I will tell you a few things wrong with your plan.
1) GameCube does NOT use Windows CE. It uses a proprietary OS that you would have to crack in order to get any programming done. (To this date, nobody has done that).
2) GameCube cannot read those 150MB CDRs. It's part of the piracy protection on the GameCube. You would need a mod chip to do so, and thankfully those do not exist.
3) If you are coming here to ask about this, then obviously you don't have much experience programming for consoles. I would advise trying some PS2 programming for the time being. It's hard as hell, but it should give you some flavor as to how difficult homebrew games/apps are, and how different console development is from PC development.
On the other hand, the GBA is well documented, and freeware devkits are available online. I have made a few simple games for it, and I have found the experience rewarding and fun. The system is actually quite nice to develop for. If you are interested in developing on a console, I suggest you give the GBA a shot.
Forgot to mention, if you want an OFFICIAL devkit, here's the procedures, direct from Nintendo's reply about a request.
Quote
If you are not working with a Nintendo authorized licensee, we will require some information about your company and its previous development experience. Keep in mind that we typically look for companies that are established game developers.
Please email the following application requirements to support@noa.com:
Your company's full legal and incorporated company name (including Ltd., Inc., Co.), address, telephone and fax numbers and a main contact and that person's email address.
A list of published game titles (any platform). Please include your role in each title.
A list of any subcontractors, subsidiaries, branch offices or other related companies that you anticipate will aid in development. Please describe how they will serve to assist in software development.
List any employees under the age of 18 working at your company.
Once we have this information, we can determine if it would be appropriate to send a developer non-disclosure agreement for your review and signature. We will contact you after we have made a decision.
The general terms and conditions of our authorized developer program are:
Developer Qualifications: An authorized developer must have demonstrated the ability to develop and program excellent software for Nintendo video game systems or for other video game or computer systems. In addition, an authorized developer must have a stable business organization with adequate office facilities, equipment, personnel and financial resources in order to insure the security of Nintendo proprietary information and in order to insure an effective environment for working with Nintendo and/or its licensees. Nintendo provides authorized developers with highly proprietary information and many of Nintendo's licensees also rely on recommendations and referrals to authorized developers. For these reasons, Nintendo exercises a very high level of care in approving only a select number of authorized developers.
Confidentiality Agreement; Release of Confidential Information: Upon entering into agreements to hold all proprietary information received from Nintendo as confidential, an authorized developer will receive written software programming specifications for the platform they will be developing for, and the ability to purchase software development tools solely for that company's site. Authorized developers will have access to Nintendo's third party support website to discuss all development issues and receive technical updates. Each employee or independent contractor of an authorized developer who has access to the Nintendo proprietary information will be required to sign a suitable confidentiality agreement with the developer and/or Nintendo.
Game Development: Rights granted to an authorized developer extend only to the use of Nintendo's proprietary information for the development of games on the platform for which they signed the appropriate non-disclosure agreement. Rights do not extend to the right to manufacture, market, promote or otherwise exploit developed games or the Nintendo proprietary information, whether incorporated in hardware, software or accessory formats. An authorized developer may develop a game on a speculation basis or on a contract basis with an authorized Nintendo licensee. Authorized licensees of Nintendo are licensed to develop and market approved games on the system for which they have an existing Nintendo licensing agreement.
Software Development Kits: Approximate development costs range from $10,000 to $20,000. Financial stability is expected approved developers in order to purchase the necessary development equipment for your project
Second Party Publishing with Nintendo: This program is not an offer for Nintendo to publish your game title. It is the responsibility of each developer to secure their own relationship with a third party publisher.
Also here is the overview
SDSG / 3rd Party & Licensee Home / Approval Overview August 12, 2002
Approval Overview
As you can imagine, there are several steps in the process to approve your game for manufacturing. In an effort to help you better understand what to expect at each step, we have created this walkthrough. Here you will find information that will help you plan your submission process, understand your options at each step of the process, and provide you with the correct contact persons for your questions.
The process is listed below in the best possible order. Please keep in mind that some of the steps may run concurrently with others.
Step One: Licensee Authorization
The first step in the procedure is to become an authorized licensee (publisher) or software developer. The procedures are different for each hardware platform and are different for licensee or software developer status, so please contact Sandy Hatcher for more information.
More information available under Licensing > Become a Licensee and Licensing > Become a developer.
Estimated turn-around time: Varies
Sandy Hatcher Software Licensing Manager
sandyha@noa.nintendo.com
425-861-2091
Step Two: Software Concept Submission
All authorized licensees (publishers) are required to submit specific information about the projects you currently have in development to our Game Evaluation Group, a.k.a. Mario Club. If you are an authorized software developer, please work with your publisher to get us the information we need. Unlike the past, we no longer require you to submit a detailed concept, just general information that is used primarily for tracking purposes. This information is not shared with other departments other than Licensing, Lot Check, and Mario Club. Please be aware that some of the required information changes depending on the hardware platform.
Click on "Product Evaluation" to find out what information is required for your project.
More information is available under Product Evaluation > Concept Submission.
Estimated turn-around time: 1-3 business days.
