New Gecko Codehandler for Wii
#1
The new codehandler! Use this for your gecko modding needs from now on, as it properly handles the cache unlike almost all other codehandlers, and also allows a lot more lines of code than every other codehandler out there!

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Source code

UPDATE: @Vega It needs testing, but I made a change that I hope fixes the C0 function call crashes you were having. I need you to test it as I have no memory of which codes caused this issue Tongue
Super Mario Eclipse, what Super Mario Sunshine could've been.
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#2
Sweet. Are you on Linux or Windows? I can help with Github commands if you are on Linux. Have you found out why C0 codetype doesn't like certain function calls (like ISFS_Open)?

Also you can try to recompile GX with the bin file. The problem is, my noob-self doesn't know which file to exactly replace in the source.

https://sourceforge.net/p/usbloadergx/co...e/patches/

I'm assuming it's the codehandleronly.h header file. The codehandler.h includes USB Gecko crap.
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#3
Well done! FYI, you can use raw2c from devKitPro to conveniently generate the header file for the codehandler. Looks like that was already used for those in this repo.
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#4
Oh ye I forgot about that. Ye Joshua, raw2c is in the binutils of devkit.
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#5
Idk anything about these things (I dont use devkitpro) So i need help setting these things up
Super Mario Eclipse, what Super Mario Sunshine could've been.
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#6
You're windows right?

https://wiibrew.org/wiki/Devkitppc_setup_(Windows)
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#7
IMO y'all should use this version of GX for the codehandler.
https://github.com/wiidev/usbloadergx/tree/enhanced
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#8
Does Joshua's Codehandler allow for 1k lines? It could replace the need for main.dol patching.
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#9
I moved ur post Fancy to the appropriate thread.
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#10
Currently Im creating a codetype for linked lists of codes, which will be useful for outside modwork
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