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because his flag is not set, and by default it's usa?
he lives in europe.
That makes more sense.

because his flag is not set, and by default it's usa?
he lives in europe.


DIOS-MIOS v2.0b
Built: Jul 8 2012 04:08:02
This software is licensed under GPLv3, for more details visit:
http://code.google.com/p/diosmios
Alloc:Failed to clear memory!:F5FB554F
DIOS-MIOS v2.0b
Built: Jul 8 2012 04:08:02
This software is licensed under GPLv3, for more details visit:
http://code.google.com/p/diosmios
DIP:f_mount():0
EHCI:port 0 has usb2 device connected! reset it...
EHCI:port 0 reseted status:1005...
EHCI:device 1: BC2 2100...
ehci_discover():0
DataAbort: LR:ffff8ee2, 13600090, 34, 32340000, ffffee18, 800002, 10009, 10029
DIP:f_mount():0
EHCI:port 0 has usb2 device connected! reset it...
EHCI:port 0 reseted status:1005...
EHCI:device 1: FF3E FFFF...
ehci_discover():0
DataAbort: LR:ffff8db0, cd600000, f033, cd60f033, ffffee18, 800002, 10009, 10029
DIP:f_mount():0
EHCI:port 0 has usb2 device connected! reset it...
EHCI:port 0 reseted status:1005...
EHCI:device 1: 0 0...
ehci_discover():0
USB:USB_Alloc():failed:53
USB_GetDescriptors():-4
USB:Could not open device:-4
EHCI:port 0 has usb2 device connected! reset it...
EHCI:port 0 reseted status:1005...
EHCI:device 1: 0 0...
ehci_discover():0
USB:USB_Alloc():failed:53
USB_GetDescriptors():-4
USB:Could not open device:-4
EHCI:port 0 has usb2 device connected! reset it...
EHCI:port 0 reseted status:1005...
EHCI:device 1: 0 0...
etc.


to give you an idea (at least based on the concept I have of it) of how audio streaming is supposed to work and why it's not just a patchable thing ...
the game basically says to the Wii (particularly in this case, DM) "start playing audio from X part of the disk" and then the game just forgets about it. At most it tells it where or when to stop but that's about it. It's the Wii's job to read a little audio into, play it, monitor when it's running out and go get some more without loosing it's place on the disk. It's a little more complicated when you have to keep track of the where on the disk image that is on USB or SD while still running the normal game stuff from another part of the disk image as well. There might be a space issue as well keeping the information for both buffered at the same time.
You can't patch the disk because what's on the disk isn't the problem. The game just relies on the Wii to do all the work. The "patch" would be a matter or rewriting the whole video game's code and adding an audio streaming handler in there so it could take care of it without the Wii's help.


I think my devkitpro has devkitARM r34, devkitPPC r24, and libogc 1.8.7 tool-chain. I used it to compile either S/UNEEK or DM/L.
Once you get the iosmodule.elf or diosmioslite.elf, you could use fixelfmod to insert iosmodule.elf/diosmioslite.elf into the 00000001.app extracted from the DM or DML wad correspondingly.
Here are the steps to create the new WAD for DM:
1. Unpack DM wad file (e.g. use WadMii) to get 00000001.app
2. Compile DM source codes to get iosmodule.elf
3. Run fixelfmod 00000001.app iosmodule.elf temp.app
4. Rename temp.app as 00000001.app
5. Pack DM wad file back by changing the old 00000001.app to the newly created 00000001.app
6. Profit
Similar steps could be used for DML.
Let me know whether these steps work for you or not.
Cheers.
I think my devkitpro has devkitARM r34, devkitPPC r24, and libogc 1.8.7 tool-chain. I used it to compile either S/UNEEK or DM/L.
Once you get the iosmodule.elf or diosmioslite.elf, you could use fixelfmod to insert iosmodule.elf/diosmioslite.elf into the 00000001.app extracted from the DM or DML wad correspondingly.
Here are the steps to create the new WAD for DM:
1. Unpack DM wad file (e.g. use WadMii) to get 00000001.app
2. Compile DM source codes to get iosmodule.elf
3. Run fixelfmod 00000001.app iosmodule.elf temp.app
4. Rename temp.app as 00000001.app
5. Pack DM wad file back by changing the old 00000001.app to the newly created 00000001.app
6. Profit
Similar steps could be used for DML.
Let me know whether these steps work for you or not.
Cheers.
It worked perfect for me, however no more DM updates for sneek nor svn source updates![]()

Does someone know if DM (Lite) support ocarina when launched from disc ?
(by loader)
I don't see why it wouldn't work.That would be nice. I would wonder where you'd put the file IF it works, anyway.
Does someone know if DM (Lite) support ocarina when launched from disc ?
(by loader)I don't see why it wouldn't work.That would be nice. I would wonder where you'd put the file IF it works, anyway.
The Loader send to DM(L) the path to the .gct file, without the device name.
the path looks like this: "/codes/ID6.gct"
there's no SD:/ nor USB1:/ etc.
DM(L) just check the said path on the device it is meant to use: SD for DML, USB1 for DM.
Just set the folder in the loader as usb1:/any/path/ if you are using DM.
Even when launching from Disc, DM try to mount the USB because it's used for different things (gct, logs, etc.)

and you correctly set the path to the GCT in the loader?
or you just copied the ID6.gct file randomly in the /games/ folder or the /games/ID6/ folder?
The loader always send a cheat path to DM(L), you can't decide the path by placing it randomly in hope that DM(L) use it, unless the loader tells DML that you want to load a gct file but without providing a path (which I think no loader are doing).
It could work if you place the gct at the same hierarchy on USB and SD.
if you have sd:/codes/ set in the loader, and you place the gct in usb:/codes/
then when launching DM, the loader sends "/codes/" which DM will find on USB.
If you correctly set it in the loader, then it might not work when launching from disc.
I'll have to test it.
if( !ConfigGetConfig(DML_CFG_BOOT_DISC) )
{
if( DVDSelectGame() == DI_SUCCESS )
{
if( ConfigGetConfig(DML_CFG_NMM) )
CardInit();
} else {
dbgprintf("Loading disc\n");
((DML_CFG*)0x01200000)->Version = CONFIG_VERSION;
((DML_CFG*)0x01200000)->Magicbytes = 0xD1050CF6;
((DML_CFG*)0x01200000)->VideoMode = DML_VID_DML_AUTO;
((DML_CFG*)0x01200000)->Config = DML_CFG_BOOT_DISC;
}
}

