Hacking WiiFlow Advanced

  • Thread starter Thread starter mugotu
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@Mugotu
How can I edit the default.ini to make 8+8 different views for the other modes (Nand & Homebrew)
Code:
const char *CMenu::_cfDomain(bool selected)
{
if(m_cfg.getBool(_domainFromView(), "seperate_views", m_cfg.getBool(_domainFromView(), "smallbox", m_current_view == COVERFLOW_HOMEBREW)))
{
switch(m_current_view)
{
case COVERFLOW_CHANNEL:
return selected ? "_CHANFLOW_%i_S" : "_CHANFLOW_%i";
case COVERFLOW_HOMEBREW:
return selected ? "_BREWFLOW_%i_S" : "_BREWFLOW_%i";
default:
return selected ? "_COVERFLOW_%i_S" : "_COVERFLOW_%i";
}
}
else return selected ? "_COVERFLOW_%i_S" : "_COVERFLOW_%i";
}
This code shows that each view can have it's own flow configurations, but I see here that there should be a change made and the settings enabling/disabling seperate views and the "smallbox" mode should be coming from the theme ini and not wiiflow.ini.
"smallbox" setting will be changing soon to into a multi select feature, since the listing of console emulator roms in coverflow and passing the emulators arguments was what I had said I was working on, I'll need to have different default case sizes for each system.
Abdallah, the official forwarders are based off of FIX94v11 source, you might want to search that up.
Not for long.
 
We're getting a new forwarder base for WiiFlow Advanced? Cool, can't wait to see them.
 
"smallbox" setting will be changing soon to into a multi select feature, since the listing of console emulator roms in coverflow and passing the emulators arguments was what I had said I was working on, I'll need to have different default case sizes for each system.
What do you mean by multi-select? Will it be the same case sizes as the cover mods, because I have a collection from [member='MasterShoes'] I would love to use. I think he's made like near 6000 if not more (Correct me if I'm wrong) covers available, ranging from cartridge to 2D & 3D. Really cool stuff I would love to be able to go through wiiflow with those covers, I believe it's one of the most complete ones for NES, SNES, GB/C/A and well Genesis is snapshots so it's different but hey they're readily available which is cool.
 
For everybody that needs this:
Here's v11c forwarder channel using the Ocean salty flavor (made using XFlak's ModMii)
forwards to sd/apps/wiiflow_advanced/boot.dol and sd/apps/wiiflowplus/boot.dol
File Name: WiiFlow Advanced - Ocean v11c - WFLA.wad (size ~1MB)
Download: http://www.mediafire...na9d8te91567fze
Ok, that's it

@Mugotu I'm just being frank here (don't get me wrong) , but there's nothing advanced about this WiiFlow except the name.
I mean, no theme support, no forwarder, coverflow modes with bugs (only 8), no shotcuts, less categories, no DML, to name a few...
An update is long overdue.
Thanks
 
@Mugotu I'm just being frank here (don't get me wrong) , but there's nothing advanced about this WiiFlow except the name.
I mean, no theme support, no forwarder, coverflow modes with bugs (only 8), no shotcuts, less categories, no DML, to name a few...
An update is long overdue.
Thanks

I cannot beleive the arrogance and ignorance you endlessly emit.
 
@Mugotu I'm just being frank here (don't get me wrong) , but there's nothing advanced about this WiiFlow except the name.
I mean, no theme support, no forwarder, coverflow modes with bugs (only 8), no shotcuts, less categories, no DML, to name a few...
An update is long overdue.
Thanks

I cannot beleive the arrogance and ignorance you endlessly emit.
[member='abdallahterro'] u gotta be patient bro. The man is in the middle of moving, and he's clearly stated he would be working on it in the weekends. Don't expect daily dol's dropping.

Much of the code has been completely re-written from scratch for better front-end and behind the scenes performance as well as efficiency in preparation for what WiiFlow-Advanced will be capable of doing.

