I'd add it seperate since it is mostly for debug use so anyone who is playing a game wouldn't necessarily want to have the server running all the time.
I'd add it seperate since it is mostly for debug use so anyone who is playing a game wouldn't necessarily want to have the server running all the time.
Is there anyone that can help me get Super Mario 3D world working ? I have other games running, so i am doing it right, but SM3DW hangs at the Smash bros loading screen. I tried dimok latest version with faster loading times and this is the output from the loadiine-server :
Make sure you're running the european version of SM3W. Check if all the files were properly copied on the SD card, and that your SD card is not defective using FakeFlashCard.
iirc you can dump your purchased DLC by dumping the FSA using tcpgecko....whether or not the game ran via loadiine will detect and load the DLC if its just plonked on top of the filesystem is another matter....i guess knowing what files from the filesystem are from the DLC content might be a issue too unless you feel like dumping the entire game...unless they are just in nice labeled folders XD
Added some debug information to my version, now it should log all errors of the fs functions.
Caution: The game will freeze when you use the old server with this version
Everything working like a charm and getting better every day
Thanks @EclipseSin, @dimok and other guy involved
Expecting for a way to get those bigger RPL files working haha
Everything working like a charm and getting better every day
Thanks @EclipseSin, @dimok and other guy involved
Expecting for a way to get those bigger RPL files working haha
Currently, TCPGecko can't be used at the same time than loadiine (they are not using the same kernel exploit addresses)
I don't know if it can be changed now that the exploit is smaller (using elf loader) or if it's unrelated to the size but to the needed writable area.
To debug loadiine, we are using a TCP server, but it's a one way method. it only log data (like USBgecko did on Wii with geckolog, not with wiird), it can't be used to edit or read memory in realtime.
it's only a code log. you need to edit the sourcecode to add debug log to that server.
sorry to ask but how am i ment to setup up dimok version of loadiine? i have kernel and loadiine v1 working. i do the same with dimoks version and it just says it cant load the elf???? even though im attempting to load the 532.html file. im self hosting. i tried removing the elf files and just leaving the 532.html but it still attempts to load the elf
sorry to ask but how am i ment to setup up dimok version of loadiine? i have kernel and loadiine v1 working. i do the same with dimoks version and it just says it cant load the elf???? even though im attempting to load the 532.html file. im self hosting. i tried removing the elf files and just leaving the 532.html but it still attempts to load the elf
did you add the 3 elf files in the same folder than the html?
the html now only include a elf loader, not loadiine code.
loadiine is loaded from external files (the 3 elf) and need to be in the same place than the elf loader.
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