RadioShadow said:HowardC said:That's good news! How did you fix it?
The buffering technique seems to be working well, but I want to go ahead and release one that just adds a few bytes first. We want to keep it as small as possible. Knowing a working solution though, I can add in support for a 12kb buffer in a flash if we need that much, which I have a suspicion that we don't.
After trick or treat (which is tomorrow here) I'll have time to work on this and get a release out. I've successfully added unicode support to everything but the save icon injector (cause it's wierd as hell on some consoles) and fixed a bunch of bugs (not big ones, but a bug is a bug) along the way. I must say though, guitar hero world tour has me a bit distracted. Of course anything that involves a virtual "nuge" riding a buffalo to the stage is distracting.
My Wii or the 'banner.brlyt' file?
Don't forget all of the Save Names use Unicode except for the SNES which uses Shift JIS.
The only difference with Shift JIS is ASCII characters only uses one bytes while the Japanese characters use two bytes.
Your wii.
No, unfortunately, there is more wierdness than that. The sega style consoles can be unicode, shift jis, or BOTH! I'll probably just force output to unicode and be done with it as the wii apparenlty can read any of them, unicode is used 90% of the time anyway and the end user won't notice a difference. N64 is particularly wierd. I'll have to double-check, but I think the bytes are reversed for the unicode characters (first byte is last in each character). Also the end character differs between the latin based files and the asian ones, or rather the japanese entry doesn't seem to have an end character at all!








