Hacking WiiFlow Lite

Hakaisha

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Almost there.

SourceFlow: A single - button press refreshes the current tier, but does not go back to previous Tier and still functions normally. (It travels to the first button of the current tier)

Pressing the - button twice, refreshes and goes back to the previous tier, with correct artwork and functions of the previous tier.

Pressing the - button to travel backwards from Tier_1 to Tier_0 too many times will cause either a Code Dump or full-on Freeze that required a hard reset.

Example:

<Select Source button with A in Tier_0>
-Travel to Tier_1
<Press - twice and travel back to Tier_0>
-Travels to Tier_0
<Select Source button with A in Tier_0>
-Traves to Tier_1
<Press - twice and travel back to Tier_0>
*Crash/Freeze*

The + button seems to work fine, however. It always refreshes and travels back to base_menu with all functions intact, and only needs to be pressed once. Pressing it too many times doesn't produce a crash either. ( flow= doesn't refresh to what the base_menu has, but stays the same as the Tier that has been traveled from).
 

Hakaisha

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Working beautifully, Fledge.

SourceFlow: Press - button once and it will always traverse back to the previous tier until it reaches base_menu.

Pressing - button on the Base_Menu itself simply just refreshes to the first button of the Base_Menu.

Press + button while viewing any tier will bring the user to the base_menu.

Press + button while viewing the base_menu will simply just refresh to the first button of the Base_Menu.

Zero crashes. I tried to break it. I must have pressed - and + about 100 times, traveled between multiple source_menu.ini/tiers and it still ran solid.

SourceMenu: Same as above. Works the same and no errors.

Thanks!!! :grog:
 

kaisersozeh

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I'm getting an error
Code:
Gekko.c
C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c: In function 'light_loop':
C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c:104:3: error: too few arguments to function 'nanosleep'
   nanosleep(&timeon);
   ^~~~~~~~~
In file included from C:/devkitPro/libogc/include/ogc/system.h:43,
                 from C:/devkitPro/libogc/include/gccore.h:62,
                 from C:/devkitPro/libogc/include/ogcsys.h:4,
                 from C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c:24:
c:\devkitpro\devkitppc\powerpc-eabi\include\time.h:210:5: note: declared here
 int nanosleep (const struct timespec  *rqtp, struct timespec *rmtp);
     ^~~~~~~~~
C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c:109:3: error: too few arguments to function 'nanosleep'
   nanosleep(&timeon);
   ^~~~~~~~~
In file included from C:/devkitPro/libogc/include/ogc/system.h:43,
                 from C:/devkitPro/libogc/include/gccore.h:62,
                 from C:/devkitPro/libogc/include/ogcsys.h:4,
                 from C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c:24:
c:\devkitpro\devkitppc\powerpc-eabi\include\time.h:210:5: note: declared here
 int nanosleep (const struct timespec  *rqtp, struct timespec *rmtp);
     ^~~~~~~~~
Any ideas?
 
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fledge68

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I'm getting an error
Code:
Gekko.c
C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c: In function 'light_loop':
C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c:104:3: error: too few arguments to function 'nanosleep'
   nanosleep(&timeon);
   ^~~~~~~~~
In file included from C:/devkitPro/libogc/include/ogc/system.h:43,
                 from C:/devkitPro/libogc/include/gccore.h:62,
                 from C:/devkitPro/libogc/include/ogcsys.h:4,
                 from C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c:24:
c:\devkitpro\devkitppc\powerpc-eabi\include\time.h:210:5: note: declared here
 int nanosleep (const struct timespec  *rqtp, struct timespec *rmtp);
     ^~~~~~~~~
C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c:109:3: error: too few arguments to function 'nanosleep'
   nanosleep(&timeon);
   ^~~~~~~~~
In file included from C:/devkitPro/libogc/include/ogc/system.h:43,
                 from C:/devkitPro/libogc/include/gccore.h:62,
                 from C:/devkitPro/libogc/include/ogcsys.h:4,
                 from C:/sources/WiiFlow_Lite.git/trunk/source/hw/Gekko.c:24:
c:\devkitpro\devkitppc\powerpc-eabi\include\time.h:210:5: note: declared here
 int nanosleep (const struct timespec  *rqtp, struct timespec *rmtp);
     ^~~~~~~~~
Any ideas?
yes - you must've missed my last few posts. wiiflow lite is now compiled with ppc r30 and libogc 1.8.19. using r32 and libogc 1.8.20 will give you these errors.
 

kaisersozeh

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Ta fledge
Sorry I missed that particular bit of information. I'm getting weird page update errors, anyone else? What threw me is that compilation errors when using the wrong library have usually been a bit more...messy.
I have ppc r31 backed up, but not r30 - is there a means to get hold of it? Is libogc 1.8.19 the libogc in r31?
 
Last edited by kaisersozeh,

ENunn

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You have to run wfl and exit it at least once. Then it should be there.
I've ran it multiple times and the file is still not there.

I've kinda had the same issue with other loaders (USBLoader GX and such), and it seems that nothing can write to the SD card. It's unlocked so nothing wrong should be happening.

