Hacking Configurable USB Loader

  • Thread starter Thread starter oggzee
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this loader is great, it's the best I've tried so far

I just installed the channel forwarder and I get 5 seconds of different video glitches before the loader screen is correctly displayed
I don't have this issue when I start the loader from the homebrew channel
 
Another thing to consider with the 6 digit game id...... People that want to load multiple versions of modified games such as Guitar Hero 3, they will need those last 2 digits so that they can vary the Game ID of each one and have them be separate entries..
 
6 digits FTW..!!

NO to 4/3 digits
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...!!
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HaTaX said:
Another thing to consider with the 6 digit game id...... People that want to load multiple versions of modified games such as Guitar Hero 3, they will need those last 2 digits so that they can vary the Game ID of each one and have them be separate entries..

Modified versions of Guitar Hero don't have standardized game IDs. Hundreds of people are modifying Guitar Hero and uploading that crap all over the torrent sites, all with different IDs. Those people don't talk to each other and don't agree on a game ID beforehand, so good luck accomodating all of them in a database.

oggzee: the 6-letter thing started out of ignorance and it doesn't look like it's going to stop. So it looks like we're stuck with what we have until a new database comes along. I have a feeling the 160x225 images will be replaced with something bigger at some point anyway.
 
sorry, i dont know if there is a code repository for this anywhere, and im not on a machine setup to do patch files.

Adding skin support (currently untested, no compiler on this machine, was just killing time)

replace cfg_default:
Code:
void CFG_Default()
{
ÂÂÂÂmemset(&CFG, 0, sizeof(CFG));
ÂÂÂÂsnprintf(bg_path, sizeof(bg_path), "%s/%s", USBLOADER_PATH, "background.png");
ÂÂÂÂCFG.background = bg_path;
ÂÂÂÂsnprintf(CFG.covers_path, sizeof(CFG.covers_path), "%s/%s", USBLOADER_PATH, "covers");
ÂÂÂÂCFG.layoutÂÂ = CFG_LAYOUT_ORIG_12;
ÂÂÂÂCFG.coversÂÂ = 1;
ÂÂÂÂCFG.videoÂÂÂÂ= CFG_VIDEO_AUTO;
ÂÂÂÂCFG.homeÂÂÂÂ = CFG_HOME_REBOOT;
ÂÂÂÂCFG.ocarinaÂÂ= 0;
ÂÂÂÂCFG.debugÂÂÂÂ= 0;
ÂÂÂÂCFG.download = 0;
ÂÂÂÂCFG.buttonsÂÂ= CFG_BTN_OPTIONS;
ÂÂÂÂCFG.deviceÂÂ = CFG_DEV_ASK;
ÂÂÂÂCFG.confirm_start = 1;
ÂÂÂÂCFG.install_all_partitions = 1;
ÂÂÂÂCFG.disable_format = 0;
ÂÂÂÂCFG.disable_remove = 0;
ÂÂÂÂCFG.disable_install = 0;
ÂÂÂÂCFG.disable_options = 0;
ÂÂÂÂCFG.skins = 0; //PalasX
ÂÂÂÂset_colors(2);
ÂÂÂÂcfg_layout();
}

at line~450, after declaring colors for console:
Code:
ÂÂÂÂcfg_int_max("color_header",ÂÂÂÂÂÂ&CFG.color_header, 15);
ÂÂÂÂcfg_int_max("color_selected_fg", &CFG.color_selected_fg, 15);
ÂÂÂÂcfg_int_max("color_selected_bg", &CFG.color_selected_bg, 15);
ÂÂÂÂcfg_int_max("color_inactive",ÂÂÂÂ&CFG.color_inactive, 15);
ÂÂÂÂcfg_int_max("color_footer",ÂÂÂÂÂÂ&CFG.color_footer, 15);
ÂÂÂÂcfg_int_max("color_help",ÂÂÂÂÂÂÂÂ&CFG.color_help, 15);
ÂÂÂÂcfg_int_max("skins",ÂÂÂÂÂÂÂÂÂÂÂÂ &CFG.skins, 9); //PalasX

at line ~850, after checking RET and falling back to old path for config file:
Code:
ÂÂÂÂ// [PalasX] load local SKINS (/apps/xxx/config.txt if run from HBC) 
ÂÂÂÂ// add "skin" to string skinname, then add a random variable less than CFG.skins
ÂÂÂÂ// and then add ".txt" and then load it. if it fails, do nothing.
ÂÂÂÂstrcpy (skinname,"skin");
ÂÂÂÂstrcat (skinname,printf(%d, rand()%CFG.skins));
ÂÂÂÂstrcat (skinname,".txt");
ÂÂÂÂcfg_parsefile(skinname, &cfg_set);


its just a simple skin, you can add skinning configs to skin0, skin1, skin2, to make skinning easier and it will load a random one. new config line is skins = X where X is max skins.

just a thought
smile.gif
dont want ultimate version to get skin loading first
smile.gif
 
Mod for force PAL50

Some NTSC-Games need force PAL50 to run on a PAL-Console. I've implemented a new videomode PAL50 to force "real" PAL50. Please try and give me an reply. For me, it works ...

