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50 archivos

  1. Trucha Signer

    Inject Tools, Wii, Virtual Console, Injecting Tools, VC, Tools, WAD, Editing Tools.
    Trucha Signer works on Wii Firmware US 3.2
    by IBNobody.
  2. CustomizeMii

    Inject Tools, Wii, Virtual Console, Injecting Tools, VC, Tools, WAD, Editing Tools.
    thanks to Xuzz, icefireicefire, WiiCrazy (I.R.on), and others.
    Original tool by Leathl.
  3. WADder

    WADder is a easy to use channel creator. It creates channels from just a DOL, a few images, and a name. Comes with an installer and easy GUI.
    Install AS AN ADMINISTRATOR!. COPY COMMON-KEY.BIN TO C:\WADDER\ Run WADder from your desktop Enter values for the options. Pay special attention to the Title ID field: this MUST be different for EACH channel on your Wii You must enter something for every option. Do not enter fancy characters for the Channel Name. Banners and icons do not need a special size, they will be internally resized. Sound must be a WAV file, or click silent to not use any sound. Check to disable splashscreen if you want to watch the WADder magic . The splash is a nice coverup to the messy process of making a wad. Click Create WAD! and wait for it to ask you where to save the wad. Choose where and press save! The names of the WADs are CHANNEL_NAME-TITLEID. Choose where to save the images too. They are [channel name]-[banner/icon/logo].jpg. Thanks go out to:
    Team Twiizers for making everything possible and for adding the bubblebreaker game to the HBC Waninkoko for letting us install WADs in the first place. djdynamite123 for initial encouragement and testing IronMask for testing Mrkinator for graphics and testing SpaceJump for ideas and testing deba94 for telling me more about the format of WADs Gally (whoever he is) for writing the U8 tools and the TPL converter Arm the Homeless for Linux discussion to keep me unbored many more (if you feel you should be in this list PM me ) by icefireicefire.
  4. KeyFinder

    Aplicación que nos facilita la búsqueda de las claves en los ficheros descifrados Wad a partir de su MD5.
    Donde buscar:
    1-md5 del md5 blanker: 4582417d623c81fca07a46a570c8969e 2-md5 del sd-iv: d9f2b2e045d22d3805a67fe0c340ccd2 3-md5 del sd-key: ef33e224e45c8d8c35ce32d8a810b603 4-MD5 del commonkey: 8D1A2EBCD82A3469B77FACF15D9C8E50 1-RVL-WiiSystemmenu-v226.wad 2-RVL-WiiSystemmenu-v226.wad 3-IOS21-64-v514.wad 4-BOOT2-v2-64.wad Nota: Los Wads tienen que estar descifrados.
    Hecho IBNobody basado en el código de Calantra.
  5. GameCube GX - USB Loader GX Forwarder

    GameCube GX - USB Loader GX Forwarder v2.3.3
    Yes, this is a separate channel you can move around!.

    2.0.0 finally boots! 2.2.0 icon is finished 2.3.0 added placeholder banner 2.3.3 added placeholder sound 2.4.0 partially fixed banner 2.5.0 forwards to standard version of USB Loader GX 2.6.0 fixed sound by NewGBAXL.
  6. DolphiniOS

    Emulador de Dolphin para Gamecube y Wii que se ejecuta a través de iOS.
    There are two versions: one for jailbroken devices, one for non-jailbroken devices. If your device is not jailbroken, you must be running iOS 13.4.1 or lower.
     NOTE: DolphiniOS is not affiliated with the Dolphin Project or Nintendo.
    DolphiniOS requires at least iOS 12.0. In addition, your device must have an A9 processor or newer. If your device is not jailbroken, you must also be running 13.4.1 or below.
    Jailbroken devices
    You can figure out if you can jailbreak your device and iOS version at canijailbreak.com.
    Once jailbroken, add our repo cydia.oatmealdome.me to your package manager (Cydia / Sileo / Zebra) and install DolphiniOS from it.
    Non-Jailbroken Devices
    You must be running iOS 13.4.1 or lower if your device is not jailbroken.
    If you have access to the beta version of AltStore, you can add https://altstore.oatmealdome.me to your sources and install DolphiniOS from it.
    Otherwise, you can download the IPA below and manually sideload it with the public version of AltStore.

    DolphiniOS FAQ
    Question: Can you install this without a jailbreak?
    Answer: Yes! However, you must be on iOS 13.4.1 and below. Do not upgrade to iOS 13.5 or higher. Head over here for more information: dolphinios.oatmealdome.me.
    Question: How do I add games?
    Answer: Press the + button in the top right. If you want to add them manually, then put them in /var/mobile/Documents/DolphiniOS/Software for jailbroken users, or Files.app -> On my iPhone / iPad -> DolphiniOS -> Software for non-jailbroken users.
    Question: Can I add cheats?
    Answer: There is no easy way to do this yet. However, a guide can be found here here.
    Question: Can I add custom textures?
    Answer: Yes! Jack has written a super helpful guide here.
    Question: Why is there is no DolphiniOS in your Cydia repo?
    Answer: Remove other emulator repos you have and it will appear.
    Question: Can I change the layout of the virtual buttons?
    Answer: Not at this time, no.
    Question: Why is there no audio?
    Answer: Make sure that silent mode isn't enabled.
    Question: Does online work?
    Answer: Yes, if you have a NAND dumped from a real Wii, you can play online on the unofficial Wiimmfi servers.
    Question: Can I connect a Wiimote?
    Answer: Not yet, but it's planned. No ETA.
    Question: Why do I hear no audio?
    Answer: Make sure that your device isn't muted.
    Question: How do I delete games?
    Answer: You can swipe left on a game in the list to reveal a delete button. If you want to delete games manually, use Filza (jailbroken) or Files.app (non-jailbroken). See above for the games folder's location.
    Question: Why am I getting "improper install" when I am jailbroken?
    Answer: The AltStore version is for non jailbroken devices. If you are jailbroken, use the Cydia repo.
    Question: How do you fix "Failed to map enough memory space: 0x3”?
    Answer: Use AltStore to install DolphiniOS.
    Question: What is dynamic-codesigning? Is it safe?
    Answer: dynamic-codesigning is a special permission given to some official Apple apps, like Safari, which allows them to use JIT and access large amounts of memory. DolphiniOS needs this permission for its own JIT and to speed up emulation of the GC/Wii RAM. It is safe. DolphiniOS cannot access other app data.
    Question: Is this project open source?
    Answer: Yes it is! You can find the source code here. Note that the branch name is called ios-jb but both versions, jailbroken and non-jailbroken, are included in this branch.
    Question: Where can I report issues?
    Answer: Issues can be reported here.
    Question: Is there an Apple TV app?
    Answer: Not as of right now, no.
    Question: Which iOS versions are supported?
    Answer: iOS 12.0 - iOS 13.4.1. If you are jailbroken, then any iOS version is compatible as long as it's higher than 12.0 and can be jailbroken.
    Question: When will this support iOS 13.5 or higher on non-jailbroken devices?
    Answer: Not any time soon. If you want DolphiniOS, either jailbreak your device or stay on 13.4.1.
    Question: Can you play with a keyboard?
    Answer: Not as of right now, no.
    Question: What files format does DolphiniOS support?
    Answer: All GC/Wii files (.elf, .dol, .gcm, .iso, .tgc, .wbfs, .ciso, .gcz, .wad, .dff, .m3u).
    Question: Why are games so slow on my iPhone 11 / 11 Pro / 11 Pro Max / SE 2?
    Answer: There is an issue with devices with A13 chips. The only workaround is to downgrade to DolphiniOS 2.1.1 at this time.
    This service was developed by OatmealDome and Simonx22, with help from itssimontime and Kupo.
  7. ledheadWii

    Based on Peter Hirschberg's LedHEAD (classic electronic LED handled game simulator) source code.
    LEDhead is a program that simulates the classic electronic LED (light emitting diode) based handheld games of the 70's. Now you can relive the excitement of your childhood years all over again! All games feature fully authentic sound-effects, and faithfully replicate the game play of the originals.
    Rather than using proprietary code or "ROM images", as is the case with emulators, LEDhead uses simple but extremely clever imitation to ensure excruciating faithfulness to the games you grew up with. Endless hours of painstaking effort have gone into ensuring the accuracy of each of these games.

