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Topic: When do you think they will announce Gamecube VC?

Posts 1 to 20 of 37

Don

1. Shortly after Smash Bros GC controller is released (2014)
2. In 2015
3. In 2016 or after but during Wii U's lifespan
4. After the next Nintendo system comes out and for the next console
5. Never

Don

Jacob717

It'll come out exclusively for Japan and Europe, just like the DS VC.

Jacob717

Gamecubed

I feel like having a reissue of the GC controller and the GC adapter is hinting at something.
Maybe in the new year they'll announce plans... but who knows? With the way the Wii U's VC is right now, I don't know.

Gamecubed

iphys

I feel like they should at least announce it before x-mas even if we're not getting it for maybe a year. It would be one extra feature to create some hype to help move consoles over the holidays, not to mention those GameCube controllers and adapters.

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therick112

GC?? We still don't even have 64 games on the U!

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RedDevilAde

Given it's now been shown that the Wii U can natively run GCN code it shows that Nintendo could have had provided this with very little effort at any point over the past couple of years. I don't think it's ever coming because of this.

Rimmer: "Look, I think we've all got something to bring to this conversation, but I think that from now on the thing you should bring is silence."

Homer: "Oh people can come up with statistics to prove anything Kent. Forfty percent of all people know that."

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Joeynator3000

Maybe it's for 3DS instead and they're waiting until the New 3DS releases here. xD

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Kaze_Memaryu

I doubt it's coming anytime soon, if ever. The GC library is comparably small, and some of the Nintendo titles already got remakes on Wii/WiiU, so there isn't much left to release except third-party games. Besides, the analog triggers indicate an absolute need of at least one GameCube controller, which is asking for a bit too much right now.

<insert title of hyped game here>

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Caryslan

Kaze_Memaryu wrote:

I doubt it's coming anytime soon, if ever. The GC library is comparably small, and some of the Nintendo titles already got remakes on Wii/WiiU, so there isn't much left to release except third-party games. Besides, the analog triggers indicate an absolute need of at least one GameCube controller, which is asking for a bit too much right now.

There are tons of Nintendo first-party Gamecube games that have never come out on the Wii or Wii U including

Super Mario Sunshine
Super Smash Bros Melee
Waverace Bluestorm
F-Zero GX
Luigi's Mansion
Star Fox Assault
Wario World
Fire Emblem: Path of Radiance
Kirby Air Ride
Mario Party 4
Mario Party 5
Mario Party 6
Mario Party 7
Mario Kart Double Dash
Geist
Mario Golf: Toadstool Tour
Mario Power Tennis
Mario Superstar Golf
Super Mario Strikers
Pokemon XD: Gale of Darkness
1080 Avalanche
Animal Crossing
Battalion Wars
Chibi-Robo
Custom Robo
Warioware Inc: Mega Party Game$

And this list does not include the following games that got ports on the Wii
The Legend of Zelda: Twilight Princess
The Legend of Zelda: Wind Waker(HD Port)
Metroid Prime
Metroid Prime 2: Echoes
Pikmin
Pikmin 2

There are tons of first party games to pick from, in fact the Gamecube may have more to offer then even the Nintendo 64, which loses over half of its library due to Rare being the developer of many of its most popular games.

Plus, the Gamecube had very good third-party support, so many companies like Ubisoft, Sega, Capcom, and others could bolster the Virtual Console library of the system as well

Let me put it this way, the Gamecube could potentially have more games on the VC then the N64 had on the Wii's Virtual Console.

As for the controller, why can't the Pro Controller, Classic Controller, or even the Gamepad handle Gamecube games? They have more buttons then a Gamecube controller does.

Caryslan

FcsevenXIII

The gamecube triggers are pressure sensitive. That's why this will never happen.

Edited on by FcsevenXIII

FcsevenXIII

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@Caryslan I'm sure you mean Mario Superstar Baseball, not Mario Superstar Golf.

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Tasuki

I am tired of waiting. Thankfully if I want to play GC games I can just use my Wii.

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Kaze_Memaryu

@Caryslan I wouldn't call that a ton. Also keep in mind that only very few of the ones you listed have Nintendo-type appeal (Luigi's Mansion, Super Mario Sunshine, StarFox Assault, Super Mario Strikers, Fire Emblem: Path of Radiance). All other titles would interfere with newer titles or upcoming games (like Mario Kart Double Dash!! - why get MK8 when you can have a great MK title for much less), making them bad business decisions overall.
And bringing Wii ports to WiiU is nonsensical, since (except for MP Trilogy maybe) all those games are available for Wii, which also makes them playable on WiiU.

With third-party support, we have a problem that isn't really measurable until it actually occurs: just how expensive would it be to port a GameCube game to VC? Knowing Capcom, they most likely won't budge at all, and all others won't do it unless they see enough profit potential in it.

And no, the Pro Controller cannot emulate all GC controller functions. The GC shoulder buttons are sensitive to how deep you press them, which you couldn't even hope to emulate with the ones on any other controller Nintendo ever made, since they only know if they're pressed or not.

