Homebrew WAIO - WoodAllInOne

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Laura19

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I could make it work, but when I load the game, the screen is White, how do I fix this?

I could spend a M3i Zero now ready for use?
 

Xenon++

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Laura19 said:
I could make it work, but when I load the game, the screen is White, how do I fix this?

I could spend a M3i Zero now ready for use?
Games that white-outs for seconds like Pokemon aren't supported by nds.m3loader.nds nor by nds.inilink.nds. It is a limitation. Please use Sakura...
 

Laura19

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but needed for compatibility between DS - Wii.

Since Sakura is not compatible with Wii and YSMENU yes.
 

Xenon++

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Laura19 said:
Since Sakura is not compatible with Wii and YSMENU yes.
If you definitely say that, nds.m3loader.nds won't give you any wii compatibility.
Also YSMenu cannot be used on m3(there is a project to port r4patch to m3 so you can bet it)...
 

twiztidsinz

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In the WAIO readme.txt file I saw this line:
Code:
build/__rpg/rpglink.nds
ÂÂÂÂWAIO MoonShell2 extlink wrapper

Is this to launch games through Moonshell2 using WoodRPG?
If so, is it possible to get it working for WoodR4?

(I tried renaming it to _hn.HugeNDSLoader.nds and _vh.VeryHugeNDSLoader.nds, and when I launch a game it looks like it tries to start.)
 

Xenon++

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twiztidsinz said:
In the WAIO readme.txt file I saw this line:
Code:
build/__rpg/rpglink.nds
ÂÂÂÂWAIO MoonShell2 extlink wrapper

Is this to launch games through Moonshell2 using WoodRPG?
If so, is it possible to get it working for WoodR4?

(I tried renaming it to _hn.HugeNDSLoader.nds and _vh.VeryHugeNDSLoader.nds, and when I launch a game it looks like it tries to start.)
My explanation might be wrong...
Well, as you see mshl2wrap(MoonShell2 Extlink Wrapper) source code(main.c), you can split it into 2 parts before and after
CODE_consolePrintf("Setting desired filenames to moonshl2/extlink.dat...\n");
Here we can call the former part as "frontend" and latter part as "backend". In frontend it just reads /moonshl2/extlink.dat.
Now looking at rpglink/arm9/source/main.c, you should be able to know backend part is like mshl2wrap's.
So in fact WAIO MoonShell2 extlink wrapper is "Acekard frontend for MoonShell2 extlink wrapper" (thus I use rpglink.nds for "YSMenu for all flashcart")

Is that OK?

# Well, you can use nds.r4loader.nds to jump to /__rpg/r4loader.nds.
 

twiztidsinz

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Xenon++ said:
twiztidsinz said:
In the WAIO readme.txt file I saw this line:
Code:
build/__rpg/rpglink.nds
ÂÂÂÂWAIO MoonShell2 extlink wrapper

Is this to launch games through Moonshell2 using WoodRPG?
If so, is it possible to get it working for WoodR4?

(I tried renaming it to _hn.HugeNDSLoader.nds and _vh.VeryHugeNDSLoader.nds, and when I launch a game it looks like it tries to start.)
My explanation might be wrong...
Well, as you see mshl2wrap(MoonShell2 Extlink Wrapper) source code(main.c), you can split it into 2 parts before and after
CODE_consolePrintf("Setting desired filenames to moonshl2/extlink.dat...\n");
Here we can call the former part as "frontend" and latter part as "backend". In frontend it just reads /moonshl2/extlink.dat.
Now looking at rpglink/arm9/source/main.c, you should be able to know backend part is like mshl2wrap's.
So in fact WAIO MoonShell2 extlink wrapper is "Acekard frontend for MoonShell2 extlink wrapper" (thus I use rpglink.nds for "YSMenu for all flashcart")

Is that OK?

# Well, you can use nds.r4loader.nds to jump to /__rpg/r4loader.nds.
I'm sure your explanation is 100% accurate and understandable... but I know nothing about coding
tongue.gif


But I can guess that in short, it doesn't do what I had hoped for: To launch a game from MoonShell2 using Wood without loading the whole Wood UI, like the YSMenu loaders did.


