WiiColEm

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WiiColEm
WiiColEm.png
General
Author(s)Raz0red
TypeConsole emulator
Version0.3
Links
Download
Website
Discussion
Source
Downloadable via the Homebrew Browser
Downloadable via the Open Shop Channel
Peripherals
WiiMote2.svg Nunchuck alternative.svg ClassicController.svg GameCube Controller Loads files from the Front SD slot Loads files from SDHC cards in the Front SD slot USB mass storage device

WiiColEm is a port of the ColEm ColecoVision emulator version developed by Marat Fayzullin.

Overview

Features:

  • Super Game Module (SGM) compatibility
  • Multiple video modes (240p, GX+VI, GX)
  • Support for driving, roller, and super action controllers
  • Tilt-based (Wiimote) driving support
  • Cartridge database w/ recommended controller settings and keypad descriptions for most commercial cartridges
  • Cartridge keypad overlays
  • Per-cartridge button mappings

WiiColEm 0.3 + ColecoVision Homebrew Video



WiiColEm Video



Installation

To install WiiColEm, simply extract the zip file directly to your SD card or USB device (retain the hierarchical structure exactly).

Cartridge Database

WiiColem ships with a database that contains recommended settings for most commercial cartridges. These settings cover controls mappings, keypad overlays, keypad button descriptions, and advanced settings (whether the cartridge requires an EEPROM, SRAM, etc.).

To view/edit the settings applied for a particular cartridge perform the following steps:

  • Load the cartridge (via the "Load cartridge" menu item)
  • Return to the WiiColem menu
  • Select "Cartridge settings (current cartridge)" menu item
  • Examine the "Control settings" and "Advanced" settings for the cartridge

For more information on mapping controls and creating and/or customizing cartridge settings, see Cartridge Settings.

Default Controls

The following section contains the "default" control mappings for WiiColEm.

It is important to note that if the cartridge that is being loaded exists in the Cartridge Database it may contain non-default mappings.

WiiColEm menu

Wiimote.svg Wiimote.svg + Nunchuck alternative.svg ClassicController.svg GameCube Controller Action
Wiimote D-Pad Up / Wiimote D-Pad Down Wiimote D-Pad Up / Wiimote D-Pad Down or Nunchuck Control Stick Classic D-Pad Up / Classic D-Pad Down or Classic Left Control Stick Gamecube D-Pad Up / Gamecube D-Pad Down or GameCube Control Stick Scroll through the Menu
Wiimote D-Pad Left / Wiimote D-Pad Right Wiimote D-Pad Left / Wiimote D-Pad Right or Nunchuck Control Stick Classic D-Pad Left / Classic D-Pad Right or Classic Left Control Stick Gamecube D-Pad Left / Gamecube D-Pad Right or GameCube Control Stick Page through the Menu
Wiimote A Button Wiimote A Button or Nunchuck C Button Classic a Button Gamecube A Button Select menu item
Wiimote B Button Wiimote B Button or Nunchuck Z Button Classic b Button Gamecube B Button Previous menu
Wiimote HOME Button Wiimote HOME Button Classic HOME Button GameCube Z Button Exit to Homebrew channel

In-game (Keypad)

The keypad allows you to press keys on the ColecoVision controller keypads. If a description has been provided for the currently selected key it will be displayed above the keypad.

You can select whether you want emulation to pause while the keypad is displayed via the "Keypad pause" option in "Advanced" settings (pausing is enabled by default). This value can be overridden on a cartridge-by-cartridge basis via Cartridge Settings.

NOTE: The "Keypad pause" option is not available when the GX+VI or Double strike (240p) video modes are enabled. (Keypad pause is enabled and cannot be disabled).

  • When keypad pause is enabled, the keypad will be closed when a keypad button is pressed (or the keypad is explicitly closed). It is important to note that the keypad button will continue to be pressed as long as the controller button is held. This is necessary for games like War Room where you need to hold the keypad buttons down to see the different factories, etc. It is also necessary for games that require a longer button press for the selection to register (Star Trek, etc.).
  • When keypad pause is disabled, emulation will continue while the keypad is displayed. The keypad will continue to be displayed until it is explicitly closed. This mode works well for games like Lord of the Dungeon and Ken Uston Blackjack that require lots of button presses.

It is also important to note that commonly used keys can be mapped to Wii controller buttons (see Cartridge Settings).

