So i have a question on how to revert my Wii back to previous versions, if i even need to, i followed the instructions perfectly but preloader didn't come up so I'm confused and if it helps I already have homebrew on my Wii but nothing ever works for it. Whenever I try to do something in homebrew, it just loads for a second and then nothing happens. So I am stuck, if anyone can help me that would be amazing!
it may be possible that the apps or your sd card is corrupt, where stuff cant work, but not enough to stop reading it Post Merge: October 14, 2016, 12:59:55 AM
Hi! I use Riivolution on my Wii U. I see a few necro questions here, so I assume this post is okay. Basically, everything works, except codes, and Battlefield's SSS UI will not load. Please help!
there are riivo hack packs i released in the past, and theres the riivo pack from beyondyou, that can enable codes in riivolution, for the SSS screen, common5_en.pac contains the stage select and char select assets, double check work placement and weather common5 should have _EN or not
I figured it out. It seems FPC 3.5.1 won't actually try to load a file off the SD card unless it already exists 'on the disc' itself. Once I rebuilt the ISO with the dummy Z12.brstm there, FPC read the 'real' file from SD.
this is troublesome now, since we are back to a riivo has more points deal
in riivo, if you code an xml to account for a file that does not exist on the disc, and you mod the game to use an added file that otherwise isn't on the disc, riivo will still make it load in game when an xml accounts that specific file, the FPC would have to be coded to work in this fasion too for real disc users, but the names would have to be pre-determined in the code and not customoizable
So I'm not exactly sure where I'm going wrong, I followed the guide to a tee Gecko OS, Softmodding and all. Everything works fine softmod wise but no matter what I do it's like the Wii Just ignores the brawl mods the names are all set correctly. I put my disc in the drive gecko loads the file patcher code and says it applied it the game starts, but nothing in game changes at all. I was attempting to use a texture mod for Lucas but it simply doesn't load the mod and keeps Lucas at his default look.
The SD card I'm using is 2GB, the directories and everything are all set correctly last I checked.
...Does anyone know where to put codes at on Riivoloution? I've tried multiple ways, .gct editors, and codes, but that doesn't work. I even got premade .gcts and nothing changed... Post Merge: May 05, 2016, 04:42:26 PM...Does anyone know where to put codes at on Riivoloution? I've tried multiple ways, .gct editors, and codes, but that doesn't work. I even got premade .gcts and nothing changed...
riivolution uses an XML to program the changes or swaps to be made and all without a GCT, for cheats in the mix, codehandler.bin and an xml to account for the gct must be added to the riivolution folder on the SD root, try downloading either riivo for gecko users, or one of the riivo for gecko users based hack packs then try again
if only once, could we force it to load multiple times by tricking it into thinking it is loading a separate bank? (loads mario then thinks it is loading a different bank but actually loads mario again with the sawnd.
that would be or mean changing the top left highlighted item on the fly multiple times, possibly having to be on a per sound call basis in my image above (or below) as that's what dictates the bank/brstm/seq that loads or is used for that slot or ID call[spoilers]
if the post was directed at me, it's a small video for those wanting to modify the bypass mod that unintentionally fixed the final smash sound bug in brawlex so i felt it was appropriate to be in here, contributing to it's advencing
ok so i have made a video guide on customizing the SEQ bypass hack for those interested in modifying mine or making their own bypass to patch over brawlex's bug, those with an existing one may choose a different brstm for their favourite final smash songs
Good to see a workaround has come about however I'll probably want to keep my setup gecko compatible for now. It's a shame we can't identify and fix why certain seq files play properly with BrawlEx while final smash songs do not, I feel like this info could be used to apply a proper fix in the future.
if we could theoretically attack the brsar's pointers directly in code it may work, though i myself am stingy with codes as it feels like applying one has potential to break another, at the very least, the brsar is patchable directly into an ISO for those wanting to stick with gecko code method of mods.
for everyone's convenience, I will list what changes and brstm files the bypass mod uses, and with what here:
Starman - X24 Golden hammer - 000 Hammer - Y01 Luigi's Final smash - Y02 DK's Final smash - Y03 Peach's Final smash - Y04 King Dedede's final smash - Y05
===================================
Victory isolations
=========== Luigi - Y07
Bowser - Y08
Peach - Y09
Zelda - Y10
Shiek - Y11
Falco - Y13
Ganon - Y14
Zero Suit Samus - Y15
Lucas - Y16
Diddy Kong - Y17
Dedede - R03
Lucario - X09
Ike - X10
Jigglypuff - X11
Toon link - Z54
*anyone not listed either uses their original entry, or they aren't listed in the brsar, thus that character calls another character (e.g: wolf winning calls the FFOX entry)
Please if anyone knows how to fix this code to work with ASL Please tell me asap.
i'm very late to this, but for the time being, it is only possible to achieve custom victory with ASL via BRSAR strm slot modification and rerouting all duplex victories to the unused or useless subspace music and unfortunately would not be gecko compatible. another approach would be to expand sawnd support to cover, but not include in existing, data outside of banks within the BRSAR to modify these call pointers to other BRSTM files, but we run into a bit of a problem more particularly with the userbase's preferences against riivolution. the former method would work in practice, while the latter needs developing and research on to apply.
a mod like this can go one step further and crack open unhackable songs as shown in this old upload, if we can master rerouting bank calls to other entries https://www.youtube.com/watch?v=G6EMhusFRjs
a mod at the boot sequence or GCT code is either bad, or for the wrong region (main.dol mods are not compatable with brawl under riivo), its worth checking that you don't have a GCT loaded in the codes folder for brawl and that all strapen and sc_title files be removed from your SD card and test again, this is a first that I'm seeing the game fail to boot outside of riivo 1.05 or a main.dol mod
Diddy, I replaced some Subspace of videos with a smaller video. And some characters actually had some codes, but do not know how to use them, I thought only served to who used the riievolution.
if its codes like "ex has Wy's IC constant" ones, those are required or it will crash, riivolution only directly replaces files, it does not alter what's not present, with gecko, its got a code that directly alters sections in memory and replaces them with ones from the files on the SD card (the codes that stablize are still required when they are noted or supplied)
Hi i am new here. Diddy i dowload many texture hacks here and i use wiiscrubber to mod, but i burn the image and in the wii crashs every time. I deleted the save from wii and wii brawl, but now is very bad. The game freezes in the middle of the battle. You can help me?
you either deleted important files from your ISO or have bad mods (or missing or not applying, codes needed to avoid the crash ( files MUST be named after their disc counterparts (eg: common5.pac MUST be named common5_en.pac)
I have all the right files, I have Homebrew, I have some textures- in the right place and I have Riivolution! I'll boot up Riivoloution- but the "File Code Replacements" option wont show up!
what riivo configuration are you using? Post Merge: May 12, 2015, 03:40:46 AM