Title: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on May 26, 2014, 08:11:02 PM Hello everyone. In this thread I'd like to discuss the issues with trying to use Wiimmfi without having to use homebrew. The main issue, that I'd like to get right into, is that the Wimmfi patch does not allow other codes, not even customized music. What Diddy Kong and I want to do is use Riivo as a method to load the patch for hackless users. But, riivo seems to work with every game except Brawl when it comes to the main.dol patch. It fails every time, and a much needed updated is necessary to fix this problem. The only way to rectify this type of problem is to contact the riivo team for an update on their software... However, no updates have been made since last year in December. All of the netcode is in main.dol.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Bernkastel34 on May 27, 2014, 04:01:21 AM Actually riivolution can load main.dol if you use the normal patching method which can be found here http://rvlution.net/riivolution/images/a/ac/SSBBtemplate.xml (http://rvlution.net/riivolution/images/a/ac/SSBBtemplate.xml) instead of using riivo for gecko users. Basically every file you want to replace goes to the ssbb folder and files have to be named exactly like they are in the disk.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 27, 2014, 12:31:14 PM Can't you just write a code to patch these things? I'm more than sure it's loaded in memory.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 27, 2014, 01:16:25 PM Actually riivolution can load main.dol if you use the normal patching method which can be found here [url]http://rvlution.net/riivolution/images/a/ac/SSBBtemplate.xml[/url] ([url]http://rvlution.net/riivolution/images/a/ac/SSBBtemplate.xml[/url]) instead of using riivo for gecko users. Basically every file you want to replace goes to the ssbb folder and files have to be named exactly like they are in the disk. remember a custom server hack on the vault? yah that XML has the key to it, however, when you load it (after correcting my typo) instead of the strap screen (this test was performed on BOTH a wii and WIIU with versions 1.04 and 1.06 with BRAND NEW condition wiis and brawl discs BOTH returned instead of a strap screen, thIS appears instead and the game freezes,(http://i.imgur.com/CuilZ1l.png) we are loading a file that you fools have never attempted before, with an ISO inject, we were successsfu;, but riivo is our roadblock. we are trying to hackless wii the new servers WITH mods allowed Can't you just write a code to patch these things? I'm more than sure it's loaded in memory. tried that too, what we got was a 200 line GCT and error code 20110, WFC for this software has been discontinued, this means the gecko method was a failure and NOT POSSIBLE and requiring people to use some unfamiliar code and some complicated bypass thing that we seem to never include to make things eaiser and simpler this meant it failed and the game was still trying to connect to gs.nintendowifi.net instead of wiimmfi.de sorry, but as far as online players go we best keep pushing, or ditch brawl altogether andgo to smash 4 AND modless (with a 6 moth gap of no smashing, what do you have to say about that? Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 27, 2014, 06:33:01 PM Quote from: Diddy Kong link=topic=68425.msg1263488#msg1263488 tried that too, what we got was a 200 line GCT and error code 20110, WFC for this software has been discontinued, this means the gecko method was a failure and NOT POSSIBLE and requiring people to use some unfamiliar code and some complicated bypass thing that we seem to never include to make things eaiser and simpler this meant it failed and the game was still trying to connect to gs.nintendowifi.net instead of wiimmfi.de sorry, but as far as online players go we best keep pushing, or ditch brawl altogether andgo to smash 4 AND modless (with a 6 moth gap of no smashing, what do you have to say about that? :kirby: Well let me take a crack at writing a code... It seems that there are multiple references to the old WFC > gpcm.gs.nintendowifi.net > gpsp.gs.nintendowifi.net > gamestats.gs.nintendowifi.net > gamestats2.gs.nintendowifi.net > %s.available.gs.nintendowifi.net [ Unsure what %s does. I think it's where the friend code goes. ] > %s.natneg1.gs.nintendowifi.net > %s.natneg2.gs.nintendowifi.net > %s.natneg3.gs.nintendowifi.net > %s.master.gs.nintendowifi.net > %s.gamestats.gs.nintendowifi.net > %s.gamestats2.gs.nintendowifi.net > %s.ms%d.gs.nintendowifi.net [ Now a %d??? ] Should all instances of 'gs.nintendowifi.net' be replaced by 'wiimmfi.de', leaving the prefixes, or replace all the strings, prefixes and all? e~ I missed a couple: > https://naswii.test.nintendowifi.net/ac (https://naswii.test.nintendowifi.net/ac) > https://naswii.nintendowifi.net/ac (https://naswii.nintendowifi.net/ac) > https://naswii.dev.nintendowifi.net/ac (https://naswii.dev.nintendowifi.net/ac) [ The above three appear twice, except the second time the ending is /pr, not /ac. ] > http://gamestats2.nintendowifi.net/ (http://gamestats2.nintendowifi.net/) > http://sdkdev.gamespy.com/games/ (http://sdkdev.gamespy.com/games/) > http://ishikawa.servebeer.com/games/ (http://ishikawa.servebeer.com/games/) Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 27, 2014, 08:24:22 PM :kirby: Well let me take a crack at writing a code... It seems that there are multiple references to the old WFC > gpcm.gs.nintendowifi.net > gpsp.gs.nintendowifi.net > gamestats.gs.nintendowifi.net > gamestats2.gs.nintendowifi.net > %s.available.gs.nintendowifi.net [ Unsure what %s does. I think it's where the friend code goes. ] > %s.natneg1.gs.nintendowifi.net > %s.natneg2.gs.nintendowifi.net > %s.natneg3.gs.nintendowifi.net > %s.master.gs.nintendowifi.net > %s.gamestats.gs.nintendowifi.net > %s.gamestats2.gs.nintendowifi.net > %s.ms%d.gs.nintendowifi.net [ Now a %d??? ] Should all instances of 'gs.nintendowifi.net' be replaced by 'wiimfi.de', leaving the prefixes, or replace all the strings, prefixes and all? WAYY more than that its about double or 2.5x more URLs than that and also HTTPS:// replaced with just HTTP:// sir and the friendcode theory i believe you are right: below was my attempt at the code, the right half are the new addresses, the left colum are where in the RAM dump they are, i may have missed some and i dont know how to write codes at all, but I knew basically what it possibly does based on knowledge of using the dump to make a code DEACTIVATOR thoug try to comompress my code to as few lines as possible, our goal here is to simplify and make a hackless method to the new server AND mods (if possible, add support for playing TWO BRSTMs at once (which is how my item music hack achieves the impossible) BEFORE CLICKING THE SPOILER BELOW, please note, that I encourage using file replacesments where possible (over using codes as the easy way out), and for a sort of riivolution to return to brawl hacking as my latest descoveries in the hacking world are currently not gecko compliant (even if USB loader is used) Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: DarkPikachu on May 27, 2014, 09:37:56 PM does wiimm know about this??
keep in mind he doesn't pay attention to Brawl... (let alone this forum) he told me himself he has no interest in it :/ but in any case please spread the news plox. :) I've said too much already to wiimm to notify him about this XD (not sure if he even gives 2 craps about me anymore) lol Title: Makin' Stuff Happen Post by: Doq on May 27, 2014, 10:37:51 PM Sooooo....... I made a working gecko code, and it's only FPC length (comparison: this code is 125 lines, the FPC is 115), on account of using 06 codetype instead of 04.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 27, 2014, 11:03:34 PM does wiimm know about this?? unless you are contributing to the work, please stay out of this TCLL, we already established on skype that the noobs up there arent gonig to aid us, we need to do this on our ownkeep in mind he doesn't pay attention to Brawl... (let alone this forum) he told me himself he has no interest in it :/ but in any case please spread the news plox. :) I've said too much already to wiimm to notify him about this XD (not sure if he even gives 2 craps about me anymore) lol Sooooo....... I made a working gecko code, and it's only FPC length (comparison: this code is 125 lines, the FPC is 115), on account of using 06 codetype instead of 04. I will try it out, btw, I think we should encourage the PMBR to make their DOL patch from their app and not rely on the code we just made they use too many codes as it is :PPost Merge: May 27, 2014, 11:11:32 PM I have tested it and the code did not work, its still connecting to nintendo WFC not wiimmfi Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on May 28, 2014, 11:38:03 AM Still much work that needs to be done
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 28, 2014, 12:23:00 PM I have tested it and the code did not work, its still connecting to nintendo WFC not wiimmfi It seemed to work for me. Maybe it's not compatible with U's, just regular Wiis. I tested it on my Wii with no other codes with Gecko OS using the AXNextFrame hooktype (I was too lazy to change it back beforehand.)Maybe AXNextFrame is the Key to make it work. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 28, 2014, 01:03:27 PM It seemed to work for me. Maybe it's not compatible with U's, just regular Wiis. I tested it on my Wii with no other codes with Gecko OS using the AXNextFrame hooktype (I was too lazy to change it back beforehand.) well im using riivolution on wiiU not gecko OS as I have mods I want to use that are not gecko compliant too, like i said gecko methods also need to support playing two brstms at once as a certain mod is peaking intereast in people, and they are going to want this code and a way to load that mod without troubleMaybe AXNextFrame is the Key to make it work. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Dantarion on May 28, 2014, 01:41:54 PM Ill look into this.