Hacking cIOSX rev21d2x: Yet Another Hot Fix!!!!

Did d2x work for you?

  • Yes, I had an issue with the official cios and d2x fixed it

    Votes: 93 48.2%
  • Yes, but everything was already working for me with the official cios

    Votes: 82 42.5%
  • No, and I posted what goes wrong

    Votes: 9 4.7%
  • No, and I won't report what goes wrong because I am a troll

    Votes: 9 4.7%

  • Total voters
    193

Etheboss

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Etheboss said:
One question though, why didn't you change the version numbers of the cIOSes in the 250 slots to 21, because it is already known that the version number can give problems with Mighty Channels..
davebaol said:
It should be done by ModMii, however you can use "Advanced custom Downloads" option to build d2x for slot 250 w/o maxed out revision number.
Or maybe Mighty Channel could be improved to detect d2x in slot 250 with maxed out revision.
QUOTE(XFlak @ Mar 5 2011, 01:10 AM)
If it makes sense to have the version numbers of d2x 250 wads be rev21, then I can make it so, let me know what the verdict is... in fact... I can update that without even putting out an official update to ModMii!
biggrin.gif
I know i can change it with advanced download, but i was talking about the page 4 cIOS download.

I personally do not think that a maxed out version number has a need anymore, that is if people follow the ModMii guide and install SM 4.3.
It also doesn't look like Ninty is going to bring out an update for a long time (or never) that replaces IOS slots with stubs.
So i say leave the version number at 21.
 

XFlak

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Etheboss said:
XFlak said:
If it makes sense to have the version numbers of d2x 250 wads be rev21, then I can make it so, let me know what the verdict is... in fact... I can update that without even putting out an official update to ModMii!
biggrin.gif
I know i can change it with advanced download, but i was talking about the page 4 cIOS download.

I personally do not think that a maxed out version number has a need anymore, that is if people follow the ModMii guide and install SM 4.3.
It also doesn't look like Ninty is going to bring out an update for a long time (or never) that replaces IOS slots with stubs.
So i say leave the version number at 21.
I meant that with the backdoor I left with v4.5.0 I am able to change the downloads on page 4 (or any page). Thus making the default 250's always be rev 21 (or w/e I want really)
 

XFlak

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nope, now when ModMii checks for updates I can instruct it to build a 'modifier' bat file to update the download database. If a user has disabled autoupdates, it will not update ModMii or the database. And even when I update the database, it's not going to be a secret, I will have ModMii display a msg saying "updating database". No more "phone calls" are being made than were already being made in the past, I am now just able to put out partial updates if the need should ever arise... tbh I didn't think I'd ever really make use of it because of the frequency of ModMii updates that are not download DB related. But for example if the hackmii installer gets updated, I can have it check the hash against the newer md5 and call it 'valid' without needing to go through the effort of putting out a whole new update, instead I just add a line of code to the file downloaded to check for updates with the new hash
 

davebaol

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Weird, give us more details about your configuration:
- Mighty Channels version
- Mighty Channels meta.xml
- how is partitioned your HDD or SD card
- the base of the cios
- etcetera
 

papermanzero

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davebaol said:
Weird, give us more details about your configuration:
- Mighty Channels version
- Mighty 5 - your Mod to test path functionalities

- Mighty Channels meta.xml
--ios=249
--auto=USB
--partition=1
--path=/mighty/NAND


- how is partitioned your HDD or SD card
HDD has 2 partitions. First WBFS, Second FAT32

- the base of the cios
Base 37 (tried also 56)

- etcetera

Worked fine with latest Beta.
But now, max & magic marker displays an error that the app is not able to init the home button.
Castlevania Rebirth showed up a message and described that the memory is corrupt.
Lost Winds is freezing
Swords and Soldiers has a black screen after the dev logo.
FFCC Darklord cannot create a save file

With a new dump some issues were gone, so that other games are running again.
Like Art of Balance or Megaman 9. But the rest (and mentioned games) have the same problems.
 

davebaol

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LostWinds 1 & 2 have never worked with any cios.
Swords And Soldier works for some people and not for other, I don't know why.

Try with latest beta and let me know if it makes the difference.
 

papermanzero

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davebaol said:
LostWinds 1 & 2 have never worked with any cios.
Swords And Soldier works for some people and not for other, I don't know why.

Try with latest beta and let me know if it makes the difference.

Mhh. I thought Lost Winds 2 worked with an older wanin cios.
unsure.gif


I tried S&S and it worked with the latest Beta.
Also Max and the Magic Marker worked
 

davebaol

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papermanzero said:
Mhh. I thought Lost Winds 2 worked with an older wanin cios.
unsure.gif

No, never worked with any cios neither wanin nor hermes. Only sneek can play it.

QUOTE(papermanzero @ Mar 5 2011, 03:55 PM) I tried S&S and it worked with the latest Beta.
Also Max and the Magic Marker worked
Both work for me.
 

papermanzero

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davebaol said:
papermanzero said:
Mhh. I thought Lost Winds 2 worked with an older wanin cios.
unsure.gif

No, never worked with any cios neither wanin nor hermes. Only sneek can play it.

