Hacking Nintendont

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It means that you'll need an ipl.bin file in the sd/usb if you want the fonts to be displayed (and to prevent some games from crashing) i don't know if the game will be compatible now, but whenever it is, you'll need that file in the root. (for that game and others)
That could fix missing text on Star Fox Assault too!
 
I have cache.txt; exactly, where do i put that txt, into the folder of the game or game folder, and cache.txt filenames i should type the gameIDs?

any example?
 
I decided to change my approach to fix UStealth compatability a little. The current code that checks the signature is in libFAT
SO
I just decided to grab THAT source code and make the little change (partition.c, line 183)
http://www.mediafire.com/download/9d1ffxo16kc1gmq/libfatmod.zip
Let's see if this does the trick

*downloads clean, updated code and gives it a try*
stay tuned
 
I have cache.txt; exactly, where do i put that txt, into the folder of the game or game folder, and cache.txt filenames i should type the gameIDs?

any example?

The cache.txt goes in the same folder as the game.iso, and from what I understand after reading crediar's post, my guess is that the cache.txt should contain the filenames of the files in the iso that you want to cache. I might (and hope so) be wrong about this, but that's the most logical way to understand it. Until this is further clarified I don't think I can try out the cache with Twilight Princess.
 
The cache.txt goes in the same folder as the game.iso, and from what I understand after reading crediar's post, my guess is that the cache.txt should contain the filenames of the files in the iso that you want to cache. I might (and hope so) be wrong about this, but that's the most logical way to understand it. Until this is further clarified I don't think I can try out the cache with Twilight Princess.

I got the same thing when i read it . but the part about have a file limit makes me think it goes in the games folder only. not per game.
 
I decided to change my approach to fix UStealth compatability a little. The current code that checks the signature is in libFAT
SO
I just decided to grab THAT source code and make the little change (partition.c, line 183)
http://www.mediafire.com/download/9d1ffxo16kc1gmq/libfatmod.zip
Let's see if this does the trick

*downloads clean, updated code and gives it a try*
stay tuned

YAY it worked
Here's the DOL
http://www.mediafire.com/download/p3i4pvi4pkmt72b/boot.dol

This is just r26 recompiled with the libFAT in devkitpro replaced with the above lib and no other changed ... but this should work with any later revs as well (or any other homebrew app that relies on the sig check in libFAT for that matter.)
 
I got the same thing when i read it . but the part about have a file limit makes me think it goes in the games folder only. not per game.

Not really, if you think that, for example, to make the transition to other areas faster, you'd need to cache the files that are used in each area so they're loaded faster, then you'll need to cache a lot of files so the limit being 220 isn't exaggerated even for a single game, for example in Twilight Princess, the folder "object" (which I guess contains all the elements you see, like grass, mountains, trees, people..) has easily over that number of files. Besides, as only game at a time is loaded, there's no reason why you can't have a cache.txt por each one.

The problem is figuring out which files should be cached to make the game run better... I can already see this added to the compatibility list as an special note to help others.
 
Yes.
Component is analogue
HDMI is digital.
Being digital prevents degradation of signal, but that does not mean the original picture is of higher quality. What's going on behind the scenes in the hardware is also an important determining factor in the quality of the picture you'll get.

The Gamecube had a digital A/V out port that the component cable plugged into; the cable had an embedded ASIC that converted the digital signal into an analog YPbPr signal. The Wii, on the other hand, did not have the same hardware resulting in a lesser quality component output. So how the Wii U hardware works to create the image and send it to the HDMI port would be critical in knowing if it actually gives you a better picture than the Gamecube's component cables. Or, of course, if we had somebody actually test with real gamecube component cables and Wii U over HDMI, we could just use the eye test.
 
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so we need to figure out how the caching file needs to be labeled and make 1 per game.... maybe once we have the correct way maybe we can look into a bat file for easy cache .txt per game folder for faster testing.
 
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One cache.txt can have 220 file entries, you have one cache.txt per game.

Over time people will probably create lists but for now if you want to make one the best way would be to use FST mode and then display what files are being loaded.

I think dolphin can also show what files are loaded.
 
One cache.txt can have 220 file entries, you have one cache.txt per game.

Over time people will probably create lists but for now if you want to make one the best way would be to use FST mode and then display what files are being loaded.

I think dolphin can also show what files are loaded.


Couldn't you just track which files are opened the most and cache those. Sure it will be slow until it works out it needs to cache certain files but it would work on all games that way.
 
Quick and easy option, maybe just cache the biggest files as they'd take the longest to retrieve?

What is the reason for a 220 file limit?
 

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