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 28, 2014, 05:13:47 PM Ill look into this. when you look into this, may I ask that for the PM loader that you try to have a dol patch performed on a file basis by the PM app if possible to reduce your team's code ussageI appriciate your attention to this wifi solution matter, if you get an improved code, please credit me and doqtor kirby,, I have been looking into the brawl side of patches since the custom servers were launched last month, if you need live chat, you can summon me to the PM chat by pming me on the IRC server, or kcmm's chat by mentioning my name to ping me I am still aiming for riivo to still be usable here because I have been working on a mod nobody has been able to do and the FPC breaks the music when my work goes off Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 28, 2014, 06:30:56 PM I am still aiming for riivo to still be usable here because I have been working on a mod nobody has been able to do and the FPC breaks the music when my work goes off Riivo may or may not be used by everyone ever again, because there are new and rising innovations for both Gecko load methods and Riivo load methods.That is, until there is an official way to run BrawlEx on Riivo. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 28, 2014, 07:53:50 PM Riivo may or may not be used by everyone ever again, because there are new and rising innovations for both Gecko load methods and Riivo load methods. if they would stop trying to "create files on the SD card" in-game, that would be possible, now if they can create a "disc directory" I can code an XML to account for brawlexThat is, until there is an official way to run BrawlEx on Riivo. and still, people have deemed item songs unhackable because there is no way to replace SEQ data with audio, let alone replace SEQ with a hacked SEQ.... or is there? I replaced an SEQ (item songs) with a BRSTM which causes the game to try playing two songs at once, with gecko, this causes issue because when the item takes over, it breaks the playback of the main song until the end of the match with riivo or if every brstm is in the ISO, this doesn't happen gecko needs to be recoded to RESIZE files on the disc to FIT the new SD files and by autodetecting the new size too no code is going to save us from the brokeness of my audio mods i discovered Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 28, 2014, 08:35:51 PM I completely understand that Diddy. Perhaps we can leave the main.dol patch for Riivo, and Gecko/PM/B-/Whatever users can use that code I posted. In this manner, everybody is happy until somebody complains about the wifi's horrible quality.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 28, 2014, 09:30:00 PM [SP]Mike tested that code in my lawl pack with the specified hook and it worked
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 29, 2014, 12:54:16 PM [SP]Mike tested that code in my lawl pack with the specified hook and it worked So it does work. Amazing!Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on May 30, 2014, 03:14:40 AM Yup. finished everything and its available for download and stuff c:
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 30, 2014, 05:40:55 PM So you basically just put the three methods in one pack?
It doesn't work that way. You use one of the three, not all three. As a matter of fact one will patch but the others won't work because it's in essence writing the same patch three times. The patch priority is: DOL > Wiimm Patcher > Code, based on when it's loaded. And even then some won't work with others based on how it's loaded e.g. the DOL and the Wiimm patcher are two different load methods. What I'm trying to point out is that all three methods do exactly the same thing. The Wiimmfi Patcher patches the DOL. OR Diddy's DOL is edited for the Wiimmfi server. OR And my code writes over the existing loaded DOL by the game. Apologies for the rant, but that's how it works. Also I'd like to reiterate Diddy's disclaimer: I encourage using file replacements where possible (over using codes as the easy way out) And while I can provide support where possible, there may be some times when it just won't work, like on a Wii U.Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 31, 2014, 02:33:45 AM So you basically just put the three methods in one pack? you best look at how our pack works before saying that, our pack is on a yes you can use your FC or not basis, if you did NOT register your wifi profile with th enew server, the new server will reject your connection as an unknown profile login and not let you on, requiring the deletion of your whole brawl save (since brawl doesnt let you JUST delete your FC and not anything else)It doesn't work that way. You use one of the three, not all three. As a matter of fact one will patch but the others won't work because it's in essence writing the same patch three times. The patch priority is: DOL > Wiimm Patcher > Code, based on when it's loaded. And even then some won't work with others based on how it's loaded e.g. the DOL and the Wiimm patcher are two different load methods. What I'm trying to point out is that all three methods do exactly the same thing. The Wiimmfi Patcher patches the DOL. OR Diddy's DOL is edited for the Wiimmfi server. OR And my code writes over the