Hacking Configurable USB Loader

  • Thread starter Thread starter oggzee
  • Start date Start date
  • Views Views 7,866,114
  • Replies Replies 18,482
  • Likes Likes 22
buffdog said:
@oggzee ive chanced the gui some covers work on some dont its the same on all themes they are fuzzy this is on 52/53a

@usptactical ive redownloaded covers so many times but still fuzzy so is this why 53b dont work

thx for reply and help
yaywii.gif
I would recommend running a disk check of your sd card on windows...
Then try to download the covers again.
You can also use one of the windows tools that download the covers too...
 
...
Forgot the asm code that was changed between both Ocarina/Wiird revisions, here's the fixed one:
http://www.mediafire.com/?rt0cuafmjzz

If this works, don't expect an official release with it soon, i put a lot of TODO for oggzee tags in there.

PS: @Oggzee did you consider eliminating some of the warnings by changing the compiler setting to optimize less?
 
GolfDude said:
nothing.. no brawl plus, no codes work on other games as well... says it finds the codes, but no codes are active

Thanks, i guess something is still missing. Will get to it tomorrow.
 
Hi, I would like to ask a question to the CFG team.

I was reading the last uLoader version's changelog, when I noticed the "USB unmount" feature, making me asking: "What about CFG?".
And I forward this question to you: what about CFG? Does it unmount correctly hard drives?
When I shut down CFG and then my Wii, my HD turns off too... "brutally".

I've always had this doubt. Do I have to worry?
 
Ok, maybe i found the problem, i set the hooktype variable too late, so the loader didn't hook into the game. This happened because i moved the code handler stuff behind the main.dol patches.(might be required this way, at least NeoGamma is known to work with this order...)
http://www.mediafire.com/?y2xoyekzmmz
Oh and i also disabled the debugger.

If Brawl+ doesn't work, please test Ocarina in general and what happens on trying Brawl+ without gameconfig.txt. With gameconfig.txt it should say codes found, without too many codes.

PS: If it's still not working, i will get to trying at least Ocarina myself, tomorrow, this time really
 
buffdog said:
sweet it works 53b2 no more fuzzy covers and no dsi thx peeps for the super fast work good job thx so much
yaywii.gif
bow.gif
It's probably a good idea to look in your cover folders for files with the .bad extension. That will let you know which images were messing things up.
 
WiiPower said:
Ok, maybe i found the problem, i set the hooktype variable too late, so the loader didn't hook into the game. This happened because i moved the code handler stuff behind the main.dol patches.(might be required this way, at least NeoGamma is known to work with this order...)
http://www.mediafire.com/?y2xoyekzmmz
Oh and i also disabled the debugger.

If Brawl+ doesn't work, please test Ocarina in general and what happens on trying Brawl+ without gameconfig.txt. With gameconfig.txt it should say codes found, without too many codes.

PS: If it's still not working, i will get to trying at least Ocarina myself, tomorrow, this time really


Just tested this and brawl+ seems to be working, i saw the buffer strap screen and the title screen had the + on the logo. All seems to be well but a more experienced brawl+ player should be able to confirm that all codes are working!!!!

EDIT : Codes also are working in other games no problems so far. Confirmed with Mario Kart Wii and NSMBW and Call Of Duty World at War.

I hope oggzee and co can impliment these changes into the official release
 
That was faster than i thought, i remember having 100s of test versions for this in NeoGamma before it worked. Anyways, here's the source code:
http://www.mediafire.com/?flw1ijbw4m1

I included an "unmodified" source code, because i changed quite a lot code to get it compilable with my libogc. If i were in linux right now i would create a .diff file, but i'm too lazy to reboot my pc. (just in case somebody is wondering why i'm wasting that much bandwith)
 
WiiPower said:
That was faster than i thought, i remember having 100s of test versions for this in NeoGamma before it worked. Anyways, here's the source code:
http://www.mediafire.com/?flw1ijbw4m1

I included an "unmodified" source code, because i changed quite a lot code to get it compilable with my libogc. If i were in linux right now i would create a .diff file, but i'm too lazy to reboot my pc. (just in case somebody is wondering why i'm wasting that much bandwith)
Good job WiiPower!
The changes are quite big, thanks for all the effort!
I will include this in v54a.
 
WiiPower said:
That was faster than i thought, i remember having 100s of test versions for this in NeoGamma before it worked. Anyways, here's the source code:
http://www.mediafire.com/?flw1ijbw4m1

I included an "unmodified" source code, because i changed quite a lot code to get it compilable with my libogc. If i were in linux right now i would create a .diff file, but i'm too lazy to reboot my pc. (just in case somebody is wondering why i'm wasting that much bandwith)

So, what is the upper limit of the number of lines of code now ?

Thanks !
 
Brawl+ players, are you positive the character PAC files are enabled now, as are the Gameplay Settings Changes found here? Many people are unaware of the effects of these codes and only notice the cosmetic changes (new char roster, buffer strap screen, new menu, "fun speed" loading message) and then they say brawl+ is working. Don't forgot about the gameplay-changing codes.

Also, are WiiPower and the CFG Loader team working together now?
 

Site & Scene News

Popular threads in this forum