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Author Topic: Riivolution and Homebrew -- what's the difference? Which is better?  (Read 14609 times)
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Soul Nami
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    « Reply #15 on: January 19, 2011, 01:54:08 PM »


    I thought Riivolution patched EVERYTHING for Brawl. Am I mistaken?

    also, you can use codes for Riivolution on Brawl, you just need a couple of XML files.

    I know I use XMLs. You only need 'modlauncher.XML', though (you said a couple are needed).

    Also, might be a noob question, but what's "patching"?
    It's hard to explain, but I'll explain it as best as I can.

    Say you replace Mario's first texture.
    You've just patched his texture. Tongue
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    « Reply #16 on: January 19, 2011, 02:25:15 PM »


    I thought Riivolution patched EVERYTHING for Brawl. Am I mistaken?

    also, you can use codes for Riivolution on Brawl, you just need a couple of XML files.

    I know I use XMLs. You only need 'modlauncher.XML', though (you said a couple are needed).

    Also, might be a noob question, but what's "patching"?
    It's hard to explain, but I'll explain it as best as I can.

    Say you replace Mario's first texture.
    You've just patched his texture. Tongue

    So...patch = replace? Definition-wise even?
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    « Reply #17 on: January 19, 2011, 03:17:04 PM »


    Well, Phantom Wing's code was originally called File REPLACEMENT Code (is now File PATCH Code). So yes, for the sake of this discussion, you may use those words interchangeably.

    And Riivolution patches/replaces EVERYTHING. I mean EVERYTHING. Not just for Brawl.
    Prime examples are custom tracks for Mario Kart Wii, custom levels for New Super Mario Bros., and the English Patch for Tales of Graces.
    All are made possible by Riivolution (since it would be too time consuming to make a custom File Patch Code for every game).
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    « Reply #18 on: January 19, 2011, 03:28:05 PM »


    Well, Phantom Wing's code was originally called File REPLACEMENT Code (is now File PATCH Code). So yes, for the sake of this discussion, you may use those words interchangeably.

    And Riivolution patches/replaces EVERYTHING. I mean EVERYTHING. Not just for Brawl.
    Prime examples are custom tracks for Mario Kart Wii, custom levels for New Super Mario Bros., and the English Patch for Tales of Graces.
    All are made possible by Riivolution (since it would be too time consuming to make a custom File Patch Code for every game).

    Oh ok I see. So, hypothetically let's say I want to hack MKWii. How would I go about that?
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    « Reply #19 on: January 19, 2011, 03:55:10 PM »


    For Brawl, there are a small number of codes that do not work with Riivo due to not being able to access the SD card, such as the alternate stage loader.

    MKWii is a different story. Since it doesn't have a file patch code, Riivolution is the way to go for that game.
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    « Reply #20 on: January 19, 2011, 04:36:12 PM »


    Simply, have the file you want to use in your SD card. It has to have the same name as the file it is going to replace, so keep that in mind. Run Riivolution and you have your custom content in your game.

    Do mind that you will need the appropriate XML for it to work, but I don't know much of it since I use Gecko.
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    « Reply #21 on: January 19, 2011, 04:39:03 PM »


    Simply, have the file you want to use in your SD card. It has to have the same name as the file it is going to replace, so keep that in mind. Run Riivolution and you have your custom content in your game.

    Do mind that you will need the appropriate XML for it to work, but I don't know much of it since I use Gecko.

    Yeah but what folders and directories do I need? What files do I need? Anyway, I think it'd be best for me not to worry about that right now and focus on how the hell to use RiiFS for my Brawl.
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    « Reply #22 on: January 19, 2011, 04:49:10 PM »


    I think the XML's can be customized so you can put the files in any directory you want.
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    « Reply #23 on: January 19, 2011, 05:04:39 PM »


    No one else has pointed this out yet, so I will. The file size limit is nonexistent with Riivolution. It also allows for the files to come from a USB device (Note: Load files like how FPC does, except from the USB port, not the SD Card slot.)

    I personally use Riivolution with an XML that uses the same file locations as the FPC, so if I ever need to switch back, I can do it seamlessly. 
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    « Reply #24 on: January 19, 2011, 05:07:52 PM »


    No one else has pointed this out yet, so I will. The file size limit is nonexistent with Riivolution. It also allows for the files to come from a USB device (Note: Load files like how FPC does, except from the USB port, not the SD Card slot.)

    I personally use Riivolution with an XML that uses the same file locations as the FPC, so if I ever need to switch back, I can do it seamlessly. 

    So I could use my 16GB flash drive into my Wii's USB port to load hacks instead of me 2GB SD card?

    Oh nice. How do you edit XMLs, anyway? Is it easy?
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    « Reply #25 on: January 19, 2011, 05:16:43 PM »


    No one else has pointed this out yet, so I will. The file size limit is nonexistent with Riivolution. It also allows for the files to come from a USB device (Note: Load files like how FPC does, except from the USB port, not the SD Card slot.)

    I personally use Riivolution with an XML that uses the same file locations as the FPC, so if I ever need to switch back, I can do it seamlessly. 

    So I could use my 16GB flash drive into my Wii's USB port to load hacks instead of me 2GB SD card?

    Oh nice. How do you edit XMLs, anyway? Is it easy?
    .XML files I think can be edited in Notepad and IE, and I think they're pretty easy to edit.
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    « Reply #26 on: January 19, 2011, 05:19:00 PM »


    No size limit with Riivolution?

    Wait... doesn't that mean we can have an actual Samus/ZSS moveset without the game freezing on us?
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    « Reply #27 on: January 19, 2011, 05:54:08 PM »


    No size limit with Riivolution?

    Wait... doesn't that mean we can have an actual Samus/ZSS moveset without the game freezing on us?
    Possibly...
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    « Reply #28 on: January 19, 2011, 05:59:44 PM »


    WHY HAS IT NOT BEEN DONE.
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    « Reply #29 on: January 19, 2011, 06:05:25 PM »


    Are people really still complaining about Samus/ZSS small file sizes..... =_='' Really, that's not a problem at all....

    And also, Riivolution supports SDHC cards on top of all that other stuff.

    Also, I'm pretty sure DS22 got the Clone Engine to work with some extra stuff that no one else knows....


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