If I add GPF support (almost certain if it will be a common format), you won't need to convert it.
If it's not going to be wide spread, and it's only for one game, then converting to gameconfig.txt is probably better.
I posted a gameconfig.txt here, not sure if it works of if I did something wrong.
Thanks for looking into this Cyan!If I add GPF support (almost certain if it will be a common format), you won't need to convert it.
If it's not going to be wide spread, and it's only for one game, then converting to gameconfig.txt is probably better.
I posted a gameconfig.txt here, not sure if it works of if I did something wrong.
Booted normally with no changes.@Cyan So I've tried it out but looks like the game just boots normally with no changes. I put the file you posted in /code/ on my SD with no changes. Don't know if this the game is hooked at all. Set ocarina to Off and the hooktype to VBI as instructed.
Again unsure if it's not being hooked, an issue with the patch, or with my setup...
@Peninsula did yours black screen in usbloader? Or did it just boot normally with no changes like me?
Any other questions?
thanks for testing that. it means the conversion is done right.However, your gameconfig.txt DID work when I tried running it through Gecko OS without the gpf patch file. So, it looks like I'm either having an issue with USB Loader GX or my USB drive.
Hey it's the guy! Thanks again for making this tool.That feel when people find your hack after a year of silent development. XD
Okay so the GPF:
First of all, my slightly convoluted build process outputs (somewhat) fully documented a riivolution XML into wii-gc-adapter-inject/build/wii-gc-adapter.xml
The really large patch is all of the actual code, extracted from wii-gc-adapter-inject.elf
All the other single-word patches are
* Nop's
* Overwriting variables in memory
* Redirecting various calls to controller-related functions to their counterparts in source/wii-u-gc-adapter.c
Aside from taking over basically the entire serial interface, it also write a branch to _start()
(This branch is in the function USB_LOG iirc)
Since it all boils down to trivial memory writes, it shouldn't be difficult to convert this to a GCT code or whatever.
But, as I mention in the smashboards thread (can't link 'cause I just joined), such a code would be annoyingly long. IDK if this is a problem or not. ¯\_(ツ)_/¯
I should mention that the riivolution XML doesn't actually work...
The reason I generate it is because I use that file to load the hack into the game
using a custom dolphin build. That's how the majority of development went.
I can elaborate further if I didn't explain that well enough.
Any other questions?
Months of hacking well-spent.Hey it's the guy! Thanks again for making this tool.
Are there any other games you wanted to add GC controller support to once you release a v1.0 that you're happy with?
Would a modified version of your tool be able to work with a wiiware game? I've missed being able to 8 player Bomberman Blast with gc controllers and wiimotes. You can't use gecko with channels, correct?
Ok so yeah the /code was a typo. Here's two results
1) Placing the txt on root of SD card, game boots fine, behaviour as if no patch was applied
2) Placing the txt in SD:/codes/ game starts to boot, shows wiimote menu, online interacts, then endless loop of the brawl "Now Loading..." screen with the spinning 4. It's still animated, but it never loads, the wiimote disconnects and it requires a hard shutdown by pulling the plug. Holding the power button on the wiiu doesn't shut it down at that point.
Don't know if this'll help @Cyan and @wilm0x42
Is the adapter supposed to work on the front ports too, or only the back ones?
Months of hacking well-spent.
My ideal goal is to create an auto patcher to work with any game, possibly using the Brainslug patching engine.
No idea how well that'll work out, though!
Other than that, I'd probably attempt other games based on popular demand.
I haven't been able to test it myself, but I think there's a "rebooter" feature of Gecko OS that might allow you to apply patches to wiiware games.
I could be completely wrong on this, though, so IDK.
However, I'm certain that there are SOME methods besides gecko of applying patches to wiiware.
If I can find a good tool for that, I might give Bomberman a shot.
(Of course, I'll have to buy it real quick before the wii shop dies )
@Cyan I could add gameconfig.txt output to the repo. Do you think this would be a good idea?
I looked into making a GCT version of the code, but it seems this won't work, because the patches, in their current state,
need to be applied before the game's hardware init begins.
Yeah just tried it again. Think it only loads when in SD:/codes/ fyi
Anyways game loading past the loading screen and wiimote stayed connected to the system. Reached the press any button screen and then no button input was taken by the wiimote. Pressing the buttons on the gc adapter did nothing either. Pulling the gamecube adapter out of the console caused the game to white screen lol.
Does this support this adapter @wilm0x42 :s Nintendont supports it fine so I just assumed it would be similar here but maybe that's not the case
My ideal goal is to create an auto patcher to work with any game, possibly using the Brainslug patching engine.
No idea how well that'll work out, though!
Other than that, I'd probably attempt other games based on popular demand.
JacobM, what exactly do you mean by "slows to a crawl?" Are you testing this with vanilla Brawl?