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Nintendont sd/usb v1.129: Backups GameCube sur SD/USB

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Voici nintendont par crediar (et repris par d'autres personnes), un homebrew qui permet de lancer des backups de jeux gamecube depuis une carte SD ou clé USB.Comme devolution, vous pourrez utiliser une manette GameCube, une Wiimote ou une autre manette USB (manette PS3) pour jouer.Ca marche sur Wii et WiiU (mode Wii).Voici la version reprise avec le code source de Crediar. Vous pouvez donc lancer d'autres jeux que Zelda.Cette version est mixée avec une autre version compatible USB et vous pouvez donc a priori lire vos jeux depuis une carte SD ou une clé USB/disque dur USB.Pour lire la longue liste des changements, vous pouvez aller aller voir ici.Version 1.129-made the ARStartDMA crash solution more complex for need for speed hot pursuit 2 to hopefully get it more stable-fixed a bug in ARStartDMA which used the wrong memory address base, that should fix some games like tony hawk pro skater-increased HID controller reading, it now reads about 60 times a second-added chronicles of narnia to the ARQPostRequest exception listVersion 1.128-added custom ARStartDMA crash solutions for paper mario, mario superstar baseball, need for speed hot pursuit 2, viewtiful joe, mega man x command mission and animal crossingVersion 1.127-heavly increased sd buffer from 2kb to 64kb which makes playing from slow sd cards actually enjoyable-fixed two possible small patch bugsVersion 1.126-set DI interrupts onto a timer just like the EXI, seems to be safer-added DIOS-MIOS patches to disable audio streaming just to have those games work at all-Nintendont loader will now also display size when loading games from sd, also the size is displayed more exact in general-added code for games like collectors edition to properly react when pressing the reset button, they should now properly return to the main menu-added all needed patterns for pokemon colosseum but they are still unpatched so saving will still not workVersion 1.125-added new SIInit patch pattern for games like animal crossing ntscu-added animal crossing ntscu to the list of ARQPostRequest exceptions to get it boot upVersion 1.124Minor Dsp fix.Version 1.123-corrected a mistake in the dsp patch, thanks sabykos for pointing it out-ignore the title case when sorting alphabetically to get correct results-display ID6 to the right of the title, that makes it easier to identify gamesVersion 1.122*Updated revisionVersion 1.121*Fixed a bug that non Triforce games were reading from Triforce hardware areas (Thanks to sabykos for finding the bug).This should fix any game broken by r72 (i.e. Mario Party 7 EUR, Mario Power Tennis EUR, Harry Potter POA EUR, ... )Version 1.120-loader game list is now sorted alphabetically-you can control the loader now by holding down the dpad/stick, you dont need to constantly press, if you press left/right you move even faster-the classic controller analog stick now works in the loader-the current position in the game list wont get reset anymore after entering the optionsVersion 1.119-completely removed the device ipl rom code, it will now be directly taken from the consoleVersion 1.118-the power button should now shutdown on wii and reset to menu on wiiu at all times instantlyVersion 1.117-further optimized and cleaned up the multidol tgc loader codeVersion 1.116Add Dspv14 Dspv15.Attempt to speed up Dsp searching code.Version 1.115Add exceptions to ARStartDMA-Mario Baseball-Viewtiful JoeCombine common shutdown code in PADReadGC.SAdd Dspv13.Version 1.114-check for valid tgc header before copying in our own apploader (fixes sonic gems collection)-added animal crossing to the arstartdma exception list, lets animal crossing pal boot without any modifications for the first time via the new tgc apploaderVersion 1.113*Added shut down via power buttonVersion 1.112-how about we upload the loader files as well svnVersion 1.111-added a very simple multi-dol loader for games like zelda collectors editionVersion 1.110Fix swapped widescreen/progressive options.Version 1.109More code cleanup.-Menu code-FuncPattern GroupsAdded another PI_FIFO_WP function.Added log to the config settings.Version 1.108-still use length 0 for most games in ARStartDMA-only use count skip in megaman command mission and paper mario for now (we need to add exceptions over time)-moved our kernel into the cache region and reduced the cache size so in the future we can easly set the kernel to every size now-fixed a potential bug with the stack overwriting data from various things-changed up the HID code a bit in the hopes to help PS3 controllers, untestedVersion 1.107Skip GC pad read on Wii U.Version 1.106Code cleanup-Combine GC and HID Pad functions-Use enum for 0xdead function patterns.