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And it still works! As of last month, Homeland has been online for two entire decades. The official matchmaking servers may have gone down during the Bush administration, but the game still allows direct IP connections between a host and up to 35 players, putting even Mario Kart: Double Dash!!’s 16-player mode to shame. Also, unlike certain other LAN-compatible GameCube games, Homeland’s gameplay is remarkably smooth over long distances (the recent 20th anniversary event had players from South America, North America, Europe, and Asia, as documented across various livestreams).


So why aren’t more people talking about this fascinating game? Two reasons: 1) it was only released in Japan and has never been fully translated to English, meaning that you’ll have to navigate a whole bunch of Japanese menus to get connected; and 2) for a long time, going online required owning the rare GameCube Broadband Adapter. So it wasn’t just a hassle, it was an expensive hassle.
 
Well, the good news is that both of those things have changed. An English translation project is currently underway and looking very promising, and the same team is even trying to revive the matchmaking server. Oh, and not only is it now possible to play online without the official Broadband Adapter, since cheaper alternatives exist, but you don’t even need a GameCube at all.

On top of being supported by the Dolphin emulator, Homeland can also be played online on any Wii or Wii U console thanks to an app called Nintendont (as in, “it does what…”). In the interest of growing the Homeland community and perhaps one day living the “35 players online” dream, here’s a step-by-step tutorial for how to go online with this game as an absolute beginner:

(Note: The YouTube embed at the top of this post is a video version of the same tutorial, if that wasn’t obvious.)

Limitations:

  • As of right now, the latest official version of Nintendont isn’t compatible with Homeland. You can boot the game, but it’ll freeze if you try to go online. See the “what you’ll need” section below for a link to the latest compatible version (Sep 5 2021).
  • This works on Wii U! However, you can’t use a Nintendont channel forwarder to launch the game from the Wii U menu. This only works in Wii mode. Sorry, channel forwarder enthusiasts.
  • This works on Dolphin too! Go to settings and make sure SP1 is set to “Broadband Adapter (HLE)”. However, Dolphin players can only join servers, not start their own. Wii and Wii U players will crash their consoles when trying to join. (Or that’s what happened in our tests; let us know if you get different results.)
  • This sort of works with the WIP fan translation! Because, you know, WIP. The translation can’t go online on Wii or Wii U because it changes the game’s ID, which means Nintendont doesn’t know it needs to enable Broadband Adapter emulation for this game. For now, you’ll have to use the Japanese version OR modify the translation to change the ID from “GHEE” to “GHEJ” using a program called GCRebuilder. Dolphin and GameCube players can use the translation as-is. (Note: Future versions of the translation won’t have this limitation.)

If any of these issues are solved in future versions of Nintendont or Dolphin, we’ll update this section.
 

What You’ll Need:

  • The game’s ISO file (can’t link you to this one, go ask Bing).
  • A compatible version of Nintendont. As of right now, the latest compatible version is the September 5, 2021 one, which you can get here. Click the down arrow button to download the file. Rename it from “loader.dol” to “boot.dol”.
  • A save file with online mode unlocked. We’re using the save file that was uploaded by GeBeCluck23 to onlineconsoles.com, converted to .raw format to work with Nintendont. Here’s an already converted version. (If you’re using the WIP fan translation with the modified game ID, use this one.) Alternatively, you can unlock online mode yourself by playing through one game scenario. If you decide to do that, you might want to check out Longplay Archive’s walkthrough of the “DreamWorld” scenario (the first two and half hours or so in the video below) and/or Lua’s Homeland speedruns on Twitch.

  • OPTIONAL: The “add English chatbox” cheat code, created by shaaktee_. This enables the Latin alphabet in places where it can’t normally be used, like the name selection menu, which is useful if you don’t want a Japanese name. Here’s a version in .gct format for Nintendont. (If you’re on Dolphin or GameCube and just want the code in text form, here it is.)
Got all that? Okay, now we can get into the actual tutorial.

