wode jukebox is...

Wode Jukebox

Wii Optical Drive Emulator

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 Post subject: [DEV] Wodeflow development
PostPosted: Mon Feb 28, 2011 6:43 pm 

Joined: Tue Dec 14, 2010 1:45 pm
Posts: 20
First of all, I don't consider myself the main developer for Wodeflow. The purpose of this thread is to be the main Wodeflow development thread.

Downloads:
Current stable build

Misc:
Simple and original channel forwarder
old wodeflow dev thread

Todo:
  • Fix loading of GC games.
  • Add option to choose if you want to show the config iso.
  • Create a wode io lib ( kinda file system like ) and import it in the current wiiflow.

Done:
  • Added listing of all partitions and added a menu item for it.
  • Hidden config iso.
  • Fixed, game list missing the last game.
  • Fixed, game listing empty box.

Hard todo:
Disk channel music when previewing a ISO
As Nitro187 suggested it would be possible to make wodeflow play the disk channel music. The thing is, is that a ISO needs to be loaded before the channel music can be played. So we should cache it if we would like to make this smooth.

Suggestions/bug reports:
Please add tickets about bugs and add tickets about suggestions. Don't forget to search the tickets to avoid duplicates.
suggestions / bug reports


Last edited by captnoord on Mon Dec 31, 2012 3:40 pm, edited 3 times in total.

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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Mon Feb 28, 2011 6:54 pm 
Wode Moderator

Joined: Sun Jan 17, 2010 11:46 am
Posts: 1192
Location: Planet Earth / Solar System
Stickied. As always: thanks for your effort and time ;).

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Wii 4.3E | WODE 2.8F | BootMii@boot2 | Priiloader 0.7


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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Mon Feb 28, 2011 10:48 pm 
Wode Moderator

Joined: Fri Jan 15, 2010 9:15 am
Posts: 4424
Location: Melbourne - Australia
Very much appreciated captnoord. Look forward to future developments and will post / create a ticket for any bugs and issues found.

Out of curiosity - for the Disc Channel Music, how much space would be required for the cache of this... A rough estimate per iso....?


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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Fri Mar 04, 2011 11:32 am 

Joined: Tue Dec 14, 2010 1:45 pm
Posts: 20
NOTE: for everything in this post the "please correct me if i'm wrong" mode is active

Would it be possible to negotiate a new DI interface protocol?

The current situation for as I understand it depends on what "magic" value is send to the wode to choose what "mode" it communicates.

old DVDx
WODE_MAGIC_DVDx = 0xFF574800

ios, cios
WODE_MAGIC_IOS = 0xFF5748E8

I assume these where forced upon the designer(s)/developer(s) because of the limit of unencrypted address space. Some time ago r-win and I talked a bit about the current protocol and about its possible optimizations. So I guess I should just ask if the designer(s)/developer(s) would be interested.

Basicly my idea is this:
  • With the wode magic value you should be able to easily add a new experimental protocol.
  • This protocol doesn't have to be backwards compatible, so we can create never thought of things without fucking up systems.

Now the monkey comes out of the sleeve! :twisted:
For example:
  • Batch read "Disc Channel Music" from the iso's.
  • Make wode's display show pictures controlled from homebrew applications
    • Showing a image of mario when playing such a game.
    • Paint such a picture from a homebrew application.

From a commercial point of view its hard to see the extra value but thread custom lcd graphic proof's people like it.

So for my final word I would like to say that I don't want to force it on the developer(s), but just as something to think about.


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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Thu Mar 17, 2011 12:58 pm 

Joined: Mon Dec 28, 2009 4:00 pm
Posts: 40
Location: USA
"Hard todo:
Disk channel music when previewing a ISO
As Nitro187 suggested it would be possible to make wodeflow play the disk channel music. The thing is, is that a ISO needs to be loaded before the channel music can be played. So we should cache it if we would like to make this smooth."

this has already been done on usb loader gx 2.0. maybe you guys can look at their code, i have to use that app to play games such as mario kart black, i wish wodeflow could play them.


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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Thu Mar 17, 2011 1:31 pm 
Wode Moderator

Joined: Sun Jan 17, 2010 11:46 am
Posts: 1192
Location: Planet Earth / Solar System
You're comparing pears to apples. This has already been done in all softmod loaders I know BUT they have access to the files. Direct access. The problem here is that the WODE doesn't act as a USB-HDD but as a DVD-drive. Can't mount all games at the same time hence can't access the banner sound easily and that's the main problem here.

Well and for wodeflow to be able to play modified ISOs you'd have to be able to choose a cIOS and force that for loading the game. That should be sufficient.

