The Nintendo Gamecube is quite a capable
and interesting home-entertainment device but sadly due
to the inability of being able to develop and run homebrewn
code on it not development scene has been established.
But with the finding of a bug in the online game Phantasy
Star Online 1&2 all of this changed drastically.
With this exploit anyone with an unmodified GameCube,
the BroadBand Adapter and the needed
software is able to run homebrewn code on his GameCube.
The first step in getting ready for development on this
machine is getting a fully working cross-compiler set working.
As before with my Dreamcast and Playstation
2 tutorials, I will guide you step-by-step through
the process of compiling and using the compilers for the
Gamecube.
Sadly, as of this writing no real usable opensource/freeware
high-level API or SDK for
the GameCube is available. But at least there is the rudimentary OpenGC devkit,
which enables the user to use the framebuffer (excluding
3D or any graphics acceleration) and some very basic
stuff. So far this API does not include any sound-routines,
real memory-card access or network code. But it's a beginning.
It could even be possible that in the future there might
be a KallistiOS (see my Dreamcast
section) port on the Gamecube.
NOTE:
I do not support piracy in any way, so don't bug
me if you are searching sites for ISOs of games, ripping
tools or anything illegal.
If you have questions concerning development, feel free
to eMail me and I'll answer if I can . But eMails about
illegal stuff will be ignored and trashed !!!
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