Hacking Dios Mios Lite

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Ok, DML doesn't have any GUI code, right? So adding a GUI would require a change in Sneek, which could prove to be annoying to update for now. How about a config file on sd card. 1st only editable via hexeditor, later with an app "DML Config Editor" or whatever. And when DML is pregressed further, it could still be integrated into Sneek's GUI?

What do the devs say about this? I really want to kick out the debug code that is running while the games are running, as it might reduce the compatiblity. But it should still easily be possible to reavtivate it without recompiling.
 
I am not totally following here. What is the configurable part of dml?
Why do you think the debug code reduces the compatibility?
You can place it between #define statements if you temporary want to disable it.
 
Ocarina, memory card patches and fwrite debugging come to my mind here. Exactly, nothing is cofigurable right now, but those things should be. I can work with #define too, but it's annoying to swap executables between tests with and without certain options. Editing the config file would be about on the same level though.

#define it is for now, ok?
 
It's pretty much the same with sneek now. You have the debugging version and the retail one. Under development, you want debugging. To play games, you don't want it.
Ocarina and the memory card patches might profit from a config file, I agree. Maybe you can use a variable to turn the features on and off.
It will be easier later to change it's value trough a config file. The positive point of a define is that the code isn't added to the final if the expession isn't true.
 
You have no idea how convenient it is to debug gamecube games with NeoGamma. No recompile, no switching stuff, no boot a 2nd version, just change the option and go. After i added this option, i did debug way more than before.

And i have seen this fwrite patch crash some games, so i really want people to test games without it.
 
It would be great if we could discover what crashes some games with bootmii as ios instead of bootmii as boot2.
I followed dml development a little but wasn't aware of the fwrite patch problems.
 
I have BootMii as IOS, and a working SNEEK+DI, including BootMii.

I have a game, Super Mario Sunshine, confirmed working on Bootmii as Boot2 by some people, but it does crash for me.

I can help test for you, if necessary.
 
It would be great if we could discover what crashes some games with bootmii as ios instead of bootmii as boot2.
I followed dml development a little but wasn't aware of the fwrite patch problems.

Because either the released version had it hard enabled or disabled. So you had next to no chance to see any compatiblity differences. In a few days we will hopefully know more.
 
I doubt much development can be done....
But I guess we'll just wait and see!
Good luck devs!
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Need to wait for Wiipower to reply bc he uploaded the source you´re referring to, Conanac contacted me mentioning that he is going to upload his changed version of dml when he has the time to do so.
 
So, does the recently uploaded source have the changes mentioned by conanac? I haven't read the code, but it seems it is way easier to compile now that the paths are not hardcoded in the Makefile.

No it does not. Currently i'm having problems setting this up, as it requires a working Sneek+DI setup. And then the next problem will be that the sd card needs to be DML compatible. And making DML possible without Sneek+DI would be a lot of work, since it's unknown how much of Sneek's magic is required, and the diconfig.bin would need to be created in some other way.

The next thing i plan to do is to remove the debug code with #ifdef, so people can test the compatibility and speed without those. Too bad that releasing precompiled binaries is out of question...scratch that. I think we could release the iosmodule.elf on Google Code and ModMii could be updated to create DML from this. But don't bug XFlak with this yet, just be patient.
 
Right, but does anyone know any possible reason why some games work on Bootmii as Boot2, and not Bootmii as IOS? They're virtually the same thing, installation location aside.

The only thing I can think of that might be different is the read/write speed, and that might actually have a thing to do with it.
 
I actually have no problems on compiling each release. If I could compile the first revision, I don't think the others will be a pain in the ass.

Maybe a few compiling steps should be explained in the first post of this thread, or in the Wiki from the GoogleCode repository. That way, anyone with devkitPro installed in his/her PC will be able to test it without hassle.
 
Debugging is already implemented and can be turned on via this line http://code.google.c.../DML/global.h#8
There is not a lot of magic behind SNEEK+DI loading DML, all it does is write the folder name of the game into the sd:/games/boot.bin file. As you can see here https://code.google....nk/di/dip.c#453 .

All the infos are there you just have to look for them.

That's for the Wiird debugger. I was talking about the patches to fwrite in the game to get some interesting debug output from the game while it is running. Right now that's always done, and in NeoGamma it did affect the compatiblity.

I actually have no problems on compiling each release. If I could compile the first revision, I don't think the others will be a pain in the ass.

Maybe a few compiling steps should be explained in the first post of this thread, or in the Wiki from the GoogleCode repository. That way, anyone with devkitPro installed in his/her PC will be able to test it without hassle.

I don't want to write a guide for this. But if you can download the repository, then you just need to cd your way to the DML subfolder and make it. The actual DML will be copied to the NAND subfolder, so you can easily overwrite your BC executable with DML. Note that the default filename is for BCv6(?), if you have an older BC, it has to be some other .app(usually the biggest in the BC folder).
 
This is strange, DML runs Wind Waker with next to zero sound issues, while Swiss had quite a few of those the last time i tested it. I expected it to the be other way around...
 
This is strange, DML runs Wind Waker with next to zero sound issues, while Swiss had quite a few of those the last time i tested it. I expected it to the be other way around...
Yeah. I'm a fan of what Swiss is trying to accomplish but the sound issue is pretty bad. It freezes momentarily while loading content and the sound stutters harshly. Also, while testing MKDD, I noticed that overhead items cast awkward shadows over the tracks, which does not happen in the real hardware.
I see this project as the best hope to load GCN games without discs. I use NeoGamma with burned discs as the standard for comparison.
 
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