snes9x GX 006 is the lastest version I believe, but I don't know if it supports patching. As for the homebrew browser, just download the latest version if you don't have a copy, if you do, then just run it, it will check for updates and automatically update itself.by whodares - Homebrew Applications
Aye, sounds like a lot of work, and if Nintendo are re-releasing some Cube titles in Wii mode anyway, it might not even be worth looking at (depending which games they do)... Just thought I'd ask the question. I'm still trying to work how the GeckoOS rebooter code works, but that's another topic.by whodares - Homebrew General
I'm not sure. I don't really know much about the Gamecube side. I suppose if you can patch BC/MIOS as they load, you could install a code patcher that then patches GC code. Theorectically, it'll work. But no, my idea was simplier (but may be wrong). I was hoping/wishing/assuming that BC/MIOS provided the cube controller input to the GC game. In which case you could possibly inteby whodares - Homebrew General
Given that we've now found ways to patch code (well, not me personally, but you know what I mean ;-) credit where credit due) as it loads, do you think it would be possible to patch BC/MIOS to read 4 Wiimotes with Classic controllers attached instead of 4 Cube pads?by whodares - Homebrew General
QuoteAerialXPS: If anyone actually knows if it's already been done (or if a portable library exists that would do such a thing) please do poke me about it :) Otherwise, I'll be tackling that on my own at some point in the future. Ooooh, I'll be able to use my 15th Anniversary Street Fighter 2 pad (originally PSX) on my Wii! How cool!!!!by whodares - Homebrew General
I'm trying to change the email address associated with my account (on this forum). It asks for a confirmation code, however, neither mailbox receive an email with this code. Any help? Cheersby whodares - Feedback & Support
QuotebushingI can really relate to the "I found assembly language frustrating" -- I found (and still find) that to be the case when I was trying to learn it on its own lol, I truely am odd... I found assembler one of the easiest languages to learn. I learnt it before C and C++, which confused the smeg out of me (and still do from time to time). @iofthestorm (and anybody else, I guess): Feel fby whodares - Coding
I recommend looking for some books on CPU architecture. I'm not sure of any specific titles, but some topics to cover would be- 1. CPU Registers -- 2. OpCodes -- 3. Stacks -- ) 4. IRQ (Interrupt Requests) -- 5. Byte Endian -- Actually, I've found this, it's a tutorial for PIC microprocessors, shows a bit of how the hardware relates to the software to. These shoulby whodares - Coding
Yeah, I've been looking for that, but the link on Wiibrew doesn't work. Found it now though :-)by whodares - Coding
Well, I was just trying to get some code running at the same time, for cheating and possibly other things (like adding USB keyboard support inside C64 games etc.)by whodares - Coding
I've managed to set a VI callback in my homebrew, but when I use ES_LaunchTitle to launch a VC title, it kills my callback. I'm assuming that's because the VC title will have it's own, and it'll just overwrite mine. Any ideas how I can re-overload it with mine?by whodares - Coding
I'm actually at work, so I can't check, but I still believe you can connect your second wiimote in the homebrew channel, it just won't display a pointer on the screen. Have you tried pressing any buttons on the 2nd, 3rd and 4th wiimotes after loading up the games? (afterall, as the homebrew channel starts a homebrew application, it disconnects the wiimotes anyway) All the ones Iby whodares - Homebrew General
I don't know what problem you're on about. Wiiuse supports all 4 wiimotes, and by extension, all the homebrew games and applications are capable of using all 4 wiimotes The homebrew channel itself only supports one, because why would you need two? You can't pick two different games to play at the same time.by whodares - Homebrew General
Okay, thanks :-) I look forward to seeing the kit :-Pby whodares - Homebrew General
Quotesvpeall currently created channels except for the hbc are illegal because the violate nintendo's (banner) and team twiizer's (nandloader) copyright. we don't support creating them due to that and other reasons, sorry. Quotesvpeyes, it's using a banner completely created from scratch using a self-written python toolkit and not one stolen from some nintendo game Okay, sby whodares - Homebrew General
