Hacking WiiFlow Lite

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Wiimpathy provided you links a few posts back.

I dont know about pacman. I used the latest windows installer. But had to uninstall devkitpro first. Then the installer installed msys2 which ran pacman which downloaded ppc n libogc. But you use osx so its different for you.
Yeah the link is for installing pacman, that's why I was confused since his last post says "you don't need pacman anymore".

--------------------- MERGED ---------------------------

I am completely lost on what of devkitpro is working, on pc. I havent got the bandwidth for the installer to mess me about. What libraries do i need for what version of what. Also, is there any chance of this working on a 32bit OS, my ubuntu installs wont play with my phone's internet tethering?


Sent from my GT-I9195 using Tapatalk
If your computer supports it, you should really bite the bullet and install Windows 10 64bit, or you're going to be in for a world of frustration getting tools to work.
 
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The original 3.0.0 release of the dkp installer was missing the options to install/upgrade the Wii/GC dev toolchains. 3.0.2 fixed them so as long as you upgrade to it or use it in the first place you should be good to go. The only reason you might need pacman is if the installer didn't install devkitARM and you want to compile Starlet projects.

I think the Linux/OSX environment scripts were updated to automate the pacman pulls, too.

As for where the files are, look in the installer's ini. The base URL is "http://downloads.devkitpro.org". :)

I'm not sure if devkitPro supports 32-bit still or not. I haven't used a 32-bit OS since XP.
 
Last edited by GreyWolf,
I had vista. Everything started running like crap. So i bought a pc with windows 10.
You mean "Vistaids" =)

On topic however, Wii flow doesnt let me launch anything. Im 2 or 3 revisions behind, When the Cover stuff was working fine (Not sure if its been fixed yet). Everything Shows up fine, Just boots to black screen. However USBLoaderGX Works Great, But Doesn't support my emulation collection Making it less Appealing. (Really Wish USBLoaderGX Could Forward To emulators).

On a side Note I have to use USBLoaderGX In IOS58 (Only while inside USBLoaderGX Then It uses 249) Otherwise it hangs on HDD Init. Wondering If it might be something similiar in Wii Flow? Although, Wii Flow Does Show everything I have installed.

Alternatively The Drive is a 4TB 4k Sectors (fat32 Partitioned to 3.8tb, Which took me Forever to figure out. Had to disable my Drives 512E mode so I could use Fat32 Otherwise 2TB Is unusable).

Just Wondering if anyone has Suggestions on things I can try to get wiiflow working, Since I would like to be using Wiiflow (Unless I switch to the Older USBLoaderGX With WiiFlow Plugin Support)
 
Last edited by jasonmbrown,
any conclusion to this? I am also wondering what will be done in this situation as I was planning on adding a wii to my car for the family. I was just thinking priiloader launching directly into the homebrew channel.

Sorry I got really busy at work and haven't come back to respond in a while.
I actually really like my current setup in the car. I still have to make a video showing how it all works and where I put everything, but the UI is basically Wiiflow Lite launching from priiloader, and using a custom source menu that cycles between Videos and Games. Games drops you into a combined source menu that includes NAND, SNES9x and Wii titles in one, so all possible games for the car are in the same place. Videos launches WiiMC. I haven't yet figured out how to make the movies coverflow and launch in wiiMC, although I see it should be possible (@kaisersozeh has been pointing that out). For now clicking that "source" launches you directly into Wiiflow where you can then choose the video from its own menu. Not as pretty as cover flow, but on the flip side I can easily add a new video to the USB stick and it will just show up without having to find/make an album cover for the flow or refresh cache to make it show up. Its just there. It still sure would look nice to have cover flow for it- maybe I'll revisit the idea later.
 
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@GreyWolf VS code questions.
do you use the c/c++extension?
if so how the hell do you use or setup intellisense? its driving me batty with all the #include errors.
 