Tutorial:

Step 1: SD card/USB drive preparation
  1. Put the game’s ISO file in your SD card or USB drive’s “games” folder, like this: /games/Homeland [GHEJ]/game.iso
  2. Put Nintendont in the “apps” folder, like this: /apps/Nintendont/boot.dol (the “icon” and “meta” files aren’t strictly necessary but if you want the app to look nice on the Homebrew Channel, you can get them under “Quick Installation” here.)
  3. Put the save file in the “saves” folder, like this: /saves/GHEJ.raw
  4. Put the cheat file in the “codes” folder, like this: /codes/GHEJ91.gct
Step 2: Nintendont settings
  1. Put the SD card or USB drive back in the Wii or Wii U and launch the Homebrew Channel (again, if you’re on Wii U, you’ll have to go into Wii mode, DON’T use a forwarder).
  2. Launch Nintendont. Once it loads, look at the date to make sure you’re not in an incompatible version (meaning one released after 2021).
  3. Pick SD or USB depending on what you’re using.
  4. Press B to go into the settings. Make sure Cheats, Memcard Emulation, and BBA emulation are On.
  5. Press B again to exit settings. Select the game from the list and press A to launch it.
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Step 3: Network settings
  1. Once the game loads, press any button to go into the main menu. If you don’t see “バカ” at the top, that means you put the save file in the wrong folder (it’s “saves”, not “save”… you big バカ).
  2. Select the third option (ネットワーク), then the first one (ネットせってい), then the first one (はい). This will take you into the network configuration menu.
  3. Scroll all the way down to confirm you totally read all this important text. Select “同意する” and press A to confirm.
  4. Pick the first memory card, then “DHCPでつなぐ”. Leave this on “自動”, then pick “セーブ”, then “はい”. Press A on “ゲームに戻る” to exit the network configuration.
Step 4: Change your name
This part is only necessary if you didn’t start your own save file and used the one with online mode already unlocked.
  1. In the main menu, press A on “バカ” to enter the save file. By the way, “バカ” means “stupid”, so it’s a good idea to change your name to something more dignified.
  2. Once you’re in the game, walk up to the angel (yes, that’s an angel), press A, and pick “たずねる” to talk to it.
  3. Pick the third option (なまえをかえる), then “はい”. You’re now in the name entry menu. NOTE: You won’t be able to change your name if you’ve already joined or started a server. The game will ask you to leave or end the server first (see Steps 6 and 7 below for how to do that).
  4. Pick “123” to enter the numerical table. If you added the cheat file, you can now press D-pad down + Y to enable the Latin alphabet. Enter a good, dignified name (sorry, “POOP” is taken) and press “OK”. NOTE: If you pick a name someone in the server already has, you’ll be forced to add an extra character before connecting.
  5. Pick “はい” once again to confirm.
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Step 5: Enable IP connections
This part is only necessary if you DID start your own save file. IP connections are already enabled in the “online unlocked” one.
  1. In the game, talk to the angel and pick “いう”.
  2. Pick “ABC”, then “#”, then enter “せつぞくきりかえ” letter by letter. When you’re done, press “OK”.
  3. If the angel says “マッチングサーバーけいゆせつぞくに きりかえますか?”, that means you’re already in IP connection mode. Pick “いいえ” to cancel. If the angel says “IPアドレスしていせつぞくにきりかえますか?”, that means you’re in matching server mode, which hasn’t worked since 2007. Pick “はい” to switch to IP mode (unless you have access to a time machine).
Step 6: Connect to a server
  1. In the game, go to the shelf on the upper right corner and pick “しらべる”, then “マスコットをえらぶ”. This will take you to the mascot selection screen.
