Hacking New Super Mario Bros. Wii

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megadeoxys said:
I patched it like the main post says and it still gives "an error has occured".
I'm using a disc of course. This sucks!
How are you launching the game? A loader ? Modchip?
 
No, the screen actually turns green before it freezes.
Ok trying to do it with gecko and cheats: I put the cheats in the codes folder, how can I activace the ocarina in gecko?
 
I did, and it still says "no sd codes found" just before freezing. I tried both of the region codes, but the game is NTSC. Doesn't work with either.
 
PabloACZ said:
Maybe you could try the WIP patches with the unpatched ISO in NeoGamma. Seems more "cleaner" to me, I don't really like to patch the games.
This would also be my suggestion. I don't have the original PPF-Files anymore, and the WIP-Files are a better solution anyways, imo.

Btw, I thought that you can also apply the WIP-Files to an ISO, or am I wrong? I couldn't find anything in this direction though, so I would love to hear some Info on this.
 
Blue-K said:
PabloACZ said:
Maybe you could try the WIP patches with the unpatched ISO in NeoGamma. Seems more "cleaner" to me, I don't really like to patch the games.
Btw, I thought that you can also apply the WIP-Files to an ISO, or am I wrong? I couldn't find anything in this direction though, so I would love to hear some Info on this.

Well, I don't really know how the WIP patch engine works, but by taking a look at the file I think the left part represents the game offsets NeoGamma is going to modify on-the-fly, and the right part the new hex values (which will get the game to work). Also, if I'm not mistaken, I don't think the WIP patch is applied to the ISO, but to the main.dol executable.

Maybe I'm just talking nonsense here and those hex values aren't what I think, since I haven't checked the NeoGamma source code, but it would be better to just ask WiiPower about this.
 

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