disc images on GameCube and Wii development kits ([[GDEV]], [[NDEV]] and [[Revolution Emulator]]) which do not have a p ...MU) can then be used to specify an ELF executable to run. With the console hardware connected over USB, the console will then reset with the emulated disc imag
    875 bytes (149 words) - 17:13, 15 February 2021
  • ...f Nintendo's software and hardware projects, assisting with the design and development of the [[iQue Player]], Wii, Wii U, DSi and 3DS, as well as other unrelease ...for PC motherboard chipsets, and was asked by Nintendo to assist with the development of the GameCube; after ArtX was bought out by [[ATI]], he formed RouteFree
    4 KB (672 words) - 08:51, 3 March 2024
  • ...erial ports, as well as additional channels accessible only on development hardware. The [[Gekko]] and [[Broadway]] also boot from EXI, so it is used for the b
    437 bytes (68 words) - 09:34, 19 October 2020
  • ...Wii was intentionally designed to be a natural iteration on the GameCube's hardware (and, to some extent, software as well) architecture . ...Revolution SDK, a fork of the GameCube SDK, only beginning in March 2005, development of IOP OS beginning May 2005, the first devkits only going out in late 2005
    4 KB (575 words) - 21:49, 8 February 2024
  • ...t the download task list and much more. As WiiConnect24 shut down, without hardware modification (which is the most common way to get {{PAGENAME}} on a retail [[Category:Development]]
    623 bytes (95 words) - 22:11, 2 June 2022
  • Factor 5 was a game development company known for creating several technically demanding games, as well as ...n the GameCube. Using the manual for the processor, they used the GaneCube hardware to make a game using techniques that Nintendo never thought of.
    583 bytes (90 words) - 05:56, 13 February 2023
  • ...ogy Development (NTD), [[NCL]], and [[NERD]] (Nintendo European Research & Development). This led to - according to an internal presentation leaked as a part of t ...number generator. These were presumably reported to the Horizon OS kernel development team (the team that such bugs are listed as being reported to in another Gl
    2 KB (253 words) - 16:09, 7 July 2021
  • To give an example, it is possible that BroadOn finished development on the Wii around the early 2010s, backed up a CVS repository with some of ==Known development trees==
    4 KB (669 words) - 23:26, 25 September 2021
  • ...an SDK distributed by Nintendo from July 2005-circa March 2006, containing development materials for the [[Wii Remote]] (then known as the "Revolution Controller" * A hardware overview of the Dev Tool V3 controller
    2 KB (241 words) - 14:58, 24 May 2019
  • ...pair if it is present. Upon starting up, it checks if an [[Wii Development Hardware#NR%20Checker|NR Checker]] is connected to GameCube controller ports 3 or 4
    694 bytes (108 words) - 21:05, 9 July 2021

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