Edited on by Kaze_Memaryu

<insert title of hyped game here>

Check some instrumental Metal: CROW'SCLAW | IRON ATTACK! | warinside/BLANKFIELD |

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RedDevilAde

Kaze_Memaryu wrote:

With third-party support, we have a problem that isn't really measurable until it actually occurs: just how expensive would it be to port a GameCube game to VC? Knowing Capcom, they most likely won't budge at all, and all others won't do it unless they see enough profit potential in it.

We already have the answer to that, the home brewer community have shown that the Wii U can run GCN code natively, so the answer it the cost is very low/nothing other than providing software to get the Wii U to launch the code and map the controller to the game (and if they can be bothered, providing a digital copy of the instruction book). This would be shared between each game so it's a one off cost for Nintendo. The cost to the 3rd party is pretty much nothing.

It's very irritating that it has now been shown to be such minimal work and yet it hasn't been done yet. It's hard to see how this would not be profitable even with the low Wii U install base.

Kaze_Memaryu wrote:

And no, the Pro Controller cannot emulate all GC controller functions. The GC shoulder buttons are sensitive to how deep you press them, which you couldn't even hope to emulate with the ones on any other controller Nintendo ever made, since they only know if they're pressed or not.

We have the GCN controller adaptor to solve this, but even without it it could be approximated with the existing Wii classic and Wii U pro Controllers, the have 2 triggers on each side which could represent half down and full down on the triggers to have some of the analogue functionality.

Edited on by RedDevilAde

Rimmer: "Look, I think we've all got something to bring to this conversation, but I think that from now on the thing you should bring is silence."

Homer: "Oh people can come up with statistics to prove anything Kent. Forfty percent of all people know that."

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NintendoFan64

Hopefully soon. The Gamecube was a huge part of my childhood. But what would the pricing be?

There is nothing here...except for the stuff I just typed...

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Kaze_Memaryu

RedDevilAde wrote:

We already have the answer to that, the home brewer community have shown that the Wii U can run GCN code natively, so the answer it the cost is very low/nothing other than providing software to get the Wii U to launch the code and map the controller to the game (and if they can be bothered, providing a digital copy of the instruction book). This would be shared between each game so it's a one off cost for Nintendo. The cost to the 3rd party is pretty much nothing.

It's very irritating that it has now been shown to be such minimal work and yet it hasn't been done yet. It's hard to see how this would not be profitable even with the low Wii U install base.

It's not as simple as that. Keep in mind that MiiVerse support, Standby organization, and a proper VC framework are required, and that these games need to be converted to digital to begin with, not to speak of logistics (licensing, controller support, eShop distribution). There's a LOAD more to it than just throwing a game on the WiiU, and homebrewers are the worst judge to ask for anything, since homebrew stuff just needs to run, instead of being any kind of actual quality.

We have the GCN controller adaptor to solve this, but even without it it could be approximated with the existing Wii classic and Wii U pro Controllers, the have 2 triggers on each side which could represent half down and full down on the triggers to have some of the analogue functionality.

The adaptor is a very pricey solution, since the inital requirements would already add up to 50$, which is a terrible demand just to play downloadable GC games. Also, the analogue triggers on the GC controller have more than just a 'half-pressed' and 'full-pressed' - Super Mario Sunshine proves easily that the triggers either call a percentage, or at least four different intensities, which you could only emulate on the GamePad via virtual trigger (a terrible workaround, since it's nearly impossible to keep control while stretching your thumb to the touchscreen).

<insert title of hyped game here>

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RedDevilAde

Kaze_Memaryu wrote:

It's not as simple as that. Keep in mind that MiiVerse support, Standby organization, and a proper VC framework are required, and that these games need to be converted to digital to begin with, not to speak of logistics (licensing, controller support, eShop distribution). There's a LOAD more to it than just throwing a game on the WiiU, and homebrewers are the worst judge to ask for anything, since homebrew stuff just needs to run, instead of being any kind of actual quality.

I'm sorry it is as simple as that, all that is require is a rip of the code if not already store (ridiculous if true plus only takes a short while to do) and the launcher (this is the VC framework - Miiverse is already setup, they don't reimplement the thing for each game) - simple there's already a small app in home-brew that someone put together to do this, it's not a big deal someone has written one in their spare time! The logistics you speak of are already done bar licensing (not an issue for first party stuff), the eshop is already in place, the controller support is already done as they are releasing the GCN controller adapter.

Viewing the efforts home brewers is the best way judge in this case, getting the game up and running is the lions share of the work, beyond that the rest is just bells and whistles. Most people don't care about online instructions, save states they just want the game to run. The HB work has shown this is not only possible, but easy too.

We can see inside the black box now and it's exposed Nintendo being extremely lazy over this issue or unwilling to support the GCN on the VC since we now see it could have been easily implemented at any time since launch.

Kaze_Memaryu wrote:

The adaptor is a very pricey solution, since the inital requirements would already add up to 50$, which is a terrible demand just to play downloadable GC games. Also, the analogue triggers on the GC controller have more than just a 'half-pressed' and 'full-pressed' - Super Mario Sunshine proves easily that the triggers either call a percentage, or at least four different intensities, which you could only emulate on the GamePad via virtual trigger (a terrible workaround, since it's nearly impossible to keep control while stretching your thumb to the touchscreen).