  2. Pick any available mascot except for the God Mascot (the one that looks like the angel but black). Unless you started your own save file, that means Gant (the big rocky guy next to God) or Pinoc (the long-nosed one in the corner). You might want to read Puutan’s mascot guide to decide which one you’ll be playing as.
  3. As the mascot, go talk to the angel and pick “たずねる”, then the first option (いせかいへいく), then the second (ネットでぼうけん), then the first (ホームランドをさがす).
  4. You’ll be taken to the connection screen. Pick “はい” to confirm you want to go online, then enter the IP of the server you want to join and press “決定”. NOTE: You can check kamisaba.info for public servers and their IPs. Make sure they have a green connection icon to verify that they’re currently working. You might also find servers in the GameCube Online Discord or the Homeland Discord (feel free to DM for an invite). Or you can start your own! See Step 7 for how.
  5. If all went well, you’ll see your character in the game’s park. You’re now online! The “ON LINE” sign on the corner shows your connection strength (yellow is good, red is bad).
  6. To quit for the day, press start, pick “ログアウト”, then “はい”. At this point you can decide if, while away, you want your mascot to be used as an AI companion by anyone (だれでもOK), by friends only (きずなのひと), or by no one (だれにもダメ). The first option is recommended, since you might level up and get free stuff. Press A to confirm your decision.
  7. To rejoin the same server, talk to the angel without using a mascot and pick “たずねる”, then the first option (いせかいへいく), then the second (ネットでぼうけん), then the second (ログインする). You’ll be taken to the connection screen again. Confirm you want to go online with “はい” and confirm the IP (you shouldn’t have to enter it again, unless the host has changed it).
  8. To quit the server permanently, talk to the angel without using a mascot and pick “たずねる”, then the first option (いせかいへいく), then the second (ネットでぼうけん), then the third (マスコットたいじょう). Pick “はい” to confirm. Note that you won’t be able to join the same server again unless you pick a different mascot.
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Step 7: Host a server
IMPORTANT: You can only host a server if you’re able to forward port 9003 TCP to your Wii’s IP! If you don’t know what that means, you probably can’t.
  1. In the game, go to the shelf on the upper right corner and pick “しらべる”, then “マスコットをえらぶ”. This will take you to the mascot selection screen.
  2. NOW you can pick the God Mascot (again, the one that looks like the angel but black).
  3. As the God Mascot, go talk to the angel and pick “たずねる”, then the first option (いせかいへいく), then the third (かみさまプレイ), then the first (ホームランドをつくる).
  4. You’ll be taken to the connection screen. Pick “はい” to confirm you want to go online.
  5. If all went well, you’ll see the God Mascot in the middle of a map. You’re now hosting! To get players, share your IP with friends or register your server at kamisaba.info.
  6. To stop hosting for the day, press start and pick “ちゅうだん” and then “はい”. If there are players in the server, this will start a 60 second countdown before it stops.
  7. To restart the same server, talk to the angel without using a mascot and pick “たずねる”, then the first option (いせかいへいく), then the third (かみさまプレイ), then the second (かみさまをさいかいする). You’ll be taken to the connection screen again. Confirm you want to go online with “はい”.
  8. To stop the server permanently, talk to the angel without using a mascot and pick “たずねる”, then the first option (いせかいへいく), then the third (ホームランドをつくるこわす), then pick “はい” twice. You’ll be taken online to confirm you want to destroy the server forever. :’(
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Special Thanks and Acknowledgements:

  • Puutan’s English Homeland guide. Now that you can go online, you should definitely check this out to, you know, learn how to actually play this game.
  • The users of the Homeland Discord for their patience, support, and keeping this game alive all these years. It’s a small server whose regulars wouldn’t like seeing a ton of random English-speaking people join at once, so please DM for an invitation if you’re seriously interested in joining (or join the GameCube Online Discord, which has a Homeland section).
  • The Kamisaba website. Go there to find servers!
  • GeBeCluck23 for the “baka” save file.
  • shaaktee_ on Discord for the cheat code.
  • FossilArcade for the excellent Homeland review that got us interested in this game in the first place:
 

nintendoduo: (Default)

The Super Famicom versions of RPG Maker did not have a sprite editor, meaning you were stuck with the medieval-looking default characters and couldn't make a game starring, say, Garfield. The second game (RPG Maker 2 / RPG Tsukūru 2), however, did have graphic packs that were downloadable via Satellaview, and those packs had extra characters. Characters that a sufficiently motivated nerd could, in theory, edit into other characters.

You see where this is going.

GARFIELD: i freakin hate mondays bro

So here's a tutorial for adding not just custom characters, but custom character packs that basically amount to 16-bit era DLC. And yes, they work on a real console, if you're that motivated of a nerd.

Stuff you'll need:

  • Ryouma de Yuku, an RPG Maker 2 add-on game originally downloadable via Satellaview (preserved thanks to Satellablog)
  • BS-X Flash Manager, a program for editing Satellaview memory packs
  • YY-CHR, a program for editing graphics in a ROM
  • The sprite sheet for the character you want to insert into the game, no bigger than 16x24 pixels per sprite (the hundreds of A Link to the Past randomizer sprites available work, if you turn them into PNGs with ZSpriteTool and do some cutting and pasting)
  • RPG Maker 2 itself and a way to play it that allows loading Satellaview memory packs, such as Snes9x, bsnes-plus, MiSTer FPGA, FXPAK PRO, or the actual cartridge if you have an empty Satellaview memory pack and a way to flash it (NOTE: don't you fucking dare do this if you haven't dumped that pack already, even if it appears to be empty)

STEP 1: Extract the Ryouma de Yuku Graphics Pack

Launch BS-X Flash Manager and open the Ryouma file you downloaded from Satellablog (Ryouma De Yuku - Complete Set.bs). It should look like this:

Select the second file on the left (the one that says 2 blocks), then go to File and click Export. This will create another .bs file with only the graphics pack and not the other Ryouma stuff. NOTE: If you skip this step you'll still be able to change the sprites, but they won't actually work in the game. Why? No idea! Just accept the mystery and don't skip this step.

STEP 2: Edit the Graphic Pack Sprites

Before getting started, take a look at the Ryouma de Yuku characters below and pick one whose colors more or less match your desired characters' colors:

(That one lady in the second row has a pretty Garfield-esque dress, for instance.)

Now launch YY-CHR and open the graphics pack .bs file you extracted in the previous step. You'll see nothing but nonsensical graphics with weird-ass colors, until you change these settings:

Format: 4BPP SNES/PCE(CG)

Pattern: 16x24

Address (click the red "ADDR 0x80" icon): 0001BC00

There, now you'll see sensical graphics with weird-ass colors. It should look like this:

At this point, changing the colors is technically optional -- nothing here will change what the colors in the game itself will look like, but seeing them as you would in the game will make the next part a lot easier. To see the correct colors, you need to load a ZSNES emulator save state created within RPG Maker 2. No, this won't work with a save state made in an emu created this century, for, once again, some reason. Yes, this is kind of a pain in the ass, so here's an RPG Maker 2 save state we made just for you. You're welcome.

Anyway, go ahead and click "Palette," then "Load Emulator State" and pick the one we provided. Now the colors will look... worse?!

Ah, but notice that the color palettes available on the lower right are now different. If you scroll down that list, you should find a palette that makes each character's colors match the ones in the game.

Scroll down the window on the left to find the character you settled on at the start of this step, then pick the right palette for them. In our case, here's the Garfield lady with her right palette:

Now look at the sprites for the character you want to add. We're using this Garfield sprite sheet by Jon Gandee and Hansungkee from Spriters Resource, hastily adapted for this tutorial by someone who clearly isn't a pixel artist. (PRO TIP: you can easily add a grid over your image by opening it in Paint and pressing Ctrl+G. Take a screenshot to be able to zoom in all the way.)

Now use the drawing tools on the right of YY-CHR and the colors on the palette to replicate each sprite over the existing ones, always over its equivalent position ("walking right" over "walking right," and so on). Click the second cog icon on the bottom (the one that says 32x32 by default) if you want to zoom in. Heeeeeere comes Garfield!

When you're done with a sprite, you can click the Copy button on the toolbar above to copy everything currently being shown on the right window, the Paste button to paste it over another sprite, and lastly Mirror Horizontal (the double arrow pointing left and right reminiscent of Nickelodeon's Catdog) to mirror it.

