Releases: emukidid/Wii64
Release list
Cube64 / Wii64 1.4.2
Changes since 1.4.1:
- Fix regressions from TLB refactor (Conkers BFD)
- Fix regressions from Depth Clear refactor (glN64 transparency issues in Zelda OoT)
- Add Zelda OoT subscreen speed hack
- Fix TLB invalidation issue in dynarec (Castlevania 2)
- Make Battletanx use count_per_op=3
- Save states back to zlib (use ppc-zlib)
- Fix inline warnings
- Update RiceVideoLinux.ini
Cube64 / Wii64 1.4.1
Changes since 1.4:
- Wiiflow support
- 240p support (enable it from video settings, if a game goes interlaced it's supposed to throw you out of 240p mode)
- Switch to uncompressed save states to avoid low memory zlib failures (previously made save states will be incompatible)
- Minor dynarec optimisations
- Fix stale save state info when switching from main to basic menu view
- Mario Kart 64 in-game video billboard support under glN64 on Wii only (it's a hack, specifically enabled for this game)

Cube64 / Wii64 1.4
A bit has happened since v1.3, mostly improvements to the GameCube version (Cube64), and some performance and stability improvements for all. I'd consider Cube64 more playable than any previous release to date for the GameCube, including the "Exp" (8MB RDRAM) builds.
Edit: Re-uploaded after the initial upload to fix a save states issue on Wii. If you've already downloaded it, grab it again.
Full changes list:
- SD2SP2 support (GameCube)
- Half TLB footprint for Wii, introduce Tiny TLB cache for GameCube
- Add block level generated functions to lessen dynarec footprint (only enabled for GameCube Expansion pak builds)
- Fix TLB bug (GameCube)
- Fix AESND/VM collision with ARAM (GameCube)
- Remove boxart builds and CARD support to save memory (GameCube)
- Safeguard allocations by moving some to managed lwp heaps
- Fixed several memory leaks and handle other memory exhaustion scenarios better
- Remove device insert/removal thread for better stability (Wii)
- Updates for latest libogc2
- Add HOME as an option to return to the menu for Wii U GamePad and set it as default (WiiVC)
- Adjust Wii U aspect ratio via DMCU (WiiVC)
- Fix Pilotwings / Winback graphical issues (hacks)
Wii64 1.3-20211222
I figured it's time to make a Wii64 release given that there's been quite a few changes in the repo. The majority of them are courtesy of Not64 which I'd consider more stable than Wii64 itself these days personally, just cause it has undergone more testing. So why do both still exist? Wii64 continued development when Not64 began so it's from an earlier iteration of the base source, and as a result it'd be difficult to merge both projects together at this point. Put both on your Wii and use whichever better suits you!
What's new? Too much to mention over too many years to list, so here's a small summary.
All platforms:
- Boxart support
- Rice GFX Plugin
- GlideN64 plugin improvements/bugfixes
- Dynarec improvements (recompiled stores/loads, unified r4300 struct)
- UI bugfixes/memory leaks addressed
GameCube:
- Introduce expansion pak release
- "Basic" release without boxart
- ARAM VM backing store for ROM data
Wii:
- Added Wii Remote +Control Pad as analog source
- NAND VM backing store for ROM data
Wii U "Wii mode" specific stuff:
- GamePad Support
- Unlocked multiplier support
Hi-Res Texture Packer (java) v1.2
Wii64 Rice (Hi-Res pack enabled test build)
A Hi-res texture pack enabled build of Wii64 with the Rice Graphics plugin.
This is incomplete (buggy, some types not implemented) and reads a Wii64 converted texture pack from a hardcoded location on SD: /wii64/hires/texture.pak
Use the texture packer from the release section to create the texture pak.
boxart.bin
Extract this into sd:/wii64/ for boxart support.

