Homebrew Project [RELEASE] FriishProduce - multiplatform WAD injector

Exidous

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Yes I know. And it notoriously crashed at the worst possible times.
Apparently that was the GameCube version not the WiiVC version.
This is correct, I've completed Majora's Mask on WiiVC, without crashes.

The Gamecube collector's edition (the one with 4 games) had issues, including crashes, in a game where saving ended a play session.
 

kamesennin23

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This is correct, I've completed Majora's Mask on WiiVC, without crashes.

The Gamecube collector's edition (the one with 4 games) had issues, including crashes, in a game where saving ended a play session.
WiiVC crashed less, but still crashed enough for me to never want to play a game like MM on it.



 

kamesennin23

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The original game on WiiVC crashed very rarely, as the internet can tell you. MAYBE once in any given playthrough of the game. But in a save system like Majora's, it's pretty frustrating/hard to forget when it does happen. Anyway my original question for @CatmanFan was what "Fix Crashes" means in the changelog. Probably not related to fixing Nintendo's N64 emulator, but I just wanted to make sure.
 
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Disorarara

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The original game on WiiVC crashed very rarely, as the internet can tell you. MAYBE once in any given playthrough of the game. But in a save system like Majora's, it's pretty frustrating/hard to forget when it does happen. Anyway my original question for @CatmanFan was what "Fix Crashes" means in the changelog. Probably not related to fixing Nintendo's N64 emulator, but I just wanted to make sure.

I also don't think it relates to fixing the emulator's stability either and probably just disables checksum verification or some other error handler so that the injected game has less hurdles to execution, that's just a guess though.
 
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CatmanFan

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The original game on WiiVC crashed very rarely, as the internet can tell you. MAYBE once in any given playthrough of the game. But in a save system like Majora's, it's pretty frustrating/hard to forget when it does happen. Anyway my original question for @CatmanFan was what "Fix Crashes" means in the changelog. Probably not related to fixing Nintendo's N64 emulator, but I just wanted to make sure.
For the "Fix Crashes" patch, I used sm64wii source code on GitHub as a reference to find the specific patch hexcode and offset:
https://github.com/aglab2/sm64wii/blob/master/kit/gzi/crashes_fix_on.gzi
Sadly it does not provide any context other than simply being called a "Decomp Crashes fix", so I think it likely has to do with the ROM itself rather than the emulator
 

DarthMotzkus

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Hi, i keep getting this erro when i make an VC n64 inject on mario 64 wad usa. I'm trying to inject DK 64. Is this error normal? The inject stuck on black screen...

1702356885250.png
 
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SaulFabre

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Hi, i keep getting this erro when i make an VC n64 inject on mario 64 wad usa. I'm trying to inject DK 64. Is this error normal? The inject stuck on black screen...

View attachment 408389
getting the same error, appears to be related to office, but i have a new version of office installed.
Threads with possible solutions:
https://gbatemp.net/threads/how-to-...y-other-different-non-howardc-program.543414/
https://gbatemp.net/threads/howardc-tools-runtime-errors-help-please.589826/
 

grandosegood

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hey there, i eventually sourced the file and registered it, then got the injector to work

note: you must acquire a 32 bit version of the .dll (even if you are using a x64 bit system, which most people are)
 
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SaulFabre

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Hi, i keep getting this erro when i make an VC n64 inject on mario 64 wad usa. I'm trying to inject DK 64. Is this error normal? The inject stuck on black screen...

View attachment 408389
btw, Donkey Kong 64 is a Rare game and Rare microcode (ucode) doesn't work at official VC WADs...
try making a SRL instead.
 

grandosegood

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CatmanFan

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I have released v0.26-beta now.

Not much of value other than Sony PlayStation added support via forwarders (experimental), however it's been marked as a pre-release on GitHub since I have not tested it enough myself (granted it's been six months to the day since I last made a new version public).
 

Mixtape

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Just to provide a quick data point regarding compatibility, I was recently able to inject the NA release of Brain Lord via VC over a Super Metroid base and boot it successfully. When attempting to do the same over a Super Mario RPG or Kirby's Dream Land 3 WAD, the game itself would fail to boot. The VC "You will need a Classic Controller" message would appear though.

I'm not sure whether this is related to injecting a non-SA1 ROM into an SA1 WAD, the game itself, FriishProduce, or something else entirely. Regardless,I figured it was worth mentioning. It's also entirely possible that I missed a warning somewhere so let me know if that's the case. I can also to do some more testing or file a commit with an appropriate warning to the wiki if it helps. Let me know how I can help and thanks for your work on this tool!
 
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