Remember it's stability, efficiency and speed. Any coder will tell u how much cleaner the code looks right now so just chill as the features will come in due time.
 
@Mugotu I'm just being frank here (don't get me wrong) , but there's nothing advanced about this WiiFlow except the name.
I mean, no theme support, no forwarder, coverflow modes with bugs (only 8), no shotcuts, less categories, no DML, to name a few...
An update is long overdue.
Thanks

I cannot beleive the arrogance and ignorance you endlessly emit.
[member='abdallahterro'] u gotta be patient bro. The man is in the middle of moving, and he's clearly stated he would be working on it in the weekends. Don't expect daily dol's dropping.

Much of the code has been completely re-written from scratch for better front-end and behind the scenes performance as well as efficiency in preparation for what WiiFlow-Advanced will be capable of doing.

Remember it's stability, efficiency and speed. There's nothing cool about features that code dump on u every other time they're used which u yourself experience with Wiiflow(Mod). Any coder will tell u how much cleaner the code looks right now so just chill as the features will come in due time.
Guys - I thought we weren't going to be disparaging either branch. That goes for the last 3 posts. Come on people - bring it up a notch and stop the sniping.
 
You're right, previos post edited for content. [member='abdallahterro'] thanks for the forwarder although I did make those changes myself and used the Title ID that matches GameTDB for WiiFlow... Although that no longer applies lol, I just like to have an HQ cover in NAND view.
 
You're right, previos post edited for content. [member='abdallahterro'] thanks for the forwarder although I did make those changes myself and used the Title ID that matches GameTDB for WiiFlow... Although that no longer applies lol, I just like to have an HQ cover in NAND view.
Welcome MassiveRican, glad u liked it. I made it while testing ModMii's built in dol maker, I don't know why XFlak didn't include v11d yet.
And yeah you're right about waiting for the features, I'm too inpatient :)
 
Thanks guys. Keeping things positive even when things aren't going perfectly is one way to help move things forward :)
 
Here is the fix for the emulation game setting not allowing "Off"

in menu/menu_config_game.cpp
at line 286
change code from:
Code:
 int j = EMU_DEFAULT;
m_gcfg2.getInt(id, "emulation", &j);
m_btnMgr.setText(m_gameSettingsLblEmulationVal, _t(CMenu::_Emulation[j].id, CMenu::_Emulation[j].text));
to:
Code:
 i = min((u32)m_gcfg2.getInt(id, "emulation", EMU_DEFAULT), ARRAY_SIZE(CMenu::_Emulation) - 1u);
m_btnMgr.setText(m_gameSettingsLblEmulationVal, _t(CMenu::_Emulation[i].id, CMenu::_Emulation[i].text));
 
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Here is the fix for the emulation game setting not allowing "Off"

in menu/menu_config_game.cpp
at line 286
change code from:
Code:
 int j = EMU_DEFAULT;
m_gcfg2.getInt(id, "emulation", &j);
m_btnMgr.setText(m_gameSettingsLblEmulationVal, _t(CMenu::_Emulation[j].id, CMenu::_Emulation[j].text));
to:
Code:
 i = min((u32)m_gcfg2.getInt(id, "emulation", EMU_DEFAULT), ARRAY_SIZE(CMenu::_Emulation) - 1u);
m_btnMgr.setText(m_gameSettingsLblEmulationVal, _t(CMenu::_Emulation[i].id, CMenu::_Emulation[i].text));
Thank you for always providing some quick fixes in between releases.
 