-Minor ARStartDMA rearranging.Version 1.105In ARStartDMA, round down to zero for low value counts. Use the requested counts for larger values.-Currently cut-off is set to 0x400. This might need to be adjusted.-This might make the ARQPostRequest patch unnecessary.-Fixes Paper Mario battles.Added more PI_FIFO_WP functions.Version 1.104-explicitly saying gnu make that we are on windows when we use the Build.bat, otherwise it tries to execute the linux bin2h fileVersion 1.103-(hopefully) added all needed files and edited include paths to make nintendont compile properly on linux, just make sure you defined the variables DEVKITPRO, DEVKITPPC and DEVKITARMVersion 1.102-some kernel cleanup to reduce the overall sizeVersion 1.101-added the fatfs fastseek feature for ISO files which basically removes ingame loading timesVersion 1.100PI_FIFO_WP bit fix.-Fixes F-Zero GXMinor Zelda DSP clean up.Disable _fwrite D patch. Doesn't appear to be the right function to patch.Speed up hexdump.-Perform 1 file write per line of text with a buffer instead of 35 without.Version 1.99-sorry, the previous revision will always clear the config because I messed up a simple value, fixedVersion 1.98-nintendont now accepts args to autoboot games, other usb loader devs can look at wiiflow on howto implement it-added ios 58.25.32 onto the supported wii ios list as suggested by the gbatemp member realromhunterVersion 1.97-moved some more disc read code into the disc read thread, this should not change game behavior or compatibilityVersion 1.96-Fixed reference to old website (Thanks Naxil)Version 1.95Add Dsp v12 (Pikmin PAL).Cleaned up Zelda Dsp patching code.Version 1.94-Fixed HUGE omission in the meta file.It doesn't affect compatibility so no new dol.Version 1.93Corrected name for SIEnablePollingInterrupt (was SIReadHandler).Fixed SIEnablePollingInterrupt.-Mistakenly thought a patch was needed for an interrupt bit. It was actually the mask bit.-Fixes Pokemon Colosseum.Version 1.92-some minor changes, logs now get closed and devices get properly unmountedVersion 1.91-fixed the issue that after playing a japanese gc game with a console from a different region the other games get started as japanese games if you used the return to feature-fixed the issue that non-japanese games on japanese consoles always get started like japanese gamesVersion 1.90Add SIInit C patch for SSBM.Add new function patch.-Unsure of the name, but the function performs SIHandleRead for SSBM.Version 1.89Version 1.88Clear SI interrupt in SIInterruptHandler, not FakeInterrupt. Same for EXI.-Might require finding more versions of SIInterruptHandler.Send additional PPC interrupt if cleared without handling the requested SI or EXI interrupt.Clean up some interrupt code.Version 1.87Change method to protect interrupt variables by separating interfaces to different locations.Version 1.86Protect Fake Interrupt values.-Don't overwrite 0x80000014 if in useDI doesn't use Fake Interrupt. Remove reference.Turn off log in official build.-It can slow down games during launch which causes errors.Moved specific patches from Mario Strikers to generic method.-Probably need to find more variants. Found some for Luigi's MansionMinor SI tweaks.Version 1.85Clean up changes to SI.Version 1.84Improved SI interface.-It's still not quite right. We shouldn't need to false report errors and the polling bits are never enabled.Found a few more function patches for AI/SI.-lwzu and stwu (already did lwz and stw)Found a few functions related to SI in Mario Strikers that should be generalized. They currently aren't needed, but if we improve the SI interface further they will be. They're related to using memory instead of interrupts. We need to write 0s to clear memory, not 1s. For now only apply to Strikers.Version 1.83Fix ARStartDMA mem1 addressing.-Fixes Star Wars Rogue SquadronVersion 1.82Move patch_fwrite_GC to a .S file.Combine patch_fwrite_Log/B into one S file and clean up.Load config from memory in kernel if available.Only write nincfg.bin in loader if settings were displayed.-nincfg.bin is now optional.-Still need a command line parser to use with loadersFix heap scope issue with DI queue.Version 1.81Disable SI interrupts if disabled by game.-Fixes 007 games.Reset patch found variables when loading a new elf/dol.-Fixes 007 games.Use the log for patch_fwrite instead of UsbGecko.