Hacking WiiFlow Lite

MrSW

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@C2PO good that you have figured it out, a little advice, you can use this single gameconfig.txt for any Brawl mod ever:

RSBE??:
codeliststart = 80566528
codelistend = 80580000
hooktype = 7
poke(800042B8, 60000000)
pokeifequal(803E9930, 4BFECA1D, 803E9930, 60000000)
pokeifequal(803E99A8, 4BFECA1D, 803E99A8, 60000000)
pokeifequal(803E9D5C, 4BFECA1D, 803E9D5C, 60000000)


Basically, it is of no harm to extend the available space of the .gct beyond of what the mod uses and AXNextFrame also works with any mod. The "RSBE??" means that it will extend the codeset to any game with a GameID that starts with RSBExx, I use a similar method to yours to be able to play Brawl, PM 3.6, Legacy TE, Legacy XP and Project+.
 
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C2PO

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@C2PO good that you have figured it out, a little advice, you can use this single gameconfig.txt for any Brawl mod ever:

RSBE??:
codeliststart = 80566528
codelistend = 80580000
hooktype = 7
poke(800042B8, 60000000)
pokeifequal(803E9930, 4BFECA1D, 803E9930, 60000000)
pokeifequal(803E99A8, 4BFECA1D, 803E99A8, 60000000)
pokeifequal(803E9D5C, 4BFECA1D, 803E9D5C, 60000000)


Basically, it is of no harm to extend the available space of the .gct beyond of what the mod uses and AXNextFrame also works with any mod. The "RSBE??" means that it will extend the codeset to any game with a GameID that starts with RSBExx, I use a similar method to yours to be able to play Brawl, PM 3.6, Legacy TE, Legacy XP and Project+.

Yes I understood, your help will surely have saved me a night of sleepless research xD But anyway, it works now :)

Now I have fun modifying each intro video of the modes by injecting their iso (Project + and Project Legacy TE does not need it because they lead directly to the characters screen). WiiflowTHPVideoConverter is a very good tool which converts for both wiiflow and brawl videos

On the other hand I have a problem with the music of Project +, the game uses that of brawl and certain stage are without music, I have to look at that in more detail
 
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fledge68

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@C2PO good that you have figured it out, a little advice, you can use this single gameconfig.txt for any Brawl mod ever:

RSBE??:
codeliststart = 80566528
codelistend = 80580000
hooktype = 7
poke(800042B8, 60000000)
pokeifequal(803E9930, 4BFECA1D, 803E9930, 60000000)
pokeifequal(803E99A8, 4BFECA1D, 803E99A8, 60000000)
pokeifequal(803E9D5C, 4BFECA1D, 803E9D5C, 60000000)


Basically, it is of no harm to extend the available space of the .gct beyond of what the mod uses and AXNextFrame also works with any mod. The "RSBE??" means that it will extend the codeset to any game with a GameID that starts with RSBExx, I use a similar method to yours to be able to play Brawl, PM 3.6, Legacy TE, Legacy XP and Project+.

Yes I understood, your help will surely have saved me a night of sleepless research xD But anyway, it works now :)

Now I have fun modifying each intro video of the modes by injecting their iso (Project + and Project Legacy TE does not need it because they lead directly to the characters screen). WiiflowTHPVideoConverter is a very good tool which converts for both wiiflow and brawl videos

On the other hand I have a problem with the music of Project +, the game uses that of brawl and certain stage are without music, I have to look at that in more detail

thanks guys for your gameconfig 101 class. Honestly i didn't even think people used them anymore these days.
my only question is why include the line - hooktype = 7?
after checking wiiflow and usb loader gx code I see that that line is just skipped over. the hooktype choice is set in the game's settings.
does some other program use that line or is it more of a comment so you know which hooktype to choose?
 

MrSW

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Brawl mods are also aimed towards a more "casual" audience when it comes to Wii modding.

One of the reasons why they are so popular is because they can be run "hacklessly" without any previous modification to the Wii. The mods can be loaded in an unmodified console by using a version of Smashtack that simply launches the mod codes (instead of hacking the Wii) and thus makes no permanent changes to the console.

They also come with their own USB Loader app that it is just a modified CFG Loader set to directly launch RSBE01 with the applied codes.

Those are the two "official" methods, running them in USBGX or WFL is an additional way that requires some extra steps. I wouldn't be surprised if the hooktype line is redundant for both loaders, but it can be safely assumed that it is necessary to run the mods if you use the official methods
 

fledge68

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Brawl mods are also aimed towards a more "casual" audience when it comes to Wii modding.

One of the reasons why they are so popular is because they can be run "hacklessly" without any previous modification to the Wii. The mods can be loaded in an unmodified console by using a version of Smashtack that simply launches the mod codes (instead of hacking the Wii) and thus makes no permanent changes to the console.

They also come with their own USB Loader app that it is just a modified CFG Loader set to directly launch RSBE01 with the applied codes.

