A large amount of custom code will still need to be written to support the unique hardware inside the GameCube. This is not as easy as you assert. For example, let's take the graphics chip. Since ATI is not very open with the register-level specifications for their hardware, LinuxPPC only supports ATI cards in framebuffer mode. I'll bet that since no game would be using simple VGA-style hardware access, support for this mode has been removed from the chip.
Linux for Dreamcast was possible because the Dreamcast also reads and boots from standard data CDs without a problem.
The gameboy link isn't that helpful either. The GameCube doesn't actually boot from the GBA, it just uses the link cable to send data back and forth.
I see two major possibilities: * Using either the GBA link cable or the ethernet adaptor to do a buffer overflow, using a small loader stub as the payload. Once you have the loader stub running on the system it would be possible to upload and run whatever you want.
* Taking advantage of the GameShark. Once InterAct finally releases the thing, changing memory on the GameCube live will be much easier. If they add a computer connection port like on the Saturn Pro Action Replay, then Linux on the GameCube will become an exercise in reverse-engineering. Of course, this is easy on the Saturn: the cartridge port exposes the main CPU bus, but.. I'm still hoping...
Re:Should make the future of 3d modelling more fun
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3D TV For The Masses?
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> Of course, the flip side to all this would be that individuals and organizations may start copyrighting shapes in addition to images. The first court cases over something "shaped like" a copyrighted object will be very interesting.
Companies already do this. Things like case design of "deluxe" arcade cabinets are often copyrighted to prevent other manufacturers from making ripoffs. For example, Konami holds a copyright on the DDR cabinet - not that it's helped in dealing with the ripoffs from Korea/China/places with a lack of copyright law.
This might be a nice platform to make homebrew games on, but it looks like the fees required could be prohibitive for non-commercial programmers:
$400 - fee for 100 authentications with VeriSign, required for becoming an "Authenticated Developer," which you need to do to obtain a ClassID and get the rest of the developer tools.
$1500 - cost of ARM BREW Builder, required to build your applet for a phone
$unknown - Microsoft Visual Studio
The SDK is free to download, so there's something to work with. Anyone know any free ways to do this?
More developer info here: http://www.qualcomm.com/brew/
Good, it's not just me...
It is: APEX 20K Devices.
A large amount of custom code will still need to be written to support the unique hardware inside the GameCube. This is not as easy as you assert. For example, let's take the graphics chip. Since ATI is not very open with the register-level specifications for their hardware, LinuxPPC only supports ATI cards in framebuffer mode. I'll bet that since no game would be using simple VGA-style hardware access, support for this mode has been removed from the chip.
Linux for Dreamcast was possible because the Dreamcast also reads and boots from standard data CDs without a problem.
> try getting even a picture of one of these
Like this?
The gameboy link isn't that helpful either. The GameCube doesn't actually boot from the GBA, it just uses the link cable to send data back and forth.
I see two major possibilities:
* Using either the GBA link cable or the ethernet adaptor to do a buffer overflow, using a small loader stub as the payload. Once you have the loader stub running on the system it would be possible to upload and run whatever you want.
* Taking advantage of the GameShark. Once InterAct finally releases the thing, changing memory on the GameCube live will be much easier. If they add a computer connection port like on the Saturn Pro Action Replay, then Linux on the GameCube will become an exercise in reverse-engineering. Of course, this is easy on the Saturn: the cartridge port exposes the main CPU bus, but.. I'm still hoping...
> Of course, the flip side to all this would be that individuals and organizations may start copyrighting shapes in addition to images. The first court cases over something "shaped like" a copyrighted object will be very interesting.
Companies already do this. Things like case design of "deluxe" arcade cabinets are often copyrighted to prevent other manufacturers from making ripoffs. For example, Konami holds a copyright on the DDR cabinet - not that it's helped in dealing with the ripoffs from Korea/China/places with a lack of copyright law.
- $400 - fee for 100 authentications with VeriSign, required for becoming an "Authenticated Developer," which you need to do to obtain a ClassID and get the rest of the developer tools.
- $1500 - cost of ARM BREW Builder, required to build your applet for a phone
- $unknown - Microsoft Visual Studio
The SDK is free to download, so there's something to work with. Anyone know any free ways to do this? More developer info here: http://www.qualcomm.com/brew/Currently active TCP connections