-Shows OSReport strings in ndebug.log-Should probably make this an option for one or the other, or always do both instead.Version 1.80-fixed a potential problem with ps3 controllers where the memory allocation for the rumble can interfere with the disc reading thread thanks the debug log provided by daxtsuVersion 1.79-corrected cache for triforce games, now gp1 should run crashlessVersion 1.78-always skip SITransfer if its a normal gc game-skip ARQPostRequest unless we are booting super mario sunshine-use length 0 for ARStartDMA unless we boot mega man x command missionVersion 1.77-skip SITransfer for mario strikers so it stays controllable-use ARStartDMA length 0 for melee and kirby air ride so it doesnt freezeVersion 1.76-some more tiny changes which should let metroid prime boot again, fix controls in gp1, maybe moreVersion 1.75Fix disc swapping.-Also clears cache when swapping discs.Use corrected ARStartDMA for all games for interrupt timing. (Original attempt missed an exchange for r6/r7).Version 1.74-changed up disc reading and other small stuffVersion 1.73-added more patch exceptions to fix Dragon Drive, Odama and True Crime New York-fixed wrong game save timestamp-mario kart gp1 works now-finished up the triforce controls code so it now returns to hbc and works with usb controllersVersion 1.72*Increase code size in linker script and updated related code*Added JVS-IO emulation*Added Baseboard emulation*Added DIMM board emulationVersion 1.71*Updated code to allow larger section sizesVersion 1.70-worked some more on the auto-cache, also fixed a little bug in it againVersion 1.69-use the original ARStartDMA code, only patch it for megaman x command mission, fixes metroid prime 1 and 2-fixed a small bug in the auto-cache-changed the disc read thread code a bitVersion 1.68-Added Generic USB Gamepad PID=0079 VID=0006 controller.ini This controller was sold under several brands and models.-Fixed "flickering" problem some users were having with Genreic_USB_Gamepad_PID=0079_VID=0006Version 1.67-added alot of exceptions to fix Killer7, Cubivore, Frogger's Adventures, Two Towers, Chibi-Robo, Resident Evil 4, Hudson Selection Vol 2 and Kururin Squash-if you dont give a cache.txt, nintendont will automatically cache files, thats not as efficient but should help improve loading times if you get to some area a second time for exampleVersion 1.66Only use non-zero DMA interrupt size for Megaman X Command Mission.Version 1.65Correct branch offsets in Patch31A0.-Fixes Pac-Man World 2.Version 1.64Dsp version does not control if ARQPostRequest is needed. Revert to lists.Version 1.63Use actual DMA length in ARStartDMA instead of 0 (assumes no actual data transfer occurs. Only affects timing.-Fixes Mega Man X Command Mission.Remove ARQPostRequest from all non-Zelda uCode games (Zelda=Dspv0,1,5,8,10,11).-Fixes Mega Man X Command Mission.Skip Dvd patching for all games (not just Harvest Moon MM) that load a dol or elf file after the first with no patchable segments.Version 1.62sorry for the wiiu crash in r61, recompiled...Version 1.61-leave in the ARQPostRequest patch, only skip it for games which really get problems otherwise-made a few loader changes to try to fix some crashes on game startupVersion 1.60Fix Harvest Moon Magical Melody.Version 1.59Remove ARQPostRequest patch for all games (Fixes Mario Golf). This might break things for some games.Version 1.58Remove ARQPostRequest patch from Metroid Prime 2.Version 1.57Don't patch ARQPostRequest for Metroid Prime.Version 1.56-Fixed reading and default values when their were "," in subsiquent commands in the controller.iniThe only controller in the svn this would affect controller_ps4.ini Version 1.55-you can now use gc and hid controller at the same time on a wii, if hid is enabled it will still check the gc ports if you are using a normal wiiVersion 1.54-Updated the Mayflash 3 in 1 Magic Joy Box controller.ini to work with v1.53-Updated the memory map that I forgot to include with v1.53Version 1.53Added new parameters in controller.iniStickX-,,StickY-,,CStickX-,,CStickY-,, is a value in hex if the controller is up to that far from center nintendont will still send that the stick is center to the game. It has a default value of 0 which is correct for most controllers.It sholud only need to be changed it the stick appears to be pulling in one direction. Prior versions had this hardcoded to 1A. is a percent applied to the value coming from the stick. Prior versions had this hardcoded to 100. It has a default value of 80 which is correct for most sticks. Most sticks produce values ranging from 00 to ff, the camecube controller only produces values of only about 80% of that. It only needs to be changed if your controller dosent produce values ranging from 00 to ff.Version 1.52-added some code to fix games like pal luigis mansion-added