@GreyWolf VS code questions.
do you use the c/c++extension?
if so how the hell do you use or setup intellisense? its driving me batty with all the #include errors.

Hit Ctrl-shift-P and go to "C/Cpp Edit Configurations" then put the paths in the json file under the "includePaths" section. I attached my file if you want to use it. Just stick it in the .vscode folder in your project.

EDIT: This one may be more useful. I added the portlibs folder and standard defines for devkitPPC.
 

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Last edited by GreyWolf,
Sorry I got really busy at work and haven't come back to respond in a while.
I actually really like my current setup in the car. I still have to make a video showing how it all works and where I put everything, but the UI is basically Wiiflow Lite launching from priiloader, and using a custom source menu that cycles between Videos and Games. Games drops you into a combined source menu that includes NAND, SNES9x and Wii titles in one, so all possible games for the car are in the same place. Videos launches WiiMC. I haven't yet figured out how to make the movies coverflow and launch in wiiMC, although I see it should be possible (@kaisersozeh has been pointing that out). For now clicking that "source" launches you directly into Wiiflow where you can then choose the video from its own menu. Not as pretty as cover flow, but on the flip side I can easily add a new video to the USB stick and it will just show up without having to find/make an album cover for the flow or refresh cache to make it show up. Its just there. It still sure would look nice to have cover flow for it- maybe I'll revisit the idea later.
Awesome please upload the video when you can!
 
Hit Ctrl-shift-P and go to "C/Cpp Edit Configurations" then put the paths in the json file under the "includePaths" section. I attached my file if you want to use it. Just stick it in the .vscode folder in your project.

EDIT: This one may be more useful. I added the portlibs folder and standard defines for devkitPPC.
well that helped with the #includes but now im getting weird problems.
for example in menu.hpp i have 66 problems and most of them are:
"string" is not a type name
vector is not a template
map is not a template
 
well that helped with the #includes but now im getting weird problems.
for example in menu.hpp i have 66 problems and most of them are:
"string" is not a type name
vector is not a template
map is not a template

This should fix it with the "browse" section added.
Code:
{
    "configurations": [
        {
            "name": "Win32",
            "browse": {
                "path": [
                    "${workspaceFolder}",
                    "${workspaceFolder}/**",
                    "${workspaceFolder}/source/**",
                    "c:/devkitPro/devkitPPC/powerpc-eabi/include/**",
                    "c:/devkitPro/libogc/include",
                    "c:/devkitPro/porlibs/ppc/include"
                ],
                "limitSymbolsToIncludedHeaders": true
            },
            "includePath": [
                "${workspaceFolder}/**",
                "${workspaceFolder}/source/**",
                "c:/devkitPro/devkitPPC/powerpc-eabi/include/**",
                "c:/devkitPro/libogc/include",
                "c:/devkitPro/porlibs/ppc/include"
            ],
            "defines": [
                "HW_RVL",
                "GEKKO"
            ],
            "cStandard": "c11",
            "cppStandard": "c++17",
            "intelliSenseMode": "${default}"
        }
    ],
    "version": 4
}
 
This should fix it with the "browse" section added.
Code:
{
    "configurations": [
        {
            "name": "Win32",
            "browse": {
                "path": [
                    "${workspaceFolder}",
                    "${workspaceFolder}/**",
                    "${workspaceFolder}/source/**",
                    "c:/devkitPro/devkitPPC/powerpc-eabi/include/**",
                    "c:/devkitPro/libogc/include",
                    "c:/devkitPro/porlibs/ppc/include"
                ],
                "limitSymbolsToIncludedHeaders": true
            },
            "includePath": [
                "${workspaceFolder}/**",
                "${workspaceFolder}/source/**",
                "c:/devkitPro/devkitPPC/powerpc-eabi/include/**",
                "c:/devkitPro/libogc/include",
                "c:/devkitPro/porlibs/ppc/include"
            ],
            "defines": [
                "HW_RVL",
                "GEKKO"
            ],
            "cStandard": "c11",
            "cppStandard": "c++17",
            "intelliSenseMode": "${default}"
        }
    ],
    "version": 4
}
thanks but didn't help. maybe i need some sdk files or we're missing an option.
i've uninstalled the c/c++ extension. guess i don't really need it.
 