    Wii version has some games not present in original version. These games was developed from scratch.
    Thanks to Peter Hirschberg for the original source code. Thanks to ArcadeUSA and Rick.R for playing real hardware games and telling me how they work. And then for playing with the simulator to find the differences.
    by nebiun.
  8. WiiColEm

    WiiColEm is a port of the ColEm ColecoVision emulator developed by Marat Fayzullin.
    Super Game Module (SGM) compatibility Multiple video modes (240p, GX+VI, GX) Support for driving, roller, and super action controllers Tilt-based (Wiimote) driving support Cartridge database w/ recommended controller settings and keypad descriptions for most commercial cartridges Cartridge keypad overlays Per-cartridge button mappings Installation
    To install WiiColEm, simply extract the zip file directly to your SD card or USB device (retain the hierarchical structure exactly).
    Cartridge Database
    WiiColem ships with a database that contains recommended settings for most commercial cartridges. These settings cover controls mappings, keypad overlays, keypad button descriptions, and advanced settings (whether the cartridge requires an EEPROM, SRAM, etc.).
    To view/edit the settings applied for a particular cartridge perform the following steps:
    Load the cartridge (via the "Load cartridge" menu item) Return to the WiiColEm menu Select "Cartridge-specific settings" menu item Examine the "Control settings" and "Advanced" settings for the cartridge For more information on mapping controls and creating and/or customizing cartridge settings, see the "Cartridge Settings" section (below).

    The following section contains the "default" control mappings for WiiColEm.
    It is important to note that if the cartridge that is being loaded exists in the Cartridge Database it may contain non-default mappings.
    WiiColEm menu:
    Wiimote: Left/Right : Scroll (if sideways orientation) Up/Down : Scroll (if upright orientation) A/2 : Select B/1 : Back Home : Exit to Homebrew Channel Power : Power off Classic controller/Pro: Up/Down : Scroll A : Select B : Back Home : Exit to Homebrew Channel Nunchuk controller: Up/Down : Scroll C : Select Z : Back GameCube controller: Up/Down : Scroll A : Select B : Back Z : Exit to Homebrew Channel In-game (Keypad):
    The keypad allows you to press keys on the ColecoVision controller keypads. If a description has been provided for the currently selected key it will be displayed above the keypad.
    You can select whether you want emulation to pause while the keypad is displayed via the "Keypad pause" option in "Advanced" settings (pausing is enabled by default). This value can be overridden on a cartridge-by- cartridge basis via Cartridge Settings (see "Cartridge Settings" section, below).
    NOTE: The "Keypad pause" option is not available when the GX+VI or Double strike (240p) video modes are enabled. (Keypad pause is enabled and cannot be disabled).
    When keypad pause is enabled, the keypad will be closed when a keypad button is pressed (or the keypad is explicitly closed). It is important to note that the keypad button will continue to be pressed as long as the controller button is held. This is necessary for games like War Room where you need to hold the keypad buttons down to see the different factories, etc. It is also necessary for games that require a longer button press for the selection to register (Star Trek, etc.).
    When keypad pause is disabled, emulation will continue while the keypad is displayed. The keypad will continue to be displayed until it is explicitly closed.
    It is also important to note that commonly used keys can be mapped to Wii controller buttons (see "Cartridge Settings" section, below).
    Wiimote: D-pad : Choose Key 2, 1, A, B : Press Key + : Close Keypad Wiimote + Nunchuk: D-pad, Analog : Choose Key C, Z, A, B : Press Key + : Close Keypad Classic controller/Pro: D-pad/Analog : Choose Key A, B : Press Key + : Close Keypad GameCube controller: D-pad/Analog : Choose Key A, B : Press Key Start : Close Keypad In-game (Standard):
    Wiimote: D-pad : Move 2 : Left Fire Button 1 : Right Fire Button + : Toggle Keypad Home : Display WiiColEm menu (see above) Wiimote + Nunchuk: D-pad, Analog : Move C : Left Fire Button Z : Right Fire Button + : Toggle Keypad Home : Display WiiColEm menu (see above) Classic controller/Pro: D-pad/Analog : Move A : Left Fire Button B : Right Fire Button + : Toggle Keypad Home : Display WiiColEm menu (see above) GameCube controller: D-pad/Analog : Move A : Left Fire Button B : Right Fire Button Start : Toggle Keypad Z : Display WiiColEm menu (see above) In-game (Super action):
    Very few games use the "spinner" that is a part of the super action controller. You can enable/disable the "spinner" via Cartridge Settings (see "Cartridge Settings" section, below).
    By disabling the spinner, you have more options available for the move controls (Nunchuk analog, both analogs on the Classic and GameCube controllers).
    Wiimote + Nunchuk: D-pad, Analog : Move (if spinner disabled) D-pad : Move (if spinner enabled) Analog : Spinner (if enabled) C, 2 : Yellow Button Z, 1 : Orange Button A : Blue Button B : Purple Button + : Toggle Keypad Home : Display WiiColEm menu (see above) Classic controller/Pro: D-pad/Analog : Move (if spinner disabled) Left Analog : Move (if spinner enabled) Right Analog : Spinner (if enabled) A, R Trigger : Yellow Button B, L Trigger : Orange Button X, ZR : Blue Button Y, ZL : Purple Button + : Toggle Keypad Home : Display WiiColEm menu (see above) GameCube controller: D-pad/Analog : Move (if spinner disabled) Analog : Move (if spinner enabled) C Stick : Spinner (if enabled) A, R Trigger : Yellow Button B, L Trigger : Orange Button X : Blue Button Y : Purple Button Start : Toggle Keypad Z : Display WiiColEm menu (see above) In-game (Driving/Tilt):
    In this mode, you steer by tilting the Wiimote (similar to Excite Truck/Bots). You can adjust the tilt sensitivity via Cartridge Settings (see "Cartridge Settings" section, below).
    Wiimote: Tilt : Steer D-pad : Shift 2 : Gas 1 : Brake + : Toggle Keypad Home : Display WiiColEm menu (see above) In-game (Driving/Analog):
    In this mode, you steer by using the analog controls (Nunchuk, Classic, GameCube). You can adjust the analog sensitivity via Cartridge Settings (see "Cartridge Settings" section, below).
    Wiimote + Nunchuk: Analog : Steer D-pad : Shift C, 2 : Gas Z, 1 : Brake + : Toggle Keypad Home : Display WiiColEm menu (see above) Classic controller/Pro: Right Analog : Steer D-pad : Shift A : Gas B : Brake + : Toggle Keypad Home : Display WiiColEm menu (see above) GameCube controller: C Stick : Steer D-pad : Shift A : Gas B : Brake Start : Toggle Keypad Z : Display WiiColEm menu (see above) In-game (Roller):
    In this mode, the trackball motion is simulated via analog controls (Nunchuk, Classic, GameCube). You can adjust the analog sensitivity via Cartridge Settings (see "Cartridge Settings" section, below).
    Wiimote + Nunchuk: Analog : Move C, 2 : Left Fire (2p) Z, 1 : Right Fire (2p) A : Left Fire B : Right Fire + : Toggle Keypad Home : Display WiiColEm menu (see above) Classic controller/Pro: Left Analog : Move A : Left Fire (2p) B : Right Fire (2p) X : Left Fire Y : Right Fire + : Toggle Keypad Home : Display WiiColEm menu (see above) GameCube controller: Analog : Move A : Left Fire (2p) B : Right Fire (2p) X : Left Fire Y : Right Fire Start : Toggle Keypad Z : Display WiiColEm menu (see above) In-game (Aquattack):
    Aquattack has a very unique control scheme. It uses the keypad buttons to fire in eight different directions. Essentially, it uses the "keypad" as a "d-pad". While the keypad buttons have been mapped to the eight different buttons on the Classic controller (and pro) it is cumbersome to use. In addition to mapping these buttons, a special control scheme has been added to WiiColEm that allows for the use of the right analog stick on both the GameCube and Classic controller/Pro for firing in the eight different directions.
    Cartridge Settings
    WiiColEm contains the ability to manage per-cartridge settings. The settings that can be edited include:
    Control settings Advanced settings (Whether it requires an EEPROM, SRAM, etc.) Control Settings
    The following control options are available:
    The controller type (standard, super action, driving/tilt, driving/analog, roller) Wiimote orientation Sensitivity (Roller and driving controllers) ColecoVision keypad and controller button mappings When mapping buttons, you map a ColecoVision keypad or controller button to one of the "button groups" listed below. This allows you to map a button once across the different Wii controllers.
    You can use the "(View as)" menu item to toggle and view how the ColecoVision buttons are mapped to a particular Wii controller (Wiimote, Nunchuk, Classic/Pro, and GameCube).
    Button 1: Button 2: Button 3: --------- --------- --------- Wiimote : 2 Wiimote : 1 Wiimote : A Nunchuk : C Nunchuk : Z Nunchuk : (n/a) Classic : A Classic : B Classic : X GameCube : A GameCube : B GameCube : X Button 4: Button 5: Button 6: --------- --------- --------- Wiimote : B Wiimote : (n/a) Wiimote : (n/a) Nunchuk : (n/a) Nunchuk : (n/a) Nunchuk : (n/a) Classic : X Classic : R Trigger Classic : L Trigger GameCube : X GameCube : R Trigger GameCube : L Trigger Button 7: Button 8: --------- --------- Wiimote : (n/a) Wiimote : (n/a) Nunchuk : (n/a) Nunchuk : (n/a) Classic : ZR Classic : ZL GameCube : (n/a) GameCube : (n/a) SMB (Network support)
    WiiColEm allows for loading ROMs over the network via SMB. To enable SMB support, you must edit the "wiicolem.conf" file located in the "/wiicolem" directory and provide values for the following:
    share_ip : IP address of the computer to connect to. share_name : Name of the share on the computer. share_user : Name of the user to connect as share_pass : Password for the user Credits
    NeoRame : Icon Pixelboy : Source overlays James Carter : Source overlays Mastershoes : Testing (0.3) Murph74 : Testing (0.2) Astroman : Testing (0.2) Yurkie : Testing (0.1) Special thanks
    Marat Fayzullin : Creating an awesome emulator and answering all of my annoying questions Tantric : Menu example code and SDL enhancements Daniel Bienvenu : Help resolving the Mode 2 issues Opcode : Providing a ROM for testing the Opcode memory expansion and MegaCart(R) support by raz0red.
  9. libfat

