            .  ___   ____                _________           ___
	    .|  `|_|   `| ___ ___  __ .|    ____/ _______ .|  `|
	    :|     _     ||  `|  `|(__)|    (_  `|/   _  `\|____/:.
	    ...:::||____|:|____||_______/::::\_________/\_______/(____)::::...
	    `-*-- -  -   -    -      -            -              ^cls
	    Core-GraphX / PC Engine / Turbo GraphX Emulator
                        Version 2.12 [Gamecube 0.0.1]
                               30 December 2005
                               www.tehskeen.com

--[ Introduction ]-----------------------------------------------------------

Hu-Go! GC is a PC Engine / TurboGrafx-16 emulator, now ported to the Nintendo
Gamecube. Using this emulator you'll be able to enjoy the first 16-bit gaming
experience all over again!

--[ Features ]---------------------------------------------------------------

  * Completely Re-Written Sound Engine
  * 16-bit Stereo 32Khz Sound
  * Load ROMS up to 2.5Mb
  * Battery RAM support for Memory Card, SD, USB storage (Wii only)
  * Load ROM files from SD, USB Storage (Wii only) & ISO9660/Joliet DVD (with subdirectory support)
  * ISO/BIN support (no sound)
  * Wiimote/Nunchuk/Classic controller support (Wii only)
  * SMB Support

--[ Installation ]-----------------------------------------------------------

The emulator is provided as a .dol which is a Gamecube Executable. You only need to load and run
the DOL on your GC or WII (Gamecube Pad needed) using various methods (Bootable DVD, SDLOAD,...)
If you have no idea on how to load&run a DOL, please go here on follow the available guides:
http://modyawii.tehskeen.com/  (Booting Homebrew Section)

Wii version is also provided: they have been compiled to run in Wii mode and should be loaded
using your prefered method (Twilight hack,...). This version provides extra features such as native SD 
slot access and Wiimote support.

FAT (SDCARD or USB) users should create a directory named "hugo" at the root of the device.
Inside this directory, you can create a subdirectory named "roms" to put all your roms.
a subdirectory named "saves" is automatically created when saving Battery RAM files.

ROMS can also be loaded from a ISO9660/joliet DVD. A modchip is required in gameCube mode.
On the Wii, no modchip is required but you will need to install the DI Stub before you can access DVD-/+R.
More infos on HackMii: http://hackmii.com/2008/08/libdi-and-the-dvdx-installer/
The maximal readable size is 1.35GB on Gamecube and 4.7GB on Wii (in GC compatible mode).

IMPORTANT:
When putting roms either on DVD or FAT devices, it is recommended to use subdirectories as there is a limit of 1000 files per directory.


--[ Wii SMB support ]--------------------------------------------------------

If you want to use SMB, open hugo/hugo.xml and look for these Lines:

<setting name="ip" value="" description="Share Computer IP" />
	
<setting name="share" value="" description="Share Name" />
	
<setting name="user" value="" description="Share Username" />
	
<setting name="pwd" value="" description="Share Password" />

Enter your Configuration data in the value="" Field.

E.g like this:

<setting name="ip" value="192.168.0.1" description="Share Computer IP" />
	
<setting name="share" value="PCEngine" description="Share Name" />
	
<setting name="user" value="wii" description="Share Username" />
	
<setting name="pwd" value="wii" description="Share Password" />



--[ Controls ]---------------------------------------------------------------

The Gamecube joypad is mapped as follows:

  Button A        PCE Button 1
  Button B        PCE Button 2
  Button X        PCE Turbo 1
  Button Y        PCE Turbo 2
  Trigger Z       PCE Select
  Start           PCE Run
  L trigger	  Menu

When no expansion controller is connected, the Wiimote is used horizontally
and mapped as follows:

  Button 1        PCE Button 1
  Button 2        PCE Button 2
  Button A + Menu PCE Turbo 1
  Button B + Menu PCE Turbo 2
  MINUS           PCE Select
  PLUS		  PCE Run
  HOME		  Menu

When a Nunchuk is connected, the Wiimote is used vertically and mapped as follows:

  Button A         PCE Button 1
  Button B         PCE Button 2
  Z Trigger + Menu PCE Turbo 1
  C Trigger + Menu PCE Turbo 1
  MINUS            PCE Select
  PLUS		   PCE Run
  HOME		   Menu

When a Classic Controller is connected, the Wiimote is not used and the controller is
mapped as follows:

  Button A        PCE Button 1
  Button B        PCE Button 2
  Button X + Menu PCE Turbo 1
  Button Y + Menu PCE Turbo 1
  MINUS           PCE Select
  PLUS		  PCE Run
  HOME		  Menu



--[ Main Menu ]---------------------------------------------------------------

  You'll start off with the main introduction screen and after pressing "A"
  you will be at the main menu. Note that at anytime during gameplay you can
  return to the main menu by tapping on that little Z button (you know, the
  one on your controller).

