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- Submitted: juin 26 2009 14:41
- Last Updated: juin 26 2009 14:41
- File Size: 936,31 Ko
- Views: 29
- Downloads: 2
Download Wiiengine 1.5b
Wiiengine 1.4 © 2008, Francisco Muñoz 'Hermes'
to many thaks to 'jedeitor' for the English translation
ATENTION: This software writes on your SD, creates directories, renames and erases files using
libfat, so it is recommended to do a backup of the SD to avoid data loss.
Directory tree
--------------
root
|---apps
|---roms
|--pcengine
|--saves -> save states, WRAM saves
|--img -> .bmp, frames captured
|--syscard.pce -> system card by default (you must include it for CDROM support)
|--Rtype.pce.bz2 -> a game rom in one .bzip file
|--bomberman.zip -> other game rom in one .zip file
|--dracX.iso -> a CDROM game (without audio tracks)
|--favorites -> folder with your favorites roms
| |
| |--- afterburnII.zip
| |......
|
|--draculaX -> folder with a CDROM game
|
|---- draculaX.toc -> CDROM descriptor file (load this)
|----- track1.ogg -> audio track
|----- track2.iso -> data track
|----- track3.ogg
| ......
Note: the system card, can be compressed in .zip format (syscard.zip) or .bz2 format
(syscard.pce.bz2)
Version 1.5 (lo nuevo)
----------------------
Program improvements
--------------------
- Support added to load/save program configuration.
- Support added for usb mass storage: You can use ROMS from USB and SD devices using the [SD] or [USB] entries to change the device.
- Improvements in LIBFAT. See: http://www.elotrolad...rada-v2_1102626
- Audio mixer optimized to avoid the overload of the Sound Interrupt Vector.
- Support added for Gamecube Controller. To use in the menu:
- Digital pad and Analog Left: To move in the menu
- Button A: Button A in Wiimote
- Button B: Button B in Wiimote
- Button X: Button PLUS in Wiimote
- Button Y: Button MINUS in Wiimote
- Button START: Button HOME in Wiimote
- Improvements in auto-fire and the strategy to assign the pads. Corrected a bug in pad.c (libogc) that cause a problem with pads unpluggeds
(see the source code in 'libogc' in the release)
Emulation improvements
----------------------
- Support added for Gamecube Controller. To use in the emulator:
- Digital pad and Analog Left: PAD of PCE
- Button A: Button I of PCE
- Button B: Button II of PCE
- Button X: Button I of PCE with Auto-fire
- Button Y: Button II of PCE with Auto-fire
- Button START: Button Run of PCE
- Button Z: Button Select of PCE
- L + R + START: Configuration Menu
- L + R + A: Screen Capture (to .BMP)
- L + R + Y: Decrease the Sound Volume
- L + R + X: Increase the Sound Volume
- Changes in the PAD priority allocation : From Intelligent mode, Gamecube Controllers number have the preference over Wiimote pad. From Direct mode
you can use Wiimotes and Gamecubes controllers simultaneously when they have the same index number (for example, you can use Wiimote 1 and GC Controller 1
simultaneously for the player 1, but you can unplug the GC Controller and plug as Controlle 2 to use for the player 2 if you want). I hope you understand
to me :$.
CDROM:
------
- Support added for .bin CD Datas: Now you can use .iso (2048 bytes/sector) or .bin (2352 bytes/sector)
- Support added for .hcd (bincuesplit have support to extract in this format)
- Optimized the CD audio player.
- Added one option to save the sound state with precision(no more tracks starting from the begining when you load the .sav from the news saves)
- Improvements to avoid the track repetition from the begining for one shot tracks.
- Corrected the LBA problem that cause the sound advanced in two seconds.