    FAT library for GBA, DS, Gamecube & Wii.
    by devKitPro Team.
  10. Mplayer CE

    MPlayer CE is a homebrew media player for the Nintendo Wii. It was initially created as a fork of Team Twiizers' port of MPlayer, combining elements of MPlayerWii, GeeXboX and other great homebrew contributions. It is built with devkitPro and not associated with Nintendo in any way.
    Some of the current features includes DVD, SDHC, SMB, USB 2.0 storage device support, multiple media, subtitle, playlist and streaming formats, customization possibilities, etc.
    by MPlayer CE Team.
  11. PNGU

    PNGU is a library for Wii and GameCube that 'wraps' the famous libpng and facilitate png handling and conversions to the native Wii/GC formats. The PNG format has some properties which make it interesting: A background color, a list of transparent colors, alpha channel, it doesn't modify the colors (as jpeg does when compression), open format. The source code of the library is included in the download package.
    It's based in libpng 1.2.29 Handles images of 8 and 16 bits per channel. Handles images in RGB, RGBA, grayscale and grayscale + alpha formats. Reads image dimensions, pixel format, background color and transparent colors list. Converts images to YCbYCr, linear RGB565, linear RGBA8, 4x4 RGB565, 4x4 RGB5A3 and 4x4 RGBA8 formats. Saves YCbYCr images in png RGB8 format. Handles images stored in memory or in devoptab devices (SD, Gecko SD, etc...). It's ready to be used in multithreaded applications. Limitations
    Image width and height should be a multiple of 4 (when converting to 4x4 textures) Doesn't handle images of 1, 2 or 4 bits per channel. Doesn't handle paletized images. Endianness problems when using it on a little endian machine (x86 for example) no problems on the Wii/GC. by Frontier.
  12. GBA Link Cable Dumper

    A GC and Wii Homebrew App to get GBA BIOS, ROMs and saves via the GC GBA Link Cable.
    Just have a GC Controller in Port 1 and a GBA without a game inserted or aborted game launch by holding select+start in Port 2. The bin, gba and sav files dumped will be placed in a folder called "dumps" on your main device (SD Gecko on gamecube and SD/USB on Wii). Please note that dumping GBA ROMs can take a long time (32mb takes about 48 minutes) because of the cable protocol limitations, a estimation will be displayed on screen before you dump it as a reference.

    Save Support based on SendSave by Chishm. GBA BIOS Dumper by Dark Fader. by FIX94.
  13. GCMM

