Difference between revisions of "Booting homebrew"
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== Unmodified Gamecube == | == Unmodified Gamecube == | ||
− | * [http:// | + | * [http://www.gc-forever.com/forums/viewtopic.php?f=38&t=3023 Home Bros.] |
− | : Requires two custom save files on the memory card | + | : Requires two custom save files on the memory card and Super Smash Brothers Melee (any version) |
* [[Samson's AR loader]] | * [[Samson's AR loader]] |
Revision as of 00:11, 20 August 2015
There are several methods available to successfully boot homebrew on unmodified and modified Gamecubes. These methods include using a special bootdisc and memory card device, a loophole within an official Gamecube game title, a traditional modchip or a drive replacement modchip.
Unmodified Gamecube
- Requires two custom save files on the memory card and Super Smash Brothers Melee (any version)
- Hard to set up, can be annoying to load homebrew, but great if you have the materials to set it up.
- Requires previously formatted card ready for use with AR (Action Replay).
- Uses a region free bootdisc to load hombrew from included memory card device.
- Offers out of the box homebrew support - always need the disc to boot it up. Comes with a flimsy SDGecko!
- Requires an original copy of Phantasy Star Online Episode I & II and a Broadband Adapter.
Modified Gamecube
- Quick for booting backups and homebrew with a bootable disk of SDLoad or Swiss.
- Quick to boot backups and homebrew with SDLoad installed as plugin.
- Very quick to boot backups and homebrew with Swiss on flash.
- Quick to boot backups and homebrew with Swiss.iso and SDGecko.
- Very quick to boot backups and homebrew with Swiss as initial ISO for WiiKey Fusion / WASP Fusion or initial ISO for WODE.