Hacking Riivolution

WiiPower

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tueidj said:
Actually when I tried to force the hackmii installer to use the latest IOS37, it refused.

I think they only use the IOS up to IOS36 for the installer, but i could be wrong. And i'm not sure what was first the latest IOS37 or the latest hackmii installer.
 

svpe

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No one from us helped him. He exploited IOS on his own
smile.gif


We're using a different IOS and a different exploit in the Hackmii installer fwiw.
 

Wiisel

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WiiPower said:
adriande2 said:
Well, if you get your Wii to run backups through the disc channel(without a reloader), you should be able to use this with them. This is a guess, anyway.

If you have a modchip, then yes. If you don't have one, only retail discs will work with Riivolution. If you ask why, see the other Riivolution thread.

Depends on the chip D2Ckey no joy but WODE (from HDD) + BCA some games boot.
 

NEO117

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grrkodiak said:
NEO117 said:
Too bad there's no source code so we could make it work with backupz.
yaywii.gif

That should be rephrase to Since it is not working with back up I will have to get a job this summer to buy the game I like to play. Do your chore around the house and maybe your mommy will buy you the game.

sarcasm detector broken. Even I know that this'll be hacked within weeks. And even if I were to work it's no use because they don't sell Wii games or ANY game in Vzla anymore due to a stupid law where violent games are banned (and they consider Mario to be violent)
 

Cyan

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I'm trying to patch an ocarina code using riivolution xml.
Game : New super mario wii PAL
I want to try to patch main.dol offset 0x1ab750, from value 9421FFD0 to 4e800020

converted to wiird/ocarina, it gives :
041AF710 4E800020

then I created a smnp01.gct from the code above.


so I tried :
1

gives a black screen and freeze the wii, wiimote disconnected. hard reboot needed.

2

gives a black screen and freeze the wii, wiimote disconnected. hard reboot needed.

3

black screen too, wiimote stay connected. console reset button go back to HBC.

4

Game booting, but after few minutes, BCA check happens.

5

Same as 4, game working but gives the bca check after few minutes of game.
Maybe the file is not well loaded ?

I don't understand what the offset (in bold) reflect here, how do I know which offset is needed to point ? (I took the offset from the riivolution wiki example, but it's for smash brawl)
isn't the gct file enough to detect where to patch ?



What is the good method to convert a textcode to xml ?

Maybe it's conflicting with the BCA check from riivolution so the address to patch is no more at the same original offset ?
 

Remfin

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If you're actually trying to use Ocarina to do it, it is not a one-line entry, check the Ocarina Codes section for an example. As I understand it the minimum required is a memory write of the Ocarina engine, a memory write of the gct file, and at least one Ocarina memory patch that is using one of the hooks.
 

Cyan

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ah, yes of course !
I need to define a hook type first
unsure.gif

I'm so used to loader without hooktype selection that I forgot
tongue.gif


Thank you

edit :

I set the hooktype and codehandler.bin
But how do I know the offset for the codehandler and gct file ?

wiki says : Codehandler :0x80001800 GCT:0x800022A8
brawl has Codehandler :0x00001800 GCT:0x00570000 (from smashboard website)

using wiki value, the game doesn't boot.
using brawl value, the game boot but ocarina is not active.
 

siamesedream27

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I can't get Ocarina Codes to work with NSMBW (and yes I have the real disc)



I have a Action Replay code that makes it so Luigi is playable instead of Mario

I can't seem to be able to use it in conjunction with custom levels.
I have two XMLs I got from Riivolutions patch templates.

One for the custom levels and the other for ocarina to work.
I would really appreciate it if someone could help me.
 

Cyan

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When I tried the ocarina, I didn't enable stage replacement.
if you have the xml with ocarina only working, I would greatly appreciate if you could share the xml content here.
I could see how to fusion them if I can.
 

siamesedream27

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Cyan said:
When I tried the ocarina, I didn't enable stage replacement.
if you have the xml with ocarina only working, I would greatly appreciate if you could share the xml content here.
I could see how to fusion them if I can.

Sorry if I implied that the Ocarina code works because it doesn't. I've been toying around with the xml but I have no idea how it really works.

What I meant was it disables custom levels or custom levels work but the ocarina code itself does not work.

I don't even understand how its suppose to work. Why is it so complicated to load up the gtc files?

The code for brawl works fine so I tried copying some of the data from that xml but it still doesn't work
 

Cyan

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The data for the hook type selection is ok I guess (even if brawl one use another offset than the Wiki's version)

Here is the one I made for NSMB
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Brawl uses :
ocarina hooktype : 0x000018A8
codehandler : 0x00001800
GCT : 0x00570000
With these value, the game is booting, but ocarina doesn't work (stage replacement does, even with Ocarina set to enabled)

using the Wiki values :
ocarina hooktype : 0x800018A8
codehandler : 0x80001800
GCT : 0x800022A8
With these values, the game is not booting (black screen).

I don't know what the additional offset are used for on brawl (it doesn't help on nsmb, so certainly only needed for Brawl) :








Here is how I made my xml layout :

I created 2 section (2 pages) :
first one for the stage replacement (currently full replacement for all stages, no per-stage selection menu)
second one for ocarina hooktype and loading gct file.

Only the stage replacement is working.
(I'm putting stage's arc files on riivolution/nsmb/stage/ folder instead of sd:/nsmb/, I like having folders organized)
 

Cyan

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I don't see where it's wrong
huh.gif


I did what you suggest me: copy past from wiki.
I added a new section for Stage replacement (with the corresponding patch)
I replaced the gameid.gct to SMNP01.gct
I renamed (I shouldn't ?) brawl+ to "nsmb"


When I use the wiki given offset, the game is not booting.
So I tried using the brawl offset, the game boots, but ocarina is not activated.



Edit :
Ok, I checked the Wiki again ... It's not the same as this weekend !
of course I had a wrong one if the wiki was wrong >.>
not my fault here.

Edit 2 :
I downloaded the ocarina.xml (which wasn't there last time I read the wiki)
edited the two specified lines with nsmb (SMN and SMNP01.gct)
put the new provided handler.bin (in case mine was wrong)
boot riiv, set hooktype to VI, and ocarina enabled
Result : game not booting :/
I'll try other hooktype.

Edit 3 :
Still no luck.
Is that because the patched place is in main.dol ? (it should patch memory regardless the targeted file)
I will try another .gct file without the main.dol code.
it seems I'm not the only one with ocarina not working on NSMB.
 

T-Rex

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This Riivolution execute the PPF file??
I have the japanese retail Monster Hunter G, but i want play with the translation (i have the PPF file for translation partial).
And now?
 

TempusC

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No, a ppf patch will not work with Riivolution. You could dump your disc, extract it, apply the patch, extract it again, binary compare the two extracted file sets, and put the changes onto the SD with a Riivolution xml. It’s a bit of work. Alternatively, you could ask the patch creators to make a patch for you (they could do it much faster, if they are willing).
 

AerialX

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Meh, Nintendo forced us to release an update prematurely...
Riivolution 1.03 is out and works with System Menu 4.3 (until there's a new HBC/Bannerbomb, use Stack Smash or Indiana Pwns to run it and then install the channel).
 

Blue-K

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AerialX said:
Meh, Nintendo forced us to release an update prematurely...
Riivolution 1.03 is out and works with System Menu 4.3 (until there's a new HBC/Bannerbomb, use Stack Smash or Indiana Pwns to run it and then install the channel).
Good to see that Riivolution is still alive and kicking
smile.gif
. Good luck on the Future, and thanks for this awesome App
yaywii.gif
 

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