  Of course it's a menu so you have yourself a few things to choose from.
  So here's a list and what they do.


  PLAY GAME:    Takes you into or back to the game.
  -----------------------------------------------------


  HARD RESET:    Reset emulator
  -----------------------------------------------------


  LOAD NEW GAME:
  ------------------------------------------------------

  Load Recent let you browse a ROM history list with the ten last opened ROM files.
 This is only available for ROM files previously loaded from SDCARD.

  Load from SD  let you browse the SDCARD. 
  Load from USB let you browse the USB storage device. 
  Load from DVD let you browse the DVD. 
  Stop DVD Motor will stop the DVD motor and the disc from spinning during playtime

  Pressing B will make you going up one directory while navigating.


  EMULATOR OPTIONS:
  -------------------------------------------------------

  Aspect let you choose the Display Aspect Ratio:
	. ORIGINAL mode automatically set the correct aspect ratio exactly
	as if you connected a real Pc-Engine on your TV.
	. STRETCH mode will stretch the display vertically to fit the whole
	screen area

  Render let you choose the Display Rendering mode:
	.ORIGINAL let you use the original PC-Engine rendering mode (240p):
	In this mode, games should look exactly as they did on the real hardware.
	Be aware that this mode might not being compatible with HDTV and the component cable.

	.INTERLACED vertically scales (using hardware filtering features) the original display
	to a 480 lines interlaced display.
	In this mode, because of the higher resolution, games generally look better than on
	the real hardware but some artifacts might appear during intensive and fast action.
        
	.PROGRESSIVE swith the rendering to Progressive Video Mode (480p), 
	only set when component cable is detected.


  WRAM MANAGER:
  -----------------------------------------------------
    
  This let you save & load the content of the system internal battery which is used
  by some games to save your progress.
  
  You can now choose the device type and location.
  Be sure to set this according to your system configuration before saving/loading files.

  . Device: Let you choose the device to use: FAT (SD or USB, automatic detection) OR Memory CARD (MCARDA or MCARDB)

   IMPORTANT:
   
   1/ when using NGC Memory Card in SLOTA, some mounting errors may occur. In this case,
      remove and insert the Memory Card again before trying to save/load anything.

   2/ when using FA devices, the directory /hugo/saves is automatically created

 
  RETURN TO LOADER:
  ------------------------------------------
	Return to the loader (SDLOAD/PSOLOAD, TP Loader or HB channel)
 
  REBOOT SYSTEM: 
  ------------------------------------------
	This will return to the System menu (Wii) or Reboot the Console (Gamecube)



--[ Develloper Notes ]----------------------

According to the GNU status of this project, the source code MUST be made available to anyone as soon
as you have modified it and released a binary. 
To recompile the source code, you will need to be familiar with development environment setup.
If you don't, you might look at wiibrew or tehskeen's forum. 

First, you will have to download and install the following tools/libraries: 
1.	the last version of Devkitpro and DevkitPPC. Windows user should directly run the AutoInstaller version 
2.	the CVS version of libogc. 
3.	the last version of libfat.
You can also get and compile the current source from CVS repository 
4.	the last libDI source code. 

Once you are done, grab the current hugo-gx source code from SVN (http://code.google.com/p/hugo-gx/source/checkout)
then launch compile_all.bat from msys (installed with devkitpro) 


--[ Credits ]----------------------------------------------------------------

Hu-Go! 2.12       Zeograd (http://www.zeograd.com)
PC2E              Ki 
TGEMU             Charles MacDonald (http://cgfm2.emuviews.com)

PSG Info          Paul Clifford (http://www.magicengine.com/mkit/doc.html)
SN76489           John Kortink

Font Engine       Qoob
DVD Magic         Ninjamod Team
GX Engine         gc-linux team (http://www.gc-linux.org)
libOGC            shagkur
devkitpro         wintermute
original GCN port softdev
Wii port + extras eke-eke
SMB support       talantyyr

--[ Thanks ]-----------------------------------------------------------------

The Hu-Go! logo, used on screen and for Save icons, are used with permission
from Zeograd.