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Gamecube USB Loader possble?
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<blockquote data-quote="toejam316" data-source="post: 2808974" data-attributes="member: 75594"><p>It won't work.</p><p>No matter how much you slim it down, you're still dynamically recompiling the instructions - something which shouldn't be done because EVERYTHING IS ALREADY THERE AND USABLE.</p><p>The issue is finding a method to hijack the read and write calls so that we can (with minimal slowdown, or impact on memory availability, without manually sloshing through every single dol) point them to a non-existent USB I/O driver - essentially we need to recreate functionality of the Wii accessible easily only in Wii mode (basically, through a hypervisor) in direct access mode, while at the same time running code optimized to run on a slower processor of the same make - one option could be to manually patch the dol to force it to run at the correct speed with the processor running at full speed, but then we'd still have so many other issues like how to add in the required code without affecting the program, how to do this while managing memory so that we do not impact on the game, etc.</p><p></p><p>It's not a simple thing, and IF it is done, it'll be someone who is absolutely brilliant and knows the specific Wii hardware off by memory.</p></blockquote><p></p>
[QUOTE="toejam316, post: 2808974, member: 75594"] It won't work. No matter how much you slim it down, you're still dynamically recompiling the instructions - something which shouldn't be done because EVERYTHING IS ALREADY THERE AND USABLE. The issue is finding a method to hijack the read and write calls so that we can (with minimal slowdown, or impact on memory availability, without manually sloshing through every single dol) point them to a non-existent USB I/O driver - essentially we need to recreate functionality of the Wii accessible easily only in Wii mode (basically, through a hypervisor) in direct access mode, while at the same time running code optimized to run on a slower processor of the same make - one option could be to manually patch the dol to force it to run at the correct speed with the processor running at full speed, but then we'd still have so many other issues like how to add in the required code without affecting the program, how to do this while managing memory so that we do not impact on the game, etc. It's not a simple thing, and IF it is done, it'll be someone who is absolutely brilliant and knows the specific Wii hardware off by memory. [/QUOTE]
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