Now it's just refusing to start up. It's giving me a DSI error.
 

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MrSW

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Minor plugin issue that I feel I should point out:

It seems that if the name of a ROM is totally contained at the end of another ROM name, selecting the first one will boot the second one instead

If that wasn't clear enough, I mean that for example, selecting "Super Mario World (USA)" will boot "Super Mario All-Stars + Super Mario World (USA)" instead
 

fledge68

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@Wiimpathy
anyone care to try wiiflow lite with fanart restored and modified to work with plugins?

https://www.mediafire.com/file/mxegh6a318k1ubk/wfl_10-16-18.zip/file
i can't test it right now so it may not work or it may have bugs.

normal fanart goes in wiiflow/fanart/{gameID}

replace {gameID} with the ID of the game. either all 6 characters or just the first 3.

plugin fanart goes in wiiflow/fanart/{coverfolder}/{gametitle}

replace {coverfolder} with the coverfolder= that's set in the plugin's ini file.
replace {gametitle} with title of the rom file without the extension.

the fanart ini file must match the {gameID} or {gametitle} you used for the folder.

check this webpage for info on fanart - https://sites.google.com/site/wiiflowiki4/wiiflow-fanart
wiimpathy i tagged you because i liked what i saw in this post in the einstein mod thread - https://gbatemp.net/threads/wiiflow-lite-einstein-mod.503830/page-2#post-8021635

edit: i tested it myself using wiimpathy's fanart for snes and megadrive. it works!
 
Last edited by fledge68,

fledge68

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wfl latest commit:

-added optional gamesound for each plugin rom/game. they must be mp3, wav, or ogg. put them in wiiflow/gamesounds/{coverfolder} with same name as the game including the extension. so example:
sd:/wiiflow/gamesounds/snes9x/donkey kong country.zip.mp3

these will play instead of the plugin ogg sound. if none found to match rom then the plugin ogg sound is played.
this will should work with fanart too.

download - https://www.mediafire.com/file/i5g59c678l39t9n/wfl_10-17-18.zip/file
 
Last edited by fledge68,

Wiimpathy

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Thanks for the plugin fanarts and the gamesound is a cool bonus fledge68.
Just 2 remarks. First, it seems the max path length is too short for plugins. You might increase char dir[64] and char cfg_char[64] in fanart.cpp to 164 maybe? It should be enough even for very long name like Simpsons, The - Bart vs. the Space Mutants (USA, Europe) (Rev A).

Second, wouldn't it be more convenient if the fanart could be displayed with a button press and not automatically. I mean if you want to see the back cover, you always have to wait for fanart to finish and it can be long depending on the delay. Well, it's just a suggestion, it might not be everyone's taste.
By the way, being able to zoom on back cover is great!

I could post the fanart packs if some of you are interested.
Perhaps the scripts too(unix only and not very clean). It's nothing fancy, it's using various databases(gameDB etc) files and images from hyperspin and other packs. The tricky part was to convert text to images for info and plot. Now, it's entirely feasible with imagemagick. There are surely other ways to automate the conversion but this tool is easy to integrate in script and it's multiplatform.
What's a bit annoying is the renaming job for different romsets.
 

fledge68

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Thanks for the plugin fanarts and the gamesound is a cool bonus fledge68.
Just 2 remarks. First, it seems the max path length is too short for plugins. You might increase char dir[64] and char cfg_char[64] in fanart.cpp to 164 maybe? It should be enough even for very long name like Simpsons, The - Bart vs. the Space Mutants (USA, Europe) (Rev A).

Second, wouldn't it be more convenient if the fanart could be displayed with a button press and not automatically. I mean if you want to see the back cover, you always have to wait for fanart to finish and it can be long depending on the delay. Well, it's just a suggestion, it might not be everyone's taste.
By the way, being able to zoom on back cover is great!

I could post the fanart packs if some of you are interested.
Perhaps the scripts too(unix only and not very clean). It's nothing fancy, it's using various databases(gameDB etc) files and images from hyperspin and other packs. The tricky part was to convert text to images for info and plot. Now, it's entirely feasible with imagemagick. There are surely other ways to automate the conversion but this tool is easy to integrate in script and it's multiplatform.
What's a bit annoying is the renaming job for different romsets.
Quick reply. Yes more than 64.
And how about fanart only shows when full screen banner is on? Or what wiimote buttons ? Plus and minus to toggle fanart on/off?
 

Wiimpathy

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With banner_in_settings but how would this work? I'm not sure; it's when you click on settings?
I thought it could be enabled with + and skipped with B or -.
 

fledge68

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now that I'm home and on my pc i can give a longer better reply. can i just say that replying on gbatemp via your phone isn't easy. your keyboard takes up the bottom of the screen and then in the middle you get this add that sometimes is way too big and it leaves you with a little bitty window to try to type your reply. and scrolling is a pain.

anyway, i'm glad someone likes the zooming in on the back cover. i know some covers are fuzzy and zooming doesn't help, but most are decent and its nice to not only be able to see the front but flip over the cover and actually read the back and see what's going on in those small pics.

so what i meant by full screen banner is that there is a setting that controls whether or not the banner is full screen or the little one in the upper right. when it's set to full screen any fanart available would show and when it's not full screen you would see coverflow with the cover as usual. the problem is switching form one to the other is done by clicking on invisible buttons placed on top of the banners. so we would need some other way to switch form one to the other.

i like fanart showing automatically if it's found. and then add a wiimote btn pressed to make the cover show when you don't want to wait for the animation to end. we'll come up something.
 
