We need more info than that. Nintendo version (please don't say latest), Nintendont settings (All of them) Have you hash checked the ISO?im trying to play sonic r on gems collections but it gives me a black screen. anyone know y?
We need more info than that. Nintendo version (please don't say latest), Nintendont settings (All of them) Have you hash checked the ISO?im trying to play sonic r on gems collections but it gives me a black screen. anyone know y?
Thank you for explaining this, I respect users who explain to others why their request might not work or why it's not a good idea instead of just ignoring them altogether or telling them they know nothing about coding and that their idea is stupid, I get it now I had no idea it would require having to write a save state feature for the GPU though it makes sense why it's needed.Doing this would be a bit problematic because the home menu code would have to save the state of the GPU, audio, and other components, plus it would cause problems if the game was saving at the time. Also I don't have that much experience with those subsystems in general.
I replayed it fully last month and it worked great for me, both US and Jap ver. of Sonic Gems (I was doing a hack of my own in which I replaced some of the Roms included in the game disc with the ones from Mega Collection Plus on PS2).im trying to play sonic r on gems collections but it gives me a black screen. anyone know y?
So by deleting that file, will it be regenerated the next time I run the app? I searched through previous posts that suggested deleting that and replacing the launcher.dol
That's good to know in case I just can't figure out the right setup and need to start from scratch. Right now I'm having good luck with launching out of USBLGX. I was even able to play using my PS3 controller via USB which seemed like some strange voodoo to me (ps3 control on wii).It's only created by Nintendont if you change the settings from the default as far as I remember. Deleting it will reset the settings to default when running it from the HBC.
The GameCube MX chip contains the system's firmware that allows it to boot games, so maybe some remnant of that is on the Wii MX chip. It might still need to access it when going into GameCube mode. Although I thought all of that is carried out with the Wii's MIOS.We have successfully removed the MX chip (link to wiibrew info below) and the system boots and runs gamecube discs through stock mios just fine, but games wont boot in nintendon't. Any idea what might be causing this?
Have you tried a game that requires the fonts from that chip with the stock MIOS/DIOS MIOS such as Starfox Assault? I also seem to recall one of the Wii Metroid games using the fonts from there as well.Hey over at Bitbuilt.net we have been heavily modifying the Wii hardware. We have successfully removed the MX chip (link to wiibrew info below) and the system boots and runs gamecube discs through stock mios just fine, but games wont boot in nintendon't. Any idea what might be causing this?
http://wiibrew.org/wiki/MX23L4005
Nintendont runs the GameCube games in Wii mode, not GameCube mode so MIOS is not used. Do Wii games run?Hey over at Bitbuilt.net we have been heavily modifying the Wii hardware. We have successfully removed the MX chip (link to wiibrew info below) and the system boots and runs gamecube discs through stock mios just fine, but games wont boot in nintendon't. Any idea what might be causing this?
http://wiibrew.org/wiki/MX23L4005
Since version 119, the fonts are read from the ROM chip instead of from a file. This is always done as Nintendont doesn't know if the game will need them or not at first, and loading it later might cause issues/lag. If you took out the ROM chip, you should probably read it from a file. See loader/source/main.c (__SYS_ReadROM). You might end up with issues when reading the RTC as well.Have you tried a game that requires the fonts from that chip with the stock MIOS/DIOS MIOS such as Starfox Assault? I also seem to recall one of the Wii Metroid games using the fonts from there as well.
If it reads the fonts from the GameCube chip than how does Nintendont handle loading that on Non BC Wii's and the Wii U? Unless of course I am misunderstanding.Since version 119, the fonts are read from the ROM chip instead of from a file. This is always done as Nintendont doesn't know if the game will need them or not at first, and loading it later might cause issues/lag. If you took out the ROM chip, you should probably read it from a file. See loader/source/main.c (__SYS_ReadROM). You might end up with issues when reading the RTC as well.
even wiiu has font files to be readed, fonts arent on the mios.If it reads the fonts from the GameCube chip than how does Nintendont handle loading that on Non BC Wii's and the Wii U? Unless of course I am misunderstanding.
The only thing they changed on the family edition was they removed the ports, the electric filtration components to the ports like capacitors and diodes, and the disc drives ability to hold gamecube sized discs. Swapping the drive for an older one re-adds the ability to read and load discs, and controller ports can easily be soldered on to return compatibility. See the revisions guide subsection in the guide in my signature for details on the differences between boards.If it reads the fonts from the GameCube chip than how does Nintendont handle loading that on Non BC Wii's and the Wii U? Unless of course I am misunderstanding.
But the Wii U surely doesn't have the spots for those components.The only thing they changed on the family edition was they removed the ports, the electric filtration components to the ports like capacitors and diodes, and the disc drives ability to hold gamecube sized discs. Swapping the drive for an older one re-adds the ability to read and load discs, and controller ports can easily be soldered on to return compatibility. See the revisions guide subsection in the guide in my signature for details on the differences between boards.
I'm sure that what isn't there physically is emulated on a very low level, otherwise some Wii games wouldn't workBut the Wii U surely doesn't have the spots for those components.
I am referring to the GameCube stuff which wouldn't be on the Wii U. The Wii U is basically a more powerful Wii.I'm sure that what isn't there physically is emulated on a very low level, otherwise some Wii games wouldn't work
Right, but supposedly there's stuff accessed from the GameCube MIOS in some games, which would need to be emulated on vWii so that stuff would work, keeping native compatibility for NintendontI am referring to the GameCube stuff which wouldn't be on the Wii U. The Wii U is basically a more powerful Wii.
You're saying that some Wii game actually use stuff from MIOS or am I misunderstanding you?Right, but supposedly there's stuff accessed from the GameCube MIOS in some games, which would need to be emulated on vWii so that stuff would work, keeping native compatibility for Nintendont
If you're referring to being able to solder a GC Controller board and stuff like that, I doubt that's possible
There are some Wii games that do use the GameCube ports like Super Smash Bros. Brawl and Mario Kart Wii. There is a Wii dance game that used the GameCube port for the dance mat.I may not understand software too much, but I know hardware. Wii U has no MIOS, or apparent places for gamecube ports. It was a complete redesign of the wii, including completely reworked chip, rather than just a hardware revision. The Wii games do not use MIOS or gamecube hardware: to my knowledge, access to the gamecube portions of the MX chip are supposedly blocked off in Wii Mode. Nintendon't works on WiiU because it works in wii mode and doesn't rely on gamecube legacy support.
However, thats now what I am trying to resolve. I am currently working on the Wii, not the Wii U