a new bin2h, this one should be compilable for linux etc as wellVersion 1.51Generate .h files from .S files.Generate .S files for DVDInquiryAsync and DVDSeekAbsAsyncPrio.Remove built files from repository.Simplify PadStub calling (use a global location for PadBuff).Version 1.50-changed up some things to hopefully help save crashesVersion 1.49-Fixed reading controller.ini when lines are separated by only a =Added Logitech Cordless Rumblepad 2 controller.ini (Thanks BravaCentauri)=Added PDP Afterglow AP.1 Controller for PS3 controller.ini (Thanks BravaCentauri)=Added Gioteck SC-1 controller.ini (Thanks Rockohoward)Version 1.48-more memory card emu tweaks, now nintendont will wait at least 3 seconds before it actually saves a file to your drive, that way it should not freeze because of too early storing, also optimized the save timing a bit to improve stabilityVersion 1.47-added missing parts for drive led to still workVersion 1.46-some more work on the pad read code, now for example final fantasy crystal chronicles works again-changed up some timings again to help making for example melee more stableVersion 1.45-Added disk read activity led support-Fixed dump that could occur when the last line on controller.ini didn't have a carriage return linefeed-Added testing of file system on SD: to match testing on usb:-Added message to loading patched kernel 8 indicating using gamecube portsVersion 1.44-changed up some thread prioritiesVersion 1.43-Fixed GC analog triggers on controllers 2, 3 and 4 controlling player 1Version 1.42-took out the disc read input check of r40 again, I dont know why it would break for some people but whatever...Version 1.41-Moved writing the version info into ndebug.log so it is always written firstVersion 1.40-read in fonts before staring the game (fixes a few games)-do not check for new disc read inputs if we are still reading a file (fixes a few games)Version 1.39Added configuration file for Thrustmaster T-Wireless(Thanks ALSINJAN)Fixed compile error on systems where caps make a differenceVersion 1.38-slightly increased wait delay again to help stabilize games like meleeVersion 1.37-Optimized for space so DEBUG can stay enabled with USB kernel-Nintendont version is now shown in log-Added a few missing carriage returnsVersion 1.36-creating cache before we enter the game now, this way too slow devices should not cause any error anymoreVersion 1.35-Set Patch.c dbgprintf code as a separate category so it can be disabled if necessaryVersion 1.34Only cache fonts section of ipl.bin. (Save 1.5MB)Version 1.33-further improved the disc read thread introduced with r31-improved usability of the return to feature, it should be more reliable now-caching the font file by default nowVersion 1.32Add support for japanese font.-Use either ipl.bin or font_sjis.binVersion 1.31-made the disc read threaded, that should greatly reduce the random beeps in games if you go from one screen to another and also should improve control reaction times-moved up most of the memory positions to make space for the cacheVersion 1.30-Made the cache code a little easier to read-Added note about not enabling DEBUG and DEBUG_DI at the same time (looking into it, problem is in Patch.c)Version 1.29-Fixed a few warnings-Can now be compiled with AUDIOSTREAM definedVersion 1.28-used wrong devkit for r27, sorryVersion 1.27-added a new controller patching method which seems to be required for some games to be controllable, its still not fully tested so I cant promise every game is controllable nowVersion 1.26Try to use font_ansi.bin if no ipl.bin file is found.Version 1.25*Added file caching*Updated EXIDMA and EXIImm to prevent register corruption*Updated DCInvalidateRange to handle smaller than 32 bytes reads (Triforce)*Removed __OSReadROM patch*Removed unused patches*Optimised some code*IPL reads are now done to MEM2 first and then copied to dst to prevent data corruptionNote: Certain games try to load the IPL font and crash or don't display any font at all when the sd:/ipl.bin or usb:/ipl.bin is missing!