Are you using Windows or OSX/Linux? There are separate config sections for those. You can either copy the config section or just change the "Win32" to "Max" or "Linux".
 
thanks for your work!
In the lasts days ocarina (geckocodes) downloads not work i am get error ever with any game
sorry for my basic english
 
thanks for your work!
In the lasts days ocarina (geckocodes) downloads not work i am get error ever with any game
sorry for my basic english
I'll look into it.

@GreyWolf @Cyan
i just realized that in usbstorage.c
IOS_IoctlvFormat(hid, fd, USB_IOCTL_UMS_GET_CAPACITY, ":i", &sectorSize);
does not report the correct sector size. at least not for my 1TB 32k sector size HDD.
it reports it as 512. i checked on my windows 10 pc and it is indeed 32k.
both wiiflow and usbloader gx use this to get the USB HDD capacity.

is this a known issue?
or do we need to report this to wintermute?
or is it simply because i have a 1tb drive and the code never was updated to support terabyte drives?
 
I'll look into it.

@GreyWolf @Cyan
i just realized that in usbstorage.c
IOS_IoctlvFormat(hid, fd, USB_IOCTL_UMS_GET_CAPACITY, ":i", &sectorSize);
does not report the correct sector size. at least not for my 1TB 32k sector size HDD.
it reports it as 512. i checked on my windows 10 pc and it is indeed 32k.
both wiiflow and usbloader gx use this to get the USB HDD capacity.

is this a known issue?
or do we need to report this to wintermute?
or is it simply because i have a 1tb drive and the code never was updated to support terabyte drives?

I guess it depends on where the error is. I know the only real bug that is fixed between d2x v8 and v10 was storage capacity for some drives, maybe this is it? Mine seems to show the correct size on USB Loader GX. It's 1TB WD 3.5" drive in a generic enclosure.

If it's actually the IOS that's returning the wrong value then there's probably not much anyone can do about it.
 
I guess it depends on where the error is. I know the only real bug that is fixed between d2x v8 and v10 was storage capacity for some drives, maybe this is it? Mine seems to show the correct size on USB Loader GX. It's 1TB WD 3.5" drive in a generic enclosure.

If it's actually the IOS that's returning the wrong value then there's probably not much anyone can do about it.
wiiflow calculates the correct gb or tb size but that IOS command just returns sector size 512 with a lot of sectors which calculates to right drive size.

on different subject matter. FYI i checked usbloader gx and it downloads covers fine but downloading cheats seems to be broken. it never downloaded any cheat file from gecko codes.
 
There are really 32k sector size now? 4k is already not enough?
You are sure it's not the cluster size, right?
though, there might be an error and it's reporting 512 while it should be anything between 512 and 4096, as it's initialized with 512 if I remember correctly.


I never had issue with cover nor cheatcode downloading, except when geckocode started using proxy. but it's since then fixed.
I had to completely remove the "referrer" when generating the requested URL.
 
Last edited by Cyan,
There are really 32k sector size now? 4k is already not enough?
You are sure it's not the cluster size, right?
though, there might be an error and it's reporting 512 while it should be anything between 512 and 4096, as it's initialized with 512 if I remember correctly.


I never had issue with cover nor cheatcode downloading, except when geckocode started using proxy. but it's since then fixed.
I had to completely remove the "referrer" when generating the requested URL.
i thought cluster size is sector size? i thought we were supposed to format our sd and HDD to 32k sectors size?

what revision did you fix the gecko codes downloading? i'm using my plugin mod version which i believe is r1265 but may be r1262.
 

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