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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
  • ...used for software development during the earlier stages of the GameCube's development cycle, as evidenced by SDK header file histories and the first release of t ...around GC launch and is the first (and only) version to emulate the final hardware/API (and even then many things aren't supported by it).
    2 KB (382 words) - 07:02, 3 March 2021
  • *[[Wii Development Hardware]]
    939 bytes (113 words) - 01:07, 18 May 2021
  • == iQue hardware releases == ...ome video game consoles in China from 2000 to 2015, the majority of iQue's hardware releases were rebranded versions of Nintendo's handheld consoles, with thei
    4 KB (679 words) - 07:05, 3 March 2021
  • The Nintendo Wii's history and development started sometime in the mid-late 1990s when Nintendo first began conceiving ...ccessor to the GameCube based on the GameCube's hardware immediately, with hardware manufacturers confirming that they would be involved in Nintendo's next con
    8 KB (1,410 words) - 22:48, 26 October 2022
  • ...mpatible with Dolphin, it is known that the PP3 board is similar to retail hardware. [[Category:Prototype Hardware]]
    2 KB (249 words) - 20:54, 21 May 2022
  • ...as well as serving as a barebones access control for the system, upholding hardware access restrictions. This article lists all of the known IOS versions, and ...run on these units have "128" in their filename, and IOSes built for 64MB development kits and retail units have "64" in their filename.
    5 KB (884 words) - 08:59, 3 March 2024
  • ==Hardware Notes== ...was being completed; as such, the GameCube has ATI branding, although its hardware has no relation to ATI products preceding it. After purchasing ArtX, ATI us
    12 KB (1,921 words) - 21:49, 8 February 2024
  • ...velopment history is one of the most well-known parts of the Wii's overall development history, starting out as a project separate from the Wii itself. ...ype known to exist. It has a very different appearance from other Nintendo hardware, and no board photos are available to indicate who designed it, so it's unc
    6 KB (986 words) - 22:59, 26 October 2022
  • ...''' is an archive in three compressed parts containing a massive amount of development files and data related to [[IOS]]. It was leaked to [[Pokemon Proto General *Template private key files for a hardware security module
    2 KB (355 words) - 18:08, 15 March 2021
  • ...with iQue Player, iQue NetCard, iQue Box, Wii, DSi, 3DS, and Wii U system development '''[[AiLive]]''' - Company involved with Nintendo game development
    12 KB (2,038 words) - 08:49, 11 July 2022
  • ..., organized into neat little folders, with a production partition and/or a development partition for each title. The folder is also a CVS repository. ...n Virtual Console and WiiWare games, maybe even retail games, and not just development discs and repair discs.
    7 KB (919 words) - 00:35, 22 February 2021
  • The '''Wii U GamePad''' went through multiple revisions during development. The Pre-2011 GamePad was one of the first pieces of hardware conceptualized for the Wii U, consisting of a screen connected to two Wii R
    1 KB (229 words) - 17:38, 5 March 2021
  • ...as a cancelled successor to the [[iQue Player]] based on Nintendo GameCube hardware. It was to play region-locked GameCube discs exclusive to the iQue Box as w ...ionality, but as the iQue Box project's hardware and software was early in development during its cancellation, most of the Wii's code was instead inherited from
    4 KB (601 words) - 23:34, 25 September 2021
  • ...'''MTB''') was the codename for a cancelled Nintendo handheld which was in development from around 2012-2014. It was originally conceived as a successor to the 3D ==Late INDY hardware==
    3 KB (520 words) - 20:12, 6 April 2023
  • ...rather than being focused on leaks, rare content, development & prototype hardware and software like on RGDWiki.
    3 KB (560 words) - 21:57, 16 February 2021
  • ...[RVT-H Reader]]) as well as debugger, optical disc emulation, and Host I/O hardware. The typical development flow using an NDEV is to use the "ndrun" command in the [[Revolution SDK]]
    7 KB (1,159 words) - 11:37, 1 April 2023
  • The '''RVT-H Reader''' (also known as RVL-H Reader) is a Wii development kit which loads titles from an internal hard drive in place of using discs Since RVT-H Reader units are the only Wii development kits which can store full disk images on the console itself, there is the p
    2 KB (313 words) - 05:37, 10 July 2021
  • ..."OS" SDK library which obtains the "console type" of the currently running hardware. It is notable due to its inclusion of various prototype and special consol ...oint, making it easier to create an "emulator" for Macs due to the similar hardware architecture.
    15 KB (2,447 words) - 20:52, 21 May 2022
  • The main difference from this unit is that it has the ability to read DS(i) development cartridges. This feature was removed from the ZS models. ...says "''NWD''". It has been rumored that this stands for '''Nintendo Wi-Fi Development'''.
    6 KB (1,061 words) - 14:21, 2 February 2024
  • ...on, and since boot0 is burned into ROM, it can never be changed even with hardware modifications to the console. boot0, 1, 2, and IOS are ARM programs which r ...ing the system unless a NAND image is available and can be flashed using a hardware programmer. This ensures that boot1 can never be modified on production sys
    6 KB (1,007 words) - 17:48, 19 August 2020
  • ==Development== ...aptops. Sometime later, Sharp System Products was offered to help with the development of applications.<ref>[https://www.nintendo.co.jp/ds/interview/kg3j/vol1/ind
    14 KB (1,864 words) - 02:08, 24 September 2023
  • **Wii hardware Verilog *bb - [[iQue Player]] development <code>unsorted.7z\depot.tar</code>
    14 KB (2,139 words) - 02:57, 13 April 2022
  • ...evolution general abstraction layer". Probably just abstracts away certain hardware details. (leaked as part of [[DIAG4RVL.7z]]'s RVL-SDK3.2 source code) [[Category:Development]]
    62 KB (7,314 words) - 11:27, 1 May 2022
  • ...he source code and development files for various Nintendo games as well as development repositories for Nintendo systems including the Wii, [[iQue Player]], and 3 ...lization source code, as well as [[ATI]]'s Wii source tree (including full hardware source code for the Wii) and the [[Wii Startup Disc]] partition data, was r
    20 KB (3,238 words) - 03:22, 18 September 2022
  • ...le]]. Includes a simple test ELF tested on NDEV2 (which was still in early development at the time).<br /> ...s are known, however it can be assumed that IOS5-8 were all early internal development versions of IOS9, as there is no evidence of them being distributed to deve
    27 KB (4,508 words) - 06:41, 13 July 2022
  • ...title management, adjusting system settings, and the Wii Message Board. On development systems, [[boot-IRD]] is preinstalled instead of the Wii Menu (but the reta ...of the RVL-001 model support GameCube discs, controllers and Memory Cards hardware wise, the Korean System Menu does not. The GameCube references are also abs
    10 KB (1,660 words) - 12:55, 11 October 2023