WiimoteHorizontal.svg Wiimote.svg + Nunchuck alternative.svg ClassicController.svg GameCube Controller Action
Wiimote D-Pad Nunchuck Control Stick or Wiimote D-Pad Classic D-Pad or Classic Left Control Stick or Classic Right Control Stick GameCube D-Pad or GameCube Control Stick or Gamecube C Control Stick Choose Key
Wiimote 2 Button or Wiimote 1 Button or Wiimote A Button or Wiimote B Button Nunchuck C Button or Nunchuck Z Button or Wiimote A Button or Wiimote B Button Classic a Button or Classic b Button Gamecube A Button or Gamecube B Button Press Key
Wiimote + Button Wiimote + Button Classic + Button GameCube START Button Close Keypad

In-game (Standard)

WiimoteHorizontal.svg Wiimote.svg + Nunchuck alternative.svg ClassicController.svg GameCube Controller Action
Wiimote D-Pad Nunchuck Control Stick or Wiimote D-Pad Classic D-Pad or Classic Left Control Stick or Classic Right Control Stick GameCube D-Pad or GameCube Control Stick or Gamecube C Control Stick Move
Wiimote 2 Button Nunchuck C Button Classic a Button Gamecube A Button Left Fire Button
Wiimote 1 Button Nunchuck Z Button Classic b Button Gamecube B Button Right Fire Button
Wiimote + Button Wiimote + Button Classic + Button GameCube START Button Toggle Keypad
Wiimote HOME Button Wiimote HOME Button Classic HOME Button GameCube Z Button Display WiiColEm menu (see above)

In-game (Super action)

Very few games use the "spinner" that is a part of the super action controller. You can enable/disable the "spinner" via Cartridge Settings.

By disabling the spinner, you have more options available for the move controls (Nunchuk analog, both analogs on the Classic and GameCube controllers).

Wiimote.svg + Nunchuck alternative.svg ClassicController.svg GameCube Controller Action
Nunchuck Control Stick or Wiimote D-Pad Classic D-Pad or Classic Left Control Stick or Classic Right Control Stick GameCube D-Pad or GameCube Control Stick or Gamecube C Control Stick Move (If spinner is disabled)
Wiimote D-Pad Classic D-Pad or Classic Left Control Stick GameCube D-Pad or GameCube Control Stick Move (If spinner is enabled)
Nunchuck Control Stick Classic Right Control Stick Gamecube C Control Stick Spinner (If enabled)
Nunchuck C Button or Wiimote 2 Button Classic a Button or Classic R Trigger Gamecube A Button or GameCube R Trigger Yellow button
Nunchuck Z Buttonor Wiimote 1 Button Classic b Button or Classic L Trigger Gamecube B Button or GameCube L Trigger Orange button
Wiimote A Button Classic x Button or Classic ZR Button Gamecube X Button Blue button
Wiimote B Button Classic y Button or Classic ZL Button Gamecube Y Button Purple button
Wiimote + Button Classic + Button GameCube START Button Toggle Keypad
Wiimote HOME Button Classic HOME Button GameCube Z Button Display WiiColEm menu (see above)

In-game (Driving / Tilt)

In this mode, you steer by tilting the Wiimote (similar to Excite Truck/Bots). You can adjust the tilt sensitivity via Cartridge Settings.

WiimoteHorizontal.svg Action
Tilt WiimoteHorizontal.svg Steer
Wiimote D-Pad Shift
Wiimote 2 Button Gas
Wiimote 1 Button Brake
Wiimote + Button Toggle Keypad
Wiimote HOME Button Display WiiColEm menu (see above)

In-game (Driving / Analog)

In this mode, you steer by using the analog controls (Nunchuk, Classic, GameCube). You can adjust the analog sensitivity via Cartridge Settings.

Wiimote.svg + Nunchuck alternative.svg ClassicController.svg GameCube Controller Action
Nunchuck Control Stick Classic Right Control Stick Gamecube C Control Stick Steer
Wiimote D-Pad Classic D-Pad GameCube D-Pad Shift
Nunchuck C Button or Wiimote 2 Button Classic a Button Gamecube A Button Gas
Nunchuck Z Buttonor Wiimote 1 Button Classic b Button Gamecube B Button Brake
Wiimote + Button Classic + Button GameCube START Button Toggle Keypad
Wiimote HOME Button Classic HOME Button GameCube Z Button Display WiiColEm menu (see above)

In-game (Roller)

In this mode, the trackball motion is simulated via analog controls (Nunchuk, Classic, GameCube). You can adjust the analog sensitivity via Cartridge Settings.

Wiimote.svg + Nunchuck alternative.svg ClassicController.svg GameCube Controller Action
Nunchuck Control Stick Classic Left Control Stick GameCube Control Stick Move
Nunchuck C Button or Wiimote 2 Button Classic a Button Gamecube A Button Left Fire (2p)
Nunchuck Z Buttonor Wiimote 1 Button Classic b Button Gamecube B Button Right Fire (2p)
Wiimote A Button Classic x Button Gamecube X Button Left Fire
Wiimote B Button Classic y Button Gamecube Y Button Right Fire
Wiimote + Button Classic + Button GameCube START Button Toggle Keypad
Wiimote HOME Button Classic HOME Button GameCube Z Button Display WiiColEm menu (see above)

In-game (Aquattack)

Aquattack has a very unique control scheme. It uses the keypad buttons to fire in eight different directions. Essentially, it uses the "keypad" as a "d-pad". While the keypad buttons have been mapped to the eight different buttons on the Classic controller (and pro) it is cumbersome to use. In addition to mapping these buttons, a special control scheme has been added to WiiColEm that allows for the use of the right analog stick on both the GameCube and Classic controller/Pro for firing in the eight different directions.

