http://www.qj.net/wii/events/brand-new-wiis-out-by-christmas-no-backwards-compatibility.htmlWe hackers know why that decision was made -- the major debugging tool for the Wii (USB Gecko) relies on GameCube hardware, meaning that removing GCN compatibility will prevent development of online cheats on those consoles. Unfortunately, this impacts those of us who do legal mods using the GCN hardware, including both offline cheating (GeckoOS) and console synchronization (GeckoTunnel).
It's unclear how GCN support will be removed. The Wii's processors can easily handle GCN games, so playing GameCube games might be as simple as copying BC/MIOS onto a new Wii. Debugging Wii games can be done via WiFi on the IOS side, as megazig is currently working on. I can't think of an easy way to debug games while in GameCube mode without GameCube ports, unless something like DIOS MIOS were used... linking the front SD slot to a SDIO/USB bridge sounds possibly feasible. If debugging were done, GameCube controllers could be simulated using PadSim.
Speaking as a developer who uses the USB Gecko, this news does not change my plans. The Wii U is on the way, and it has been known for months that it will not support GameCube hardware. All USB Gecko developers have been aware of this fact. When or if Wii or Wii U debugging solutions are released which do not rely on GameCube hardware (including Wi-Fi solutions like MegaIOS, or front-SD solutions), I will happily work with those solutions' developers to have GeckoTunnel use them (with interoperability with USB Gecko). In the meantime, GeckoTunnel development will proceed as planned.
For those of you who are interested, the following products look useful in implementing a front-SD debugging interface:
Hardware:
http://www.actel.com/products/ip/search/detail.aspx?id=739Linux driver to port to the Wii:
http://lxr.free-electrons.com/source/drivers/mmc/card/sdio_uart.c?a=blackfinAny thoughts from the hardware hackers on whether an SDIO/USB bridge would be doable?