    GameCube/Wii Memory Manager is an aplication to backup Nintendo GameCube savegames.
    Gcmm is a project started by dsbomb and justb, which is based on Askot's modification to add SD support to the mcbackup libogc example.
    I (suloku) have updated the code to newest libraries to port it to the Wii system, and what I find more important: restoring savegames now works properly.
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                            FEATURES                           ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    * Backups and restores savegames into GCI format
    * Restores savegames in GCS/SAV format
    * Deletes savegames from memory card
    * Backups memory card raw images in .raw format
    * Restores memory card raw images from RAW/GCP/MCI format
    * Format the memory card
    * Wiimote and GameCube controller support
    * Power button support
    * Front SD and FAT32 USB device (wii) and SDGecko (gamecube) support
    * Shows savegame information, alongside animated Icon and Banner!
    * A (somewhat) nice UI
    * Open Source!
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                         UPDATE HISTORY                        ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    [What's New 1.4f - april 05, 2017 - By suloku]
    * dragonbane0 made a mod of version 1.4c with folder selection and alphabetical sorting. Zephiles pointed this out and the changes have been merged with some little extra tweaks. Thanks you both!
    [What's New 1.4e - february 27, 2016 - By suloku]
    * Fixed bug in card.c that prevented correct backup/write of saves with same filename but different case. Bug affected Timesplitters 2, probably Timesplitters 3 too. Thanks to DakuTree for reporting and Antidote for fixing.
    [What's New 1.4d - august 08, 2015 - By suloku]
    * Fixed bug in card.c that prevented writing to the last block of the memory card, preventing restoring a savegame that would fill the memory card (thanks to undergroundmonorail)
    * Fixed bug in card.c that prevented correct block freeing when deleting a file and only was fixed by using the memory card on official software (the wii/gamecube save manager or probably also games)
    * Added libogc fix for a bug in card.c (the bug didn't affect GCMM, it was fixed in 1.4b, but I didn't change card.c)
    * Changed button presses for single savegame delete to prevent unvoluntary savegame deleting
    [What's New 1.4c - january 05, 2014 - By suloku]
    * Disabled __sector_erase() check when raw restoring as some unofficial cards seem to have problems with it.
    [What's New 1.4b - september 03, 2013 - By suloku]
    * Card initialization was wrong all the way, wich lead to savegames of the same game of different region or those that shared similar filenames (Twilight Princess and WindWaker) to not work properly. Thanks to antidote.crk for noticing. (read considerations sections for more info)
    * Added version display
    [What's New 1.4a - october 18, 2012 - By suloku]
    * Fixed SD Gecko when inserted/swapped at slot selection screen in GameCube mode.
    * FLash ID display was missing a byte
    * Changed some text that may confuse the user
    * Made font sizes more coherent
    [What's New 1.4 - october 08, 2012 - By suloku]
    * Animated icon alongside several (minor) graphical improvements
    * Ability to select SD Gecko slot in GameCube mode (just like Wii mode SD/USB prompt)
    * Moved "Backup All" to Backup Mode (press R/1 when in Backup Mode)
    * Added an analog "Restore All" in Restore Mode (overwriting is supported)
    * Shows filename when prompted to overwrite (also in "Restore All")
    * Savegame permisions are shown in a more explicit and user friendly way
    * Shows memory card freeblocks
    * Page number display in file selector
    * Left and right now scroll 5 file entries at once
    * Scrolling of file entries can be done holding the button (up/down/left/right)
    * Added security checks to Raw Restore Mode
    * Added some special characters to the font (needed for savegame comments)
    * Minor code tweaks
    Lots of thanks to bm123456 and themanuel for beta testing and support!
    [What's New 1.3 - september 14, 2012 - By suloku]
    * Shows card/image serial number in Raw Restore Mode
    * F-zero and Phantasy Star Online Ep I&II and Phantasy Star Online III savegames
    are patched uppon restoring so they will work on target card (by Ralf)
    Lot's of thanks to Ralf at gscentral.org forums
    [What's New 1.2d - september 08, 2012 - By suloku]
    * Previous version couldn't raw backup if backup folder didn't exist in sd/usb
    * Added (double)overwrite prompt when restoring a savefile to memory card (Nano/Excelsiior's idea)
    * Updated graphics so raw mode commands are less cryptic (wii mode design based on JoostinOnline's for GCMM+)
    * Use DejavuSans as font (much better readability) from GCMM+ by Nano/Excelsiior
    [What's New 1.2c - september 06, 2012 - By suloku]
    * Raw backups are now named with the number of blocks: insted of Backup_*timestamp*.raw now it is 0059b_*timestamp.raw, 2043b_*timestamp.raw...
    * Minor code changes (just for safety)
    [What's New 1.2b - september 06, 2012 - By suloku]
    * Solved a potential bug, 1.2 and 1.2a seemed unaffected by it.
    [What's New 1.2a - september 06, 2012 - By suloku]
    * 1.2 wasn't correctly freeing memory and eventually raw backup and restore would hang the app (a 2043 block card would make it hang at the second attempt to raw backup the card)
    [What's New 1.2 - september 06, 2012 - By suloku]
    * Added raw backup mode (in .raw format, compatible with dolphin and devolution)
    * Added RAW/GCP/MCI support for raw restore mode
    * Added format mode
    * Flash ID of inserted card and SD image are shown in Raw Restore Mode
    * Protection against writing a raw image to the wrong card (trough Flash ID checking)
    * Raw mode works with official and unofficial cards, as well as gci mode (thanks to tueidj for pointing me in the right path!)
    [What's New 1.1 - august 29, 2012 - By suloku]
    * Icon and banner by dronesplitter!
    * Added USB-SD selection in wiimode (only at boot)
    * Added card slot selection (wii mode only)
    * Propper GCI backup and restore. Now GCMM uses __card_getstatusex and __card_setstatuex, which provide a more 1:1 backup/restore
    * Correctly displaying savegame Date information
    * Savegame information rearranged.
    Accepted PlabloACZ and Picachu025 modifications, with the following changes:
    * Tweaked mount function
    * Filenames are no longer prefixed with a number for current sesion. Instead, savegames are suffixed with a number. When backing up a savegame if the same file exists on SD it will be prefixed with a growing number (if savegame_00.gci exists, then it will try savegame_01.gci, savegame_02.gci... and so on)
    * Infinite loop can't happen when backupping a savegame as in r11 MOD 2.
    [What's New r11 MOD 2 - September 11, 2011 - By Pikachu025]
    * R (GC-Pad) / 1 (Wiimote) now launches a "backup all" mode, where all saves on the memory card are written to the SD card without any user prompts in the meantime.
    * I came across a couple saves that had ridiculous filenames that refused to write to SD, so if the program comes across one of those, it'll now write them out as "illegal_name" instead of the actual filename.
    * Filenames written to SD are now prefixed with a number, counting up from 1 for every file written during the current session. I added this since I had multiple files that resulted in the same filename.
    * I also added a small check if the file was written correctly. If not, it'll retry. This probably results in an infinite loop when your SD card doesn't have enough free space, so ensure that I guess.
    * I also (quite shoddily) edited the image listing all the options to add the new option, it's ugly but does its job. Feel free to fix, I don't have Photoshop or anything here.
    [What's New r11 MOD - September 09, 2011 - By PabloACZ]
    * SDGetFileList() function in sdsupp.c updated to reflect the changes in DevKitPPC/libogc from the last three years (diropen, dirnext and dirclose commands were replaced with opendir, readdir and closedir, respectively).
    * Modified the MountCard() function in mcard.c to perform a probe on the GC Memory Card slot, to make sure it was mounted properly.
    * Improved the compatibility with GCS/SAV files with the patch posted by jcwitzel in December 2009 (http://code.google.com/p/gcmm/issues/detail?id=1#c25).
    * The Makefiles were modified to include the zlib in the libraries section. It seems that the latest libFreeType PPC port needs it to work.
    * **Hopefully** Added compatibility with Official GameCube Memory Cards (see this: http://devkitpro.svn.sourceforge.net/viewvc/devkitpro?view=revision&revision=4049). According to a friend of mine, it works with a 256 blocks Memory Card.
    * Compiled with DevKitPPC r24, libogc 1.8.8, libfat 1.0.10 and libFreetype 2.4.2.
    [What's New 1.0 - December 31, 2008]
    * Updated to libfat
    * Added Wii support
    * Fixed restore bug (yes, savegames will restore properly)
    * New background
    * Support for interlaced and widescreen in all regions
    * Delete mode (dsbomb&justb)
    * Shows the savegame information (mostly by dsbomb&justb)
    * Many other fixes/modifications for the user
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    |0O×øo·                             TO DO                             ·oø×O0|
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    * Add hotswapping (memory cards can be swapped, SD Gecko/SD/USB can't be swapped)
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                 ABOUT SAVEGAMES AND RAW IMAGES                ·oø×O0|
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            Raw Images
    A raw image is a 1:1 copy of the memory card. It can only be restored to the card it was made from.
    Note that unofficial cards share the same Flash ID, which allows restoring raw images between unofficial cards (as long as they have the same size).
    These limitations can be solved with Raw Tools: http://code.google.com/p/gcmm/wiki/Raw_Tools
    For example:
    You can grab a 59 block card raw image from an unofficial card and modify it so you can restore it to your 1019 blocks official card, mantaining the serial number of the card so your protected savegames still work.
    note: as of GCMM 1.3 protected savegames can be restored to any card and they will work (thanks to Ralf!)

        Protected Savegames
    This is just for information, as since GCMM 1.3 even serial protected savegames can be restored to any memory card.
    There are two kinds of protected savegames:
    * Permision protected savegames: this savegames can't be moved/copied from the Gamecube/Wii memory card manager. These saves can be backed up and restored without problems by GCMM
    * Serial protected savegames: this savegames can't be moved/copied from the Gamecube/Wii memory card manager and will only work in the card they were backupped from. This protected savegames rely on the serial number that is given to the memory card when it is formated. That's why they won't work in other cards and why they won't work on the same card if that has been formatted.
    Restoring a raw image to a diferent card won't work, it has to be the same card (it will work even if the card was formatted). Please note that all unofficial cards share the same Flash ID (which is different from the serial number), allowing raw image restoring between unofficial cards (as long as they are the same size).

