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Author Topic: Code Manager 1.2  (Read 10708 times)
Link
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« on: May 19, 2009, 09:29:13 AM »

So well.. it was time.. I did a minor round up of the code manager..

Changes are:
  • Name change.. the name Ocarina was removed all it does is leading to confusion
  • stores to /data/gecko/codes
  • if the publisher ID is 00 then it is striped out (assumes VC game)
  • game id length of 4 is acceptable
  • XP manifest
  • refreshes drive list when you open the save window (hotplug support)
  • 256 line error was transformed to a 256 line warning - meaning that you can ignore it if you know what you're doing!

Other than that.. nothing should have changed!

Download at: http://wiird.l0nk.org/wp/download
Binary and Source code is availible.

Note: For those who asked me for the source code before and wondered that I didn't answer.. the source code was always availible at the given link!

What does this mean for code making: code lists for Virtual Console games are supported.. you can either store them with only 4 letters or.. set the publisher code (last two digits to 00).. DO NOT ADD 00 IN FRONT! Just to give you a short sum-up how Wii names are made:

1st sign: console type (R for Wii, G for Gamecube, J for SNES)
2nd/3rd sign: game name
4th sign: region
5th and 6th sign: publisher

Typical example: RMGE01
--> R MG E 01
-> R = Wii
-> MG = Mario Galaxy
-> E = North America
-> 01 = Nintendo

So far publisher ID 00 hasn't been seen in the wild so I assume it would be safe to use - for example on the code lists at http://www.usbgecko.com/codes where a 6 letter enforcement is still active. So if you like to make codes for Legend Of Zelda: A Link to the past.. the game id is JADE for the North American version.. for the code lists use JADE00 the code manager will automatically remove 00. If you only want to use a code list for the code manager itself then you can also use JADE!
« Last Edit: May 19, 2009, 09:36:46 AM by Link » Logged

Panda On Smack
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« Reply #1 on: May 19, 2009, 09:37:35 AM »

Thanks link, what about source for ASM <> WiiRd?

Ta
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Link
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« Reply #2 on: May 19, 2009, 09:49:40 AM »

Thanks link, what about source for ASM <> WiiRd?

Ta

Was never released admittedly, but no problem, I'll sort them out.. the code isn't spectecular at all!

Edit: http://wiird.l0nk.org/asmwiird-src.zip
« Last Edit: May 19, 2009, 10:27:28 AM by Link » Logged

Panda On Smack
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« Reply #3 on: May 19, 2009, 09:55:50 AM »

Thanks mate

Had to change url to http://wiird.l0nk.org/asmwiird-src.zip though

ta!

P.S. What was the free program you can use to compile please?
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Link
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« Reply #4 on: May 19, 2009, 10:28:58 AM »

Thanks mate

Had to change url to http://wiird.l0nk.org/asmwiird-src.zip though

ta!

P.S. What was the free program you can use to compile please?

Well, you can get Turbo Delphi to compile them.. I personally use the big Delphi 2006 and 2009 for my releases.. these apps are not free but more so 1000$ applications - I mostly use them for my job but I am allowed to do personal developments with them. For Linux I do use Lazarus which has limited capabilities but with some tweaking it might compile under the Windows version of Lazarus too!
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Panda On Smack
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« Reply #5 on: May 19, 2009, 10:50:10 AM »

Ok, thanks mate

I mainly use visual studio (also for work :-) ) and for learning purposes I'm hoping to convert the project into a c# app (if that's ok?)

Just need something to open the source in so I can study it etc

ta!

Post Merge: May 19, 2009, 02:03:37 PM
Where do you put all the TnT files?

It complains about not having them but doesn't give me the option to go and find them or add them?!

ta
« Last Edit: May 19, 2009, 02:03:37 PM by Panda On Smack » Logged
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« Reply #6 on: May 19, 2009, 03:31:30 PM »

Just need something to open the source in so I can study it etc
You can open almost every source with Programmers Notepad.
Its just for opening and editing, but you can link makefile's and compilers so you can use it as a compiler too Cheesy
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Link
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« Reply #7 on: May 19, 2009, 04:30:58 PM »

Where do you put all the TnT files?

It complains about not having them but doesn't give me the option to go and find them or add them?!

ta

Hm, the TNT files are basically installed using the TNT installer (see txt file included in the zip).. Turbo Delphi should be able to install them (not sure about the express edition). the TNT components are required as Delphi up to 2007 normally only creates ANSI components which are barely able to show Japanese text.. as the code manager was intended to use a Japanese translation I used a Unicode pack!
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Panda On Smack
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« Reply #8 on: May 19, 2009, 10:06:19 PM »

Ta, I downloaded that but it didn't seem to install anything in my delphi directory. Just wondered if I should put all the tnt .pas files somewhere?

Thanks for your help Link
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« Reply #9 on: October 21, 2009, 07:29:58 PM »

there is something i dont understand. how do you extend the limit of codes put in a game in gecko OS huh
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