P.S.: USB Loader GX? Take a look at wiiflow, cfgusbloader or mighty channels ;).

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Wii 4.3E | WODE 2.8F | BootMii@boot2 | Priiloader 0.7


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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Sun Mar 27, 2011 4:47 pm 

Joined: Mon Dec 28, 2009 4:00 pm
Posts: 40
Location: USA
i will check out those other loaders for custom games. thanks. it would be nice to not have to mess with the wbfs partition i made. i am not sure how to force a game to use a cios in wodeflow. i only have about 4 or 5 games that i use on usb loader gx, and i played them out of curiousity, but they really aren't that fun. i still would rather play the original new super mario bros wii and mario kart but i had to see what people made.


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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Tue May 10, 2011 8:07 pm 

Joined: Tue Apr 20, 2010 10:21 pm
Posts: 133
I have a suggestion.
Since Wodemenu development stopped and the application seems to be abandoned, i have an idea :idea:
It think it's not to hard to implement :)
It would be great if wodeflow have an additional option to just choose an iso and instead of starting the game, returns to the wii menu :).
Just like the classic Wodemenu :D
Maybe we could also make a classic Wodemenu theme for it (only optional).
Once in a while, and specifically with gamecube games this option is really necessary.
For this cases users have to use the old Wodemenu up to now.
But like i stated, development has stopped, the application has bugs, and has not this cool coverflow :mrgreen:
So it would be great if this option could be integrated into Wodeflow.


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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Tue May 10, 2011 10:07 pm 
Wode Moderator

Joined: Fri Jan 15, 2010 9:15 am
Posts: 4424
Location: Melbourne - Australia
@mrx1983 - I like this idea. It would be nice if the option could be set at an individual game level rather than the master level.

This way we could set our GC games to load to the Wii Disc Channel or such games like Sam and Max Season One or Sam and Max 2 - Beyond Time and Space. Both these games start with WodeFlow BUT the Wii resets when you try and start a chapter - same thing happens via Gecko as well. (something to do with IOS reloading it is believed). However, from the Wii Disc Channel it starts and plays fine

Anyway - if we could have a setting for games to go back to the Wii System Menu that would solve these issues.

Granted - not as sweet as being able to load them directly but at least it is a way to start all the problematic games without having to wait for game specific fixes.... Also - solves the issue of GC games not loading....

I currently use the Original WODE Menu the was created for loading of all GC games and the problematic Wii games... This addition would mean I only needed the one HomeBrew App


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 Post subject: Re: [DEV] Wodeflow development
PostPosted: Wed May 11, 2011 5:35 pm 

Joined: Tue Apr 20, 2010 10:21 pm
Posts: 133
Zephyr wrote:
@mrx1983 - I like this idea. It would be nice if the option could be set at an individual game level rather than the master level.

This way we could set our GC games to load to the Wii Disc Channel or such games like Sam and Max Season One or Sam and Max 2 - Beyond Time and Space. Both these games start with WodeFlow BUT the Wii resets when you try and start a chapter - same thing happens via Gecko as well. (something to do with IOS reloading it is believed). However, from the Wii Disc Channel it starts and plays fine

Anyway - if we could have a setting for games to go back to the Wii System Menu that would solve these issues.

Granted - not as sweet as being able to load them directly but at least it is a way to start all the problematic games without having to wait for game specific fixes.... Also - solves the issue of GC games not loading....

I currently use the Original WODE Menu the was created for loading of all GC games and the problematic Wii games... This addition would mean I only needed the one HomeBrew App

Exactly then we only need one app that is also maintained frequently and looks better then the old Wodemenu.
And since Riivolution now works, i will use the choosing more often instead of the direct loading with Wodeflow.
So it would really be a great addition.

And i thought this a little further.
Maybe we could also implement another option to choose a game and then start a custom application on the sd-card.
So for example in Wodeflow i click on "Mario Kart Wii", it mounts the disc, and then directly starts Riivolution.
That would be epic :D
So one would have the option: "load directly with wodeflow","return to system menu","start a custom application".

Quote:
Hard todo:
Disk channel music when previewing a ISO
As Nitro187 suggested it would be possible to make wodeflow play the disk channel music. The thing is, is that a ISO needs to be loaded before the channel music can be played. So we should cache it if we would like to make this smooth.

What about a little computer tool that extracts the binary data of the disc channel music from the iso's/wbfs's and places them in ".bin"-files?
So i mark all the iso's/wbfs's on my external hdd drive, and the tool extracts all the disc channel music as ".bin"-files to my wii sd-card.
In the format [disc-id].bin
Now Wodeflow only has to load the binary data of the disc channel music from the ".bin"-files.
Not the best way, but maybe a possible way.


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