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News: UQM development migrated from Subversion to Git

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Author Topic: Wii Port  (Read 12496 times)
Defender
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Re: Wii Port
« Reply #45 on: May 16, 2010, 04:03:09 am »

Thank you Zared, much obliged.

EDIT: Still having no luck trying to forward to UQM without having to use "Universal Forwarder" to do so. Zared, is there something you could do, being more familiar with the source code than I? I was searching through it but found no reference to this: http://gbatemp.net/t181011-homebrew-forwarder-iso-s?st=690&p=2509222&#entry2509222

I'm at a loss on what needs to be added or changed to make this work with just a simple forwarder.
« Last Edit: May 16, 2010, 07:35:20 pm by DEFIANT » Logged
Zared
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Re: Wii Port
« Reply #46 on: May 25, 2010, 05:01:59 pm »

I don't know what you want.  That link doesn't mention anything at all about source code to anything.  But, at any rate, that link isn't even for forwarder channels, it's for forwarder ISOs so you can install them on a USB loader like a Wii game.  (USB Loaders are semi-legitimate programs that load disc images from a USB HDD and run them on the Wii).

At any rate, what's the alleged difference between a forwarder and a "universal forwarder"?  A forwarder is just a tiny application that does only one thing:  load another application.  It doesn't have to be complicated, and it shouldn't ever need the target application to be specially compiled.  I'd imagine that a universal forwarder is just one written to load the target's path from a parameter, so you can use the same forwarder program multiple times without needing to recompile it.  That's the preferred way to do it.  I don't see why having to write your own forwarder each time is a better technique.
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Defender
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Re: Wii Port
« Reply #47 on: May 26, 2010, 06:30:02 am »

I guess I'm not understanding then.

When I use customizemii to make a forwarder, it does not work. I get this thin green bar, then the wii reloads back to the channel select screen. I have it pointed to uqm/boot.dol in apps but it will not work. I was thinking it has something to do with the source code.

The reason for the link was spacificly giantprune's post about "look it the makefile for the LDFLAGS. the init=0xblablabla part is the important bit." Where is this in uqm source code? Or is this something completly different than what I'm thinking?

Something about an "entrypoint".?

I was hoping you might know what that meant? I thought it had something to do with the way the forwarder was created. Also, something about the memory it uses to forwared is the same memory that uqm needs to load, so the game crashes.

Maybe it's too much over my head. Making forwarders for other apps has worked out great. So far it's only uqm that has given me any kind of problems.

I don't suppose you'd like to try out the forwarder I made that given me the load problems? Maybe you can see for yourself what It's doing? Let me know and Ill post it.
« Last Edit: May 27, 2010, 06:25:43 am by DEFIANT » Logged
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Re: Wii Port
« Reply #48 on: July 13, 2011, 06:43:40 am »

Can someone update the wii port to 7.0 please? I'm still using it and would like it to be up to date.
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Ernoldo
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Re: Wii Port
« Reply #49 on: December 18, 2017, 11:16:33 am »

Hello everyone,

Im sorry to bump an ancient post but im planning to play some melee games with friends during christmas, but I cant find the files needed to play the game on a Nintendo Wii. The link on the port page doesnt work.

Could someone help me in the right direction, or might even have the files? Smiley

Thanks a bunch!
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Ernoldo
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Re: Wii Port
« Reply #50 on: December 21, 2017, 08:03:02 pm »

I succeeded to install the game through homebrew browser Smiley
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