(i.e. FZero-GX)File caching:Put a file called cache.txt into the same dir as the game.iso and put any filenames you want to cache in there.There is currently a file limit of 220 entries.Version 1.24-Made some of the init code clearer-Fixed some typo's-Removed empty Debug folders.Version 1.23Actually implement the change meant for r22 (Fix UStealth).Version 1.22Fix UStealth. - Thanks airline38Version 1.21Fix zero length DMA behavior. Fixes Animal Crossing (others?).Version 1.20-Cleaned up all the #ifdef DEBUG in kernel and loader, as they are pointless-gprintf can be disabled like dbgprintf-Added carriage return \r to all log code so nl_debug.log and ndebug.log can be read properly with Windows NotepadVersion 1.19Added elf file for analyzing code dumps.Version 1.18Forgot the .dolVersion 1.17Fixed meta.xml not updating to the correct versionVersion 1.16Revert minor DSP change from r13.Version 1.15-attempted to fix crashes on autoboot, on return to homebrew channel and when using memory card emulationVersion 1.14Fix black screen when using interlace with component cable.Version 1.03Attempt to fix reset hangups.Speed up memory card writes.Version 1.02-added a small patch to fix up some japanese games on non-japanese consolesVersion 1.01Added DSP fixes for v2, v3, v4, v6, and v9 Version 1.00 If your loader provides a return stub, the reset combination will now use it, if no loader was used, you will return to the system menu Added Mayflash 3 in 1 Magic Joy Box support (Thanks Adeka & Fludit) Added Thrustmaster Firestorm Dual Analog 2 support Cleared message to plug in HID controller once it is plugged in Added error message for "PS3 controller init error" Added display of error codes for unknown HID init errors Removed DSP patches r64-The loader now updates the meta.xml file (thanks faku1810)r62-Added a MCE exception for Melee until the issue is solved-Moved another break that was for testing-Made the Title ID check a little clearer.r61-Hopefully improved MC emulation (thanks crediar)r60Fixed game with a '.' in their directory name not showing up in the loaders gamelist.r59Fix Tales of Symphonia always up when using GC Pad.r58- Press B at launch to prevent autobooting- Remove NYI text from settingsr57Added message during boot to plug in HID controller if needed.Added display of revision on the top of the screen.Added display of additional error information during bootr55-56The change to the ESPatch breaks the shutdown function. This will load theHollywood21 patch only for Wiis that are v21.Fix Shutdown for WiiU as well.r54Add Language selection to Loader Menu.Rev 50 à 53- Correction de l'erreur kernel=-1 sur les nouvelles Wiir49Le paramètre langue SRAM peut être contrôlé avec la configr48Nettoyage des erreurs affichées au démarrage et indication de pourquoi le contrôleur USB ne marche pas.Votre jeu doit être en iso à l'emplacement :sd:/games/(ce que vous voulez)/game.isoInformation:-------------------------------------------------------------------------------------The usage of HID devices is controlled via the nintendont config but forced on Wii U.When using HID a sd:/controller.ini must be present, a few samples are supplied.Nintendont uses a config file which is stored at sd:/nincfg.bin see nincfg.h.Loaders can use the auto boot flag in the config to directly boot games.When using the PS3 controller you must press the PS button first.When using the GC controller you can use R+Z+B+DPad-Down to shut down the console,when using a HID controller you have to map the Power entry to use this feature.On the first boot it will create a new memory card which takes some time.Error codes:-------------------------------------------------------------------------------------When nintendont is loading a game you will see a running number unless itreaches 7 something went wrong:-1: Kernel failed to load 0: ES init failed 1: SD init failed 2: FAT init failed 3: CFG init failed 4: HID init failed 5: DI init failed 6: CARD init failed (It will wait here while creating a new memory card) If SD or FAT fail your SD card is probably not compatible.HID can fail if there are mistakes in the controller.ini or the controller isn'tsupported.DI fails if something is wrong with your game ISO.ES has a rare chance of crashing just reset your Wii/Wii U.Installation:-------------------------------------------------------------------------------------Either copy the Nintendont folder into your apps folder or directly loadthe .dol by any means.When loaded directly Nintendont looks for games at:sd:/games//game.isoHID Controller Config:-------------------------------------------------------------------------------------You need my tool called HIDTest to determinate the values.Most entries should be obvious.All values are in hex, do not use the 0x prefix.Polltype: Use 1 (so far only the PS3 controller needed 0)DPAD: Certain pads use bits for each DPad direction other use numbers going form 0 to 7 for each direction. An easy test for this is if one direction doesn't change any bits then use 1 and fill in all 8 values for the DPAD otherwise use 0 and just fill in the four values. (see examples)The rest uses [Button]=[offset],[mask] offset starts at 0. Site officiel : https://code.google.com/p/nintendon-t/

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