Glad somebody noticed that: 007: Nightfire, MOH:EA and the zelda collection all use chain loading. Devolution keeps the game running in a sandbox and patches code on-the-fly, so multiple .dol/.elf files aren't a problem.
It runs under IOS like any other wii homebrew. It could be modified to run under MINI but then would only support SD, which would more or less be the same thing as DML.
It doesn't need to use MIOS/BC/GCmode or emulation, since all the GC hardware is already there. It doesn't even need AHBPROT if you're loading from USB/SD.
The apploader runs from the game disc image, it doesn't really do much besides load the FST and main .dol file into memory.
tueidj said:Sandboxing is easy for CPUs that support protected mode.
I would love to know how this technically works...
I think understand the principle but need confirmation: does it mean you are configuring the CPU before "loading" the game exe so that it generates an exception each time the code is trying to access GC specific memory mapped hardware (such as DVD drive, EXI, ARAM, SI, etc) ? And then your exception handler is basically "emulating" low-level hardware access using Wii hardware access instead and specific code? Special code is probably needed for ARAM so that audio streaming still work I guess, using custom Audio DMA maybe ? Off course, the Wii CPU speed boost helps to keep the original code running at acceptable speed, while having interleaved exception processing running...
Or is it a totally different concept ?















