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  1. libertyernie

    Nicoe (Nintendont Configuration Editor)

    Sorry about the late reply, but yeah, this should work for those autoboot configs as well.
  2. libertyernie

    Nicoe (Nintendont Configuration Editor)

    I just want to share this piece of actual code, just to give anyone who uses normal C++ a bit of a headache: virtual void Load(array<uint8_t>^ data) { MemoryStream inputStream(data, false); Load(% inputStream); }
  3. libertyernie

    Nicoe (Nintendont Configuration Editor)

    Download: https://github.com/libertyernie/Nicoe/releases Source: https://github.com/libertyernie/Nicoe Nicoe is a Windows desktop application that can create, open, edit, and save the nincfg.bin files used by Nintendont. It's built around a C++/CLI wrapper around the NIN_CFG structure, which...
  4. libertyernie

    Hacking Command-line tools for Sega VC injection (U8, CCF, WTE)

    Thanks! I figured the individual parts of this could be useful to people even if they don't want to do the whole batch file thing :)
  5. libertyernie

    Hacking Command-line tools for Sega VC injection (U8, CCF, WTE)

    Similar to what I did with ccf-tools (see first post), I've also tracked down the source code to (a couple different versions of) wadpacker and wadunpacker, and rebuilt them as C++/CLI applications. The versions I'd been using had been built against a twelve-year-old version of Cygwin (although...
  6. libertyernie

    Hacking Command-line tools for Sega VC injection (U8, CCF, WTE)

    So when I do a Virtual Console injection, I want everything to be perfect - icons, names, down to the manual if I can. In the past I've done a lot of this with the HowardC tools - they don't run on my Windows 10 install, but I have a Windows XP virtual machine I can use. The bigger problem...
  7. libertyernie

    Tutorial How to create professional Virtual Console injects

    Thanks for the guide! I've spent a good chunk of today injecting Special Tee Shot and I think I've finally got it working. A few things I wanted to note (mostly to remind myself if I ever do this again): 1. SNES ROMs that get injected need to be given headers. The headerless ROM didn't work. (I...
  8. libertyernie

    Gaming Remapping controls in Fire Emblem: Radiant Dawn

    Is there a Gecko code or something that can remap the Classic Controller codes in Radiant Dawn? I've been playing through PoR with a customized version of Nintendont that remaps the controls to mirror the GBA games (next unit = L, details = R, etc.)
  9. libertyernie

    Homebrew How to use the Homebrew Channel as a simple loader for games (skip the emulator menu)

    I made sure NinCFGEditor could store the nincfg.bin inside the meta.xml as base64. That's actually the only reason my tutorial uses a patched nintendont. It uses that instead of the actual nincfg.bin file. But if you have USB Loader GX installed already, it's way easier to just use that.
  10. libertyernie

    Homebrew How to use the Homebrew Channel as a simple loader for games (skip the emulator menu)

    This probably isn't of interest to most people, but it fits my setup well. I have a Wii U, and most of the games I want to play, I already have copies of (either from eShop or on disc). That leaves a handful of GameCube games and a few SNES games (BS Zelda, I'm looking at you!) Instead of...
  11. libertyernie

    Homebrew Changing button mappings for Classic Controller codes (ClassicMapEditor)

    I could probably do something similar with these three games (NSMBW, DKCR, Kirby), but not for actual GameCube games. Maybe it could be accomplished by building a custom version of Nintendont from source, but doing it that way requires a full devkitpro installation and other stuff.
  12. libertyernie

    Hacking Kirby's Return to Dreamland, with Classic Controller support

    The Classic Controller code for Kirby doesn't have any code to simulate shaking the remote, whereas the DKCR and NSMB codes do. But in Kirby, instead of shaking, you can press the d-pad in a bunch of different directions quickly. I think the only exception is the snowball level. For that you...
  13. libertyernie

    Hacking Nintendont

    It might depend on the cable itself. I've got two of the same brand that I bought together (don't remember which) - one works with Nintendont and one doesn't, but they both work in regular GameCube mode.
  14. libertyernie

    Homebrew FCE Ultra GX 3.4.0 Beta - Feedback requested!

    Thanks for including my command line arguments patch in new builds! One of these days I should post a tutorial on using Homebrew Channel as an ersatz game launcher like I do.
  15. libertyernie

    Homebrew How to listen to BFSTM files?

    Sorry, duplicate post. gbatemp was down for a bit and I was a little too heavy on the refrehs button.
  16. libertyernie

    Homebrew How to listen to BFSTM files?

    If you select "ask for all files" from the drop-down menu below "keep as non-looping", it should ask you for each file what loop points you want. (It actually just uses the same dialog that BrawlBox does.) There is another fork of BrawlBox, by the way, called StageBox - it's based off a...
  17. libertyernie

    Hacking Nintendont

    Ok. I must not be clear on what HID meant. So Nintendont supports one HID device, but this device supports more than one controller?
  18. libertyernie

    Hacking Nintendont

    I don't know if I've ever tried it but I would expect it to work. The GCN adapter isn't an HID controller, it has its own way of communicating with the console (which is why the Switch recognizes it, but doesn't recognize ordinary controllers.)
  19. libertyernie

    Homebrew How to listen to BFSTM files?

    Probably the best way is to use an audio player that implements the vgmstream library: https://github.com/kode54/vgmstream The VGAudio .NET library also supports bfstm: https://github.com/Thealexbarney/VGAudio I have a program called Looping Audio Converter...
  20. libertyernie

    Homebrew Changing button mappings for Classic Controller codes (ClassicMapEditor)

    I don't update it that often, but I did a couple weeks ago (at https://github.com/libertyernie/BrawlManagers/), and I think I'll push out another update soon to update the BrawlLib backend (I'm using the one from StageBox now.)
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