Difference between revisions of "Talk:Riivolution"

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(having trouble getting this to work)
(How does it work?)
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Does this work like [[TinyLoad]] loading the current disc with patches? Or does it patch an IOS and uses that patched IOS from that moment on? In that case it might need the "modifies NAND" box. Which it might need anyhow, as it can install itself as a channel. --[[User:Daid|Daid]] 10:10, 23 March 2010 (UTC)
 
Does this work like [[TinyLoad]] loading the current disc with patches? Or does it patch an IOS and uses that patched IOS from that moment on? In that case it might need the "modifies NAND" box. Which it might need anyhow, as it can install itself as a channel. --[[User:Daid|Daid]] 10:10, 23 March 2010 (UTC)
 
:Thing is, I don't want people to be under the impression that it requires NAND changes to run; because it doesn't. You can just launch it with bannerbomb and have it never install an IOS or channel, and work perfectly fine. It will only install the channel if you choose to do so, and the IOS it requires it installs unpatched; you could alternatively do an official system update through Nintendo to get it instead. I suppose it might be needed, but it might be nice to add some context with it >.> [[User:AerialX|AerialX]] 12:47, 23 March 2010 (UTC)
 
:Thing is, I don't want people to be under the impression that it requires NAND changes to run; because it doesn't. You can just launch it with bannerbomb and have it never install an IOS or channel, and work perfectly fine. It will only install the channel if you choose to do so, and the IOS it requires it installs unpatched; you could alternatively do an official system update through Nintendo to get it instead. I suppose it might be needed, but it might be nice to add some context with it >.> [[User:AerialX|AerialX]] 12:47, 23 March 2010 (UTC)
 +
::That's good to hear :D I'm still kinda wondering how this all works then. Does IOS37 allow for game patches? I was under the impression that the games loaded content from disk directly trough IOS access? --[[User:Daid|Daid]] 09:33, 24 March 2010 (UTC)
  
 
== RiiFS Release? ==
 
== RiiFS Release? ==

Revision as of 11:33, 24 March 2010

crying

Dude, *starts crying* you're my hero! You know what would make this app 10 billion times better? Because this app is capable of temporarily replacing booted files from a disk with new ones, could it also be possible to implement a process that would copy certain files from the disk (audio textures, etc) onto an SD Card? --SandMan 18:22, 21 March 2010 (UTC)

Well, there are already multiple programs that will do that for you, Riivolution focuses on applying these patches. Check out FTPii for an easy way to grab files from a disc. AerialX 18:56, 21 March 2010 (UTC)

Interesting

Congratulations on an interesting piece of software. I'm not much of a machine language hacker or else I'd try my hand at it myself. I'm afraid my debugging skills are mostly limited to using the Snes9x cheat finder. :) ErisDiscord 01:11, 22 March 2010 (UTC)

How does it work?

Does this work like TinyLoad loading the current disc with patches? Or does it patch an IOS and uses that patched IOS from that moment on? In that case it might need the "modifies NAND" box. Which it might need anyhow, as it can install itself as a channel. --Daid 10:10, 23 March 2010 (UTC)

Thing is, I don't want people to be under the impression that it requires NAND changes to run; because it doesn't. You can just launch it with bannerbomb and have it never install an IOS or channel, and work perfectly fine. It will only install the channel if you choose to do so, and the IOS it requires it installs unpatched; you could alternatively do an official system update through Nintendo to get it instead. I suppose it might be needed, but it might be nice to add some context with it >.> AerialX 12:47, 23 March 2010 (UTC)
That's good to hear :D I'm still kinda wondering how this all works then. Does IOS37 allow for game patches? I was under the impression that the games loaded content from disk directly trough IOS access? --Daid 09:33, 24 March 2010 (UTC)

RiiFS Release?

When I saw that there was a server for featured NSMB levels, I thought about hosting a server for Mario Kart Wii Tracks. Thus I ask: when will the server/protocol be released? Is there a release date yet?

Also, maybe we could even do it like this:

Port 1111 -> Featured Tracks Port 1112 -> Mario Kart Wii² (Modification by USER) Port 1113 -> Yoshi Kart Wii (Modification by USER)

Is this possible to link different ports to different folders? Woudl be an interesting feature, if it isn't ;) --Superyoshi 16:37, 23 March 2010 (UTC)

Expect it to pop up later today here. And this is kinda possible, but since it doesn't have an interface you'd have to modify the code to do that or just run three seperate instances of the program. AerialX 16:41, 23 March 2010 (UTC)
EDIT: Also note that the easiest way to accomplish this is simply to run a single server as one port instead; use Riivolution's option and choice system to allow the user to pick which hacks they want to choose themselves rather than requiring a different download for each. AerialX 17:35, 23 March 2010 (UTC)

having trouble getting this to work

this looks like amazing hack for wii but im having a hard time getting this to work

here is what i did, I put the nsmb template in the Riivolution folder and renamed it NSMB, then I dumped all of the stage files from the disk and put them in the nsmb folder in the root sd card and when I go to the menu I see nothing lol just a red screen with the words install launch and exit:( um does anyone know where i when wrong? please reply and thank you for reading;) supermariovb64 18:35, 23 March 2010 (UTC)

I'm guessing you put the XML in /apps/riivolution? It's supposed to just go in /riivolution AerialX 21:23, 23 March 2010 (UTC)

thank you for the reply:) kk so on the root of the card i make a folder called riivolution and put the nsmb xml in their? ill try that now.supermariovb64 22:35, 23 March 2010 (UTC)