Hacking WiiFlow Lite

fledge68

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@Wiimpathy @blackb0x so i found a bug in PartitionHandle.cpp in the unmount function. highlighted in red below. the problem is - is there is no such constant or variable named MountName. The name is supposed to be MountNameList[pos].c_str(). if left as MountName it means that those partitions were never unmounted because DeviceSyn should be garbage or empty with just a colon. but the strangest thing of all is that the compiler never caught the error. and never reported MountName as uninitialized.

void PartitionHandle::UnMount(int pos)
{
if(!interface || (pos >= (int)MountNameList.size()) || (MountNameList[pos].size() == 0))
return;

WBFS_Close();
char DeviceSyn[10];
memcpy(DeviceSyn, MountName(pos), 8);
strcat(DeviceSyn, ":");
DeviceSyn[9] = '\0';


if(strncmp(GetFSName(pos), "WBFS", 4) == 0)
{
wbfs_t *wbfshandle = GetWbfsHandle(pos);
if(wbfshandle) wbfs_close(wbfshandle);
gprintf("WBFS Partition at %s unmounted.\n", DeviceSyn);
}
else if(strncmp(GetFSName(pos), "FAT", 3) == 0)
{
fatUnmount(DeviceSyn);
gprintf("FAT Partition at %s unmounted.\n", DeviceSyn);
}
else if(strncmp(GetFSName(pos), "NTFS", 4) == 0)
{
ntfsUnmount(DeviceSyn, true);
gprintf("NTFS Partition at %s unmounted.\n", DeviceSyn);
}
else if(strncmp(GetFSName(pos), "LINUX", 5) == 0)
{
ext2Unmount(DeviceSyn);
gprintf("EXT Partition at %s unmounted.\n", DeviceSyn);
}
/* Remove name from list */
MountNameList[pos].clear();
SetWbfsHandle(pos, NULL);
}
 

fledge68

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Danimalzpwn3

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@fledge68 it was a Wii game Animal Crossing specifically.
the emu settings are as follow:
select NAND Default
NAND Emulation full
Select aves NAND default
Saves Nand Emulation Game saves
saves nand partion USB1
Real nand Config on
real nand miis on
it is default and the USB
 

fledge68

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@fledge68 it was a Wii game Animal Crossing specifically.
the emu settings are as follow:
select NAND Default
NAND Emulation full
Select aves NAND default
Saves Nand Emulation Game saves
saves nand partion USB1
Real nand Config on
real nand miis on
it is default and the USB
dont have a lot of time right now. but I highly recommend not to use an emunand for gamesaves. certain games don't work with it. set all saves emulation to off in main settings and off or default for individual game settings.
 

Danimalzpwn3

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hmm.... okay, the main reason I wanted to use emunand was to be able to save all my games onto my USB. All my space is filled up on my wii with all data, and I NEED to add more blocks to my system somehow
 

Hakaisha

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@Danimalzpwn3 , what is taking up all your data on NAND? The ideal setup to have more free space is to migrate all of your VC and WiiWare titles to EmuNAND, and only use your real NAND for your game saves and channel forwarders.

As @fledge68 has mentioned, using your EmuNAND for game saves can unfortunately be too undependable and often has incompatibility issues with certain games.
 
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Danimalzpwn3

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Well most of the data takes about 1-8 blocks. Smash bros is 128 blocks. I had to delete some saves due to no space. atm i only have 24 blocks free out of /256. I do have an SD but I don't think the game loads the SD saves. I have over 56 wii games and if a save is made (8 blocks a pieces) there is not enough data, not even including the games like smash, that have over 30 blocks. Is there no way to call a data from a FLASH? or SD? or even use emulation in order to keep all saves on it? Other options for expanding data?
@Hakaisha
@fledge68
 

Hakaisha

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You typically should have around 1,800 - 2,200 blocks of data available to use on your Wii.

If you were to actually use 8 entire blocks for 56 games, that would only be around 448 blocks. Add Smash Bros.128 blocks to that amount and you're still only using 576 blocks. Which should still leave you with at least 1,200 Blocks Open.

I just checked my own Wii's data usage, and I currently have 533 Blocks Open, while currently storing game saves for a total of 147 games. Several of which do have large file sizes, such as: Smash Bros. Brawl (128), Fishing Resort (108), Project Zero 2 (64), Drawn to Life (77), Go Vacation (80), Another Code: R (45), We Ski (81), etc.

My channel data consists of:
- WiiFlow forwarder (7)
- USB Loader GX (24)
- Homebrew Channel (13)

So we can conclude I'm using around 1,300 blocks of data for Game Saves, and 50 blocks for Channels; amounting to a total of 1,350 blocks used, leaving around 500 blocks still open.