existing loaded DOL by the game. Apologies for the rant, but that's how it works. Also I'd like to reiterate Diddy's disclaimer:And while I can provide support where possible, there may be some times when it just won't work, like on a Wii U. what our set does is: applies the GCT AND: [I did NOT register my FC and WILL get error code 60000]: will FORCE a brand new save for brawl (pretending you deleted your save on the wii) on the SD card, treating it like a new wii save and allowing you to get a NEW FC from the server (nintendo WFC is down so we CANNOT collect your existing login if you didnt ask us to before the 20th**) and will use this save every time this option is used in riivo XML I made WITHOUT deleting your wii save that you can flawlessly use OFFLINE with your unlocked stuff (Including crap the unlock code SKIPS and screws you out of being able to unlock) AND apply any mods you may have such as custom music [I HAVE registered my FC with the new server]: will use the wii same and apply any mods such as custom music before you ask why didnt we just carry over eery profile for every game in the first place, the issue is that we dont have room to store every single profle created and we wont risk storing profiles that either arent used anymore or were deleted on the wii side so instead of having a GCT and lay it as is and have noobs going "HELP ERROR CODE 6000" and just repeating ourselves with "please make a special SD save with riivo or kiss your brawl save goodbye JUST to use the new servers", we SKIP this common issue possibility and provide an option that solves this and bypasses the "well i dont want to delete my save what if i want to use my save offline, i just want a new wifi profile for online" response, AND an option for those who DONT get error code 60000 all in one convinient pack so that we avoid confusion with people not knowing which set to get, we named the optoins as follows: codeset: Brawl w/codes : this is a beyondyous riivo for gecko users option modified and has all the gecko naming and directory format mod patches with the GCT and HOOK options removed from it, the GCT and hook are predetermined by us and applied by the next opton Registered with new server?: >YES: aplies the GCT with AXNEXTFRAME hook >NO: Applies the GCT with AXNEXTFRAME hook, save to SD card option enabled with port wii save turned OFF, creating a brand new save I will update this option later to have the game explain everything behind the new save FOR US as for the PMBR codes codes code happy ussage discourage, thats NOT for us, thats for projectM and projectM only with their silly app which is just a glorified gecko OS with 6 million (not litterally) lines of code, completely seperate from OUR solution pack people wouldnt mix projectM AND their own GCT with brawlex for example, because it bypasses "projectM" if they did that in short, instead of people asking which version they should download (registered or unregistered) and explaining why delete save data if EX 60000 we just ask them one question and my XML does the rest of the answering ONE download, Unified solution for both users the riivo pack SKIPS the dol patch and we have HIDDEN patches to do only one of the three and as for hackless DOL patching (no homebrew required) for wiimmfi on wiiU, its riivo specific, we CAN hackless wii DOL patch with riivo for mario kat and strikers charged, but riivolution [censored]s it up specifically with brawl again riivo works full blast with everything EXCEPT the game it was primarily build to mod and while this may be true, it DOES outshine one particular mod that gecko CANNOT do: the SEQ hack, which not only is it a BRSAR hack that ISNT a bank mod (the sound bank SAWND method only covers banks, not triggers), but it also uses BRSTMS, causing the game to play up to threee BRSTMS at once, the stage, the SEQ< and possibly another SEQ if two of them were triggered, and with gecko, that simply doesn't fly as when a second brstm is streamed over the other one on purpose (simutaneous play), it destroys the playback stability of the already playing one (the stage music goes into permanant static until stopped, and played again) and this is the ONLY way to replace an SEQ sound with actual sound Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 31, 2014, 06:39:10 PM explanation You said it's Riivo-specific. What about the people whose games break in Riivo regardless of what is patched (like myself, I couldn't work on RiivoEx because I'd always black screen when I load Riivo)?And while I honestly think your SEQ hack is cool (I tried it in my Dolphin, magnificent work Diddy), one hack won't magically move people back to Riivo, especially since a (arguably) superior hack doesn't work in Riivo (correctly) - The Clone Engine. If at an alternative, I could write a little somethin somethin to completely ignore the saved Wifi data if it doesn't work anymore and save new data elsewhere (likely on the SD card, to prevent wrecking My Music or other things; or overwriting the existing Wifi data). Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 31, 2014, 06:48:42 PM You said it's Riivo-specific. What about the people whose games break in Riivo regardless of what is patched (like myself, I couldn't work on RiivoEx because I'd always black screen when I load Riivo)? the wreck music issue is with my SEQ hack specifically since that hack forces two brstms to play in paralel to each other and gecko hates that so the recently played song will play correctly and th esong(s) interrupted by it will permastaticAnd while I honestly think your SEQ hack is cool (I tried it in my Dolphin, magnificent work Diddy), one hack won't magically move people back to Riivo, especially since a (arguably) superior hack doesn't work in Riivo (correctly) - The Clone Engine. If at an alternative, I could write a little somethin somethin to completely ignore the saved Wifi data if it doesn't work anymore and save new data elsewhere (likely on the SD card, to prevent wrecking My Music or other things; or overwriting the existing Wifi data). the riivo save thing is because of the wifi data, and ALL of it, roster friend data etc. needs to be selectively erased without destroying the user's saves mercifilessly Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on May 31, 2014, 09:20:34 PM the riivo save thing is because of the wifi data, and ALL of it, roster friend data etc. needs to be selectively erased without destroying the user's saves mercifilessly Time to go to the lab OS and analyze savedata.the wreck music issue is with my SEQ hack specifically since that hack forces two brstms to play in paralel to each other and gecko hates that so the recently played song will play correctly and the song(s) interrupted by it will permastatic This is a total bummer as it's totally worth using Riivo for. (Or in my case, Dolphin and ISO hax.)Finally able to replace Mario starman sound with Kirby candy sound. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on May 31, 2014, 09:40:57 PM Time to go to the lab OS and analyze savedata. the ISO hax would require one who didnt softmod to softmod, for existing USB loader users, they have to inject ALL brstms into the ISO, akeno tested it on her ISO with brstms on the SD card and it still wreckedThis is a total bummer as it's totally worth using Riivo for. (Or in my case, Dolphin and ISO hax.) Finally able to replace Mario starman sound with Kirby candy sound. looks like its going to have to be left as an unhackable song nobody will hack ever... just forget that I ever found that method the MKW users are benifitting more from it anyway as much as it pains me to help the ungreatful people on MKW PM me if you need help on the SEQ hacking, its NOT easy to find where its hiding with where the popular sound methods are Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Sammi Husky on May 31, 2014, 11:42:36 PM Sorry, i only have 1 question for you guys. Umm, so someone said something about this code not being able to be used with the FPC? is that still true?
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 01, 2014, 02:34:36 PM Sorry, i only have 1 question for you guys. Umm, so someone said something about this code not being able to be used with the FPC? is that still true? a GCT can only have 256 lines of code, THIS code and the FPC code together exceed th elimit and the last code put in will be cut off and not function either correctly or at all when used, sorry, ISO inject, or use riivo, OR learn to bypass the limit and dont ask me because i dont carry support for it Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Sammi Husky on June 01, 2014, 02:53:30 PM Hmm. The reason i was asking is because Minus is now using this code, and obviously with the fpc. It's working and everything, i was just looking for clarification because if were using it and it's working, i wouldn't want to keep the info to ourselves.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 01, 2014, 02:56:22 PM Hmm. The reason i was asking is because Minus is now using this code, and obviously with the fpc. It's working and everything, i was just looking for clarification because if were using it and it's working, i wouldn't want to keep the info to ourselves. they have a bypass hack to gecko allowing them more than 256 lines of codeTitle: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Sammi Husky on June 01, 2014, 03:18:06 PM Yes we indeed do. :)
what i was orginally asking was if the code was incompatible with fpc for another reason, so that way i could relay that were using that code in our gct and that it works. Since i thought it was incompatible all together me and a few of the devs felt we should share that it worked, but now that i know it's only because of the line limit i guess i don't need to. Thanks for the info Diddy. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 01, 2014, 05:27:28 PM np
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Dantarion on June 05, 2014, 11:17:43 AM XD GCT's can have way more than 256 lines of code.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Sammi Husky on June 05, 2014, 11:57:00 AM Lol thats why i was kinda confused, i knew PM and minus both used waaaayyy more then 256 lines, PM more then minus by a long shot.