Cartridge Settings

WiiColEm contains the ability to manage per-cartridge settings. The settings that can be edited include:

  • Control settings
  • Advanced settings (Whether it requires an EEPROM, SRAM, etc.)

Control Settings

The following control options are available:

  • The controller type (standard, super action, driving/tilt, driving/analog, roller)
  • Wiimote orientation
  • Sensitivity (Roller and driving controllers)
  • ColecoVision keypad and controller button mappings

When mapping buttons, you map a ColecoVision keypad or controller button to one of the "button groups" listed below. This allows you to map a button once across the different Wii controllers.

You can use the "(View as)" menu item to toggle and view how the ColecoVision buttons are mapped to a particular Wii controller (Wiimote, Nunchuk, Classic/Pro, and GameCube).


Group Wiimote.svg Nunchuck alternative.svg ClassicController.svg GameCube Controller
Button 1 Wiimote 2 Button Nunchuck C Button Classic a Button Gamecube A Button
Button 2 Wiimote 1 Button Nunchuck Z Button Classic b Button Gamecube B Button
Button 3 Wiimote A Button (n/a) Classic x Button Gamecube X Button
Button 4 Wiimote B Button (n/a) Classic y Button Gamecube Y Button
Button 5 (n/a) (n/a) Classic R Trigger GameCube R Trigger
Button 6 (n/a) (n/a) Classic L Trigger GameCube L Trigger
Button 7 (n/a) (n/a) Classic ZR Button (n/a)
Button 8 (n/a) (n/a) Classic ZL Button (n/a)

SMB (Network support)

WiiColEm allows for loading ROMs over the network via SMB. To enable SMB support, you must edit the "wiicolem.conf" file located in the "/wiicolem" directory and provide values for the following:

  • share_ip
    • IP address of the computer to connect to.
  • share_name
    • Name of the share on the computer.
  • share_user
    • Name of the user to connect as
  • share_pass
    • Password for the user

Screenshots

Credits

  • NeoRame
    • Icon
  • Pixelboy
    • Source overlays
  • James Carter
    • Source overlays
  • Mastershoes
    • Testing (0.3)
  • Murph74
    • Testing (0.2)
  • Astroman
    • Testing (0.2)
  • Yurkie
    • Testing (0.1)

Special thanks

  • Tantric
    • Menu example code and SDL enhancements
  • Marat Fayzullin
    • Creating an awesome emulator and answering all of my annoying questions
  • Daniel Bienvenu (newcoleco)
    • Help resolving the Mode 2 issues
  • Opcode
    • Providing a ROM for testing the Opcode memory expansion and MegaCart(R) support

Changelog

0.3 - December 25, 2019

  • Updated to latest version of ColEm (4.8)
    • Super Game Module (SGM) emulation
    • 24c08 and 24c256 EEPROM emulation
  • Display enhancements
    • Double strike (240p)
    • GX+VI mode
    • 16:9 correction
    • Full widescreen support
    • Ability to enable/disable bilinear filter (GX mode)
    • Color trap filter
  • Hierarchical file navigation support
  • SMB (Network support) for loading ROMs
  • Multi-save slot support
  • Support for launching via WiiFlow (and returning)
  • Updated to latest versions of devkitPPC (r35) and libogc (1.8.23)

0.2 - March 7, 2011

  • Cartridge-specific overlays
  • Default keypad (controller) image for cartridges without specific overlays
    • Ability to set the default keypad (controller) size
  • Ability to specify whether to use cartridge-specific overlays (global and per-cartridge).
  • GX based scaler
    • Ability to adjust screen size to any size/dimensions via the "Screen Size" option under "Display". If this is entered after loading a cartridge, the last frame will be displayed to assist in sizing.
  • USB support
  • SDHC support
  • Classic Controller Pro support
  • Support for ColecoVision MegaCart(R)
  • Fixed Lord of the Dungeon save/load state issues
  • Fixed Opcode memory expansion save/load state issues
  • Fixed save/load state bug causing the palette to not be restored correctly (Aquattack, War Room)
  • Ability to set Wiimote orientation (sideways/upright) for navigating menus
  • Firing in Aquattack is now supported via the right analog stick (GameCube, Classic/Pro controllers).
  • Fixed bugs caused by pressing multiple keypad buttons simultaneously

0.1 - January 28, 2010

  • Initial release