Once you've finished all the sprites, you can go to File and pick Save as to create yet another .bs file, which takes us to the next step...

STEP 3: Load the Graphics Pack in RPG Maker 2

Assuming you're using an emulator, because you almost definitely are, we recommend Snes9x over bsnes, since save states don't seem to work for RPG Maker 2 on the latter and you'll be needing a shitload of those if you actually want to play this game. In Snes9x, go to File, Load MultiCart, and pick your legitimately obtained RPG Maker 2 ROM on Slot A and the last .bs file you just created in Slot B, then click OK. (You can ignore the BIOS part for this game.)



If you like living on the edge and insist on using bsnes, go to System, Load Special, Load BS-X Slotted Cartridge, and set the two files just mentioned as Base cartridge and Slot cartridge respectively. The game should start now. Press A to go to main menu, then go to the second option ("EDIT" if you're using the English translation patch).

Now go to the last option ("DAT" in English), then the last option again ("MEM-PAK IMAGE DATA"). Press up to select the memory pack and A to confirm (this part is untranslated in the patch).

Press B to go back to the previous menu and go to the second option there ("PARTY"). Press A twice and that will take you to the Character Maker screen. This is, astonishing as it might seem, where you make characters for your game.

The first option in this screen is where you can name your character, so go for it if you want. In the Japanese version, press R twice to use the Latin alphabet. In the English translation, you start with the Latin alphabet and pressing R once will let you use lower case letters (not available in the Japanese version).

Press start to save the name and A to confirm. Now, at last, the reason we're here: goddamn Garfield. Pick the second option in the Character Maker screen ("IMAGE") and use the D-Pad to select a character. Your character will be among the last ones, so you'll probably want to start by pressing down. There's our boy!

Press A to select the character, B three times to leave, and A to save and exit the Character Maker. At this point you can start playing with the other options to make a game for your character -- or, if you just wanna see what it looks like in action with little effort, simply load someone else's RPG Maker 2 game, like one of the 11 existing English language ones from the '90s preserved at rmarchiv.de. These are always in SNES save ram format (.srm), so simply rename the file to match the name of the ROM, put it in the "saves" folder for Snes9x or the same folder as the ROM for bsnes, and repeat the process above to replace one of the characters in the game with your own.

SEX OBJECT, YOU NEED TO BE THERE SO THEY CAN GAPE ATI WET MY PANTS!

NOTE: You'll need to load both files via the "Load MultiCart" or "Load Special" option every time you want to use the custom characters, but you only need to do the in-game memory pack loading/character selecting process the first time. You'll know you forgot to load the .bs file if your character is suddenly invisible.

NOTE 2: Be aware that this game's English translation is somewhat unstable and can randomly crash during fights, so you'll either have to save a lot (we weren't kidding about this game requiring shitloads of save states) or get used to navigating Japanese menus.

And that's it! You are now 1/10th of the way to creating your own SNES RPG Maker 2 character pack. In the words of Garfield himself:

GARFIELD: IT WAS EASY

If you make any games in this thing, with or without custom characters, let us know and we'll play them in our channel (most likely in test mode because we suck at RPGs, but still!).

nintendoduo: (Default)

No, the clip above isn’t from an official Game Boy Advance Video release of The Super Mario Bros. Super Show (Dora the Explorer had two episodes on GBA Video, yet this show somehow had none). We made it ourselves, as the final seconds of the clip might have made you guess. It turns out it’s shockingly easy to turn video files into a GBA Video ROMs you can play on a real GBA via flashcarts, which is perfect for keeping yourself entertained during your commute while making everyone around you think you’re a gigantic fucking nerd.

Here’s a short tutorial based on this one on GBAtemp, with some changes:

Bitrate: 40 (try less if the file turns out too big)

Op: Manual

Trim: No Trim - Manual Resize

Resize: Aspt

Framerate: Auto

Pre-Filer: 4x Dithering

  • The GBAtemp tutorial recommends using the gbafix program to make the videos console compatible (just drag your ROM into gbafix.exe, which can be found here), but that wasn’t really necessary on the flash cart we used (EZ Flash Omega)
  • DO THE MARIO  
nintendoduo: (Default)

Once it’s done flashing, your computer will tell you you need to format the SD card, but don’t listen to it. You can just remove it and put it in your Raspberry Pi now.