QUOTE(papermanzero @ Mar 5 2011, 03:55 PM) I tried S&S and it worked with the latest Beta.
Also Max and the Magic Marker worked
Both work for me.

Did you try to Save and reload the games?
I think there is a data bug.
Means if there is a savestate some games won't load.

Edit:
Bonsai Barber is freezing but working with cios rev 17.
Swords & Soldiers isn't working. I tried to remove the whole data, but I got a black screen during start.
Same for M& M

Edit 2:
I dunno why, but after playing a wii retail game Max and the Magic Marker is working. :wtf:
As I said, before I always got a black screen.
 

digdug3

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papermanzero said:
Edit 2:
I dunno why, but after playing a wii retail game Max and the Magic Marker is working. :wtf:
As I said, before I always got a black screen.

Would this mean Mighty Channels/CIOS rev21dx2v3 doesn't cleanup or initialize something properly?!
Looks almost like the IOS236 installer...
 

papermanzero

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digdug3 said:
papermanzero said:
Edit 2:
I dunno why, but after playing a wii retail game Max and the Magic Marker is working. :wtf:
As I said, before I always got a black screen.

Would this mean Mighty Channels/CIOS rev21dx2v3 doesn't cleanup or initialize something properly?!
Looks almost like the IOS236 installer...

Looks like.
I have the issue again, that M&MM isn't working anymore.
 

davebaol

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There's only one relevant difference between v3beta6 and v3final.
v3beta6 has logging on while v3final has logging off.
And that's weird, but it makes really the difference.
In fact v3beta6 can create the save file for games like FFCC My Life as a Darklord, but if I recompile v3beta6 without logging then that game shows the error message "Can't create the save file" or something like that.
blink.gif
 

XFlak

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Etheboss said:
One question though, why didn't you change the version numbers of the cIOSes in the 250 slots to 21, because it is already known that the version number can give problems with Mighty Channels..

For anyone who wants to change ModMii's default d2x cIOS250's to be rev21 instead of rev65535 they can copy and paste the following text into a DBUPDATE.bat and save it to the following directory:
{directory where ModMii.exe is saved}\temp\DBUPDATE.bat

CODEif /i "%wadname%" NEQ "cIOS250[37]-v21d2x3" goto:skip
set ciosversion=21
set md5=2660064ddd223b360d5987f1c13b1627
set md5alt=%md5%
:skip

if /i "%wadname%" NEQ "cIOS250[38]-v21d2x3" goto:skip
set ciosversion=21
set md5=ee5f927ad2de6016f199da570f172195
set md5alt=%md5%
:skip

if /i "%wadname%" NEQ "cIOS250[56]-v21d2x3" goto:skip
set ciosversion=21
set md5=93bd371c6052e7f9841fda5e2e7eebdf
set md5alt=%md5%
:skip

if /i "%wadname%" NEQ "cIOS250[57]-v21d2x3" goto:skip
set ciosversion=21
set md5=0cf62ae35b1e09d7644a2aa8577e6155
set md5alt=%md5%
:skip

if /i "%wadname%" NEQ "cIOS250[58]-v21d2x3" goto:skip
set ciosversion=21
set md5=81f8decece261ce6a0367d8d3a37e232
set md5alt=%md5%
:skip

I can have ModMii build this file when checking for updates if there is a general consensus that this is what should be done.
 

Hugh Verdam

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davebaol said:
There's only one relevant difference between v3beta6 and v3final.
v3beta6 has logging on while v3final has logging off.
And that's weird, but it makes really the difference.
In fact v3beta6 can create the save file for games like FFCC My Life as a Darklord, but if I recompile v3beta6 without logging then that game shows the error message "Can't create the save file" or something like that.
blink.gif
That's really interesting. I'm just a dope--but that lends credence to my speculation that all/nearly all of the "problem" wads are failing on read/write errors. I haven't compiled v3final yet, so I'm wondering if it would be better to stay w/beta 6?

One other thing I wonder about. In your opinion--to what degree are the "problem" wads failing due to an issue with Mighty Channels vs. cIOSX? (I'm not finger pointing!) I'm just trying to understand the programming challenges you face.
 

papermanzero

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Hugh Verdam said:
davebaol said:
There's only one relevant difference between v3beta6 and v3final.
v3beta6 has logging on while v3final has logging off.
And that's weird, but it makes really the difference.
In fact v3beta6 can create the save file for games like FFCC My Life as a Darklord, but if I recompile v3beta6 without logging then that game shows the error message "Can't create the save file" or something like that.
blink.gif
That's really interesting. I'm just a dope--but that lends credence to my speculation that all/nearly all of the "problem" wads are failing on read/write errors. I haven't compiled v3final yet, so I'm wondering if it would be better to stay w/beta 6?

One other thing I wonder about. In your opinion--to what degree are the "problem" wads failing due to an issue with Mighty Channels vs. cIOSX? (I'm not finger pointing!) I'm just trying to understand the programming challenges you face.

Sorry for the confusion, I have to say that I used Beta5.
I will log Beta6 and post the logs.
Also for S&S, M&MM and Bonsai Barber.
 

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