Hacking Devolution - Public Release

daxtsu

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They only belong in subdirectories if you're not using tueidj's loader. But be warned: no support if you don't use his loader. So when reporting bugs, make sure it happens in his loader.
 

Maxternal

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Even if you want them in sub-directories for another loader BOTH disk images for both disks need to be in that folder together. This will mean that if you want to have the loader sometimes use DM to run the game, too, you will only be able to run one or the other directly depending on the which one you actually name "game.iso" (unless the loader implements some sort of auto-renaming mechanism.)
 

crono141

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OK, So I just started futzing around with Devo. First of all, I had done all my rips in the DIOS-MIOS 2.0 days with USB Loader GX. Didn't use any compression or aligning options, just a straight up rip. I go to play Luigi's mansion. 2 flashes (ask for disk), insert disk, I hear the disc spin up. 5 flashes... pause... disc spins up again... 5 MORE flashes, game boots. I know its reading off the HDD image because I have a small LED on my HDD that flashes. That and the blue light flashes at the same time as the HDD LED.

So I take the disk out. I go to start a game and I get the usual "Memory Card Corrupted" type message. Whatevs, no big deal, not the current problem. I restart the wii (because it doesn't dump back to the loader for some reason). I try the same game again and its asks to verify again. Same process as above. I've gone through this 3 times and have had the same process repeat. What is going on with the verification? Why isn't it "sticking"?
 

FIX94

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Hey tueidj, is it possible that you can set the correct registers and stuff before you jump to the stub on exit? That would be helpful, if not can you say me please how to do it in the stub itself? Thanks for any help.
 

Shano56

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Is network logging only enabled with the standalone Devolution loader or does it log to the network when using other USB loaders as well?
It won't automatically work with other loaders, they have to add support for it I believe. But other loaders will be able to use it if they implement the code.
I asked because, in terms of security, it is not a good idea to have such information being sent out on the network. If network logging is to be used, I would prefer if it were restricted to only the standalone Devolution loader and used solely for debugging purposes.

what possibly useful information could come out of a debugging log from a gamecube usb loader on a nintendo wii, transmitted on local network, to someone with malicious intent?
 

polarbear473

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I know this post isn't helpful but tueidj, just got something to say.

Deep into that darkness peering, long I stood there, wondering... fearing... doubting...

THANK YOU!!!

Regardless i'm slowly but surely galloping towards an old fart, i'm happy as a child right now! :) Keep up the amazing work and please don't be discouraged by complaints or anything.

Now to try to get my hands on Starfox Adventures again, after i gave it to my cousin who accidentally imploded it.
 
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Maverick Lunar X

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Will test out r101 tonight, having the same memory card issues as daxtsu and others(not corrupted, "damaged" with no option to format, just retry or continue without save)

I have the following games, if anyone needs testing let me know
Eternal Darkness*
Super Smash Bros. Melee (players choice)
Star Wars: Rogue Leader (launch)
Metal Gear Solid: TTS (sadface)
Sonic Adventure DX
Sonic Adventure 2 Battle
Resident Evil
Killer7
StarFox Adventures*
Phantasy Star Online Ep III* (havent been able to really test this one, memory card issue prevents me from going past boot, havent tried with emulated memory card but it boots and i believe daxtsu already confirmed this one)
Soul Calibur II
LoZ: The Wind Waker
Metroid Prime 1 & 2
Star Wars: Rebel Strike
F-Zero GX
Pikmin
Geist

the only ones i've tested personally are the ones that dont work 100% in DM, noted with an asterisk.

Edit: So, I may have found something.

Earlier someone (Maxternal?) suggested a fix for the MC issue, going into the wii's memory manager to "unlock" the memory card and start gc_devo afterwards. This works on both r100 and r101. With that logic, I did the reverse; started wii -> launched HBC -> launched gc_devo -> Eternal Darkness -> memory card is "damaged," reset to HBC -> go to wii's memory manager -> lo and behold, it reports "the device inserted in slot A cannot be used." When I re insert the memory card, it shows up fine, proceeded to boot gc_devo and the game sees it just fine. This also occurs when I tested with slot B instead.
 

dronesplitter

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Thanks for the new build Tueidj!

Unfortunately,the MC bug still exists...
I am also having this problem (official memory cards) but I was able to get around it like this.
Go to your main system menu and enter settings (have the memory card you want to use with devo in slot A now). Go to memory, gamecube memory cards, and it should show you the files for slot A. Back out of this menu and keep backing out to the system menu. Start Homebrew Channel, start Devo, load the game you were trying before (never remove the memory card in slot A or it won't work). The official card should work fine now.

I can't guarantee it will always work but I just got it on my first try.
EDIT: Ah, I see this was just mentioned. Consider this a confirmation post, I guess, lol.
 

daxtsu

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So my speculation was right then? I'm surprised. :wtf:;

It's probably a simple fix, then, I'd guess, since r94 didn't have this issue.
 

tueidj

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Thanks for the new build. Should I check for any changes in the official memory card situation?
Try the same tests as before, see if it mentions anything about writing to SRAM. You should be able to test with slot A now though (using gecko for logging) provided the card is inserted when you boot the loader.
 

dronesplitter

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Well, it worked fine for Wind Waker. Just tried that trick with Eternal Darkness though and it didn't work. It actually ignored checking for a memory card in slot A at all and just read the virtual card. I don't have a clue why this would happen unless the loader fails to detect the card with that particular game.
 

daxtsu

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Thanks for the new build. Should I check for any changes in the official memory card situation?
Try the same tests as before, see if it mentions anything about writing to SRAM. You should be able to test with slot A now though (using gecko for logging) provided the card is inserted when you boot the loader.

http://pastie.org/private/zdg2pxhhmrts07v41gbgw is what happened when it tried to access the memory card this time. I had to truncate some of it, since pastie only lets me paste 64k of text at once, but as far as I could tell, it was all repeating text.
 

daxtsu

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Oh, I should've mentioned that. It was while the memory card was locked. I did the trick just now, and the log mentions nothing about patching SRAM, but the card is indeed working. It's quite bothersome to do the trick though, every time.
 

picano

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Just got my hands on a few more games to try thanks to my girlfriend.

I've skipped the repeats and have uploaded logs of Bomberman Jetterz and Sonic Heroes.

Both games feature some glitchy 2D graphics (transparency issues / discolored animation frames) but the 3D seems fine. As expected, Sonic Heroes was less glitchy in the sample loader but... Bomberman Jetterz seemed to have less graphics appearing (ex: no HUD instead of a glitched one in battle)

As for working fine (no logs, played via USB Loader GX):
Kirby's Air Ride
Namco Museum
 

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