        Other savegame formats
    There are computer programs that can transform other savegame formats into GCI (currently GCMM supports SAV and GCS restoring).
    RAW/GCP format is a raw image of the memory card with all its contents.
    MCI format (createad by softdev's sdmc) is a raw image of the card, preceded by a 64 byte header.

    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                        CONSIDERATIONS                         ·oø×O0|
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    * If you extract a device (USB, internal SD, USB gecko), it won't work againt. If you did so, reboot the GCMM. On the contrary
    * Memory cards can be extracted/inserted at will at the main menu screen. It is not recommended to change the card in any other screen.
    * Dolphin (wii/gc computer emulator) has a nice memory card manager, check it out!
    About usb devices:
    * Two of my usb devices won't work with GCMM, but those same devices make The Homebrew Channel crash. If you have problems try another usb device or an SD card.
    * LibOGC card functions works with time functions that use Epoch (seconds since jan 1, 1970) as reference, while GameCube works with seconds since jan 1, 2000). The difference is 946684800 seconds
    * GCMM now uses libogc 1.8.11 git (2012-07-25) card.c, card.h and system.h with tueidj's patches for proper memory card unlocking. It would be wise to update those files in GCMM if changes are made to libogc concerning other functions. Note that even if libogc asumes the changes, as GCMM now uses some static functions from libogc, it needs card.c and card.h, but if libogc updates the sramex structure (system.h) and fixes the checksums in card.c, system.h will no longer be needed.
    * Very good sources of documentation are libogc and dolphin's source code.
    * Card_Init() shall be called only once. Any subsequent call will be pointless; to change the company and gamecode one should use Card_setgamecode() and Card_setcompany libogc functions.
    ×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
    |0O×øo·                     SETUP & INSTALLATION                      ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    Unzip the archive. You will find the following folders inside:
    apps            Contains Homebrew Channel ready files
                    (see Homebrew Channel instructions below)
    gamecube        Contains GameCube DOL file (not required for Wii)
    On the Wii, the savegames will be read from and written to the front SD slot or FAT32 USB device.
    The user will be prompted at startup for which device to use.
    If the selected device isn't available, GCMM will try to use the other device (i.e: user selects usb device but there's none connected, so GCMM will try to use the internal SD).
    Memory card can be in either slot.

    On the GameCube you will need a Gecko SD adapter in the slot A and place the memory card on slot B.
    Loading / Running the app:
    Wii - Via Homebrew Channel:
    The most popular method of running homebrew on the Wii is through the Homebrew Channel. If you already have the channel installed, just copy over the apps folder included in the archive into the root of your SD card.
    If you haven't installed the Homebrew Channel yet, read about how to here:
    You can load gcmm via sdload and an SD card in slot A, or by streaming 
    it to your Gamecube, or by booting a bootable DVD with gcmm on it. 
    This document doesn't cover how to do any of that. A good source for information on these topics is at http://www.gc-forever.com/wiki/index.php?title=Booting_Homebrew
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    |0O×øo·                          CONTROLS                             ·oø×O0|
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    They are shown at the screen.
    Raw mode controls: hold L (gamecube pad) or B (wiimote) then press the corresponding button
    * Raw Backup Mode:  GC_pad L+Y , Wiimote B+Minus
    * Raw Restore Mode: GC_pad L+X , Wiimote B+Plus
    * Format Card Mode: GC_pad L+Z , Wiimote B+2

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    |0O×øo·                          COMPILING                            ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    Currently gcmm uses:
    * DevkitPPC r26: http://sourceforge.net/projects/devkitpro/files/devkitPPC/
    * libOGC 1.8.11 git (2012-07-25): http://sourceforge.net/projects/devkitpro/files/libogc
        note: it compiles and runs fine with 1.8.11 release
    * libfat 1.0.11: http://sourceforge.net/projects/devkitpro/files/libfat/
    * libFreeType 2.4.2 port: http://sourceforge.net/projects/devkitpro/files/portlibs/ppc/
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    |0O×øo·                           CREDITS                             ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    * SoftDev for his contributions to the GC/WII scene
    * Costis for helping with some doubts, he's allways there
    * Masken for his code on raw data reading/writing
    * Justb & dsbomb for originally creating gcmm
    * CowTRobo & Samsom for very useful old sources
    * Tantric for pointing out that official memory cards won't work on wii mode, which encouraged me to continue gcmm as all my previous efforts where in vane due to using an official card for the testing.
    * tueidj, for his patches and very useful information and support. Official memory cards work due to his work.
    * dronesplitter for banner and icon implementation
    * PlabloACZ and Picachu025 for updating the source.
    * Nano(Excelsiior), for inspiring me to finally working again on GCMM
    * bm123456 and themanuel for beta testing and support
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    |0O×øo·                                                               ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
    by by suloku.
  14. Priiloader

    Priiloader is a heavily modified version of Preloader 0.30 by DacoTaco and BadUncle. It is an application that is loaded prior to the Wii System Menu, which allows it to fix certain kinds of bricks that leave the System Menu in a broken state (like a Bannerbrick), or to add various patches like update blockers to the System menu.
    Quick note: Priiloader will NOT save your Wii if you fucked up the System Menu IOS (on 4.3 this is IOS80).

    What has been changed since Preloader 0.30 base source?
    added Bootmii IOS booting option to menu and autoboot (handy for restoring and/or sneek) Support for all HBC title IDs removed need for ES_DIVerify killed the DVD spin bug (crediar forgot to close the dvd drive in ios) re-added online updating added our own installer (phpgeek's) Re-added the old black theme Added a check on boot so some apps can reboot/launch system menu and force priiloader to show up or start system menu Added start of Wiiware/VC titles HBC stub loading Hacks can either be added with their offset, or with a hash value to allow for version-agnostic patches Added option to require a password at boot Fixed lot and lots of bugs much much more What do I need to install Priiloader?
    Thats the best part! All you need is a way of booting homebrew (Homebrew Channel recommended). If you have The Homebrew Channel 1.0.7 or above, you don't need any patched IOS at all! if you don't, then a patched IOS36 is required (although it is recommended to just update the HBC)
    Priiloader itself needs no hacked IOS at all (hell, we recommend using unpatched IOS).
    by DacoTaco.
  15. WiiMod Lite

    WiiMod Lite is a better version of WiiMod with Wii and vWii support that can install WADs, change regions, and more.
    This tool was made by Kkline38 but there's more credits in this program.
  16. Auto WiiWare Patcher

    This patcher will make WiiWare patching easy to do to use Wiimmfi.
    Put your WADs (there can be multiple of them) in the folder corresponding to your operating system then run the patch script. Below are instructions to run that.
    Windows users:
    Double click the "patcher.bat" script to run it. Don't run WiiWarePatcher.exe. After starting up the patcher, follow the instructions on screen. Also, don't forget to put .WADs into the folder with patcher.. Mac/Linux users:
    You need to install Mono if you haven't already.  in a Terminal window. In Linux, use your package manager (APT for Debian/Ubuntu, etc) and install the appropiate mono package - Google is your friend if you don't understand. Open a command prompt (Terminal on Mac). Type "cd" and put a space. Drag and drop the folder with the patcher (it either says Mac or Linux depending on what you choose) to the command prompt. Type in "sh patch.sh". We recommend installing these WADs with WiiMod Lite.
    CUE for the compressors. Person66 for Sharpii. Wiiprogger for WiiWare Patcher. KcrPL for making the Windows version of patcher. by RiiConnect24.
  17. Homebrew Browser

    The Homebrew Browser allows you to download the latest homebrew applications and  games all through your Wii. You don't need to take your SD card out. You don't  even need a computer! You can also delete homebrew you no longer want.
    No more dead links, no more extracting files, no more finding out that the homebrew  application doesn't include an icon.png and meta.xml in the zip file! 

