My favourite PowerMac is a Nintendo Wii
virtuallyfun.com
virtuallyfun.com
Hopefully their port of Mac OS gets put in the Open Shop Channel!
Open Shop Channel: https://oscwii.org WiiLink for online gaming: https://wiilink.ca
Games still came on disk so there wasn’t the madness of endless buggy updates (disks had one opportunity to be bug free so quality was at a higher standard) and internet connectivity was not guaranteed, so there was no way for micro transactions.
However, internet connectivity was available, so things like optional online play were still possible, as well as some basic user generated content.
everyone says that about their childhood :)
Games I currently play: SupermegaBaseball, Assetto Corsa (with wheel), Dirt series on gaming PC. Also various Mario etc games on Wii U.
Sorry to disappoint, but I don't even know what a Wii looks like. I've always been using my computer to play games on.
Everyone says that about their childhood too :)
The games were cool too.
These days, probably you could feed a video into Claude Code and have it spit out one which is pretty decent.
(And if I were to make an argument about a childhood console being peak, for me it'd be the 64 or GameCube!)
But I think the Wii was a singularly unique console because it brought a particular kind of casual gaming to the masses that no console before or after has been able to do. Looking back, it's wild that people wanted to buy a bunch of custom hardware to play Rock Band! And the Wiimotes are probably the best TV controllers ever made.
Nah. Music clearly peaked about 10 years before I was born.
It removes the region lock and you can set the system language to english. The eShop was shutdown already so that doesn’t matter
And Scummvm, too, to play some gems such as Broken Sword and Lucas Arts adventures.
And I my childhood I loved the Game Boy, but the PSP was almost the GBA I wanted in my early teen years, but enhanced. Oh, and it doubled as a portable media device, so I could watch videos on the go (before smartphones). I ripped up everything from a PC.
Once PS3 and Xbox 360 came in picture, things changed slightly since they relied more heavily on their network services… albeit, PSN back then was free for online gameplay. These were on the same generation as Wii, but Wii was a winner for casual playing.
Mind you, I broke my video game addiction shortly after that time-period - my last console was an Xbox 360 - and haven't got a firm grasp on what's come since.
Final Fantasy X, Metal Gear Solid 2, Gran Turismo, and GTA.
I'm guessing you mean GTA 3, but then we also had GTA Vice City... and GTA San Andreas. Which are all three in the top 5 selling games for the PS2.
That being said I recently got the Analog 3d with 4 controllers and theres something amazing about the speed at which u can boot and get into a 4 player game.
Six hardware threads, so the thread per subsystem model didn't really work. Instead you got the best results from a DAG of tasks submitted to a job stealing scheduler running on most of the CPU resources. But beside that, no little DSPs that you had to separate work out onto other than the GPU.
And it had the first consumer GPU to incorporate unified shaders (so vertex and pixel shaders ran on the same cores, dynamically scheduled to improve utilization).
They had SMT, but unlike every other implementation of SMT I’m aware of, memory stalls on one thread would stall both threads… which kind of defeats the primary purpose of SMT.
At least with the PS3’s Cell, the SPUs were designed to be esoteric on purpose. It seems like Xenon kind of just ended up being esoteric by accident. (Or maybe they ended up like that because Microsoft were cheating off Sony’s homework)
You've got the option of OG authenticity with CRT emulation (although I use a shader emulating a high-end analog RGB CRT so the effect is more subtle) or you can 'upgrade' games to looking and feeling quite modern yet without the modern cruft. Also want to give a nod to PS3 / X360 emulation as both have come a long way in the last ~18 months and I'm really enjoying working my way through a backlog of titles I never played back in the day.
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The "classic" console homebrew scenes are incredible. The stuff I've seen for PS1 never ceases to impress.
In some ways, it seems like the heyday of a console is long after it is commercially viable.
It's fascinating how close Nintendo got to doing the same thing with their Sony partnership while Sony was R&Ding early PlayStation.
Outside of a handful pf motionplus compatible games, there was no gyroscope. Everything relied on a 3axis accelerometer.
Eek my son is not gonna be happy about that
The custom mkwii wiki has 17,000 articles https://www.mkwiiki.org/wiki/Main_Page
> and I fell in love with the jank as it were (hacks
> upon hacks upon hacks going back to the 1980s is
> something I’d definitely describe as “jank”).
Modern macOS still has classic Mac OS code in it dating as far back, and has added Objective C and Swift abstractions on top.
One sibling mentioned the menus. Another sibling mentioned the Security framework. The SDK for macOS Golden Gate still ships with headers dating back to MacOS 8.6 (although they are mostly deprecated now) https://kalleboo.com/linked/macos86security_vs_macosgoldenga...
The Carbon API itself lasted until 10.15 (Catalina / 2019) for 32 bit apps, so there's presumably at least some classic Mac OS derived code in there until then.
You'll get this error if you try to use the Carbon menu APIs:
> References to Carbon menus are disallowed with AppKit menu system on macOS 14 and newer. Use instances of NSMenu and NSMenuItem directly instead
https://developer.apple.com/documentation/macos-release-note...
UI-level Carbon is gone, but various low-level APIs persist.
RegisterEventHotKey() is available "in CarbonLib 1.3 and later" according to Universal Interfaces.
This was never provided by classic Mac OS and many apps hacked it in by hooking Get/WaitNextEvent. In Carbon they didn't support this sort of "mangle the global system callbacks" shenanigans, but there was a real developer expectation of this API, and Apple was begging developers to port to Carbon. This API filled that gap.
What you could probably do is take a Wii emulator like Dolphin and virtualize the CPU. Basically combine Dolphin and KVM_PR, getting ~native CPU performance while still needing to do 3D translation and simulate the IOS side of the Wii.
(Wii games run with the CPU in the supervisor state IIRC, so you can't just run them as processes under an OS, you'd either need a proper hypervisor or to catch traps caused by running supervisor instructions in "problem state", a la KVM_PR.)
And "fun", relevant as other are insisting noticing, is another thing you build and will return in the future.
USB hubs, USB SATA adapters and USB Ethernet interfaces for the win.
It was totally awesome. But the advertised promise of motion controls didn’t really land until Wii motion+ controllers. When I played skyward sword I thought “ok THIS looks like the ads”
For about a year, we played Rockband (especially the Beatles version) for an hour every day. We had the Rockband 3 keyboard, and one of the kids decided that he'd like to learn the piano. Twenty years later and a B.Mus. and M.Mus. later, we just attended the premiere of his musical (not, not a big one, but still...) in Toronto.
His career literally wouldn't have happened without the Wii.
My own emulator (Advanced Mac Substitute) can run Spectre Challenger, by the way.