Difference between revisions of "GameCube Memory Manager"
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On the GameCube you will need a Gecko SD adapter in the slot A and place the memory card on slot B. | On the GameCube you will need a Gecko SD adapter in the slot A and place the memory card on slot B. | ||
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Loading / Running the app: | Loading / Running the app: | ||
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Wii - Via Homebrew Channel: | Wii - Via Homebrew Channel: | ||
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The most popular method of running homebrew on the Wii is through the Homebrew | The most popular method of running homebrew on the Wii is through the Homebrew | ||
Channel. If you already have the channel installed, just copy over the apps folder | Channel. If you already have the channel installed, just copy over the apps folder | ||
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Gamecube: | Gamecube: | ||
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You can load gcmm via sdload and an SD card in slot A, or by streaming | You can load gcmm via sdload and an SD card in slot A, or by streaming | ||
it to your Gamecube, or by booting a bootable DVD with gcmm on it. | it to your Gamecube, or by booting a bootable DVD with gcmm on it. |
Revision as of 08:23, 1 January 2009
GCMM | |
General | |
---|---|
Author(s) | suloku |
Type | Utilities |
Version | 1.0 |
Links | |
[[Google Code|Download]] | |
[[Google Code|Source]] | |
Peripherals | |
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A GameCube Memory Card manager.
GameCube/Wii Memory Manager is an application to backup Nintendo GameCube savegames.
Gcmm is a project started by dsbomb and justb, which is based on Askot's modification to add SD support to the mcbackup libogc example.
I (suloku) have updated the code to newest libraries to port it to the Wii system, and what I find more important: restoring savegames now works properly.
FEATURES
- Backups and restores savegames into GCI format
- Deletes savegames from slot B memory card
- Wiimote and GameCube controller support
- Power button support
- Front SD (wii) and SDGecko (gc) support
- A nice UI
- Open Source!
UPDATE HISTORY
[What's New 1.0 - December 31, 2008]
- Updated to libfat
- Added Wii support
- Fixed restore bug (yes, savegames will restore properly)
- New background
- Support for interlaced and widescreen in all regions
- Delete mode (dsbomb&justb)
- Shows the savegame information (mostly by dsbomb&justb)
- Many other fixes/modifications for the user
TO DO
- Add icon and banner display for the savegames
- Add raw image read and write support
- Add hotswapping
LIMITATIONS
Wii
Currently only third party memory cards work due to some changes in wii mode still not handled by libogc.
Protected Savegames
Protected gamesaves will only be able to be restored on the card it was backuped from. Even though, some protected savegames will still not work as some save protection rely in the situation of the gamesave on the memory card.
Protected savegames rely on the serial ID that is given to the memory card when it is formated. That's why they won't work in other cards and why they won't work on the same card if that has been formatted.
Restoring a raw image to a diferent card has still to be tested to see if that will permit using a protected gamesave on another memory card.
Other savegame formats
There are computer programs that can transform other savegame formats into GCI.
GCP format is a raw savegame image of the memory card. At the moment creating a raw image is possible thanks to Masken, but there are still problems when restoring.
SETUP & INSTALLATION
Unzip the archive. You will find the following folders inside:
apps Contains Homebrew Channel ready files (see Homebrew Channel instructions below)
gamecube Contains GameCube DOL file (not required for Wii)
Wii
On the Wii, the savegames will be read from and written to the front SD slot. Memory card should be in slot B.
Gamecube
On the GameCube you will need a Gecko SD adapter in the slot A and place the memory card on slot B.
Loading / Running the app:
Wii - Via Homebrew Channel:
The most popular method of running homebrew on the Wii is through the Homebrew Channel. If you already have the channel installed, just copy over the apps folder included in the archive into the root of your SD card.
If you haven't installed the Homebrew Channel yet, read about how to here: http://hbc.hackmii.com/
Gamecube:
You can load gcmm via sdload and an SD card in slot A, or by streaming it to your Gamecube, or by booting a bootable DVD with gcmm on it. This document doesn't cover how to do any of that. A good source for information on these topics is the tehskeen forums: http://www.tehskeen.com/forums/
CONTROLS
They are shown at the screen.
COMPILING
Currently gcmm uses:
- DevkitPPC r15: http://sourceforge.net/project/showf...ease_id=306949
- libOGC with Hermes patches: http://gcmm.googlecode.com/files/dev..._by_Hermes.rar
- libfreetype 2.3.7 port by Tantric: http://www.tehskeen.com/forums/showthread.php?t=9404
CREDITS
- SoftDev for his contributions to the GC/WII scene
- Costis for helping with some doubts, he's allways there
- Masken for his code on raw data reading/writing
- Justb & dsbomb for originally creating gcmm
- CowTRobo & Samsom for very useful old sources
- Tantric for pointing out that official memory cards won't work on wii mode, which encouraged me to continue gcmm as all my previous efforts where in vane due to using an official card for the testing.