I already had all of this installed on my Wii originally. I had to take off Homebrew and thus Gecko because of a situation with a sibling of mine, but I still have Riivolution installed.
My question is, is there a way for me to use P:M through Riivolution and use an SD card that's larger than 2 GB?
if your sibling doesnt allow you homebrew then you're screwed and cant play projectM, you CANNOT use riivo with PM, because they are cheat code happy for everything which bugs me personally that they use codes first, then files if the code cant mod what they need
you will NEED to iunstall homebrew on the wii OR a 2GB sd card to run projectM from now on
So if I downloaded the Homebrew or the Gecko version and used the Homebrew Channel, I would use Gecko or Riivolution and it wouldn't matter which one? They would both be considered the hacked way of loading P:M?
BOTH are hacked
if you are looking for hackless, REPLACE the homebrew installer from a get homebrew on wii download with the boot.elf of an app
DESPITE what looks like the same exact file, they are actually different, just LABELD the same because the stage builder thing will be looking for a file in a specific place with that specific name and load the code it happens to contain
you MUST DELETE all your stage buiilder stages through the stage builder including the SD ones, then exit out and go back to stage builder
So if I were to use the version either for Gecko or Homebrew (When they say Homebrew, they mean Riivolution, right?), I could use a larger card?
heres how hackless wii works
you take the stage builder method of installing homebrew, but INSTEAD of having the homebrew installer as the thing to load, we put either gecko, projectM".exe", or riivolution, these are ALL hackless wii loadable homebrew applications
what dictates the app that hackless wii loads?
the app's BOOT.ELF being at the root of your SD card
when they say homebrew, they mean, the set WITHOUT the stage builder thing to load it (meaning you MUST have homebrew channel installed to load ANY (pm, gecko, riivolution))
Does any version of P:M (no homebrew, homebrew, or gecko) support the use of an SD card larger than 2 GB? I know on the website they said that it had to be equal to or less, but I thought I had heard something about being able to use a larger card. Does anybody know anything about that?
hackless wii set is limited to 2 GB because the hackless set depends on brawl using an SD card unmodde to even load the launched and
I honestly don't know. As soon as we get more people to play on the custom servers, then we'll know for sure.
there are already people on brawl wifi on the server, however, that wiimmfi patcher download app, ONLY allows wifi play, it BLOCKS mods such as custom music, they say if you want custom music, you can only do it on MKW and using that CTGP channel that they are despritely looking for downloads for so they can up their CTGP numbers because what i said about MK8 making those numbers die came true and they got butthurt and banned me from their chat
if we want mods, we will use the USB loader patcher, wait til theres a riivo update to properly load alt dols (using USB as the SD to enable the use of the overated mods on an unlocked SD), or use the code me and doc kirby made (USA only) and deal with code limit bypassing as some requirement standard now
I managed to get the whole group smaller than the original size, but it still only works on the first texture and only against default characters. It's strange because this is the only character that causes this problem...every other custom character SFX is fine.
two peopel asked for help on this, the solution i gave was to fix SFX becoming static bursts or corrupted sounding
for your issue, idk what to do other than recommend NOT using that PSA/costume mod anymore
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?
try brawlbox tools->code manager
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
Very well, thank you for your help! Using Audacity to correct my problems shall suffice, correct? Anyways, besides this problem, I was wondering if you could assist me with another I'm having regarding SFX as well. See, today I downloaded Sasuke over Meta Knight by Jrush(link to the PSA: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34401) Anyways, at first I just put the pf/fighter/metaknight files in to test the character and some moves had Ike's voice. After that, I put in the SFX that was in the download which was for meta knight to have Sasuke's voice. I put it and it wasn't working so I put some codes that were provided in the download and the voice worked, but only for the FitMetaKnight00 texture and not others. Also, it wouldn't work when battling other custom characters with SFX. After it does not work, it will completely stop working and go back to Ike's voice on Meta Knight until I restart my Wii and ONLY choose the FitMetaKnight00 texture and go against default characters. Do you think you know what is going on? Check the download link for more information, if needed. Thanks in advance!
some random problem first dayviewing now, the psa is in charge of SFX control, not the costume so it's strange that a costume is dictating if an SFX works or not
I have yet to fully understand you, unfortunately. Allow me to give you an example in order for you to properly show me how to fix it, please. I have this Goku Announcer Call in the .wav format which I want to insert over Pit's Announcer Call in characall(GROUP ID:223). Here is the exact one I want in the Vault: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=196503 So what should I do to the .wav before inserting it(extra info: Pit's duration of his Announcer Call is 00:00.59 whereas Goku's .wav duration is 00:00.66)? Oh, and by the way, I do have the 3 .dll's required in order to convert the goku.wav to .sawnd.
the trick is to have it not leak past the original size, the easiest way to understand this is to use the exact frequency and cap at the original length
example: replacing a 5 second 48k sound with no bigger than a 5 second clip thats 48k
to go over this, you can use up to say a 15 second clip at 6k
in this random example:
I will be using a 1.27 second clip and demonstrating how one copy of it will go over the original "length"
now lets say the original clip is 0.7 seconds long and originally a 32000 frequency clip which is 87KB in size
I have a clip thats 1.27 seconds long and its 48K audio, its size is 256 KB
a copy of it at 44.1k, its size is 219KB
another copy of it at 32k, its size is 159KB
and a final copy of the same thing at 16k, its size is 79KB
the copy at 16k will fit and not cause problems (despite being a longer length), but the 32k, 44.1k, and 48k WILL go over the size limit
higher quality wave samples will result in a larger datasize when replacing
I (believe) I fixed it by using Audacity to make the SFX.
We all are FORCED to use Audacity to make them work flawlessly.
and how does ITS encodign of bytes differer from say sony ACID? ? i made all my sfx with ACID and had NO problems
Example, a friend DID use adacity (they ended up all 48k frequency) and his sawndboard annucner call pack was just suddenly toon link in battle when ROB was picked what fixed it was his announcer pack had to be changed to frequency 5,000 from 48,000
additionally all my unoptimal non audacity hacks work flawlessly with my riivo that I am happy with
what the heck? you fools still dont knw about custom servers? theres a patcher out there like people said however the catch is, you are not allowed to even have custom music according to the way the patcher works