Hardware Origamii Librarian

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No, it doesn't alter titles in any way.

It only does verify, copy and organize by name/folder for proper loader support.
 
No, it doesn't alter titles in any way.

It only does verify, copy and organize by name/folder for proper loader support.

Got ya. After just looking into the 32k alignment issue a bit further it seems as if it was meant for shrunken ISO compatibility, so using it here on a 1:1 isn't needed. Thanks & looking forward to the upcoming update.
 
@GreyWolf I'm finally going to give your program a spin. I have the entire USA set of GameCube games. I was planning on running that whole set through your program and see what happens. Is there anything specific you would like for me to test or anything else I can do to help your with this program?

Well I didn't get far. Just tried opening it up and it crashed on me after it said it was connecting to GameTDB. Here is the debug file below.

0.9.5.0
System.Windows.Markup.XamlParseException: Specified cast is not valid. ---> System.InvalidCastException: Specified cast is not valid.
at Origamii.FreeSpaceConverter.Convert(Object value, Type targetType, Object parameter, CultureInfo culture)
at System.Windows.Data.BindingExpression.TransferValue(Object newValue, Boolean isASubPropertyChange)
at System.Windows.Data.BindingExpression.Activate(Object item)
at System.Windows.Data.BindingExpression.AttachToContext(AttachAttempt attempt)
at System.Windows.Data.BindingExpression.AttachOverride(DependencyObject target, DependencyProperty dp)
at System.Windows.Data.BindingExpressionBase.OnAttach(DependencyObject d, DependencyProperty dp)
at System.Windows.StyleHelper.GetInstanceValue(UncommonField`1 dataField, DependencyObject container, FrameworkElement feChild, FrameworkContentElement fceChild, Int32 childIndex, DependencyProperty dp, Int32 i, EffectiveValueEntry& entry)
at System.Windows.StyleHelper.GetChildValueHelper(UncommonField`1 dataField, ItemStructList`1& valueLookupList, DependencyProperty dp, DependencyObject container, FrameworkObject child, Int32 childIndex, Boolean styleLookup, EffectiveValueEntry& entry, ValueLookupType& sourceType, FrameworkElementFactory templateRoot)
at System.Windows.StyleHelper.GetChildValue(UncommonField`1 dataField, DependencyObject container, Int32 childIndex, FrameworkObject child, DependencyProperty dp, FrugalStructList`1& childRecordFromChildIndex, EffectiveValueEntry& entry, ValueLookupType& sourceType, FrameworkElementFactory templateRoot)
at System.Windows.StyleHelper.GetValueFromTemplatedParent(DependencyObject container, Int32 childIndex, FrameworkObject child, DependencyProperty dp, FrugalStructList`1& childRecordFromChildIndex, FrameworkElementFactory templateRoot, EffectiveValueEntry& entry)
at System.Windows.StyleHelper.ApplyTemplatedParentValue(DependencyObject container, FrameworkObject child, Int32 childIndex, FrugalStructList`1& childRecordFromChildIndex, DependencyProperty dp, FrameworkElementFactory templateRoot)
at System.Windows.StyleHelper.InvalidatePropertiesOnTemplateNode(DependencyObject container, FrameworkObject child, Int32 childIndex, FrugalStructList`1& childRecordFromChildIndex, Boolean isDetach, FrameworkElementFactory templateRoot)
at System.Windows.FrameworkTemplate.InvalidatePropertiesOnTemplate(DependencyObject container, Object currentObject)
at System.Windows.FrameworkTemplate.HandleBeforeProperties(Object createdObject, DependencyObject& rootObject, DependencyObject container, FrameworkElement feContainer, INameScope nameScope)
at System.Windows.FrameworkTemplate.<>c__DisplayClass45_0.<LoadOptimizedTemplateContent>b__2(Object sender, XamlObjectEventArgs args)
at System.Xaml.XamlObjectWriter.OnBeforeProperties(Object value)
at System.Xaml.XamlObjectWriter.Logic_CreateAndAssignToParentStart(ObjectWriterContext ctx)
at System.Xaml.XamlObjectWriter.WriteEndObject()
at System.Xaml.XamlWriter.WriteNode(XamlReader reader)
at System.Windows.FrameworkTemplate.LoadTemplateXaml(XamlReader templateReader, XamlObjectWriter currentWriter)
--- End of inner exception stack trace ---
at System.Windows.FrameworkTemplate.LoadTemplateXaml(XamlReader templateReader, XamlObjectWriter currentWriter)
at System.Windows.FrameworkTemplate.LoadTemplateXaml(XamlObjectWriter objectWriter)
at System.Windows.FrameworkTemplate.LoadOptimizedTemplateContent(DependencyObject container, IComponentConnector componentConnector, IStyleConnector styleConnector, List`1 affectedChildren, UncommonField`1 templatedNonFeChildrenField)
at System.Windows.FrameworkTemplate.LoadContent(DependencyObject container, List`1 affectedChildren)
at System.Windows.StyleHelper.ApplyTemplateContent(UncommonField`1 dataField, DependencyObject container, FrameworkElementFactory templateRoot, Int32 lastChildIndex, HybridDictionary childIndexFromChildID, FrameworkTemplate frameworkTemplate)
at System.Windows.FrameworkTemplate.ApplyTemplateContent(UncommonField`1 templateDataField, FrameworkElement container)
at System.Windows.FrameworkElement.ApplyTemplate()
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at System.Windows.Controls.Border.MeasureOverride(Size constraint)
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at System.Windows.Controls.Control.MeasureOverride(Size constraint)
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at System.Windows.Controls.VirtualizingStackPanel.MeasureChild(IItemContainerGenerator& generator, IContainItemStorage& itemStorageProvider, IContainItemStorage& parentItemStorageProvider, Object& parentItem, Boolean& hasUniformOrAverageContainerSizeBeenSet, Double& computedUniformOrAverageContainerSize, Double& computedUniformOrAverageContainerPixelSize, Boolean& computedAreContainersUniformlySized, IList& items, Object& item, IList& children, Int32& childIndex, Boolean& visualOrderChanged, Boolean& isHorizontal, Size& childConstraint, Rect& viewport, VirtualizationCacheLength& cacheSize, VirtualizationCacheLengthUnit& cacheUnit, Boolean& foundFirstItemInViewport, Double& firstItemInViewportOffset, Size& stackPixelSize, Size& stackPixelSizeInViewport, Size& stackPixelSizeInCacheBeforeViewport, Size& stackPixelSizeInCacheAfterViewport, Size& stackLogicalSize, Size& stackLogicalSizeInViewport, Size& stackLogicalSizeInCacheBeforeViewport, Size& stackLogicalSizeInCacheAfterViewport, Boolean& mustDisableVirtualization, Boolean isBeforeFirstItem, Boolean isAfterFirstItem, Boolean isAfterLastItem, Boolean skipActualMeasure, Boolean skipGeneration, Boolean& hasBringIntoViewContainerBeenMeasured, Boolean& hasVirtualizingChildren)
at System.Windows.Controls.VirtualizingStackPanel.MeasureOverrideImpl(Size constraint, Nullable`1& lastPageSafeOffset, List`1& previouslyMeasuredOffsets, Nullable`1& lastPagePixelSize, Boolean remeasure)
at System.Windows.Controls.VirtualizingStackPanel.MeasureOverride(Size constraint)
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at System.Windows.ContextLayoutManager.UpdateLayout()
at System.Windows.ContextLayoutManager.UpdateLayoutCallback(Object arg)
at System.Windows.Media.MediaContext.InvokeOnRenderCallback.DoWork()
at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

