By using this site, you agree to our Privacy Policy and our Terms of Use. Close
LordTheNightKnight said:
thekitchensink said:
LordTheNightKnight said:
thekitchensink said:
Vectorferret said:

The updates on the disk are primarily new drivers or API's. For example, Metroid Prime 3 contained the ability for games to post images to the message board (which the game uses). Wii Sport Resort contained the code for accessing the Check Mii Out channel from inside games. A lot of the others are things like Wii Speak. The hardcore games tend to have new features more often, so they have updates to enable this support on the Wii in a central way (rather than each game directly modifying the Wii system memory to do these things, it can be tested in one central way and deployed in an update).


This.  These games contain updates that are necessary to use some of their features.  I believe the one on Brawl, for instance, enabled the Wii to read dual-layer discs properly, which was important since the game used one.


Does that also mean these can unlock more processing capabilities of the Wii?

Aslo, Kylie, I'm geniunely sorry you have to be inconvenienced this way. So it seems the best solution is to a) just keep your channels in pretty much the order you downloaded them (or move some to an SD card), and b) play the Wii more often (even if it's getting some classic VC games you haven't played before).

Most likely, though I expect that most of its resources are already available.  Since the Wii doesn't do anything like persistent Friend Lists or background downloading, it doesn't have to do too much extra when it's running a game.  This means that I don't see why the full functionality wouldn't already be unlocked, except possibly some very minor performance optimization.


Well if the API is upgradeable, that would be one way to do it.

The API probably uses the hardware as well as it can already. Mabye stuff like loading from disk / SD could be optomized to use less CPU, but anything that is intended to be done at the same time as gameplay is likely as optimal as it can be by the time they launched. Of course, the Wii API is very minimalist, the CPU is completely in control of the software (no API used). The API's are only used to access the SD card, WiFi, DVD drive and message board and controllers. Everything else is done without the API at all. The only place where the API could be optomized to speed up gameplay is in the code to access controllers, and I doubt they didn't make that as fast as possible already.



3DS - 2277 - 6636 - 6675 WiiU - Vectorferret
(Write on wall or PM if adding)