Bincuesplit
-----------
- Improvements in the track extraction method using two methods to compare the .CUE INDEX position datas with the real position of the .bin
- Added the possibility to extract the game datas to .bin (by default .iso)
- Added the possibility to create .hcd (by default .toc)
- Released the source code under GPL Version 2 License
- Uses:
bincuesplit file.cue |--> TOC format. Extract datas to .iso
bincuesplit file.cue bin |--> TOC format. Extract datas to .bin
bincuesplit file.cue hcd |--> HCD format. Extract datas to .iso
bincuesplit file.cue hcd bin |--> HCD format. Extract datas to .bin
--------------------------------------------
Version 1.4
------------
- Added ADPC support and some emulated BIOS CD functions
- Savestate upgraded
Version 1.2
------------
- Added one option to exit to the loader from the ROM selector screen (Press MINUS and confirm)
- Now you can use MINUS button as SELECT button (remember you also can use PLUS button for the same function)
- Added one option to swap RUN and SELECT buttons (CONFIGURATION menu)
- Nunchuck is supported now: Use the stick, A -> I , B -> II, PLUS & MINUS -> SELECT, 1 -> RUN (remember you can swap RUN & SELECT from CONFIGURATION)
- Some games as Street Fighter 2 or Strip Fighter works now without graphics corruption.
- Some sound problems corrected
Characteristics:
---------------
- Based on gp2xengine, the PCengine emulator I made for gp2x and wich includes parts of Hugo and
XPCE among others.
- 512 entries per directory. The main directory must be :/roms/pcengine and an additional level
with different games can be added. (i. e. :/roms/pcengine/DraculaX with the data/audio tracks
needed for the game or :/roms/pcengine/favorites with your favorite games)
- PCengine roms support in .pce .bz2 or .zip. formats. A .bz2 compressor is included in the
program to convert the .pce files to .bz2 from the file viewer.
- CDROM support in .iso and .toc. formats. The .toc format is a description file wich links the
different audio and data tracks, and also can link a specific system ROM for the game. The audio
tracks can be in .wav or .ogg format, 22.5/44.1Khz stereo/mono 8/16 bits. A system card is
needed for CDROM support.
- The utility bincuesplit (created by myself) is included to extract the data and audio tracks
from a cue/bin CDROM image. The program provides the .toc file and the audio tracks compressed
in .ogg format. ![]()
- Up to 4 controllers support, using 4 wiimotes with 2 assignment modes. The Inteligent mode
assigns the controllers as they are switched on inside any of the menus (in the emulator only
the HOME button works, if the controller wasn't previously assigned) depending on the order and
number of controllers connected (i.e. controller 2 could be used for player 1 if there's only
one controller connected). The Direct mode assigns the number of the controller directly to the
number of the player.
- Possibility of programming buttons 1 and 2 as you like or activate autofire.
- Frame capture in .bmp format and image .bmp viewer. The emulator creates a directory for that
purpose :/roms/pcengine/img where it stores the images following a numerical sequence.
- WRAM autosave. The game will store data in a .wra file when exiting or by pressing the RESET
or POWER buttons on the Wii, in the directory :/roms/pcengine/saves
- Savestate support. Full support wich stores every game data (even CDROM), to be able to
recover them directly (by loading the .sav from the /saves/ directory) or from the configuration
menu once the game is loaded. Saves are stored in :/roms/pcengine/saves and they use bzip
compression to reduce filesize.
- PAL/NTSC video modes supported. Bilinear filtering for image improvement.
CONTROLLS
---------
In the menus: A/1 and B/2 buttons have the same use
At the Digital PAD, UP/RIGHT select upwards and DOWN/LEFT downwards
In the File viewer:
UP/DOWN -> File selection
A/1-> Execute, watch bitmap, enter/exit directory.