    One click download/(un)install/update for each homebrew application Auto updating when your Homebrew Browser version is out of date 
    How to install:
    Copy the homebrew_browser folder to the /apps folder on your SD/USB device. (Please create the /apps directory on the root of your SD/USB device if it doesn't exist) Ensure that the little write lock switch on your SD/USB device card is off. Launch HBB via the Homebrew Channel. Please view the included HBB Guide and Help webpage to learn how to use HBB and solutions to common issues.

    How to use:
    Supports the Wiimote, nunchuck and Gamecube controller.
    Green Tick - You have the latest version of that homebrew application installed. Yellow Question Mark - You might not have the latest version of that homebrew application installed. A Button = Click Button B Button = Cancel Download or Extracting Hold B button - Move the Wiimote up and down to scroll through the list quickly D Pad Left/Right = Change category D Pad Up/Down = Scroll up and down the list slowly Minus/Plus Button = Delete/Remove/Add application to download/delete queue Home Button = Menu Hold Home Button down = Return to loader 1 Button = Work offline 2 Button = Revert to CodeMii repository
    7 October 2012 (v0.3.9e)
    - Updated with latest libogc which should correct network issues some users are experiencing
    17 September 2012 (v0.3.9d)
    - Added support for new Wiimote 
    - Added a longer timeout when requesting the homebrew list
    25 February 2011 (v0.3.9c)
    - Fixed connecting to the backup server
    - Added setting to allow use of secondary server whenever you like
    31 October 2010 (v0.3.9b)
    - Added secondary CodeMii server
    - Added a connection test so HBB doesn't look frozen if it can't connect to the server
    21 October 2010 (v0.3.9a)
    - Really fixed bug with HBB calculating the wrong free space
    - Fixed bug when trying to use other repositories apart from CodeMii
    - Added setting to enable/disable HBB from checking for updates
    31 August 2010 (v0.3.9)
    - Fixed bug with HBB calculating the wrong free space
    - Fixed bug with USB running HBB when HBB wasn't installed on SD card
    - Added support for HBC Themes (go to Settings -> Repo then select HBC Themes and restart HBB)
    - Enabled a setting to use Wiimote like GC controller
    - Enabled a setting to disable the character in the menu (if he freaks you out!)
    - Updated the HBB updated applications window to allow more space
    - Raised timeout for homebrew list
    - Compiled with devkitPPC 21, libogc SVN and libfat SVN
    21 February 2010 (v0.3.8)
    - Speed improvement when parsing homebrew list
    - Added .ogg music support
    - Added ability to disable mounting USB devices
    - Added timeout for Homebrew List download
    - Fixed bug when updating apps or HBB the meta.xml file was corrupted
    - Fixed bug when reverting to HBB repo it would sometimes fails
    - Fixed bug when updating installed apps didn't work when installed apps are hidden
    10 January 2010 (v0.3.7)
    - Compiled with DevKitPPC r19, libogc 1.8.1 and libfat 1.0.6
    - Allowed ratings and download count in repos
    - Expanded the size of the HBB updated applications display when starting up
    - Added homebrew sorter support (HBB will check for boot.dol.bak and boot.elf.bak files)
    - Disabled write test as some cards failed it
    - Fixed bug that crashed HBB at startup when settings had Use SD but no SD was inserted
    - Fixed bug that would freeze or crash HBB when accessing a repo
    - Fixed bug when GC controller was plugged in, it might go straight into the menu and then exit
    29 September 2009 (v0.3.6)
    - Fixed scrolling list issue
    - Added ability to not delete folders and not extract files if they exist
    - Added ability to select starting category and sorting method
    - Re-added mp3 support (add loop.mp3 and it will play it instead of loop.mod)
    - Improved scrolling of the list at start up
    31 August 2009 (v0.3.5)
    - Added repositories functionality
    - Redid SD/USB mounting method so it keeps trying to at least mount one of these
    - Cleaned up the text being printed a bit
    9 August 2009 (v0.3.4)
    - Fixed issue with icons not being loaded, removing an application from the queue bug and updated meta.xml handling when updating HBB
    25 July 2009 (v0.3.3)
    - Speed up extracting using updated libfat (speeds up download too, but it's not noticeable)
    - Added USB support (plug in your USB device before booting HBB and turn off "Use SD" in settings)
    - Added sorting of applications by name
    - Added delete functionality to the queue (press minus to queue an application to be deleted)
    - Added download and extract information (MB downloaded/MB total, Extracted files/Files to extract)
    - Added a check to make sure Wii Network is initialised and active before downloading applications
    - Fixed bug where you couldn't cancel the download queue if you had download prompt enabled
    - Fixed bug where the meta.xml file name would change back to normal when you updated an application (this allows you to keep your custom name of applications)
    2 June 2009 (v0.3.2)
    - Added an updated applications pop-up which can be disabled in the setting. When applications are updated, you will be notified of the date, application and version when starting HBB.
    - Added number of Wiimotes supported by applications by showing the number in the Wiimote icon
    - Can revert to using IP address if HBB can't find codemii.com domain
    - Added a download icon to indicate which application is being downloaded when you are browsing whilst downloading
    - Added setting to disable Wiimote power off as some users experienced their Wii's turning off automatically
    - Fixed bug where download/delete buttons would show when rating an application
    - Fixed an issue when deleting applications wouldn't delete some folders
    - Fixed squares that occasionally showed after name, description, etc which would cause creating/deleting directories to fail
    - Fixed download queue issue when removing applications from the queue
    - Fixed code dumps that occurred when scrolling the lists
    1 May 2009 (v0.3.1)
    - Able to download and browse at the same time (just click on a category when downloading)
    - Fixed bug which didn't show the last character for applications names, descriptions, etc.
    - Fixed bug where the wrong applications were shown after downloading from download queue
    - Added GC controller support (port #1)
    - Added nunchuck support for scrolling the apps list
    - Added ability to power off the Wii via the Wiimote power button
    - Menu items are now accessible when in the help or settings screen
    12 April 2009 (v0.3)
    - Brand new GUI (thanks DayDreamOz)
    - Ability to scroll through applications without waiting to download images (images loading or being downloaded will show as "Image not found")
    - Images download in the background
    - Much more information on applications which includes a longer description, author, version, size, date, SDHC support and controllers supported
    - Shows the total amount of downloads for each application
    - Ability to rate applications and shows an average rating
    - Ability to queue applications for download in a download queue and download all at once
    - Ability to sort applications by date, rating and download count
    - Added background music (off by default, change loop.mod with your own music if you like)
    - Uses threads
    - Ability to move the cursor once downloading or extracting
    - Ability to cancel extracting process
    - Ability to work offline (by pressing the 1 Button when HBB is initialising the network)
    - Ability to hide installed applications from the lists
    - Checks for SD card to make sure there is enough free space before downloading each application
    - Settings now include show SD card space, check free space, hide installed applications, retreive my rating, background music, rumble, update icon and offline mode
    - Added lots of help screens
    - Added widescreen support (thanks Cashman)
    - Checks that server connected to is really www.codemii.com
    - Added check to make sure the SD card isn't locked
    - Downloads all image files before loading HBB v0.3 the first time to make things faster
    6 April 2009 (v0.2.5d)
    - Uses domain www.codemii.com to connect instead of an IP address
    17 March 2009 (v0.2.5c)
    - Fixed issue with utilities section that was causing it to be empty
    - Fixed zip progress issue
    24 January 2009 (v0.2.5b)
    - Keep retrying networking initialisation
    - Now shows the progress when extracting the zip files (thanks Tantric)
    - Detects the ftpii directory when using a password like ftpii_mypass
    - Keep meta.xml name when updating if it has been edited
    - Added more error checking when updating HBB, if updating fails it reverts back to the previous version
    - Media category becoming unavailable should now be fixed
    - Fixed controller screen to display accurate Dpad information
    19 December 2008 (v0.2.5a)
    - Fixed XML issue which caused a code dump.
    - Added update text so it now tells you what's new before you update
    13 December 2008 (v0.2.5)
    - Changed blue tick to yellow tick so it can be seen easier
    - Made help and controls window larger
    - Free space is now shown at the bottom right of screen
    - Added menu when pressing home, can go into settings, reboot the wii or return to loader. Hold the home button to return to loader at any time.
    - Added settings which allow you to change when the image files are downloaded; either at startup or on-demand. Can enable or disable the free space text.
    - Added update all applications feature. You access this when clicking on the SD card icon. Once you are shown your applications, the SD card icon changes to an update icon which you can click.
    9 November 2008 (v0.2.4)
    - Able to view currently installed applications
    - Fixed bug in downloading and removing applications which affected uno and may have affected other applications
    - Retries increased to 10 times with a longer pause in-between
    - Able to reboot the Wii by holding B and pressing Home
    - Detects if you have a .elf version of any application and lets you update that application
    - Now uses zip files which means download sizes are reduced (thanks Tantric)
    - Added SDHC support
    - Detects if HBB icon or meta file exist, if they don't then it downloads them
    26 October 2008 (v0.2.3b)
    - Using dol instead of elf to work with HBC beta 9
    30 September 2008 (v0.2.3a)
    - Wlan adapter should now work with the HBB
    - Applications should now be detected properly
    - When applications are downloaded/deleted from the popular category they will now appear correctly in other categories and vice versa
    29 September 2008 (v0.2.3)
    - Rebuilt with latest libfat CVS to fix delete corruption bug (thanks joedj)
    - Added Popular category
    - Updated HBB about information
    6 September 2008 (v0.2.2)
    - Now downloads images in real time, no more having to wait for HBB to load
    - Fixed IR cursor, no more IR cursor correction is required (thanks Wil)
    - Deleting applications now deletes all files from the directories created (emulator roms/saves directories aren't deleted)
    - Dpad left and right now controls the categories
    - Updated HBB about image to include information about wii message notifications for HBB
    3 August 2008 (v0.2.1b)
    - Added the ability to cancel downloads at any time by pressing B
    - Added a slight rumble when moving over any button
    - Moved help and controls icon to left of banner
    27 July 2008 (v0.2.1a)
    - Fixed the issue when downloading most of the temporary images for the first time it caused HBB to exit
    - Added text to describe what each icon does when you move the cursor over it
    26 July 2008 (v0.2.1)
    - Cursor now rotates and disappears when IR is not pointed to the IR sensor (thanks ebool)
    - Added about and controls icon
    - Added functionality to remove old files that some applications don't use when you update
    - Added statistics gathering which will be displayed on a webpage
    - Changed IP address from wiiregionworld.com to codemii.com
    13 July 2008 (v0.2.0b)
    - Increased buffer size so applications that require a lot of files will work
    - Added HTTP no-cache so users behind a proxy will always retrieve the latest version of the apps list
    10 July 2008 (v0.2.0a)
    - Small bugfix, downloading Raytracer, Wiiwhiteboard, etc should now work
    9 July 2008 (v0.2.0)
    - Supports applications which load files from the SD card
    - Added categorisation of homebrew applications
    - Ability to install HBB via wiiload
    - Updated tick icons
    - Updated "Download" image to change to "Update" if you already have the application installed
    - New icon displays even if you have an older version of the application
    - Fixed issue when downloading 4 applications HBB would exit
    - Does not download the icon.png file if you already have that application installed
    4 July 2008 (v0.1.2)
    - Added checks to make sure the server response is valid
    - Uses new graphics made by LowLines
    - New mouse pointer
    - "New" icon appears depending on the time
    - Uses GRRLIB 3.0.1a
    - Fixed images getting corrupted when loaded previous and next 6 images a few times
    - Now downloads the icon.png and meta.xml files for the HBB if you update
    30 June 2008 (v0.1.1)
    - Fixed issue with requesting files from server (thanks joedj)
    - Enabled auto updating (press B when asked if you don't want to update)
    - New logo and HBC icon
    29 June 2008 (v0.1)
    - Initial Release

