Homebrew Bully beta wii builds

bullworth

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On archive.org there is some bully wII builds , they work fine on dolphin emulator , but if you convert them to wbfs on the wii back up manager , and try and run them through usb loader gx , on a modded wii they fail to run , and takes you back to the home brew channel.
Is there anybody in the wii community that can shed some light on this , or has managed to get them working on a modded wii , thanks for any help.
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JuanMena

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Probably they're getting corrupt during the conversion.

You can find WBFS in other Archives if you look well enough. So do that instead.

EDIT: Didn't noticed you said beta. Yeah... beta builds... I don't think the Wii can read that...
 

Exidous

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Wii itself has security features for controlling what software is allowed to run on it. Presumably, Dolphin doesn't reconstitute them. And also presumably, the prevalent hacks that we use on real hardware bypass the aspects that prevent backup loading and such, but not the entirety of the security features.

Is it possible the beta wbfs file is missing whatever the retail-game-side of that security arrangement is? It might be worth just checking the file header in hex against retail and homebrew wbfs files that run correctly.

Discussed during the Wii's retail life: https://www.nintendoworldreport.com...uss-wii-security-technology-undocumented-chip

EDIT: please report back if you get it working, this might provide some insight that's applicable to making the usb loaders more robust.
 

77Urmel77

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Bully is one of the Wii games not fully suported by usb-loaders, isn´t it?
Iirc midgame at a cartrace it usually crashes.
 

bullworth

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On archive.org there is some bully wII builds , they work fine on dolphin emulator , but if you convert them to wbfs on the wii back up manager , and try and run them through usb loader gx , on a modded wii they fail to run , and takes you back to the home brew channel.
Is there anybody in the wii community that can shed some light on this , or has managed to get them working on a modded wii , thanks for any help.
View attachment 307758View attachment 307760

Probably they're getting corrupt during the conversion.

You can find WBFS in other Archives if you look well enough. So do that instead.

EDIT: Didn't noticed you said beta. Yeah... beta builds... I don't think the Wii can read that...
Thanks for reply and the advice :)
 

bullworth

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Wii itself has security features for controlling what software is allowed to run on it. Presumably, Dolphin doesn't reconstitute them. And also presumably, the prevalent hacks that we use on real hardware bypass the aspects that prevent backup loading and such, but not the entirety of the security features.

Is it possible the beta wbfs file is missing whatever the retail-game-side of that security arrangement is? It might be worth just checking the file header in hex against retail and homebrew wbfs files that run correctly.

Discussed during the Wii's retail life:

EDIT: please report back if you get it working, this might provide some insight that's applicable to making the usb loaders more robust.
Thanks for the reply and the very useful information , if I make any progress I will let you Know.
 

bullworth

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Didn't the Wii's used during game development usually had more RAM than retail Wii's?
Thanks for your reply , I expect the wii dev did have more ram and other features , there must be some information out there, on wii dev's some ware.
 

N7Kopper

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Didn't the Wii's used during game development usually had more RAM than retail Wii's?
And was it used for execution of game code if so? I know debug 3DSes have a lot of extra RAM used for quickly loading test builds - it was a RAM disk, not for running code.
 
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emmanu888

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And was it used for execution of game code if so? I know debug 3DSes have a lot of extra RAM used for quickly loading test builds - it was a RAM disk, not for running code.
More so used to have additional RAM for debug tools running in the background. Say you have to recreate a bug, you need more RAM to run the debug tools in the background that would allow you to see why the code is hanging.

Retail Wii's have 88MB of RAM and the dev Wii's have 192MB of RAM
 
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bullworth

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More so used to have additional RAM for debug tools running in the background. Say you have to recreate a bug, you need more RAM to run the debug tools in the background that would allow you to see why the code is hanging.

Retail Wii's have 88MB of RAM and the dev Wii's have 192MB of RAM
Many thanks for the reply , and the very useful information , I thought there was a difference in ram , but not by that much , it all makes sense now for the use of debugging tools .
 

N7Kopper

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More so used to have additional RAM for debug tools running in the background. Say you have to recreate a bug, you need more RAM to run the debug tools in the background that would allow you to see why the code is hanging.

Retail Wii's have 88MB of RAM and the dev Wii's have 192MB of RAM
That would be execution of game code. The debugging tools aren't separate from the game, otherwise you would just need to mod the Bully beta builds to not crash when they're absent.
 

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