1.4. OPTIONAL: If you’re going to use Wi-Fi, go to https://github.com/toolboc/psx-pi-smbshare and follow the instructions in the “Configuring Wireless Network” section to enter your Wi-Fi’s name and password.

STEP 2: Get wired up

2.1. Use the two Ethernet cables to connect both your GameCube (via the Broadband Adapter) and the Raspberry Pi (via the built-in Ethernet port) to your router, or to a hub connected to your router.

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2.1B. ALTERNATIVELY: You can also connect the GameCube directly to the Raspberry Pi, but now we need a way to get the Pi online. A good option is getting a USB to Ethernet adapter, hooking it up to one of the Pi’s USB ports, and using that to connect your Pi to your router or hub. A less good option is going with Wi-Fi, but that way lies heartache. Simply connect a USB Wi-Fi adapter to one of the Pi’s USB ports. If you did everything right (see step 1.4 above) and still can’t go online, it’s possible your USB Wi-Fi adapter isn’t getting enough power from the Pi. You can solve that by connecting the adapter to a powered USB hub, then connecting the USB hub to the Pi.

2.2. Turn on the Raspberry Pi.

STEP 3: Set up Xlink Kai

3.1. On your computer, go to https://www.teamxlink.co.uk/?go=register and register an account.

3.2. Now go to http://smbshare:34522. If your Raspberry is online, you’ll see the Xlink Kai login screen here. Enter the username and password you just created.

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3.3. Click “Configuration”, scroll down, and check the box that says “Automatically assign IP for: Gamecube”. Click save and go back to the main Xlink Kai page. (You might have to refresh your browser and log in again. If it doesn’t work, turn the Pi off and on, then give it a few seconds.)

STEP 4: Go online

4.1. Turn on your GameCube with any LAN-compatible game in it. Yes, ANY of the four that exist! Okay, let’s not kid ourselves, you’re playing Mario Kart: Double Dash!!. Go lo LAN Mode on the title screen, and your GameCube will start looking for other consoles.

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4.2. While your console is looking, go back to Xlink Kai on your browser and click “Metrics”. After “Reachable” it should say “Yes”, and if you scroll down, you should see your GameCube listed under “Found Consoles”.

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4.3. Click “Game Arenas”, then GameCube, then the game you’re playing, and finally the game’s region. There, you’ll see everyone else who is looking for a match on Xlink Kai at that moment. So, uh… no one, probably.

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But fear not! You can go to the GameCube Online Discord and find other players among the GameCube-obsessed maniacs who live there.

4.4. Once another Xlink Kai-connected player goes online, your consoles should detect each other. Whoever presses “Start” during this screen gets to pick the settings. If the other player is using Dolphin, you should let them press “Start”. They can enable certain options on their end to reduce lag.

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STEP 5: Play!

As mentioned, you’ll get way, way better results if the other players are close to you and if you’re all connected via Ethernet and not Wi-Fi. Here are some pretty good races between two people in different cities in the US, one using Dolphin and one using a real GameCube with a Raspberry Pi:

On the other hand, here’s a race between three people in different continents:

It looks like a race between three unusually violent grandmas. However, the more people from all over the world join the GameCube online community, the less likely those situations will be, so if you’re interested please spread the word!

Other Methods

Of course, there are other ways to play GameCube games online… just not on the real console. One that works really well (7 players from all over the world with no slo-mo!) is using a combination of the Dolphin emulator, Parsec, and Xlink Kai. For more details, check out the GameCube Online Discord: https://discord.gg/285UrWd

SPECIAL THANKS: toolboc for creating this Raspberry Pi image, the folks at the GameCube Online Discord for help testing, and the Wachowskis for directing that last gameplay video.

 
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