    LowLines for the Homebrew Browser v0.2.x graphics including logo, HBC icon and all other graphics joedj - ftpii source for network read and write NoNameNo & Redshare - GRRLIB (3.0) Tantric - Unzip library All the Wii homebrew developers and icon artists All the people who tested the HBB revisions Team Twiizers, #wiidev & #wiihelp Author:
    teknecal (teknecal@gmail.com) - www.codemii.com Graphics by DayDreamOz (www.spriteattack.com)
  18. CleanRip

    A tool to backup your Gamecube/Wii Discs via IOS58 Create 1:1 backups of your GC/Wii discs for archival purposes without any requirements for custom IOS (cIOS). Supports USB 2.0 / NTFS / FAT32 & Front SD.
    FAT/NTFS (libntfs-2012-1-15(r13)) USB 2.0 support Front SD support BCA Dumping Redump.org Rip Verification (via gc-forever.com)
    Wii (or GC) Wii/GC Controller USB or SD storage device (>1.35GB free space) HBC 1.0.8 or greater installed by emukidid.
  19. Bluebomb

    Bluebomb is an exploit for Broadcom's Bluetooth stack used in the Nintendo Wii.
    How do I run it?
    You will need a Linux computer to do this!
    Download BlueZ. Extract it and run build it with ./configure --enable-deprecated && make (If you are using Ubuntu, you might need to install some needed packages with sudo apt install libglib2.0-dev libdbus-1-dev libudev-dev libical-dev libreadline-dev before this works) Enter the tools directory and run sudo systemctl disable --now bluetooth Run sudo ./btmgmt Run the following commands in the managment prompt select 0 info If you get an error about Invalid index then Linux can't find a Bluetooth device on your computer, if one real hardware make sure you have firmware for your bluetooth adapater, if in a VM make sure you have passed through the device. Assuming the above does not happen then you can continue. power on connectable on bondable on discov on info You should now look at the info results and check the current settings line for the following: powered connectable discoverable bondable br/edr If you don't have one of the above settings in your list, make sure you executed all the above commands. You can now exit out of the managment prompt. Run sudo ./hciconfig hci0 iac liac Run bluebomb with the arguments to the app-specific payload and the stage1 you would like to run. Ex. sudo ./bluebomb ./stage0/MINI_SM_NTSC.bin stage1.bin for a NTSC Wii Mini's System Menu. You can also specify which hci device to use with bluebomb by adding before the stage0 and stage1 arguments. Ex. sudo ./bluebomb 1 ./stage0/MINI_SM_NTSC.bin stage1.bin to use HCI1. Start you Wii and navigate to the app that you are exploiting, for the System Menu you only need to turn on the Wii, you can leave it sitting on the Health and Safety screen. Turn OFF your wiimote at this point, do not let anything be connected to the console via bluetooth. Make sure you console is close to your bluetooth adapater, you may have to move it closer to get it in range, this will depend on your adapater. Click the SYNC button on your console, you may have to click is several times in a row before it sees the computer. You will know it is connected when bluebomb prints "Got connection handle: #" Stop pushing the SYNC button and wait for bluebomb to run, what happens will depend on what stage1.bin you are using. The one from this repo will load boot.elf off the root of a FAT32 formatted usb drive and run it. You can use the HackMii Installer's boot.elf to get the Homebrew Channel. IMPORTANT: The steps above will have disabled the bluetooth service on your machine to run the exploit. To enable the bluetooth service again run sudo systemctl enable --now bluetooth.
    How do I build it?
    Run make in the main folder to generate bluebomb. Run make in the stage0 folder to generate the app-specific payloads. stage1.bin is not yet user buildable, this repo will be updated with instructions on how to build it when it is done. How do I create an app-specific stage0?
    You will need to locate several addresses in memory from the app, dolphin is very helpful here. Create a copy of one of the existing app lds files and name it something identifiying like GAMEID.lds Open up the app in dolphin and choose Symbols->Generate Symbols From->Signature Database. Locate the sdp_init, l2c_init, and process_l2cap_cmd functions (use the Filter Symbols field) Open up your app in some RE tool (ghidra works well). For sdp_init the first function call to memset the first argument is the sdp_cb address that you need. Next go to l2c_init and just like before the first function call is memset and the first argument is l2cb. The switch_address is slightly more complicated. Go to the process_l2cap_cmd function and find the switch statement. Right before the mtspr CTR,rx ; btr instructions there will be a lwzx rx, rx, rx instruction, if your RE tool knows the location of the switch addresses it might show it, if not you will have to track the registers and find the address list that this lwzx instruction is pulling from. Once you find the list, go to the last address in it, it should be right before a string "L2CAP HOLD CONTINUE", the address of this address in the list is what you want. Not the address of the code that the switch statement is jumping to. This address is your switch_address. Finally you need the switch_break address, this is address of the call to l2cu_reject_connection in case 2 of the switch statment from process_l2cap_cmd. There are two calls to it in case 2, you may use either one, simply get the address of the bl l2cu_reject_connection instruction and that is your switch_break.
    After placing all these values into the lds file you can also choose a payload_addr. This field is where the stage1.bin will be read into when the exploit runs, you WILL have to adjust this to a memory region that isn't in use by your app when the exploit is running. If unsure you can try something like 512kb before the end of mem1 (0x81780000). Please note the addresse used in the System Menu lds files will not work for any other app, don't try to copy this address.
    by Fullmetal5.
  20. Load Priiloader