@Danimalzpwn3 , I can only assume you're still dedicating a certain amount of Real NAND data to VC, WiiWare or you possibly haven't deleted some tutorial video channels.

If you still wish to utilize EmuNAND for game saves; although I don't recommend using EmuNAND for saves, it would be best to experiment with it on a per-game basis to see what works and what doesn't. In my experience they tend to behave better if created first on Real NAND, then transferred to EmuNAND; rather than being created first on EmuNAND.
 
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Danimalzpwn3

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Hmm okay I do have some wiiware games, I think I have 5 or 6 in total. So is it best to move those over to emunand? And if so how to set that up? @Hakaisha
Trying to have it as easy as possible and Wii flow compatible.
 

Tetsuo Shima

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@Hakaisha I'm noticing that your boot animation is not showing when rebooting wiiflow (being replaced by the standard one).
It always works when I boot the wii for the first time, then after playing a game and returning to wiiflow, the old animation replaces the new one. Is this happening to you too?
 

MrSW

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Hmm okay I do have some wiiware games, I think I have 5 or 6 in total. So is it best to move those over to emunand? And if so how to set that up? @Hakaisha
Trying to have it as easy as possible and Wii flow compatible.
WiiFlow can install wads to emuNAND (i think that it is under NAND emulation settings), once you install the wads in the emuNAND, delete their channel data on the system menu
 
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Hakaisha

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@Tetsuo Shima , I have not experienced that. I always see the custom animation when booting up WiiFlow, and also when returning to WiiFlow. :unsure: I suppose it goes without saying, but do you have your Return To -> WiiFlow Channel in WiiFlow Settings? I know PriiLoader also has a 'Return to' -> 'Autoboot' -> 'Installed File/WiiFlow Forwarder'. If you do have this PriiLoader option enabled, has this only happened since the recent PriiLoader revision? I haven't upgraded to the newest Priiloader just yet.

Since the WiiFlow custom animation relies on arguments being passed, it gives me the assumption that something isn't properly loading WiiFlow's arguments when returning in your setup.

@Danimalzpwn3 , first I would advise to go to your Partition Settings and switch your Channels/EmuNAND partition to USB. EmuNAND is possible and can work very well on an SD Card, however in my experience, EmuNand on SD Cards can be hit or miss, depending on the make brand/storage size/format of your SD Card. Overall, USB has given me the best experience with EmuNAND compatibility. Much like Wii games and Gamecube games.

In WiiFlow's NAND Emulation Settings, you should be able to extract your current NAND on your Wii, along with all of the currently installed channels contained in it, and utilize this extracted NAND as your EmuNAND. After extracting the NAND from your Wii, switch your Channel settings from Real Nand to EmuNand.
 

Danimalzpwn3

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@Hakaisha I followed all of that, and have wiiflow reading the wii u emunand. I installed all the WADS directly onto it. Me trying to play the games however, all send a DSI exception. Are there some specific settings needed?
 

fledge68

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@Tetsuo Shima like hakaisha said:
Since the WiiFlow custom animation relies on arguments being passed, it gives me the assumption that something isn't properly loading WiiFlow's arguments when returning in your setup.
you should have the hidden channel installed. it should read the meta.xml and pass the args to wiiflow.

@Danimalzpwn3 vwii is your problem. i'm not sure why but i've read somewhere that you can't extract the vwii nand the same as a wii nand. I should problem block users from using the extract nand feature if using a wii u.

you need to make a emunand with modmii and install your game wads with showmiiwads. when and if i have time i will make a tutorial.
 
Last edited by fledge68,
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Tico_ociT

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This is the second time I play with translations. Before that, the help file was updated while I was working on the edition. So I had a difficult time finding which strings were changed. I tried to use a spreadsheet, but as I needed to insert lots of new fields, it took too long to edit.

Thanks for the hints about special characters. I'll pay attention to that.

Enough complaining! Let's work on it! :)

Hi, there!

Just finished the Portuguese Brazilian translation!
But I'm having some trouble with GitHub and can't edit/upload the file. Could @fledge68 or someone else please do it? The file are attached in this post.

Thanks!
Tico
 

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Tetsuo Shima

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@Hakaisha @fledge68 Well, I actually was using Return to Channel=disabled. Since I'm using priiloader, I thought it wasn't needed to return to channell WF, because it always returned to WF nonetheless.
I have not yet updated Prilloader (in fact I don't know if I will, cause it's working without issues), but the Autoboot is already set to Installed File. My Priiloader is version v0.7 (r142).
I also have the hidden channel already installed.

Ok, now I have Return to Channel = Wiiflow, but I still get the old logo after reboot.
 

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