Hope this helps.
 
Last edited by Clutz450,
@GreyWolf Wasn't sure if you've seen my post yet. I'd really like to try out your program and see how well it works. But I can't even get it to load up. My debug file is in the post above. Thank you.
 
Thanks. I'll give it a try tonight when I get home from work. I'll let you know how I make out.
 
So I tried it last night and this time it actually opened. But beyond that nothing else happened. Like the screen that shows up when I open it shows all my drives on the left and on the right it says to drag my games to the drive to install them. However when I do that nothing happens. Sometimes when I try to drag the game over my mouse icon turns into a circle with a slash making think that it won't work. But sometimes it stays as a mouse cursor making me think it will work. But in either case nothing happens. I thought maybe the program was doing something that I couldn't see so I left it but when I came back still nothing happened. I also checked task manager after I tried dragging and dropping and it looks like the program isn't doing anything. I also tried dropping my game onto the exe file itself to start up the program that way but still nothung happened. I couldn't find any log file either so I don't have anything to send you. Maybe I am using your program wrong. Maybe you can tell me step by step what to do and what I should expect to see after each step.

Edit: Also I wanted to add that I tried this with GameCube games. I didn't think to try with Wii games but I'm thinking it wouldn't have mattered anyway.
 
Last edited by Clutz450,
Does the drive you were dragging it to already have Gamecube games on it or have a "games" folder?

I'll add some tracing so it this afternoon.
 