Ah well
biggrin.gif
Keep up the great work Xenon++!
 

Xenon++

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twiztidsinz said:
it doesn't do what I had hoped for: To launch a game from MoonShell2 using Wood without loading the whole Wood UI, like the YSMenu loaders did.

So I just say
QUOTE(Xenon++ @ Aug 28 2010, 03:44 PM) # Well, you can use nds.r4loader.nds to jump to /__rpg/r4loader.nds.
mshl2tools_r31.7z/r4loader/nds.r4loader.nds
 

twiztidsinz

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Xenon++ said:
twiztidsinz said:
it doesn't do what I had hoped for: To launch a game from MoonShell2 using Wood without loading the whole Wood UI, like the YSMenu loaders did.

So I just say
QUOTE(Xenon++ @ Aug 28 2010, 03:44 PM) # Well, you can use nds.r4loader.nds to jump to /__rpg/r4loader.nds.
mshl2tools_r31.7z/r4loader/nds.r4loader.nds
Works PERFECTLY!!

You are amazing.
biggrin.gif
 

Xenon++

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1.02 is released.

If your saves are defragmented, woodr4dldi.nds saves while playing games on R4SDHC.

If your saves are fragmented, woodr4dldi.nds destroys your TF. Because I just replaced BD/BE(save writing) API to BB/BC(sector writing) API... Be careful!

You can check whether your saves are fragmented by using Check Disk from http://gbatemp.net/t210831-moonshell-simply or XenoFile.

Enjoy...

[edit] I have confirmed that Pokemon SoulSilver saves on R4SDHC

[edit2] ah woodr4dldi won't destroy TF but overwrites other files when sav is fragmented
 

pikachu945

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how would I get this working on a DSTT???

I am using woodr4.nds with latest r4loader.nds
but when I try to load a rom I get a Loading screen
but nothing happens do I need to have the fake moonshell folder in the root or something?


BTW: I can not find akextract in the DSEM
I looked everywhere
 

jurassicplayer

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pikachu945 said:
how would I get this working on a DSTT???

I am using woodr4.nds with latest r4loader.nds
but when I try to load a rom I get a Loading screen
but nothing happens do I need to have the fake moonshell folder in the root or something?


BTW: I can not find akextract in the DSEM
I looked everywhere
I'm lost at how you are attempting to do what you are doing now. You don't need akextract if you are using a DSTT...All you do is setup ysmenu per usual and use WAIO as a GUI. You don't use the r4loader.nds (or rather, you can, but it's not going to do anything helpful or useful).
 

Xenon++

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Possibly toro's version of WoodR4SDHC is perfect, but as I cannot get access I cannot say anything about that.
Also toro has ported Wood to DSTT, but he says it has very low compatibility(I cannot confirm though).

All you can do about WAIO on DSTT is setup YSMenu.

[edit] ah woodr4dldi won't destroy TF but overwrites other files when sav is fragmented
 

pikachu945

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ok thanks Xenon++ 1 more question I can't seem to get the cheats working with waio.nds I runs the roms and everything
anyway I could fix this? well If I can't play without cheats it won't be the end beside I only use cheats with Mario Kart haha
 

SkateMan_Spain

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XENON THANK
wink.gif
wink.gif
you're the best, thanks to your hard work I can finally play and keep quiet thanks thanks thanks
bow.gif
bow.gif
.
As a thank you I can? YOU ARE THE BEST
bow.gif

If everyone were like you the world would be better
You've earned a friend!
smileipb2.png


Thanks to Xenon and jurassic park for the help they offered me, they are great people
yaynds.gif
 

.psyched

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SkateMan_Spain said:
XENON THANK
wink.gif
wink.gif
you're the best, thanks to your hard work I can finally play and keep quiet thanks thanks thanks
bow.gif
bow.gif
.
As a thank you I can? YOU ARE THE BEST
bow.gif

If everyone were like you the world would be better
You've earned a friend!
smileipb2.png


Thanks to Xenon and jurassic park for the help they offered me, they are great people
yaynds.gif
Jurassic park? Dude.
 
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