iirc setting up an appropriate gameconfig.txt is what will bypass that limit Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 05, 2014, 03:10:37 PM XD GCT's can have way more than 256 lines of code. Lol thats why i was kinda confused, i knew PM and minus both used waaaayyy more then 256 lines, PM more then minus by a long shot. iirc setting up an appropriate gameconfig.txt is what will bypass that limit 1) are these part of the standdard in the beginners guide 2) for those without a brain stem and come begging me in our IRC is there a program to do this for them (like my brstm copier automates everythign audi for everyone) 3) not everyone is aware of this and will go on a "i cant do this" loop with me 4) is there sfx (BNK) and victory param (file - custom victory, use of x24 and 000.brstm, BGM SEQ hacking via replacing with unused brstms, volume control)support with gecko? 5)is there a way for those who get error code 60000 to reset their friend code (get a new one) WITHOUT deleting ALL their brawl progress ? (currently, only riivolution can do this via a redirect save feature and setting clone to FALSE making a "wifi focused save data" while preserving the wii system save) 6) can we RESIZE file load allocations so that there isnt a silly filesize limit and exact filesize requirement for some files as well as support to fire more than one BRSTM at the same time? (USB loader users with my SEQ bank replacement hack) alsp THP support? If we are to standardize gecko and make everyone have to use it and never riivo, I would like my LAWL modset to work properly bug free and all its mods functional for everyone who may want to use it additionally work online and there are non gecko compliant/supported mods in it for example, the colored menu hack freezes in solo mode, so to fix it, I had to flood another screen and move the freeze somewhere nobody goes which is rather annoying and unprofessional as the MKW hackers see us as infirior hackers and those very hackers are the ones who were nice enough to enable their server to allow brawl so we shouldnt be bashing them either Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Sammi Husky on June 05, 2014, 04:27:14 PM I don't think anyone was bashing the MKW hackers at all, i was just discussing the gct limit thats all.
I'd love those supports in gecko and i would love to go about adding those supports to it, but im not even remotely qualified to try and attempt that. As much as i would want to... Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 05, 2014, 10:31:13 PM I don't think anyone was bashing the MKW hackers at all, i was just discussing the gct limit thats all. I'd love those supports in gecko and i would love to go about adding those supports to it, but im not even remotely qualified to try and attempt that. As much as i would want to... hmm.. unfortunately with the limitations gecko has, I cannot continue working on brawl modding as my works with gecko support have reached their end, the stuff I now work on are not supported Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on June 08, 2014, 03:37:01 PM We have one more issue to address. This hackless method does not support PAL versions of brawl. So, we need someone knowledgeable to port our code for PAL. If anyone knows how to do that, PAL users will feel better and I can finally stop getting complaints. (hopefully)
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 08, 2014, 03:44:10 PM We have one more issue to address. This hackless method does not support PAL versions of brawl. So, we need someone knowledgeable to port our code for PAL. If anyone knows how to do that, PAL users will feel better and I can finally stop getting complaints. (hopefully) OR NTSC-J if the code isnt region-freeTitle: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on June 09, 2014, 06:12:48 PM We have one more issue to address. This hackless method does not support PAL versions of brawl. So, we need someone knowledgeable to port our code for PAL. If anyone knows how to do that, PAL users will feel better and I can finally stop getting complaints. (hopefully) OR NTSC-J if the code isnt region-free Gimme a couple.Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on June 14, 2014, 12:54:51 AM Did you put a code in for wiimfi inside the .gct for hackless doqtor kirby? If so, I'd like to make that code available to allisbrawl soon.
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on June 14, 2014, 09:29:18 AM Did you put a code in for wiimfi inside the .gct for hackless doqtor kirby? If so, I'd like to make that code available to allisbrawl soon. First page, man.It's also in Brawl Minus. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on June 15, 2014, 03:41:49 AM x_x...losing my mind...*sigh*
Edit: Also, any luck with PAL? I stopped getting complaints about it (not sure why) but I could just set up an archive for people to download (PAL hackless) just incase on aib...appreciate your help kirby Post Merge: June 15, 2014, 04:46:02 AM Also...I'm interested in the bypassing of 256 lines of code for gecko. If I can combine that method with the already lengthy wimmfi code, people will be able to use more code for Brawl offline and online. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on June 15, 2014, 10:14:46 AM Also...I'm interested in the bypassing of 256 lines of code for gecko. If I can combine that method with the already lengthy wimmfi code, people will be able to use more code for Brawl offline and online. gameconfig.txt. It's in one of those larger mod builds (Brawl-, P:M, etc), and allows I believe 8192 lines of code.As for PAL, I'm gonna need a PAL disc for that, which I do not have. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on June 15, 2014, 04:06:00 PM What about a PAL iso?