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Hakaisha

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I finally got some time to download the latest release and try out the Fanart feature. This is pretty amazing! I've never dabbled with WiiFlow fanart before, but I've always been fascinated by its potential. I made a quick and kinda rough fanart ini to see if a scrolling text synopsis would be possible, while still displaying the selected cover.

Ex1.png

How.png

It works! Kinda. The duration of an X/Y event seems to cap out at around 13-14 seconds, which makes it scroll up just a bit too quickly before it can be comfortably read. Anything set over 14 seconds just seems to display the starting X/Y destination and it doesn't move to the final X/Y destination at all.

I may just end up using 2-3 separate smaller paragraph images that fade out and transition to the next after 12 seconds or so, which would still look nice and work; plus, that could possibly provide room for a few screenshots. Really looking forward to trying out lots of new things with Fanart. Thanks, Fledge!
 
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bell07

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I have an issue with Wiiflow lite.

My setup is an USB-Disk with 2x partitions, first one (USB1 in WFL) is FAT for misc emulators, the second is NTFS (USB2 in WFL) for WII backups. The WFL is started trough priiloader on boot.

Sometimes, mostly on cold-boot, the USB disk is not detected right or the partition table is not read right, so USB2 is not detected and no games available. In this case the WFL change the setting to USB1, therefore even after reset the WFL does not find the games and the setting Game Partitions / Wii Partition needs to be adjusted manually back to USB2.

Steps to reproduce:
1) Take a setup the USB2 (Second partition on disk) is the WII games partition.
2) Disconnect the disk and start WII / WFL => You get the message usb1:/wfbs is not available
3) Connect the disk again and reboot
Result is: Setting is still USB1 and needs to be adjusted manually
Expected behaviour: The stored setting needs to be stay on USB2 if not changed by user
 

fledge68

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I have an issue with Wiiflow lite.

My setup is an USB-Disk with 2x partitions, first one (USB1 in WFL) is FAT for misc emulators, the second is NTFS (USB2 in WFL) for WII backups. The WFL is started trough priiloader on boot.

Sometimes, mostly on cold-boot, the USB disk is not detected right or the partition table is not read right, so USB2 is not detected and no games available. In this case the WFL change the setting to USB1, therefore even after reset the WFL does not find the games and the setting Game Partitions / Wii Partition needs to be adjusted manually back to USB2.

Steps to reproduce:
1) Take a setup the USB2 (Second partition on disk) is the WII games partition.
2) Disconnect the disk and start WII / WFL => You get the message usb1:/wfbs is not available
3) Connect the disk again and reboot
Result is: Setting is still USB1 and needs to be adjusted manually
Expected behaviour: The stored setting needs to be stay on USB2 if not changed by user
So how are you booting wfl via priiloader? When booting via priiloader you need to use a special dol i posted a few pages back. That special dol will boot the forawrder channel so you will need that installed as well. This should fix your issue. Either that or just use 1 partition all fat32. Theres no need for a 2nd ntfs partition.
 

bell07

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So how are you booting wfl via priiloader? When booting via priiloader you need to use a special dol i posted a few pages back. That special dol will boot the forawrder channel so you will need that installed as well. This should fix your issue. Either that or just use 1 partition all fat32. Theres no need for a 2nd ntfs partition.

I installed directly the latest (r1161) WFL boot.dol from sourceforge.net/p/wiiflow-lite/code/HEAD/tree/trunk/out/ into priiloader without any additional dol file. Do you have a link for the "special dol" so I can test it? And which "forwarder channel" I need?

I use the second partition NTFS because I have some iso files bigger then 4GB and NTFS is more robust against file system corruptions. I had some corruptions in the past on VFAT partitions.
 

fledge68

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I installed directly the latest (r1161) WFL boot.dol from sourceforge.net/p/wiiflow-lite/code/HEAD/tree/trunk/out/ into priiloader without any additional dol file. Do you have a link for the "special dol" so I can test it? And which "forwarder channel" I need?

I use the second partition NTFS because I have some iso files bigger then 4GB and NTFS is more robust against file system corruptions. I had some corruptions in the past on VFAT partitions.
here's the priiloader dol - https://gbatemp.net/threads/wiiflow-lite.422685/page-43#post-8241843

and you can find the forwarder channel and the latest wfl here - https://github.com/Fledge68/WiiFlow_Lite/releases

the priiloader dol does not replace the boot.dol in apps/wiiflow_lite. just put the priiloader dol on the root of your sd card and change priiloader to boot it.
the forwarder channel needs to be installed with a wad manager.
 
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