Those are the two "official" methods, running them in USBGX or WFL is an additional way that requires some extra steps. I wouldn't be surprised if the hooktype line is redundant for both loaders, but it can be safely assumed that it is necessary to run the mods if you use the official methods
great info MrSW.
so the hooktype= line is basically there for the two "official" methods (or most likely the modified version of CFG Loader).
 

C2PO

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great info MrSW.
so the hooktype= line is basically there for the two "official" methods (or most likely the modified version of CFG Loader).

Yes exactly, if we remove the hook line from gameconfig for wiiflow, this will not affect the loading of the mod, however this line is always useful in terms of information to know on which hook the mod is best suited (example j tested the Smash2 mode on a different hook than the one planned and it had frozen). Anyway, I don't think this line conflicts with Wiiflow.
 
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C2PO

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Hello, I have a new question, I saw that Wiiflow is compatible with Nintendont Slippy and there is also a Nintendont for Phantasy Star Online, I added Nintendont Slippy in the apps folder but I don't see it as a option selectable on Wiiflow. Is there a manipulation to add the Nintendont Slippy option in wiiflow? Is it possible to modify an .ini file for that?
 

fledge68

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Hello, I have a new question, I saw that Wiiflow is compatible with Nintendont Slippy and there is also a Nintendont for Phantasy Star Online, I added Nintendont Slippy in the apps folder but I don't see it as a option selectable on Wiiflow. Is there a manipulation to add the Nintendont Slippy option in wiiflow? Is it possible to modify an .ini file for that?
- added the abilty to launch super smash bros melee via nintendont slippi. manually edit wiiflow_lite.ini by adding use_slippi=yes under [GAMECUBE]. google nintendont slippi and slippi project to learn about it.

it's not a loader choice in game settings. just edit wiiflow_lite.ini per instructions above and whenever you launch super smash bros melee it will play via nintendont slippi provided the loader is set to nintendont.
wiiflow looks for - apps/nintendont slippi/boot.dol
 

C2PO

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- added the abilty to launch super smash bros melee via nintendont slippi. manually edit wiiflow_lite.ini by adding use_slippi=yes under [GAMECUBE]. google nintendont slippi and slippi project to learn about it.

it's not a loader choice in game settings. just edit wiiflow_lite.ini per instructions above and whenever you launch super smash bros melee it will play via nintendont slippi provided the loader is set to nintendont.
wiiflow looks for - apps/nintendont slippi/boot.dol

Very good thank you ! :)
 

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@protivakid and anyone else.

could you try downloading covers with this test version?

http://www.mediafire.com/file/7k34qskbeit30k5/wf5_cover_download_test.zip/file

make sure you rename your current boxcovers folder and cache folder before testing. this way you can restore them if need to.

One again just seeing this now, never got an email from GBATemp. I do very much appreciate you looking into this!

So I downloaded my 6 covers and that part works, but after returning to the menu I saw a new screen "converting cover x of 6". This part once again hung on cover 3 of 6. Did you separate the downloading & making part for the covers?

To be fair I just force rebooted my Wii and tried again with my 11 GC covers this time and it hung up on Saving cover 8 of 11 this time.
 
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fledge68

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One again just seeing this now, never got an email from GBATemp. I do very much appreciate you looking into this!

So I downloaded my 6 covers and that part works, but after returning to the menu I saw a new screen "converting cover x of 6". This part once again hung on cover 3 of 6. Did you separate the downloading & making part for the covers?

To be fair I just force rebooted my Wii and tried again with my 11 GC covers this time and it hung up on Saving cover 8 of 11 this time.
Thanks for testing. So downloading is fine. But it hangs on converting a cover. Last week i tested cache covers and mem2 free before and after each cover was exactly the same. Which means mem2 is being free'd properly. So the only thing i can think of is you just dont have enough mem2 free to begin with.

Also curious if its the same exact cover every time. Plus really weird that your wii freezes. Like i said before. If wiiflow encounters not enuff free mem it simply doesn't convert the cover and moves on to the next.
 
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xLAKITUx

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@fledge68

ROM titles... Where are these pulling from? I removed everything but Wii/GC/emuNand+VC stuff from my custom_titles.ini file
In some cases, I deleted the appropriate cache folder from SD and let it rebuild everything. Shouldn't these be displaying as whatever I have them named as on the drive? Where else is Wiiflow pulling titles for roms besides custom_titles.ini?
 

