I have a USB Loader v. 1262 and why not a update direct to fix it?
I tried update it with the menu config native, but the message is "No update".
I tried update it with the menu config native, but the message is "No update".
the .sh file is usually automatically updated when typing make.All this is result of wrong number in svnrev.sh line 8:
rev_new=0
If the project was hosted on GitHub I'd of used git, but I didn't have anything installed to handle SVN so I used the "Download Snapshot" button. I guess that screwed it upI think it's because i've downloaded sources in zip, without using svn.
It only seems to work if you've got something like TortoiseSVN, CollabNet or SilkSVN installed.the .sh file is usually automatically updated when typing make.
maybe there's a problem with the new msys, or batch are not working anymore to edit the revision automatically before compiling.
Could you include everything in your libogc/portlibs package? Currently it's missing files like libwiidrc.a, libsicksaxis.a, libruntimeiospatch.a, libntfs.a & libext2fs.a. And it also looks like your libfat.a (380 KB) is outdated as the source compiles a version that's 399 KB (it includes fatfile_frag.o).
If I compile the libs myself then almost all of them will spit our warnings and libcustomntfs won't even compile until __u32 is changed to uint32_t on two functions (ext2fs_crc32c_le & ext2fs_crc32c_be).
My patched Nintendont will actually fix both the menu and the games Extrems confirmed it in Cyans thread.Esos fueron los primeros archivos que se subieron para hacer pruebas el primero es un kit para hacer el parche el segundo un beta pero tenía errores de guardado de configuraciones y el tercero es como te dije el fix pero solo para el menú de nintendont no funciona en los juegos, solo era una prueba para ver el fix en menús de loaders.
Good to hear thatMy patched Nintendont will actually fix both the menu and the games Extrems confirmed it in Cyans thread.
Good to hear that
I send you PMYOU CAN INDICATE ME THE STEPS SIMPLY, TO ACTIVATE THE FIX. WHAT HAPPENS IS THAT THERE ARE 2 BOOT.DOL ... I WOULD LIKE TO KNOW HOW I DO IT ... IMAGINING ME THAT I AM IN THE WII..PORFAVOR
I dont use USB Loader like as channel but like an app into HBC.the .sh file is usually automatically updated when typing make.
maybe there's a problem with the new msys, or batch are not working anymore to edit the revision automatically before compiling.
thank you for pointing to the solution
oh, and, if you have "3.0c" that means you have the old outdated full channel version still installed.
please, replace that channel with the forwarder channel, to always use the latest revision loaded from SD.
https://gbatemp.net/posts/6478222
FIX94 increased the major version in September. So as you can see in this commit, it currently is 6.489@blackb0x The new nintendont update is v5.489 but yours is v6.489
https://github.com/cyan06/usbloadergx/blob/master/source/patches/gamepatches.c said:static GXRModeObj* vmodes[] = {
&TVNtsc480Prog,
&TVNtsc480ProgSoft,
&TVNtsc480ProgAa,
I think you might be confusing the Deflicker filter and whatever annoying anti-aliasing or blurry filters developers add to games besides of that. Quite a few games do not use the Deflicker Filter when played through 480p, hacking the main.dol file to disable it and comparing shows me no difference in most games I've tried.
https://github.com/cyan06/usbloadergx/blob/master/source/patches/gamepatches.c said:static void patch_videomode(GXRModeObj* mode1, GXRModeObj* mode2)
{
mode1->viTVMode = mode2->viTVMode;
mode1->fbWidth = mode2->fbWidth;
mode1->efbHeight = mode2->efbHeight;
mode1->xfbHeight = mode2->xfbHeight;
mode1->viXOrigin = mode2->viXOrigin;
mode1->viYOrigin = mode2->viYOrigin;
mode1->viWidth = mode2->viWidth;
mode1->viHeight = mode2->viHeight;
mode1->xfbMode = mode2->xfbMode;
mode1->field_rendering = mode2->field_rendering;
mode1->aa = mode2->aa;
mode1->sample_pattern[0][0] = mode2->sample_pattern[0][0];
mode1->sample_pattern[1][0] = mode2->sample_pattern[1][0];
mode1->sample_pattern[2][0] = mode2->sample_pattern[2][0];
mode1->sample_pattern[3][0] = mode2->sample_pattern[3][0];
mode1->sample_pattern[4][0] = mode2->sample_pattern[4][0];
mode1->sample_pattern[5][0] = mode2->sample_pattern[5][0];
mode1->sample_pattern[6][0] = mode2->sample_pattern[6][0];
mode1->sample_pattern[7][0] = mode2->sample_pattern[7][0];
mode1->sample_pattern[8][0] = mode2->sample_pattern[8][0];
mode1->sample_pattern[9][0] = mode2->sample_pattern[9][0];
mode1->sample_pattern[10][0] = mode2->sample_pattern[10][0];
mode1->sample_pattern[11][0] = mode2->sample_pattern[11][0];
mode1->sample_pattern[0][1] = mode2->sample_pattern[0][1];
mode1->sample_pattern[1][1] = mode2->sample_pattern[1][1];
mode1->sample_pattern[2][1] = mode2->sample_pattern[2][1];
mode1->sample_pattern[3][1] = mode2->sample_pattern[3][1];
mode1->sample_pattern[4][1] = mode2->sample_pattern[4][1];
mode1->sample_pattern[5][1] = mode2->sample_pattern[5][1];
mode1->sample_pattern[6][1] = mode2->sample_pattern[6][1];
mode1->sample_pattern[7][1] = mode2->sample_pattern[7][1];
mode1->sample_pattern[8][1] = mode2->sample_pattern[8][1];
mode1->sample_pattern[9][1] = mode2->sample_pattern[9][1];
mode1->sample_pattern[10][1] = mode2->sample_pattern[10][1];
mode1->sample_pattern[11][1] = mode2->sample_pattern[11][1];
mode1->vfilter[0] = mode2->vfilter[0];
mode1->vfilter[1] = mode2->vfilter[1];
mode1->vfilter[2] = mode2->vfilter[2];
mode1->vfilter[3] = mode2->vfilter[3];
mode1->vfilter[4] = mode2->vfilter[4];
mode1->vfilter[5] = mode2->vfilter[5];
mode1->vfilter[6] = mode2->vfilter[6];
}
One thing you need to have in mind is that Mario Kart Wii, like many games from that time makes a rather... generous use of bloom effects that often lowers perceived sharpness to our eyes, that affects too.