Pricey or not it is a solution (Wii had the same thing you ideally had to buy the classic controller to use the VC fully but some games worked with the remote). With the existing controllers ideally you'd want more than half pressed and full but at least it would allow the games to have some element of the original functionality. You can use the poor solution or the pricier full solution with these options.

Bottom line IMO, there is a GameCube inside each Wii U, why put it there and not use it?

Edited on by RedDevilAde

Rimmer: "Look, I think we've all got something to bring to this conversation, but I think that from now on the thing you should bring is silence."

Homer: "Oh people can come up with statistics to prove anything Kent. Forfty percent of all people know that."

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creeprtrainer52

let alone all the other things.... such as:
1.creating a file that wont eat up space like pac man
2.getting rid of all the bugs
3.making sure people would buy it(for other people not me)

creeprtrainer52

Kaze_Memaryu

@RedDevilAde You're making it sound easy, but as I said, you cannot just slap everything together. The VC framework needs to be adjusted to work with each individual game, uploading to the eShop requires additional space (and, if GC games are generating a lot of traffic, additional servers), and MiiVerse still has to be set up to work properly. It's not like posting a comment or submitting a picture - every single thing needs to be retailored to the console, otherwise there will be runtime errors and all other kinds of issues. So, just to make 100% sure that won't happen, every game will need to be extensively tested.
And let's not forget integrity: if a GC game had a serious glitch or bug that could be exploited to access the WiiU's core function, it would become a tremendous security threat.

All in all, you're downplaying the business aspect and try to make it look like anyone could do it. But, as I stated before, homebrew cannot be compared to business at all. It's a bunch of random people who just do what they want. They have no pressure, no deadlines, no rules to follow, they just do whatever works.
But as a company, Nintendo needs guidelines, standards, and most importantly, employees who need to get paid for this kind of work.
Homebrew has no standards - Homebrew doesn't even need to care if something's not working right away, someone's gonna fix it, anyway. But for companies, every little mistake has dire consequences.

<insert title of hyped game here>

Check some instrumental Metal: CROW'SCLAW | IRON ATTACK! | warinside/BLANKFIELD |

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RedDevilAde

Kaze_Memaryu wrote:

@RedDevilAde You're making it sound easy, but as I said, you cannot just slap everything together. The VC framework needs to be adjusted to work with each individual game, uploading to the eShop requires additional space (and, if GC games are generating a lot of traffic, additional servers), and MiiVerse still has to be set up to work properly. It's not like posting a comment or submitting a picture - every single thing needs to be retailored to the console, otherwise there will be runtime errors and all other kinds of issues. So, just to make 100% sure that won't happen, every game will need to be extensively tested.
And let's not forget integrity: if a GC game had a serious glitch or bug that could be exploited to access the WiiU's core function, it would become a tremendous security threat.

I should reveal I am a programmer by profession and am not talking out of my rear end here. You’re confusing emulation with running on the original hardware. That the original hardware is in the Wii U hugely simplifies things. No emulation is needed the code can run natively as it was designed to (this completely eliminates the need for individual tailoring of the emulator for each game, bugs will only occur if they were originally there on the GameCube), that does reduce the job to just having a wrapper round the original code for launching and feeding the controller through. Plus you get the benefit of having the code isolated on a part of the hardware the Wii U OS doesn’t use meaning it can’t bring down the OS just the game itself (Lego Movie: The Game I’m looking at you) or exploit the Wii U since it can't access the higher level hardware.

This does mean each game doesn’t need the huge amount of individual testing you speak of. Miiiverse is identical for each game, so no effort needed there just set it up. The games are only a few gigabytes in size at most, this is hardly going to tax their servers compared to the retail games.

Kaze_Memaryu wrote:

All in all, you're downplaying the business aspect and try to make it look like anyone could do it. But, as I stated before, homebrew cannot be compared to business at all. It's a bunch of random people who just do what they want. They have no pressure, no deadlines, no rules to follow, they just do whatever works.
But as a company, Nintendo needs guidelines, standards, and most importantly, employees who need to get paid for this kind of work.
Homebrew has no standards - Homebrew doesn't even need to care if something's not working right away, someone's gonna fix it, anyway. But for companies, every little mistake has dire consequences.

Exactly, no pressure, no deadlines, no guidelines, no documentation and they did it. A business would easily be able to best their efforts, they have documentation, standards etc. this doesn’t make things harder, it makes it easier to do (especially when more than one programmer is involved, I speak from experience here) and most of all employees are motivated by getting paid for their efforts. Home-brew had the harder job, their success unfortunately humiliates Nintendo or shows they don't care about this and don't intend to do it.

Edited on by RedDevilAde

Rimmer: "Look, I think we've all got something to bring to this conversation, but I think that from now on the thing you should bring is silence."

Homer: "Oh people can come up with statistics to prove anything Kent. Forfty percent of all people know that."

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