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WiiFlow implemented a feature that gets the titles from the Plugin Database, you can disable it in one of the last pages of the settings menu, then your roms will be named after their filename
 
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Demetris

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@fledge68 I open an issue on github for the
"Latest-ppc-and-libogc" branch
inking ... booter.elf
/opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal524ProgAa+0x0): multiple definition of TVPal524ProgAa'; videopatch.o:(.data.TVPal524ProgAa+0x0): first defined here /opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal528ProgSoft+0x0): multiple definition of TVPal528ProgSoft'; videopatch.o:(.data.TVPal528ProgSoft+0x0): first defined here
/opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal528Prog+0x0): multiple definition of `TVPal528Prog'; videopatch.o:(.data.TVPal528Prog+0x0): first defined here
collect2: error: ld returned 1 exit status
make[2]: *** [/opt/devkitpro/devkitPPC/wii_rules:30: /home/demetris/Desktop/WiiFlow_Lite/resources/wiiflow_game_booter/booter.elf] Error 1
make[1]: *** [/home/demetris/Desktop/WiiFlow_Lite/resources/wiiflow_game_booter/Makefile:92: build] Error 2
make: *** [Makefile:12: all] Error 2
Please have a look if you can fix it so i can test the new changes.
Thanks in advance
 

fledge68

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@fledge68 I open an issue on github for the
"Latest-ppc-and-libogc" branch
inking ... booter.elf
/opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal524ProgAa+0x0): multiple definition of TVPal524ProgAa'; videopatch.o:(.data.TVPal524ProgAa+0x0): first defined here /opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal528ProgSoft+0x0): multiple definition of TVPal528ProgSoft'; videopatch.o:(.data.TVPal528ProgSoft+0x0): first defined here
/opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal528Prog+0x0): multiple definition of `TVPal528Prog'; videopatch.o:(.data.TVPal528Prog+0x0): first defined here
collect2: error: ld returned 1 exit status
make[2]: *** [/opt/devkitpro/devkitPPC/wii_rules:30: /home/demetris/Desktop/WiiFlow_Lite/resources/wiiflow_game_booter/booter.elf] Error 1
make[1]: *** [/home/demetris/Desktop/WiiFlow_Lite/resources/wiiflow_game_booter/Makefile:92: build] Error 2
make: *** [Makefile:12: all] Error 2
Please have a look if you can fix it so i can test the new changes.
Thanks in advance
so there's 3 linking errors:

1. /opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal524ProgAa+0x0): multiple definition of TVPal524ProgAa'; videopatch.o:(.data.TVPal524ProgAa+0x0): first defined here

2. /opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal528ProgSoft+0x0): multiple definition of TVPal528ProgSoft'; videopatch.o:(.data.TVPal528ProgSoft+0x0): first defined here

3. /opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/10.1.0/../../../../powerpc-eabi/bin/ld: /opt/devkitpro/libogc/lib/wii/libogc.a(video.o):(.data.TVPal528Prog+0x0): multiple definition of `TVPal528Prog'; videopatch.o:(.data.TVPal528Prog+0x0): first defined here

and this seems to try to tell us somethings wrong with resources/wiiflow_game_booter makefile:

make[2]: *** [/opt/devkitpro/devkitPPC/wii_rules:30: /home/demetris/Desktop/WiiFlow_Lite/resources/wiiflow_game_booter/booter.elf] Error 1
make[1]: *** [/home/demetris/Desktop/WiiFlow_Lite/resources/wiiflow_game_booter/Makefile:92: build] Error 2
make: *** [Makefile:12: all] Error 2


my logical guess is those 3 video modes are being defined twice for some reason. what's really strange is it does not give me these errors. I'll continue looking into this.

EDIT: so demetris informed me devkitpro was updated in june. i saw libogc 2.0.0. Added missing render modes, fix PAL timings. so i had demetris comment out those video modes in videopatch.c and now it compiles.
 
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I feel like an idiot. I have been using WiiFlow for quite some time. I recently got a Wii U, and have everything up and running on it *except* for WiiFlow. What on earth am I doing wrong? Here is what I did…

1. I migrated my working WiiFlow configuration from my Wii to my vWii. It booted WiiFlow just fine, but I got a black screen of despair whenever I tried to load a game.

2. So I started over. Clean install. Removed the WiiFlow savegame data. Now… nothing. WiiFlow won't even start.

I have attached the screen caps of the folder structures of my install. Does anyone have any idea as to what I might be doing wrong?

Screen Shot 2020-06-20 at 9.47.06 PM.png Screen Shot 2020-06-20 at 9.47.30 PM.png
 

fledge68

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I feel like an idiot. I have been using WiiFlow for quite some time. I recently got a Wii U, and have everything up and running on it *except* for WiiFlow. What on earth am I doing wrong? Here is what I did…

1. I migrated my working WiiFlow configuration from my Wii to my vWii. It booted WiiFlow just fine, but I got a black screen of despair whenever I tried to load a game.

2. So I started over. Clean install. Removed the WiiFlow savegame data. Now… nothing. WiiFlow won't even start.

I have attached the screen caps of the folder structures of my install. Does anyone have any idea as to what I might be doing wrong?

View attachment 214228 View attachment 214229
try wiiflow start configurator - http://www.mediafire.com/file/2h1stwpdvd3r04q/wf_start_config.zip/file

set force cios to off or no.
 
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