QuoteJustWoody QuotewhodaresDoes this mean every game will be completable? Yes, if you select the tiles in the same order they were laid down in, but in reality as there are four of each tile to select, its pretty likely that the player will chose different tiles so the game will go down a different path Excellent. I always prefer a game which is possible to complete (hence why I prefer Freecby whodares - Homebrew Applications
QuoteblastyWhodares' routine will indeed happily load a file into RAM but never return a pointer or anything to the data lol, good call, I never even noticed that :-P Updated it now.by whodares - Coding
Quotepinball WizardJust because something is linux compiled for computers doesn't mean it is intel only. I never said that, but you are right, I made some assumptions based upon the likelihood of him having an Intel-based laptop, when he could easily have a Mac. However, I was just trying to explain that just because both systems support a common storage format (ala FAT), doesn't mby whodares - Homebrew Applications
That's really interesting. Is there a web URL with information on Nintendo's banner copyright? I had a quick search, but came up empty. I tried "Nintendo banner copyright" and "Nintendo banner patent".by whodares - Homebrew General
Congrats on the release. Definately some polished work you've put together QuoteJustWoody* Wrote an algorithm to initialise the tiles so that tiles pairs are added in a selectable order Does this mean every game will be completable? QuoteJustWoody* Allowed the type of game to be selectable by hovering over the pictures as well as the text Yay! :-) It's the small things...by whodares - Homebrew Applications
void* loadFileContents( char* fileName, int fileLength ) { void* myBuffer; FILE* inputFile; inputFile = fopen( fileName, "rb"); myBuffer = malloc(fileLength); fread( myBuffer, 1, fileLength, inputFile); fclose(inputFile); return myBuffer; } I can't remember the code to find the file length, but something like this will dynamically read the file in. Don't forget toby whodares - Coding
QuoteSaviorXthen it could ALSO be possible that if you can get the necessary files to run a game server on to the Wii through some storage format and run them in Wii-Linux It's not quite that simple. I could copy a "lite" version of a Windows install to an SD card, and plug it in the Wii. The Wii will be able to identify and read the files. However, it won't be able to execute them beby whodares - Homebrew Applications
Hmm, the way I read it, it was just a "upgraded" DS. So I would still imagine the same 2 ARM processors running things, and you'd probably get further with the current DS Homebrew. It's all speculation thoughby whodares - Homebrew General
Can you post the code? Either use the code button in the Message toolbar or use something likeby whodares - Coding
PAD_ButtonsHeld(loc) The "loc" variable here specifies pad number From the PAD.H file #define PAD_CHAN0 0 #define PAD_CHAN1 1 #define PAD_CHAN2 2 #define PAD_CHAN3 3 u16 PAD_ButtonsUp(int pad); u16 PAD_ButtonsDown(int pad); u16 PAD_ButtonsHeld(int pad); PAD_ButtonsHeld(PAD_CHAN0) will get you the buttons from GC Pad 1, PAD_ButtonsHeld(PAD_CHAN1) from Pad 2 etc.by whodares - Coding
8GB? You'd need to get the USB Mass Storage library added to the Wii Web Server for that. It also depends on what the content of that 8GB is. If they are all static HTML pages, then there'd be no problem (although for that size, I'd doubt it). If the pages are PHP, perl or another server-side scripting language, you'd need to extend the Web server to support such a languby whodares - Homebrew Applications
I've seen this thread before... lol :-) but yes, it does hold some interesting possibilities, but we won't know for certain until it's releasedby whodares - Homebrew General
(when it's back up) will give you documentation on using the Wiiuse library (The WPAD system is a kind of a cross-breed, using Cube pad syntax on the Wiimotes).by whodares - Coding
I've adjusted mine to use a data structure #include <stdio.h> typedef struct myDataStruct { int varX; } myDataStruct; void MulX2v(myDataStruct X); void MulX2r(myDataStruct *X); void main() { myDataStruct myData; myData.varX = 2; MulX2v(myData); // myX still equals 2, passed value, not variable printf("%d\n", myData.varX); // prints 2 MulX2r(&myDataby whodares - Homebrew General
You'll use pointers a lot when you want to pass data structures between functions. On a really basic level, it'll be faster, because it will only send a 32bit point to your structure, instead of all the data contained within it. From a VB point, it's the equivalent of ByVal and ByRef... ByVal passes a copy of the exact value, thus you cannot make changes to source, ByRef passesby whodares - Homebrew General