The Emerald leak occurred on the 2nd of September 2020 and included about 700MB of content related to the Wii and gamecube. So this would not quite qualify as a “Gigaleak” but it was definitely from the same source as the Gigaleak.
Most notably it contains the ATI Wii Verilog files for Vegas (part of the Hollywood graphics chip) and of course the source code to Pokemon Emerald.
When extracted the emerald archive has the following sub archives inside it:
When extracted the files and folders contained are:
The folders beginning with “for” are referring to the System Menu version, so “for4” folder contains the BOOT-DIAG- files for version 4 of the System menu (systemmenu.rvl.116.4.wad).
System menu WAD files included:
There are two different versions of the BOOT-DIAG application, v0 and v2, no idea what happened to v1 but it wasn’t included.
This archive only contains 2 files in it:
The name FFWP is the product ID for the NES Virtual Console game Donkey Kong: Original Edition.
The strange thing is that the .wad file doesn’t load in dolphin but if you rename the .out file to .wad it works fine in Dolphin!
It would be interest to check if this WAD file contains anything that is not in the retail release.
This archive contains a few files related to the Wii Startup Disc.
Contains the following files:
Honestly not sure what these files are exactly, but the product code “RVL-RAAE” matches the code for the Wii Startup Disc.
For More information about the Wii Startup Disc check out the page on WiiBrew: Wii Startup Disc - WiiBrew
Although to be honest these files aren’t as interesting as the Wii Startup Disc dump in the Platinum leak which contains the full .gcm file.
The contents of this archive are as follows:
This doesn’t seem to install in Dolphin so it can’t be confirmed if it is a WifiTester application. But it is definitely an application for the Wii.
The archive tako_main_052306.tgz has been created by ATI, another company responsible for working on the Nintendo Wii. We already have leaked Verilog files from the company BroadOn previously, so when joined with these files you have a more complete picture of the entire Wii Verilog source code.
This archive contains the hardware Verilog source code for the ArtX (ATI) Hollywood graphics processor. Specifically the Vegas portion which is the core of the Chip, note that the project was previously called Tako (after the sushi), the name change is noted in the index.html file in the web documentation.
Other sources are calling Tako a portable Gamecube project, however this is incorrect, there are a few documents talking about a hybrid portable gamecube however this was under the NNGC or GC Portable name and not related to Tako (apart from Tako being encluded as the Graphics processor).
For more information about the Portable Gamecube see the section later on in this page.
This is similar to the previously leaked verilog files for the Nintendo 64 as it contains much of the same tools, even includes a C simulator (csim) version of the verilog hardware.
When the archive has been extracted it has the following folders:
note that this folder seems to be missing the sw sub folder which is referenced in some of the documentation such as the buildNTDGX.txt file, which states that the Nintendo Gamecube Graphics Library (NTDGX) is in that folder.
This folder potentially contains header files and tools related to Bothware, presumably bothware is content that is used by both the hardware and software folders such as the fdl include files.
The contents of the bw folder is as follows:
The fiddle tool compiles .fdl (Field Description Language) files into C header files, the fdl files describe bit fields such as registers and commands.
The Doc folder contains some very interesting documentation, this is where the news sources got their headline for the Portable Gamecube (specifically in the proj sub directory).
The contents of this folder are as follows:
The files in the folder are as follows:
The most interesting file in this is probably the log file, although not exactly gripping reading material it can be nice to see the result of the build system running successfully.
The next most interesting is the codeAndMakefiles.txt file which describes what they learned from the messy Dolphin (Gamecube) codebase. So they decided to treat all compiler errors as warnings and avoid the use of undefined compiler-specific code. Good advice that still holds to C/C++ developers today!
Also of interest is the uncertainty of what Nintendo was planning, they wanted to support the NTDGX API for backwards compatibility with Gamecube but they were not sure if it would still be used by the Wii.
This folder contains three folders but sadly the nintendo and broadon folders are empty, the only folder with content is the ati folder.
The contests of the ati folder are as follows:
The most interesting document in this folder is actually the gfx_bringup.html document inside the test folder.
As expected this folder just contains spreadsheets for the Test plans for each hardware component and the current progress of testing.
The files in this folder are:
Please note we are not sure what CRS stands for and AHB and AHM are unconfirmed.
The Hardware development kit contains two versions, one for Linux and another for windows, they are seperated into two different directories:
The Linux version is very strange as its literally just the folder structure and nothing more, so no actual files are included, so you can’t do anything with this folder at all.
The Windows version is much more complete on the other hand and even contains content for the 3.0 Alpha 3 version of CodeWarrior for Gamecube. Although doesn’t seem to contain the main executables to actually run CodeWarrior.
It also contains cygwin GCC executables that can be used to compile the C-source code tests on Windows PCs.
The test folder as you might expect contains scripts and code used to test the project. it contains the following content:
A tool created by ArtX Inc, the company behind the Flipper Gamecube graphics chip, to calculate the CRC value of an Embedded Frame Buffer (EFB) dump.
Converts a PPM Image to whatever the output of the function gxuGetTiledImage is.
The GC portable was mentioned in a 2003 presentation, note that this is 3 years before the Wii was released on to the market.
There was plans to make a console much more powerful than what became the Wii and there was also to be a portable version with a dock similar to the Nintendo Switch.
The Dock would even have a place to plug in Gamecube controllers and standard Gamecube Memory cards.