B/2 -> Return to emulator (if there's a game running)
PLUS -> Compress ROMS (.pce ->.bz2)
HOME -> Erase files
In the BMP viewer:
UP/DOWN -> Previous and next .bmp
A/B/1/2 -> Exit
In the Emulator:
D.PAD -> PCengine D.PAD
A -> RUN button
PLUS -> SELECT button
1 -> Button 1 or 2 with or without autofire (by default, button 1). Selectable at Configuration
2 -> Button 1 or 2 with or without autofire (by default, button 2). Selectable at Configuration
MINUS+2 -> Captures a frame in .bmp format
B+PLUS -> Volume up
B+MINUS -> Volume down
In the Configuration menu:
UP/DOWN -> Move cursor
A/1-> Action
B/2 -> Return to emulator
Input Mode: PAD assignment mode
Button 1/Button 2: Button programming
Save Game State: Errr... saves the gamestate... LOL
Load Game State: Loads the gamestate (you can also load the .sav file from the /saves/
directory)
Game Exit: Exit the emulator
Return: Return to emulator (or press B/2)
TOC files
---------
Toc format is exclusive for this emulator and is a list of ISO (data) and WAV or OGG (audio)
files.
The WAV files supported are 22050Hz, 44100 Hz, 8 y 16 bits, MONO or STEREO. Is recommended to
use 22050Hz y 8 bits format for space and speed reasons.
The OGG files are 44100Hz MONO or STEREO
Contents of a TOC file: The data/audio tracks have the word Leadin before them, and the word
Leadout must be written after the last track, without any spaces between lines.
You can write commentaries before the word Leadin (those commentaries can't include the word
Leadin!) and you can specify the rom with a given CDROM BIOS as follows:
syscard: supersystemcard_usa.pce
in this case, the system rom must be in the same directory where the .toc is, but if the
character '#' is added it will be taken from the directory :/roms/pcengine
i.e.:
syscard: #syscard3.pce.bz2
If the keyword syscard is not added: the default syscard will be used.
After that you can write the word Leadin and the file list as follows:
Leadin
track1.ogg
dracx-02.iso
track3.ogg
track4.ogg
track5.ogg
.......
drackx-22.iso
Leadout
You can specify the lenght of the audio tracks (in minutes, seconds, frames) as follows:
track3.wav 01:46:00
For the .iso data, this time is ignored, as the lenght of the file is directly used.
You can add a silence using the Pregap order:
Pregap: 00:02:00
dracx-02.iso
You can specify the absolute position (in time) where a track will begin, as follows:
Position: 00:47:65
dracx-02.iso
but you must take care that the previous track doesn't overlap with this one. i.e., let's
suppose the first wav track is 48 seconds long. We can specify a smaller lenght to avoid
overlapping data as follows:
track1.wav 00:44:00
Position: 00:49:65
dracx-02.iso
Important: the first track always starts at 00:02:00 and the emulator adjusts the lenght to
00:47:65 if it's smaller than this lenght.
Remember you can use the bincuesplit utility to extract the data and audio from a cue/bin image
file
Example 1: Automatic calculation (Dracula X)
--------------------------------------------
Leadin
track1.ogg
dracx-02.iso
track3.ogg
track4.ogg
track5.ogg
track6.ogg
track7.ogg
track8.ogg
track9.ogg
track10.ogg
track11.ogg
track12.ogg
track13.ogg
track14.ogg
track15.ogg
track16.ogg
track17.ogg
track18.ogg
track19.ogg
track20.ogg
track21.ogg
drackx-22.iso
Leadout
Example 2: Manual lenght adjustment (Dracula X) and syscard selection
---------------------------------------------------------------------
syscard: supersystemcard_usa.pce
Leadin
track1.ogg 00:48:00
dracx-02.iso 00:00:00
track3.ogg 01:46:00
track4.ogg 01:03:00
track5.ogg 01:36:00
track6.ogg 01:23:00
track7.ogg 01:04:00
track8.ogg 02:58:00
track9.ogg 01:43:00
track10.ogg 02:40:00
track11.ogg 01:41:00
track12.ogg 02:30:00
track13.ogg 02:27:00
track14.ogg 03:39:00
track15.ogg 02:25:00
track16.ogg 03:15:00
track17.ogg 01:29:00
track18.ogg 01:42:00
track19.ogg 02:00:00
track20.ogg 04:01:00
track21.ogg 04:13:00
drackx-22.iso 00:00:00
Leadout
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