Hacking Complie Hermes with Swapped USB ports

WiiZ

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One of my USB ports on the Wii has stopped working properly, and naturally, it's the one I need for loaders to function. At least that's my assumption at this point - I haven't been able to get any USB loader to work for a few months, and it died overnight one night without me making any changes. I've found that if I revert back to Wakinono's cIOS Rev10, I can successfully access my wbfs partitions using the other USB port - but not using the one commonly used these days.

Looking at the source code for Hermes Rev 4 (Or oggzee's FAT version), it *looks* like I should be able to modify tiny_ehci_glue.c within the ehcmodule and just change ehci->num_port=1; to a "2"... but I've tried that, and (at least for me) it doesn't have any effect. Oggzee suggested I should be able to compile just the ehcmodule and store the resulting .elf in the usb-loader directory. When that didn't result in any change, I went as far as substituting both the ehcmodule4_elf and ehcmodule_fat from the build's data directory and modified the file sizes in sys.c - still with no apparent effect.

Did or could someone attempt to switch the USB ports in this manner? I'm thinking my programming changes may be much easier to test on a known good Wii - or by someone that really knows what they're doing with this code. My C skills are weak, and my Wii programming skills are far weaker. I would be very grateful if someone could either build me a working ehcmodule with the ports switched, or at the very least, attempt to change the 1 to a 2 for the num_port setting and let me know if that successfully enables the other port for you? I don't have another Wii to test with, and although I'm able to compile things, it just doesn't seem to be working out for me.
 

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  • NinStar @ NinStar:
    there is a plugin that display them on the wii u menu, pretty sure it is enabled by default
  • crafthp434 @ crafthp434:
    so like it doesnt exist
  • crafthp434 @ crafthp434:
    yeah
    ?
  • NinStar @ NinStar:
    it doesn't exist, at least not for aroma
  • crafthp434 @ crafthp434:
    ohhhhh
  • NinStar @ NinStar:
    on tiramisu you can access it by opening mii maker
  • crafthp434 @ crafthp434:
    okay
  • NinStar @ NinStar:
    I don't have a wii u anymore to test it myself, but if homebrews are not visible on the wii u menu I think you can press L + R + minus to open the plugin menu, there should be an option called "homebrews on wii u menu" or something similar
  • crafthp434 @ crafthp434:
    nope
  • crafthp434 @ crafthp434:
    it is L+dpad down+ select
  • crafthp434 @ crafthp434:
    but homebrew is appearing in the home menu btw
  • NinStar @ NinStar:
    yes, now I remember it
  • NinStar @ NinStar:
    then it is working, I also don't like that they did this but it is the only option you have if you are using aroma
  • crafthp434 @ crafthp434:
    i just didint know the homebrew launcher didint exist in aroma
  • crafthp434 @ crafthp434:
    thanks btw
  • Xdqwerty @ Xdqwerty:
    Im downloading fallout 3 goty edition
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  • BigOnYa @ BigOnYa:
    I'm downloading more ram for my hamster pc
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    New hamster PC, with anal operation and BT connectivity!
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  • Xdqwerty @ Xdqwerty:
    @BigOnYa, How do I make enemies respawn on gdevelop after
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    Carrying a PC or phone is so old school!
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  • BigOnYa @ BigOnYa:
    @Xdqwerty you can use a "spawner" function on any object.
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  • BigOnYa @ BigOnYa:
    Easiest, simple way would be just restart scene, but player would restart from beginning.
  • Xdqwerty @ Xdqwerty:
    @BigOnYa, thx in advance
    +1
    Xdqwerty @ Xdqwerty: @BigOnYa, thx in advance +1