i can try on my wiiu just wait abit and i will replySo that STILL leaves me with European Assault not booting since God know when.
I am starting to think that is a Wii U specific issue, since I haven't tried the game on a Wii.
i can try on my wiiu just wait abit and i will replySo that STILL leaves me with European Assault not booting since God know when.
I am starting to think that is a Wii U specific issue, since I haven't tried the game on a Wii.
dkn for intance both splinter cell and the sequl pandora tomorow only work on my wiiu otherwise they freeze after licensed by nintendo on my wii, but there is games on the compat list i cant boot on the wiiu or wii and that game is batman begins tryed all region isos all md5 checked and no dice tryed 3 diferent usb devices and even on the SD, i guess some games may be more sensitive to maybe cluster sizes or something.I dont think its the Wii U. Maybe cause of console regions?
tested i can confirm european assault does not boot on the wiiu only on the wii tryed 4 times got black screen went back to the wii and it worked on the first try same hdd same isoSo that STILL leaves me with European Assault not booting since God knows when.
I am starting to think that is a Wii U specific issue, since I haven't tried the game on a Wii.
Do you use a hid controller? I use a wavebird and it disconnects too quickly. It only happened with SADX and a demo disc.
tested i can confirm european assault does not boot on the wiiu only on the wii tryed 4 times got black screen went back to the wii and it worked on the first try same hdd same iso
it seems to be only that game but only a dev with both wii and wiiu would be able to figure out why that happens tough.So as I thought, the problem is related to booting the game on the Wii U.
This could be a major thing when trying to know why a game boots for some people and why it does not for others.
It could be the ISO, Shrunk ISO, bad rip, wrong region, and now it seems that the console in which you boot them has something to do with that issue too.
Although, I have no idea as to why does that happen.
it seems to be only that game but only a dev with both wii and wiiu would be able to figure out why that happens tough.
but those aparently are only my issue since someone here said they booted on their normal wii my wii just doesnt want to boot them for some odd reason lolBut you said something about the Splinter Cell games too, right?
So that makes at least 3 games that have that issue.
but those aparently are only my issue since someone here said they booted on their normal wii my wii just doesnt want to boot them for some odd reason lol
ya your right, im using 1.141 ill go ahead update, thanks for the infodid you try with the latest v1.142 build? because i did and it's working perfect!
update to latest version and use a clean 1:1 image of the game.
you must be using an outdated build.
#define CMDL_ADDR ((u8 *) 0x93200000+sizeof(struct __argv))
#define EXECUTE_ADDR ((u8 *) 0x92000000)
#define BOOTER_ADDR ((u8 *) 0x93000000)
#define ARGS_ADDR ((u8 *) 0x93200000)
int LoadHB (char *path, u8 *addr)
{
FILE *f;
int size;
int chunks;
int bytes;
u8 *buff = addr;
f = fopen (path, "rb");
if (!f) return -1;
fseek( f, 0, SEEK_END);
size = ftell(f);
fseek( f, 0, SEEK_SET);
chunks = size / 10;
if (chunks < 64)
chunks = 64;
bytes = 0;
do
{
bytes += fread(buff, 1, chunks, f );
buff = addr + bytes;
MasterInterface (1, 0, TEX_HDD, "Loading '%s'...\n%d %% done", path, (bytes * 100) / size);
}
while (bytes < size);
fclose (f);
DCFlushRange((void *) addr, size);
return size;
}
bool NIN_Boot(s_game *game, s_gameConfig *gameConf, char *error_string, int error_strlen)
{
// TODO: Make booting old Nintendont versions possible.
if (false)
return NIN_BootLegacy(game, gameConf, error_string, error_strlen);
NIN_CFG config = { 0 };
config.MagicBytes = NIN_MAGIC;
config.Version = NIN_CFG_VERSION;
config.Config = NIN_CFG_BIT_AUTO_BOOT;
config.Config |= NIN_CFG_BIT_OSREPORT;
config.Config |= NIN_CFG_BIT_USB;
config.Config |= NIN_CFG_BIT_MEMCARDEMU;
config.VideoMode |= NIN_VID_AUTO;
config.Language = gameConf->ninLanguage;
const char * const gamesPath = strstr(game->source, "/games/");
sprintf(config.GamePath, "%s/game.iso", gamesPath);
config.MaxPads = NIN_CFG_MAXPADS;
memcpy(&config.GameID, game->asciiId, sizeof(int));
Video_LoadTheme(0); // Make sure that theme isn't loaded
CoverCache_Flush();
if (LoadHB("usb://apps/nintendont/boot.dol", EXECUTE_ADDR) <= 0)
{
const char const *error = "Unable to load nintendont dol";
strncpy(error_string, error, strlen(error));
return false;
}
struct __argv arg;
memset(&arg, 0, sizeof(struct __argv));
arg.argvMagic = ARGV_MAGIC;
arg.argc = 2;
arg.commandLine = (char*)CMDL_ADDR;
int len = strlen("usb://apps/nintendont/boot.dol");
// memcpy(&arg.commandLine[0], "usb://apps/nintendont/boot.dol", strlen("usb://apps/nintendont/boot.dol"));
sprintf(arg.commandLine, "%s", "usb://apps/nintendont/boot.dol");
memcpy(&arg.commandLine[len + 1], &config, sizeof(NIN_CFG));
len += sizeof(NIN_CFG);
arg.length = len;
arg.commandLine[len - 1] = '\0';
arg.argv = &arg.commandLine;
arg.endARGV = arg.argv + 1;
memcpy(ARGS_ADDR, &arg, sizeof(struct __argv));
DCFlushRange(ARGS_ADDR, sizeof(struct __argv));
DolBoot();
return false;
}
void DolBoot (void)
{
u32 level;
gprintf ("DolBoot\n");
Shutdown ();
memmove(ARGS_ADDR, &arg, sizeof(arg));
DCFlushRange(ARGS_ADDR, sizeof(arg) + arg.length);
// (...)
// Snipped out some irrelevant stuff
gprintf ("booter_dol\n");
memcpy(BOOTER_ADDR, booter_dol, booter_dol_size);
DCFlushRange(BOOTER_ADDR, booter_dol_size);
entrypoint hbboot_ep = (entrypoint) BOOTER_ADDR;
// Try to reload os... maybe this is not needed when NOT executed under homebrew, but a lot of
// programs (like WiiMC) aren't able to find any usb device
gprintf ("reload\n");
ios_ReloadIOS (-1, NULL);
// Execute dol
gprintf ("execute\n");
SYS_ResetSystem(SYS_SHUTDOWN, 0, 0);
_CPU_ISR_Disable(level);
__exception_closeall();
hbboot_ep();
_CPU_ISR_Restore(level);
}
Dunno, never used NdontThat is very interesting. Does Nintendont load though it or does it give no tv input after game boot?
Argh, I still can't get argsboot to work for the life of me. Nintendont boots, but it ignores what I copy into the argv stuct.
It's really frustrating, especially when a hex dump into a char buffer looks correct to me (first arg is "usb://apps/nintendont/boot.dol", second is the NIN_CFG struct, which looks to be the correct size, and everything is set properly..).
Does anything look obviously wrong? A second set of eyes can probably help..
I cant directly see anything wrong with it no, I guess I would need to see the whole code to understand whats wrong.
if the problem continues, try a different backup of the game to play with. you won't have any sound problems then.ya your right, im using 1.141 ill go ahead update, thanks for the info