Tim Walker Mario Club Supervisor
tim@noa.nintendo.com
425-861-2815
Step Three: Mario Club Program
The Mario Club program is an opportunity for you to have some of the most experienced gamers in the industry take a fresh look at your product. Starting with the concept all the way until you reach final code, you have the option of submitting your work and receiving feedback on its quality. This is the same software evaluation team used to improve many of our own products.
The program consists of several options at each stage, so it's up to you which one (or all!) that you wish to take advantage of. Below is a listing and brief description of Mario Club's services. The amount of time that is listed in parenthesis indicates the estimated turn-around time for that particular service.
NOTE: Because we are focusing our efforts on Game Boy Advance and GAMECUBE product quality, all Nintendo 64 and Game Boy Color product evaluations are subject to availability. You will be notified if we can accommodate your request.
Concept Evaluation (2 weeks): The Mario Club is available to review all aspects of your game design document: menu layout, progression system, planned player rewards, replayability, estimated amount of game play, etc. If you wish to do this, please send an electronic copy of a detailed design document including a walk-through of at least two or three levels of the game to Shawn Seavers. In order to save time, resources, and energy, sending an electronic copy of the design document is crucial. Hard-copy concepts are subject to unspecified delays.
Interim ROM Evaluation (IROM)(2 weeks): At various development milestones, you may want Mario Club to comment on the current direction you have taken your project. It most effective when interim ROM images sent for review are at least partially playable-that is, the basic level structure and objectives are in place for a few of the stages, worlds, areas, etc. This is only a guideline, however, and software can be sent at virtually any point of completion. An IROM evaluation is an excellent chance to learn players' reactions to what you have done so far. If you want to capitalize on the IROM Evaluation, please indicate in the required concept submission at which milestones you wish to submit your project.
Final ROM Evaluation (1-2 weeks): This one is more self-explanatory. Once you reach final code, you may submit the project to Mario Club. The major benefit of this is that you will learn the reactions of an experienced gamer of your finished project. This is perfect if you wish to do some final tweaking of your game, without major redesign. Please indicate if you wish to take advantage of this service in the required concept submission information.
1st Impression Testing (1-2 weeks): This is a simple, yet highly effective form of software evaluation that we have been using internally for some time. It has been our experience that the average player decides whether or not they will continue to play within the first couple of hours. We will provide you feedback on the all-important first hours of play, balancing the overall difficulty, along with any other group impressions of the initial experience.
Again, if you wish to take advantage of any of these services, please mark the dates at which you wish to submit your project to Mario Club and which type of evaluation you would like to receive. (Please keep in mind that some of the evaluations can only take place a certain times during the development cycle.) Please contact Shawn Seavers to schedule any Mario Club evaluations.
More information is available under Product Evaluation > Mario Club Program.
Estimated turn-around time: See evaluation descriptions.
Tim Walker Mario Club Supervisor
tim@noa.nintendo.com
425-861-2815
Step Four: Lot Check
There are many steps involved in order to pass NOA's Lot Check. You will need ftp access, product codes (a.k.a. game codes), along with other requirements.
For smoother sailing, please contact Terral Dunn when you are ready to submit your file. He will set you up with ftp access. Similarly, contact Derek Whipple as early as possible with the following information in order to obtain your product code:
The complete title
The SKU (platform - NUS, AGB, CGB dedicated or CGB Dual)
The Publisher
The ROM size
Is additional RAM used? And size, if applicable.
Are any accessories used (i.e., Rumble feature), or does the game support multi-player, if so, how many players?
What are the projected markets, choose USA, Japan and/or Europe
Has the game been released previously? That is, does the game have a Game Code in another market?
For help with the rest of Lot Check's procedures, please contact Kirk Buchanan. More information is available under Lot Check.
Estimated turn-around time: 5 to 7 days per submission
Kirk Buchanan Product Testing Supervisor
kirkbu@noa.nintendo.com
voice: 425-861-2819
fax: 425-861-2845
Step Five: Submitting Artwork for Packaging
Artwork is submitted for packaging approval. It is important to note that artwork can be submitted at anytime during the development of the game. In fact, waiting until you have passed Lot Check before submitting artwork could add several unwanted weeks to your final approval for manufacturing. Please contact Tina Painton for more information.
More information available under Licensing > Submit Packaging.
Estimated turn-around time: 5 to 7 days
Tina Painton Licensing Media Specialist
tinapa02@noa.nintendo.com
425-861-2667
Sandy Hatcher Software Licensing Manager
sandyha@noa.nintendo.com
425-861-2091
Step Six: Ordering Product
Please contact Kris Gustafson for information about placing your order. More information available under Licensing > Order Product.
Estimated turn-around time: Varies
Kris Gustafson Licensing Project Specialist
krisg@noa.nintendo.com
425-861-2086
Step Seven: Manufacturing and Shipping
Each hardware platform's manufacuring timelines are unique. Below are the general guidelines that will help you determine an estimated time-frame. Please remember that these timelines are subject to change without notice.
Nintendo GameCube: 8 to 10 days (non-peak); 10 to 12 days (peak)
Game Boy Advance: 40-45 days (non-peak); 45-55 (peak)
Game Boy Color: 40-45 days (non-peak); 45-55 (peak)
If you have any questions about the manufacturing process, contact Kris Gustafson. More information available under Licensing > Order Product.
Kris Gustafson Licensing Project Specialist
krisg@noa.nintendo.com
425-861-2086