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Author Topic: Gecko dotNET Bugs and Requests  (Read 120217 times)
Deathwolf
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« Reply #360 on: April 02, 2011, 10:33:09 AM »

could the FST be made so you can relace a file ?

Doesn't work for all games. It allows you to replace stage/ level 01 with stage/ level 02 etc
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lolz
hetoan2
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« Reply #361 on: April 02, 2011, 10:57:04 AM »

that is swapping. replacing involves a new file.
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dcx2
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« Reply #362 on: April 02, 2011, 03:29:25 PM »

- I don´t like the behaviour of "filling code with 0000000".  If a code is incomplete, it should leave it like it is, because you don´t want your code being messed when 00000000 is inserted into the gap...

I don't know what you're talking about.

Quote
- Select directory to store RAM Dumps

Do you mean the dump on the Tools tab?  Click the "Browse" button.

could the FST be made so you can relace a file ?

To *replace* a file, you will need to modify the ISO directly.  The FST tab is for swapping files by changing the pointers to the file names.
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Bully@Wiiplaza
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« Reply #363 on: April 02, 2011, 03:40:46 PM »

- I don´t like the behaviour of "filling code with 0000000".  If a code is incomplete, it should leave it like it is, because you don´t want your code being messed when 00000000 is inserted into the gap...
I don't know what you're talking about.
Uhm... I once wrote that *non saved* codes are deleted if the codes are moved in the list.
And you changed the moving behaviour to have the same code still selected, therefore, no loss of the code.
Then, you added the function that incomplete codes are filled up with 00000000´s.
Don´t you remember?

If I write
28XXXXXX 12345678
E00000000 80008000

and click on another code, it will put 00000000 where the XXXXXX were or sometimes moves all codeslines.

-> like this:
28000000 00000000
12345678 E0000000
80008000 00000000

I mean that you should be able to store unfinished codes... Wink

AND
The new geckodotnet has a horrible bug.
If you switch to memory viewer, when a game is loading something, it crashes and isn´t recoverable.
I noticed this with at least 2 games now!!!
« Last Edit: April 02, 2011, 04:33:32 PM by Bully@Wiiplaza » Logged

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dcx2
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« Reply #364 on: April 02, 2011, 05:00:25 PM »

I cannot replicate any problems with Memory Viewer.  You will have to be more specific than "switch to memview when 'the game is loading something'".  Define 'loading'?

Make sure that the Code Search tab is not dumping data when switching to memview.  Make sure there are no breakpoints set when switching to memview.  Make sure there is no active disasm search or call stack loading.
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Bully@Wiiplaza
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« Reply #365 on: April 02, 2011, 05:07:15 PM »

I cannot replicate any problems with Memory Viewer.  You will have to be more specific than "switch to memview when 'the game is loading something'".  Define 'loading'?

Make sure that the Code Search tab is not dumping data when switching to memview.  Make sure there are no breakpoints set when switching to memview.  Make sure there is no active disasm search or call stack loading.
right, the game is always loading something XD
But I mean the beginning of a match on goldeneye or a round on Wii Play or Monster Hunter Tri is loading BEFORE you can start playing and I switch to Mem Viewer, it crashes...
happened on those games without codes on...
You should try it aswell on Mario Galaxy, after you selected a star for the level.
« Last Edit: April 02, 2011, 05:12:03 PM by Bully@Wiiplaza » Logged

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dcx2
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« Reply #366 on: April 02, 2011, 05:27:44 PM »

I cannot reproduce this failure.

I used Wii Play (RHAE01 Version 2).  I was switching back and forth between the Search tab and the MemView tab constantly.  I loaded the tank game.  I quit the tank game.  I loaded the shooting range game.  I quit it.  I put auto-update on, and loaded the tank game, played a few rounds, quit, loaded the shooting range, same deal.

I used Super Mario Galaxy (RMGE01).  Again, switching between Search and MemView non-stop.  I loaded a save, loaded a star, quit that star, loaded a different star, quit that star too.

I used Gecko OS.  If this problem is related to using a USB loader, I can't help you.

EDIT: I also made sure to use the exact same binary that is distributed, instead of building from source like I usually do

EDIT2: I have also tried holding ctrl+tab down so that I constantly scroll through all tabs.  I even did that with auto-update checked.  Super Mario Galaxy was able to load and quit stars without any problems.
« Last Edit: April 02, 2011, 05:36:48 PM by dcx2 » Logged

Bully@Wiiplaza
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« Reply #367 on: April 02, 2011, 05:36:52 PM »

that was a blast, maybe I´m using a bad hooktype.
I played with USB Loader though but it never made problems...
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dcx2
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« Reply #368 on: April 02, 2011, 05:40:52 PM »

I used the default hook for both Super Mario Galaxy and Wii Play.  I'm pretty sure the default is VBI.
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Bully@Wiiplaza
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« Reply #369 on: April 02, 2011, 05:47:09 PM »

Game: Wii Play
Hook: VBI
Where: Bootstrap Screen
Loader: USB Loader
Changed from GCT Codes to Mem. Viewer

Freeze and geckodotnet refuses to connect rolleyes

EDIT:
Tried with Gecko OS and VBI...
worked and no freeze... shocked

I´m wondering how you managed to do this... as we know that you won´t support any USB Loaders with your work
« Last Edit: April 02, 2011, 05:57:14 PM by dcx2 » Logged

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dcx2
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« Reply #370 on: April 02, 2011, 05:55:33 PM »

"bootstrap"?  Do you mean the screen at the very beginning of the game, that warns you about strapping the Wiimote to your wrist?

I see your edit.  That is odd, because I don't do anything to prevent it from working with USB loaders.  I wouldn't even know where to start.

You write F6 codes, so your USB loader must be using a recent version of the code handler.
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Bully@Wiiplaza
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« Reply #371 on: April 02, 2011, 05:58:31 PM »

"bootstrap"?  Do you mean the screen at the very beginning of the game, that warns you about strapping the Wiimote to your wrist?
Yes, there.

I see your edit.  That is odd, because I don't do anything to prevent it from working with USB loaders.  I wouldn't even know where to start.
You write F6 codes, so your USB loader must be using a recent version of the code handler.
Yeah that´s true, the code handler should be almost the newest.
Config. USB Loader ≧ Gecko OS because of it´s config. Options and it´s updates
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dcx2
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« Reply #372 on: April 02, 2011, 06:08:48 PM »

There *are* legitimate uses for USB loaders.  I won't deny that.  But consider: if your Linux was crashing, would you go to Microsoft's tech support?

Another reason I only support Gecko OS is because it requires you to have the original disc.  A legitimate user of a USB loader will still own the original disc.

I honestly have no idea why it crashes for you.  I might not help people solve their USB loader problems, but I won't create such problems for them either.  I'm even tempted to try it myself, to see if I can replicate the problem.  I also wonder if it's because your games are PAL.
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Bully@Wiiplaza
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« Reply #373 on: April 02, 2011, 06:17:32 PM »

Another reason I only support Gecko OS is because it requires you to have the original disc.  A legitimate user of a USB loader will still own the original disc.
It won´t hurt me much, but I don´t like to switch disks all the time.
I also don´t think that it´s because of PAL games... it worked before.
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dcx2
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« Reply #374 on: April 02, 2011, 06:42:11 PM »

So I went ahead and got myself that USB loader you were talking about.  I repeated my test with Wii Play and Super Mario Galaxy.  No crashes.
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