Modified sources (based on cfg14, search for "+N-MOD+ force PAL50" to see modifications):

http://www.mediafire.com/file/tjz2tnamj2y/apploader.c
http://www.mediafire.com/file/edyggjdq5ky/cfg.c
http://www.mediafire.com/file/zvvzbnn5on5/cfg.h

DOL for Testing:
http://www.mediafire.com/file/1dnmynhy4hy/...cfg14-PAL50.dol

Narolez
wink.gif
 
Narolez said:
Mod for force PAL50

Some NTSC-Games need force PAL50 to run on a PAL-Console. I've implemented a new videomode PAL50 to force "real" PAL50. Please try and give me an reply. For me, it works ...

Modified sources (based on cfg14, search for "+N-MOD+ force PAL50" to see modifications):

http://www.mediafire.com/file/tjz2tnamj2y/apploader.c
http://www.mediafire.com/file/edyggjdq5ky/cfg.c
http://www.mediafire.com/file/zvvzbnn5on5/cfg.h

DOL for Testing:
http://www.mediafire.com/file/1dnmynhy4hy/...cfg14-PAL50.dol

Narolez
wink.gif

Thanks. I'll check it out and merge it for next rel.
 
hi ogg, can you please pm/tell me which is pm the part of the usb loader that was broken in v1.5 (regarding v1.4) and that you didn't updated?
thanks mate.
 
Don Killah said:
hi ogg, can you please pm/tell me which is pm the part of the usb loader that was broken in v1.5 (regarding v1.4) and that you didn't updated?
thanks mate.

For SD/SDHC support:

CODEs32 Fat_UnmountSDHC(void)
{
....
ÂÂÂÂÂÂÂÂ// don't shutdown sdhc if we're booting from it
ÂÂÂÂÂÂÂÂif (wbfsDev != WBFS_DEVICE_SDHC) {
ÂÂÂÂÂÂÂÂÂÂÂÂret = __io_sdhc.shutdown();
ÂÂÂÂÂÂÂÂ}
 
i tried this one with all the different config options and no matter what it still had the teknoconsolas bg and looked all out of whack. i have since switched to the gui usb loader. the gui usb loader uses one root location on the sd for covers, an intelligent way to do it. why does every loader need it's own covers? that's asinine, they should be sharing covers.
 
can someone test the game: EMERGENCY MAYHEM ( REGE36 ) , the game don't work with cfg v14 . I try with a dvd in drive, patch ...... this is a bug or due to the loader?
thanks guys :-)
 
ginosis said:
can someone test the game: EMERGENCY MAYHEM ( REGE36 ) , the game don't work with cfg v14 . I try with a dvd in drive, patch ...... this is a bug or due to the loader?
thanks guys :-)

Does it work with waninkoko's original 1.5 loader? Or any other loader?
 
cfg v15:
http://www.mediafire.com/file/ydmuujdmyjm/...oader_cfg15.zip
- Added Force PAL50, PAL60, NTSC video modes (tnx Narolez)
option: video=pal50, pal60, ntsc
- Light up DVD slot when install finished (Dteyn/Bool)
- BETA: mp3 background music - plays a sd:/usb-loader/music.mp3 if found.
NOTE: sometimes the audio stutters, not sure how to fix it
Can be disabled with option: music=0
 
Hi Ogg

Almost perfect app, but there is a bug with Madworld NTSC. When you launch it on a PAL Wii with Force PAL60 enable,
on screen which ask you to plug the nunchuk, if you press home button, game freeze and you need to do a hard reset.
The bug doesn't appear with Force PAL50.
Each test are made in their respective mode in wii video setting, and a wiimote without nunchuk.
Don't work if there is a nunchuk pluged in force PAL60 mode. Screen doesn't appear but if you press home button, game freeze to.
This was my nano contribution to your excelent work.

RH2K2

PS: sorry for my bad english.
 

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