Also could you explain more about that gameconfig.txt? I know nothing about it except it allows more lines...sorry for the trouble x( Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 15, 2014, 11:44:20 PM What about a PAL iso? proof right here that brawl hackers dont want simple even for custom servers, which mario kart hackers have the upper hand on because they have a mod feature that uses the new server AND has a custom music.textures feature AND its Simple to useAlso could you explain more about that gameconfig.txt? I know nothing about it except it allows more lines...sorry for the trouble x( where us brawl modders, the only simple method they gave is was vbrawl NO textures OR music the hacking way involves a code which may or may not work *ALL* of the time as my skype group has reported or a pirqacy (ISO) method which WILIL result in a ban from wiimmfi as if they detect ANY identificaito mis-matches in the system connecting and a bit of data (which ZERO percent of us brawl hackers know about, or even exists) will cause insta ban and ISO torrents hide these ban bypass or console identifyer hacks in the ISO AND on top of that alll, NOTHING for hackless wii or modding users is simpleand the MKW hackers basically have FULL control over the online and how to use it over us, we cant rely *just* on the code we made, if problems arise we need to have other options gameconfig.txt is found in some mods and controls how many cheat codes will apply before stuff starts [censored]ing up in short without it, we can have 256 one-line cheat codes maximum before any more will start getting random codes cut out Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on June 16, 2014, 01:38:13 AM proof right here that brawl hackers dont want simple even for custom servers, which mario kart hackers have the upper hand on because they have a mod feature that uses the new server AND has a custom music.textures feature AND its Simple to use where us brawl modders, the only simple method they gave is was vbrawl NO textures OR music the hacking way involves a code which may or may not work *ALL* of the time as my skype group has reported or a pirqacy (ISO) method which WILIL result in a ban from wiimmfi as if they detect ANY identificaito mis-matches in the system connecting and a bit of data (which ZERO percent of us brawl hackers know about, or even exists) will cause insta ban and ISO torrents hide these ban bypass or console identifyer hacks in the ISO AND on top of that alll, NOTHING for hackless wii or modding users is simpleand the MKW hackers basically have FULL control over the online and how to use it over us, we cant rely *just* on the code we made, if problems arise we need to have other options gameconfig.txt is found in some mods and controls how many cheat codes will apply before stuff starts [censored]ing up in short without it, we can have 256 one-line cheat codes maximum before any more will start getting random codes cut out Yeah, its a shame how mario kart wii is getting special treatment...meanwhile we have to find other, not so practical methods to deal with the way they want to treat all the other games. I wish we didn't have to rely on code but wiimm isn't going to cater to brawlers (or anyone else really) just mario kart. :l I could post in his thread all day and he'd just ignore it and I'd get told by his subordinates why mario kart wii is so much more special. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 16, 2014, 02:57:05 PM Yeah, its a shame how mario kart wii is getting special treatment...meanwhile we have to find other, not so practical methods to deal with the way they want to treat all the other games. I wish we didn't have to rely on code but wiimm isn't going to cater to brawlers (or anyone else really) just mario kart. :l I could post in his thread all day and he'd just ignore it and I'd get told by his subordinates why mario kart wii is so much more special. its mainly because the modder base that sits on both ends the MKW ones have simplicity in mind while the ones over here do NOT in fact simplicity is not even a concern here hence why i get TONS of people coming into our IRC and asking specifically me for help with stuff i have NO knowledge in, its also why the MKW hackers DESPISE us to NO end and it is lucky that they are supporting brawl wifi at ALLTitle: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on June 16, 2014, 05:00:57 PM It's not simple in Brawl simply because we've basically rewritten the entire game multiple times. It used to be as simple as mkWii when we replaced stage and character textures using Riivo patcher. Then PW came with the glory code to patch files using Gecko OS, so we could have codes and textures. Cool! where do we go from here? Bigger mod packs, more hacks. Brawl- and Brawl+ emerge that recode parts of the game. Already we're at pretty complex, but we're not even halfway to today. Stuff happens, we now have multiple mod teams. Cool. But what have we done? Make it near impossible for the average homebrewer to interpret. And in the process our community has split in half, and the reason pretty much boils down to one particular mod:
Project M* Revolving around Project M, there are three kinds of people:> Those who want to play Project M > Those who want to mod Project M > Those who are jealous of Project M This is where our community has gone. I'd like to go back to the time when it was just textures and music. But I got Melee for that. :P I would love to try mkWii modding just once, but I can't, due to the lack of a mkWii disc. :'( * Not to take shots at the PMBR, but it's the truth. Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 16, 2014, 07:31:59 PM It's not simple in Brawl simply because we've basically rewritten the entire game multiple times. It used to be as simple as mkWii when we replaced stage and character textures using Riivo patcher. Then PW came with the glory code to patch files using Gecko OS, so we could have codes and textures. Cool! where do we go from here? Bigger mod packs, more hacks. Brawl- and Brawl+ emerge that recode parts of the game. Already we're at pretty complex, but we're not even halfway to today. Stuff happens, we now have multiple mod teams. Cool. But what have we done? Make it near impossible for the average homebrewer to interpret. And in the process our community has split in half, and the reason pretty much boils down to one particular mod: it kinda misses my point, in which the hack users have to now learn to make or tweek already made hacks just to use it, like its not compiled for them to download, choose what to use, and play anymore, additionally, the FPC doesnt replace riivo because it has codes, riivo can use codes, as for your MKW hacking interest, we already can ADD a spedometer, and we actually changed how the game behaves including commanding it to freeze on purpose if a single GCT is loaded (since cheating hacks transmit on wifi insteaad of desyncing)Project M* Revolving around Project M, there are three kinds of people:> Those who want to play Project M > Those who want to mod Project M > Those who are jealous of Project M This is where our community has gone. I'd like to go back to the time when it was just textures and music. But I got Melee for that. :P I would love to try mkWii modding just once, but I can't, due to the lack of a mkWii disc. :'( * Not to take shots at the PMBR, but it's the truth. also theres two more types of people for the PM fanbase: theres people who will try to destroy nintendo in favor of projectM (eg: they went up at the booths of smash 4 like MS did to the wiiU booths at best buy, and say smash 4 sux get projectM) (fanboys) and theres people like me who DESPISE projectM because of the [censored] its done to the smash community by further dividing it and theres even a war amongst smash fans and projectM fanboys now where they petitioned to have the for glory mode REMOVED from smash 4 because they want NO references or relations to the competitive audience specifically derived from projectM now back to brawl wifi, riivo would have been the SIMPLE approach if riivo would just fully support brawl and not half ass brawl and fully support every other game because: 1) just the dol file needed to be added to replacement (i made an XML that loads this but brawl rejects it even if i just ripped the original dol and put it in riivo)<-- this is where the original problem that this thread got created for started 2) mods would be allowed unlike the one mrbean35000vr made where it just wiimmfi pathces the game and does not allow any mods 3)with the way i made the XML, we could still load codes 4) it would have been simple for the userbase as they would only have to download to SD and run it (end of story) and add customization later if they wanted and because of the gecko only ussage requirement and our refusal to revive riivo for any reason, now anyone who wants custom music on wiimmfi with some extra codes on the side now HAVE to learn the bypass stuff weather they are intelligent enough to attempt it or not jus tto go online with custom content the simplicity is now gone and that's my gripe with the whole gecko thing when it comes to wiimmfi Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on June 22, 2014, 04:53:12 AM So I've been meaning to ask--what is this gameconfig.txt that extends the lines past 256? could you send it to me?
Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Doq on June 22, 2014, 10:30:02 AM https://www.dropbox.com/s/fypxb85tgjwp0e6/gameconfig.txt
It's used for bigger mods primarily (Project M, B-, etc.) Most people will not need this, especially if they don't need game-changing codes (The aforementioned wifi code and the FPC total 240 lines). Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: TLG on June 22, 2014, 01:09:04 PM thanks doqtor kirby. im gonna try out some things and see what my limits are, since the FPC+Wiimfi code prevents me from using a lot of the brawl code i normally use.
edit: now codemanager usually doesn't allow you to compile code that extends past those lines--so how do you get around that? Title: Re: Problems with hackless wii users for wiimm's custom server connection Post by: Diddy Kong on June 22, 2014, 03:45:14 PM thanks doqtor kirby. im gonna try out some things and see what my limits are, since the FPC+Wiimfi code prevents me from using a lot of the brawl code i normally use. try brawlbox tools->code manageredit: now codemanager usually doesn't allow you to compile code that extends past those lines--so how do you get around that? i believe i gave it over skype otherwise there might be a toool i dont know about , then again, they al probably hex edited manually their GCTs |