04-14-2023, 04:33 AM
(04-13-2023, 09:47 PM)Vega Wrote: It's not hard, it's just most of the time, they are not justified. Assembly can be written instead which can result in a better more optimized code. There are some cases where it may be needed but that's basically because of a Code Handler limitation/bug.
Isn't justified what? The creation of said code? Well, in the case of the code that I am giving as an example, I think it has many problems (which I have already mentioned several times), so I think it is necessary to create it from scratch.
In case you have any tutorial on how to create load pointer codes, could you please pass it on to me?
(04-13-2023, 09:47 PM)Vega Wrote: When I used the term ISO i mean anything from the USB stick, whether it's ISO or WBFS. Your Wii can play NTSC-U, PAL, and NTSC-J games already. The language or video/tv setting may need to be changed within USB Loader GX, it depends. But you should already be able to do it. For NTSC-K games, it's much more complex.
Wow, the truth is that I had no idea about that, could it be done now because the console is already hacked?
(04-13-2023, 09:47 PM)Vega Wrote: The value of the bar itself. Also, your codes are applied by a Code Handler called Gecko. The Code Handler itself it basically a giant cheat code per say. It is injected at a particular address. The Hooktype setting determines which address to hook the Code Handler to. A majority of games run the Code Handler fine on the VBI/VI/default setting. Others need a different hooktype for the Code Handler to work correctly. Go to the Hooktype setting within USB Loader GX settings. Select desired Hooktype.
Well, I already changed the Hooktype to those two that you recommended and it didn't give any results, I suppose the problem is the code itself.