Homebrew postLoader4

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Hi guys, I have 2 questions. I have postloader solely on my SD card because PL3 readme said that it's the best since I have priibootergui installed and for updates. Is this still true?

I just installed PL4 on my SD card, for reasons mentioned above (mind you that I only use SD card for postloader and DML :P), will PL4 plugins.conf realize that my rom path is on usb only or will it look for the rom path on SD?
 
Hi guys, I have 2 questions. I have postloader solely on my SD card because PL3 readme said that it's the best since I have priibootergui installed and for updates. Is this still true?

I just installed PL4 on my SD card, for reasons mentioned above (mind you that I only use SD card for postloader and DML :P), will PL4 plugins.conf realize that my rom path is on usb only or will it look for the rom path on SD?

Yes it will. I have pl4 in sd and roms in usb.
 
OK here is the dump, a clean install didn't help either...

Thank you... it is failing during text rendering... now I need to understand why it happens only to you ;)

Hi guys, I have 2 questions. I have postloader solely on my SD card because PL3 readme said that it's the best since I have priibootergui installed and for updates. Is this still true?

I just installed PL4 on my SD card, for reasons mentioned above (mind you that I only use SD card for postloader and DML :P), will PL4 plugins.conf realize that my rom path is on usb only or will it look for the rom path on SD?

The readmii is very old, you can install postloader where you want ;)

plugin.conf doesn't contain the device in the path... postloader will scan every device/partition for that path.
 
@[member='stfour']
I'm hoping to see a Devolution integration into PostLoader in the next beta, in other words an option to switch between DM(L) and Devolution (also with an option to use real memcard/emu mem card).
 
I'm actually working on that right now, IceIceBird. It shouldn't be too hard to set up basic game loading with the existing code in Postloader. We'll see though. I'm not a coding wiz.
 
Yea, it was quite easy to do for wiiflow, nothing complicated, very silimar to DIOS-MIOS which is as well closed source.
 
Thanks. Try it out if you like. Just note that you need devolution's loader.bin from the source package(see the Devolution thread) in order to run it in that build I just posted, in the path USB:/games/, named as devolution.bin.
 
Great !

I will submit b33 tonight or tomorrow (yes, another beta) ... then I will away for 3 days... monday we can merge the devo code ;)
 
postLoader 4.b33

* wiiload (network) has been rearranged to allow file of (almost) any dimension to be transferred. Now sd or usb dev are used to bufferize the transfer. With a slow sd based setup (/ploader folder on sd), some dalays are possibile.
* wiiload accepts wads files via wiiload protocol. If a wad is send to postloader, postloader will move it to sd://wad (or usb://wad if sd is not available)
* wiiload is now compatible with TransmitMii 1.3.
* To send large wads, person66's sharpii is required (in dol mode, http://code.google.com/p/sharpii/downloads/list)
* during wiiload self update a wait panel is now shown
* covercache, added a cache for not existing items. This should allow much less access to devices.
* covercache has variable thread priority
* fixed a memory leak in ttf font managment
* better checking of ttf wide chars coversion
* back to double buffered fb as there where artefacts during page change
* smoother page change effect
 
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Maybe the code merge can be the stable release of postloader 4.0. ;)

I still need to get what device the iso is stored on though, and figure out how to hook devolution up to the GUI. But other than that it's working great, at least for me.
 
@[member='stfour']: Well, I think I figured out the problem with the filter menu causing a crash. Apparently ShowFilterMenu's buff wasn't big enough to hold all the menu text (for me, buff was up to ~640 bytes); so, my hack solution was to increase buff to 2048. That brings up another point, that pluginsCnt would seem to need to be limited to CATMAX (ie 32) yet there doesn't seem to be any sanity checks involved in ShowFilterMenu or elsewhere to make sure it never goes over that limit. :/ Also, I saw a bit of redundancies throughout the code (like ShowFilterMenu calling AppsSort() when EmuBrowse() calls AppsSort) and some other stuff. I'm also curious why you chose bsort instead of qsort in AppsSort?

Well, on to another issue. It would appear that after a relatively short period of time on the Emu Screen, the cursor just stops moving. The music keeps playing though (although I forget if it'll move on to the next track). I presume that problem will be more difficult to track down, but I'll look into it too.
 
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