Here is something that may be HELPful.

add this to the end of defines.h
Code:
#define HELP_TEXT \
"- Main menu (coverflow) :\n \
-- Up / Down  =  Previous / next game (vertical)\n \
-- Left / Right  =  Previous / next game (horizontal)\n \
-- Minus / Plus  =  Fast skip through games\n \
-- A  =  Select game\n \
-- B+A  =  Launch game immediately\n \
-- B+Home  =  Reload Wiiflow\n \
-- Home  =  Exit to Wii menu\n \
-- 1 / 2  =  Previous / next coverflow mode\n \
-- B+Left / B+Right  =  Change Song\n \
-- B+UP / B+DOWN  =  Alphabetic search\n \
-- B+Onscreen Arrows  =  Alphabetic search\n \
-- B+Minus  =  Switch Partition\n \
-- B+Plus  =  Sort Games\n \
\n \
-- A on Star Icon  =  Favorites\n \
-- B on Star Icon  =  Categories\n \
-- A on Gear Icon  =  Wiiflow settings\n \
-- A on Disc Icon (Game Disc in Drive)  =  Launch game disc\n \
-- A on USB Icon  =  Switch to Game menu (icon changes to channels)\n \
-- A on Channels Icon  =  Switch to Channels menu (icon changes to USB)\n \
-- A on Home Icon  =  Exit to Wii Menu\n \
\n \
- Game :\n \
-- A on box  =  Show the backside\n \
-- A out of screen  =  Launch game\n \
-- B  =  Back to coverflow\n \
-- Up / Down  =  Previous / next game (vertical)\n \
-- Left / Right  =  Previous / next game (horizontal)\n \
-- Plus  =  Game Info\n \
---Right (in Game Info)  =  Game Description\n \
---Left  (in Game Desc)  =  Game Info\n \
-- A on Star Icon  =  Toggle Favorite (Yellow = Favorite)\n \
-- A on Hand Icon  =  Parental Lock (Red = locked)\n \
-- A on Gear Icon  =  Game Settings\n \
-- A on X Icon  =   Delete Game\n \
\n \
- Settings menus :\n \
-- Minus / Plus  =  Previous / next page\n \
-- Left / Right  =  Previous / next page\n \
\n \
- Coverflow Adjust settings :\n \
-- B+Minus / B+Plus  =  Previous / next page\n \
-- B  =  Faster adjustement (B+A instead of just A to click a button)\n \
-- B+1  =  Copy whole coverflow\n \
-- B+2  =  Paste coverflow\n"

change menu/menu_about.cpp at line 141 from:
Code:
 m_btnMgr.setText(m_aboutLblInfo,
wfmt(L"%s\n\n%s\n\n%s\n\n%s\n\n%s\n\n%s\n\n%s",
developers.toUTF8().c_str(),
to:
Code:
 m_btnMgr.setText(m_aboutLblInfo,
wfmt(L"%s\n%s\n\n%s\n\n%s\n\n%s\n\n%s\n\n%s\n\n%s",
help_text.toUTF8().c_str(),
developers.toUTF8().c_str(),

A better way to add this would be to load a help.txt file, but I was too lazy. :) Change the defines.h to match your needs. For example, I don't use NAND or homebrew menu so there is no info in the file for it. Rember to end a line with "\n \"
 
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@Miigotu or is it @mugotu
Any way you can advise us on what your main vision is for WiiFlow and what changes you have already decided on, or already implemented.

I liked the folowing:-

"I will not rush to give you the latest features when the project is not stable enough to continue adding things, or when the feature cannot be implemented well yet, but I will make sure you have all the latest features when they are appropriate. Primary focus will be on stable and efficient code."

But it would be nice to know what features you are intending to add, and what features you consider cannot be implemented well yet.

Hibernatus was always straight to the point with the original. He simply wanted WiiFlow to play games and look nice, without all the bells and whistles. My own hope is simply for more game support. I'd like WiiFlow-Advanced to support whatever games the Wii itself supports. Whilst keeping everything as simple and bugfree as possible.

Slightly worried about the unspecified changes in the themes. Unless you intend to only do themes yourself, the themers need to know what is changing. I personally stick with the default theme so it will not really affect me, but users tend to like other options.

