sweet. im stoked for v54aGolfDude said:yes as far as we can tell all codes from the b+ gct are working as they should..
sweet. im stoked for v54aGolfDude said:yes as far as we can tell all codes from the b+ gct are working as they should..
WiiPower has had a hand in virtually all the loaders. He has come up with many of the significant tricks (e.g., alt .dol and the initial NSMB patch). Take a look through the change log to see all the improvements he is responsible for.tylerzentz said:Also, are WiiPower and the CFG Loader team working together now?
TeenTin said: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.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 !
It's a little higher now. Even more if you disable the debugger, it's the same now as in the latest Gecko OS. In Brawl+ you are able to use even more lines, because in the gameconfig.txt it is specified where to write the codes for this game, and there's more memory than in the default location. But only the default location is known to work for (almost?) all games.
QUOTE(tylerzentz @ Feb 22 2010, 03:38 AM)
Also, are WiiPower and the CFG Loader team working together now?
I assume you're using a more recent version of devkit, that's why you got the warnings. We're still using devkit v17 which doesn't display any such warnings with cfg.WiiPower said:Oggzee when compiling the loader i noticed you get some compiler warnings like this:
warning: dereferencing pointer 'off' does break strict-aliasing rules
I set CFLAGS to -O1 to get rid of these in NeoGamma(i hate complier warnings). From time to time i read about code dumps with your loader, so you may want to try that too. I'd say if the loader still runs at the same speed as before, it won't harm. (@all others, this change would have 0 effects on the games themselves)
If that's FAT unmount then yes cfg does unmount it.wiixale said:Excuse me, Oggzee: can I propose my question asked in my previous post?
QUOTE(wiixale @ Feb 21 2010, 10:05 PM) 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?
oggzee said:If that's FAT unmount then yes cfg does unmount it.
But I haven't looked in detail what that usb unmount is supposed to mean.
That's a bug i introduced with v53b and fixed in v53b3.ChaosEnergy said:i tried to update in loader just few minutes ago
but i only got millions of .....................................
instead of a download
has something changed?
oggzee said:I assume you're using a more recent version of devkit, that's why you got the warnings. We're still using devkit v17 which doesn't display any such warnings with cfg.WiiPower said:Oggzee when compiling the loader i noticed you get some compiler warnings like this:
warning: dereferencing pointer 'off' does break strict-aliasing rules
I set CFLAGS to -O1 to get rid of these in NeoGamma(i hate complier warnings). From time to time i read about code dumps with your loader, so you may want to try that too. I'd say if the loader still runs at the same speed as before, it won't harm. (@all others, this change would have 0 effects on the games themselves)
Why do you even need one? If you rely on the hybrid then you have no config, no covers and no theme among other things. Just use a forwarder.tangalanga said:Is there a way I can build Hybrid Channel from the lastest version or a link to download it?
Dr. Clipper said:Why do you even need one? If you rely on the hybrid then you have no config, no covers and no theme among other things. Just use a forwarder.tangalanga said:Is there a way I can build Hybrid Channel from the lastest version or a link to download it?
In any case, the common answer I see to this is to 'inject the new .dol into the old channel'. Don't ask me how to do that as I have no clue.
TeenTin said:No new ocarina in v53 ?