It had gamecube and Wii games on it but I deleted the games and the folders to make room so I could copy them to the drive using your program. I unzipped my Redump GameCube set and was trying to drag the the ISO to the program. I tried doing the whole set as well as a single ISO. Maybe when I get home I will add the WBFS and Games folder back and add 1 game to each and see if that helps. I won't be home from work for about 12 hours from now though.
 
So I connected the USB drive with all my Wii and GameCube games on it and next to drive letter it shows how many Wii games and how many GameCube games I have. When I clicked on that drive it started displaying all my games. I have over 1000 so it was taking forever. So I stopped that and went to another USB drive. I put 1 GameCube and 1 Wii game on that drive. Origamii Librarian showed that I had 1 GameCube and 1 Wii game on that drive. I clicked on one of the games and it displayed it's information. I then tried to drag and drop an ISO file onto the drive letter but still nothing happens.

I saw in the first post that a requirement was the .NET Framework 4.6.1. I was pretty sure I had that but I downloaded and installed it anyways. Still no change.

Any ideas on what I can try next? Or anything I can do to help you troubleshoot this further?
 
So I connected the USB drive with all my Wii and GameCube games on it and next to drive letter it shows how many Wii games and how many GameCube games I have. When I clicked on that drive it started displaying all my games. I have over 1000 so it was taking forever. So I stopped that and went to another USB drive. I put 1 GameCube and 1 Wii game on that drive. Origamii Librarian showed that I had 1 GameCube and 1 Wii game on that drive. I clicked on one of the games and it displayed it's information. I then tried to drag and drop an ISO file onto the drive letter but still nothing happens.

I saw in the first post that a requirement was the .NET Framework 4.6.1. I was pretty sure I had that but I downloaded and installed it anyways. Still no changeclut

Any ideas on what I can try next? Or anything I can do to help you troubleshoot this further?

@Clutz450 - Did your destination drive have pre-made "games" & "wbfs" directories?? That's assuming you were transferring from one USB to another USB & not the same drive right?

I've been meaning to get around to trying this myself, but haven't had enough spare time. Thanks for testing this out for the rest of us that will follow!!
 
The first drive I tried was a USB drive that I had my GameCube games on (the full Redump set). I tried to convert those games back to the same drive. Nothing happened.
I then created games folder and tried again. Still nothing.
Tried moving the ISO to my desktop first and then to the program. Still nothing.
Grabbed my other USB drive which is the one I use on my Wii. All games showed up. Tried dragging and dropping a GameCube ISO onto that drive and still nothing.

I'm assuming this program works for you guys. Do you need me to give you and specific computer specs or anything like that to see if it's an issue on my end?
 
No, it's still in early alpha. It does take a while to scan 1000 files, though. :)
 
I get that which is why I tried with a drive that only had 2 games on it and tried to copy over only 1 game and it still didn't copy over.
 
@GreyWolf - I'm still looking to run my GC ISOs though this so I can get a 1:1 with the CODE added for use in Nintendont.

Is this currently in a stable state to use or are there additional changes still planned for it.
 
No, it's not stable yet. It won't be until 1.0. :)

I'm not sure what you mean by "code"? Nintendont doesn't require anything be done to ISOs and in fact it's recommended to always use 1:1 images. Altering them would change the checksum result.

If you're talking about the title ID it's the first 6 bytes of any Wii or GC disc. There's no need to add it.

If you just want to make sure your games are valid you can use GCVerify (in my sig). It only checks the MD5s and tells you if they were found in the Redump database.
 
No, it's not stable yet. It won't be until 1.0. :)

I'm not sure what you mean by "code"? Nintendont doesn't require anything be done to ISOs and in fact it's recommended to always use 1:1 images. Altering them would change the checksum result.

If you're talking about the title ID it's the first 6 bytes of any Wii or GC disc. There's no need to add it.

If you just want to make sure your games are valid you can use GCVerify (in my sig). It only checks the MD5s and tells you if they were found in the Redump database.

Yes, I meant that I like the title ID being added to it. I thought running my original ISOs didn't work in Nintendont without having the TITLE ID added or maybe it was using the 32K alignment, I I'd used GIT to convert them all to DiscEx. Been so long now I really can't remember and I'll have to test the original ISOs out again this weekend to see if they work as is.

In any case, with 700+ CG's, I'm still looking forward to the progression of your project so all my titles can be named properly and include the title ID without having to do them one at a time.
 
Last edited by ca032769,
@GreyWolf Until there is an official stable release, isn't there a way to use Wiimm's ISO Tools to scan all GC games and rename them properly in the meantime? I never understood how to use it but if you say it's possible then I may start posting in that thread to see how exactly to use it.
 
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I'm in the process of porting this to .NET Core so it will work on Windows, OS X or Linux. It will have to be command line interface, though.
 
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