    There is an app forwarder that can boot Priiloader via the Homebrew Channel (without using the RESET button).
  21. All-in-One Wii VC Injecting Tools

    This is a all-in-one pack for injecting Wii Virtual Console WADs that includes:
    AutoInjectuWAD - developed by Creffca (AKA Avicr) Devilken Injector - developed by Devilken (special thanks to Corsario) CustomizeMii 3.11 - developed by Leathl ShowMiiWads 1.4 - developed by Leathl WADunpack - developed by BFGR WADpack - developed by KiKe (bashed on segher tools) U8 Tool / VC brlyt Editor / VC Save Icon Maker / VC Save Icon and Save Title Injector / CCF Tool / TPL Editor - developed by HowardC WADder 2.7 - developed by [ icefire ] and ( Jacol ) With these tools, you can inject and make your own Wii VC WADs of the following systems:
    Nintendo Entertainment System (NES) Super Nintendo Entertainment System (SNES) Nintendo 64 (N64) SNK NeoGeo SEGA Master System SEGA Genesis / SEGA Mega Drive NEC PC Engine / Turbo Grafx 16 The WADs aren't included, so you need to obtain your WADs and ROMs to inject.
    Unproperly packing the 00000000.app file will HARD BRICK your Wii!!!!!! DO NOT ATTEMPT TO CREATE CUSTOM WADS unless you know what are you doing!!!!!!
    by saulfabreg.
  22. Wii - GameCube MultiGame ISO Creator

    What's new:
    * Fixed:    Creation and extraction of iso's with more than 3 games.
                Gamenames and banners after the third game showed up as garbage. 
    * Fixed:    DVD size control was not updated if a game was removed with the delete key.
    * Fixed:    Game extraction save dialog accepted invalid filenames, which threw an exception ofcourse.
    * Fixed:    Handle exception if shrinking fails, just add original image to MultiGame ISO.
    * Fixed:    Made ISO extraction more thread safe.        
    * Added:    DVD size control, it shows if, the ISO you are creating, fits on the selected 
                        DVD type (DVD5, DVD9).        
    * Added:    Updated GCOS MultiGame version to v4.0F+ DVD9.
                        dsbomber fixed a bug in the GCOS menu if you have 8 or 9 games on a dvd.
    * Added:    Updated GCOS MultiGame version to v4.0F DVD9.
    * Fixed:    Only first game was found when extracting from GCOS DVD9 ISO.
    * Added:    You can now extract ISO's from all versions of GCOS MultiGame ISO's (v4 and previous versions)
    * Added:    Updated GCOS MultiGame version to v4.0 DVD9.
    * Added:    Extract ISO from GCOS MultiGame ISO
    * Fixed:    Tweaked shrinking code a little bit, more games work, but not all !!
    * Added:    Updated GCOS MultiGame version to v3.0.
    * Fixed:     Rename gamename only showed last typed character.
    * Fixed:     Shrunk images didn't work, fixed it and compared images with images shrunk with GCMUtility v0.5.
                        Tested 10 images, shrunk images where exact copies of output images from GCMUtility.
                        Though, one image didn't work (Mario Golf Toadstool Tour), but neither did the shrunk
                        image from GCMUtility! Maybe somebody knows why...
    * Fixed:    Racing condition in MultiGame ISO creation thread (application lockup)
    *    Added:     "Ignore ImageCheck" in File menu.
    * Fixed:    Renamed "Compress" to "Shrink", because it's more commonly used.

    Create GameCube MultiGame Images for you Wii the easy way !!
    The Image will selfboot on your Wii and GameCube.
    You need a modchip for this.
    .Net 2.0 Framework required.
    Add some GameCube Images (iso, gcm) to the list.
    You can rename gamenames (select game and press F2) and move the images up and down in the list.
    Tick the Shrink checkbox and the Image will be shrunk prior to adding it to the multigame image.
    (Shrunken Images are placed in the "Compressed Images" folder in the application folder.)
    Select the region of your Wii.
    Click "Create MultiGame ISO" button.
    Based on the source of SELFBOOT GCOS MultiGame Version of Emu_kidid.
  23. WiiMC

    WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii.
    Features include:
    Ability to play virtually any video or audio format DVD playback, with DVD menu support Picture viewer Music player Online media support, including SHOUTcast, YouTube, and Navi-X SD, USB 2.0, SMB, HTTP, and FTP support Attractive libwiigui-based interface, designed with the Wii in mind by Tantric and rodries

  24. Flatmod Config Disc

    FLATMOD introduces the FLATMII SOLDERLESS concept in the Wii videoconsole modding . FLATMOD is compatible with ALL the wii dvd drive chipsets , EPOXY'd and D3/D2nothing included , FLATMOD is even the perfect companion if you are a FLATMII device owner being both 100% compatible inside the same wii, supporting not only BASIC features,FLATMOD offers so advanced features as the SOLDER mods at the market.
    Play your Wii/Gamecube backup discs , DVD or DL formats are supported , Multiiso WII/GC and Upgrades
    Blocker features makes this new method so effective as the normal ones and avoiding any kind of bricking issues. All them including the region free are enabled or disabled using a config disc .Soldering installation, clip or any software modification is NOT REQUIRED for FLATMOD . Install FLATMOD in only 5 minutes with a few "Plug and Play" steps.Why to be BASIC if you can get theMOST of the resting mods features ?
    NO solder required NO clip required NO software modification required Plug and Play 2 Minutes installation ALL chipsets compatible including EPOXY & D3 boards Wii/Gamecube & ISO9660 compatible MultiIsos for Trimmed Isos Compatible DVD and Double Layer media compatible Region free & Antierror 001 Geckos,Mplayer and Homebrew Compatible Updates blocker 128k SPI Flash for Upgrades/config storing DVD firmware Upgrades and Config Disc Extra ACTEL Jtag & Spi upgrade hardware if needed Enjoy FLATMOD!!
  25. Flatmii

    Flatmii Remote iso selector is used on three different formats :
    DOL , dol version for zelda's hack or HBC  WAD , channel version,just install it using some WAD manager ISO , Not supplied for copyright reasons...just replace the main.dol on any  iso game disc using the specific tool (i.e. trucha) , banner,logo and  icon is supplied for the banner modifying of the selected game disc iso Flatmii PC software 1.3 is included :
    Added new checkbox "Auto load Browser" --> Auto load "wiibrowser.iso" NOTE : Flatmii Remote ISO Loader requires any ISO being transfered to work        properly
    Flatmii & Flatmod Team

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