I personnaly do not care about trailers, fanart, mp3 support, etc, but appreciate their inclusion as options.

I understand you wish the code as clean and efficient as possible, but maybe some sort of progress indication, so we know how long to expect before new features are added.

Thank you for your continued work.
 
Very nice indeed! Glad to see this thread was stickied as well! Hello to the fellas leaving feedback on this thread.
Will soon start reporting any shit I can find on this new REV. (when I have time && family is gone from this long visit SIGH)
 
Fix for gameTDB data.
If a game in the database does not have all fields entered, then in Wiiflow, those info fields are not cleared and it will keep the last found info. Try viewing the info of channels and see what a mess it can become. Basically we need to start with clean text.

r426
in gui/GameTDB.cpp change the code to look like
at 486:
Code:
bool GameTDB::GetTitle(const char * id, string & title)
{
title = "";
if(!id) return false;

at 500:
Code:
bool GameTDB::GetSynopsis(const char * id, string & synopsis)
{
synopsis = "";
if(!id) return false;

at 532:
Code:
bool GameTDB::GetRegion(const char * id, string & region)
{
region = "";
if(!id) return false;

at 553:
Code:
bool GameTDB::GetDeveloper(const char * id, string & dev)
{
dev = "";
if(!id) return false;

at 574:
Code:
bool GameTDB::GetPublisher(const char * id, string & pub)
{
pub = "";
if(!id) return false;

at 640:
Code:
bool GameTDB::GetGenres(const char * id, string & gen)
{
gen = "";
if(!id) return false;
 
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FIX: Add the ability to use parental lock on the channels:

in menu_game.cpp at line 418:
change the code from:
Code:
if (m_show_zone_game)
{
bool b = m_gcfg1.getBool("FAVORITES", id);
m_btnMgr.show(b ? m_gameBtnFavoriteOn : m_gameBtnFavoriteOff);
m_btnMgr.hide(b ? m_gameBtnFavoriteOff : m_gameBtnFavoriteOn);
m_btnMgr.show(m_gameBtnPlay);
m_btnMgr.show(m_gameBtnBack);
for (u32 i = 0; i < ARRAY_SIZE(m_gameLblUser); ++i)
if (m_gameLblUser[i] != -1u)
m_btnMgr.show(m_gameLblUser[i]);
if (!m_locked)
{
b = m_gcfg1.getBool("ADULTONLY", id);
m_btnMgr.show(b ? m_gameBtnAdultOn : m_gameBtnAdultOff);
m_btnMgr.hide(b ? m_gameBtnAdultOff : m_gameBtnAdultOn);
m_btnMgr.show(m_gameBtnSettings);
}
if (m_current_view == COVERFLOW_USB && !m_locked)
m_btnMgr.show(m_gameBtnDelete);
}
to:
Code:
if (!m_locked)
{
bool b = m_gcfg1.getBool("ADULTONLY", id);
m_btnMgr.show(b ? m_gameBtnAdultOn : m_gameBtnAdultOff);
m_btnMgr.hide(b ? m_gameBtnAdultOff : m_gameBtnAdultOn);
m_btnMgr.show(m_gameBtnSettings);
}
if (m_show_zone_game)
{
bool b = m_gcfg1.getBool("FAVORITES", id);
m_btnMgr.show(b ? m_gameBtnFavoriteOn : m_gameBtnFavoriteOff);
m_btnMgr.hide(b ? m_gameBtnFavoriteOff : m_gameBtnFavoriteOn);
m_btnMgr.show(m_gameBtnPlay);
m_btnMgr.show(m_gameBtnBack);
for (u32 i = 0; i < ARRAY_SIZE(m_gameLblUser); ++i)
if (m_gameLblUser[i] != -1u)
m_btnMgr.show(m_gameLblUser[i]);
if (m_current_view == COVERFLOW_USB && !m_locked)
m_btnMgr.show(m_gameBtnDelete);
}
 

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