Game Boy Interface

Release threads for homebrew & utilities only
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Papy.G
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Re: Game Boy Interface

Post by Papy.G » Fri Nov 08, 2019 3:00 pm

Sorry, I confused both. :oops: I'll look further into that next week, thanks.
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count.zero
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Re: Game Boy Interface

Post by count.zero » Tue Nov 12, 2019 9:47 am

Extrems wrote:
Thu Nov 07, 2019 5:25 pm
Combined changelog since July.

[*]Added N64 Controller support.
As usual thank you for your enormous work! This means direct support of N64 controller or with an adapter?
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Extrems
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Re: Game Boy Interface

Post by Extrems » Tue Nov 12, 2019 1:18 pm

Direct support using a modified cable.
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Re: Game Boy Interface

Post by count.zero » Tue Nov 12, 2019 2:28 pm

Extrems wrote:
Tue Nov 12, 2019 1:18 pm
Direct support using a modified cable.
Great! There is other software that uses the N64 controller? I mean there should be a test disk IIRC but does it work with, example, the N64 emulated copy of Zelda OOT?
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Re: Game Boy Interface

Post by Extrems » Tue Nov 12, 2019 2:55 pm

Not64 could use N64 accessories with controller type set to N64 for a couple years now, but it's not yet supported for UI navigation.
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Re: Game Boy Interface

Post by Papy.G » Wed Nov 13, 2019 10:20 am

So I tried to dive into overlay setup, but don't know where to begin.
I don't know where to find information, looked in the Wiki, no readme's in the packages, can't connect to Discord…

The only thing I found is the overlay path, and options from the SR edition's Wiki, but don't find what format it should have (can't manage to read the frame files, to begin), so I have my overlay grid ready on Graphic Converter, but don't know to what format I have to save it, neither if the gaps grid has to be white or black.

I hate asking dumb questions, and try my best not to, but can you point me to a discussion about making overlays, if anybody ever discussed about it somewhere?
DMG/MF OC, AGB/SC miniSD, NTR/NeoMK3, USG/flashme V8/SC miniSD
DOL001(EUR)/RGB/GCPlug/GBP/SD2SP2, RVL 001(EUR)/RGB/CMP/WiiSD

SD2SP2 in action on video
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Extrems
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Re: Game Boy Interface

Post by Extrems » Wed Nov 13, 2019 1:26 pm

It has to be in the standard GC/Wii TPL texture format, with premultiplied alpha.

If using the standard edition with --output-gamma=2.2 (default), or the speedrunning edition with --gamma=2.2, it also has to be in linear RGB rather than sRGB.
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Re: Game Boy Interface

Post by GenPDP7 » Thu Nov 14, 2019 2:03 pm

I'm using Action Replay MAX on my early-model GameCube and all I can get is the error message "Please Insert Action Replay Hardware into Slot B". It doesn't read anything from my SD card adapter.
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Re: Game Boy Interface

Post by Extrems » Thu Nov 14, 2019 2:08 pm

Because it doesn't natively support SD cards. You need to use an exploit.

Follow these instructions (SDload can be replaced with Swiss), or find the later version with SD Media Launcher functionality.
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Re: Game Boy Interface

Post by GenPDP7 » Thu Nov 14, 2019 3:13 pm

Extrems wrote:
Thu Nov 14, 2019 2:08 pm
Because it doesn't natively support SD cards. You need to use an exploit.

Follow these instructions (SDload can be replaced with Swiss), or find the later version with SD Media Launcher functionality.
This brings me to my problem. When I try to follow these instructions, I run into an issue. When I run SDpatch.exe F: (from the command line), I get an error message saying that it failed to obtain "low-level access" to the drive. Some old forum posts I found made the claim that this file doesn't work in newer versions of windows past XP. But I have no access to windows XP at all, so I am looking for a workaround here.
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Re: Game Boy Interface

Post by N7Kopper » Thu Nov 21, 2019 11:24 am

GenPDP7 wrote:
Thu Nov 14, 2019 3:13 pm
Extrems wrote:
Thu Nov 14, 2019 2:08 pm
Because it doesn't natively support SD cards. You need to use an exploit.

Follow these instructions (SDload can be replaced with Swiss), or find the later version with SD Media Launcher functionality.
This brings me to my problem. When I try to follow these instructions, I run into an issue. When I run SDpatch.exe F: (from the command line), I get an error message saying that it failed to obtain "low-level access" to the drive. Some old forum posts I found made the claim that this file doesn't work in newer versions of windows past XP. But I have no access to windows XP at all, so I am looking for a workaround here.
Low-level access simply means that the patcher needs to be able to take full control of reading from and writing to the card, and modify the raw bits without going through the OS' abstraction layers. It would help if you told us what OS you were actually using. Given how old this tool is, it might well not work with SDHC or SDXC cards, so be sure to use an old style SD, formatted to FAT16 like the wiki page says.

Oh, and did you try running the program in admin mode? Newer versions of Windows restrict low-level access to storage devices to admin mode (Defragging tools need to run in admin mode, that should tell you everything)

If you get completely stumped, try running sdpatch.dol via a Wii with a cMIOS and a program to boot GCN homebrew. (Making sure, of course, to put the SD Card in the SD Gecko rather than the native Wii SD slot that gets disabled in GameCube mode)
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Re: Game Boy Interface

Post by Papy.G » Thu Nov 21, 2019 12:11 pm

Well, if he have had a GCN compatible Wii, he just wouldn't have to bother much more than putting a gamexploit and DoLauncher on a Memcard. ;)
DMG/MF OC, AGB/SC miniSD, NTR/NeoMK3, USG/flashme V8/SC miniSD
DOL001(EUR)/RGB/GCPlug/GBP/SD2SP2, RVL 001(EUR)/RGB/CMP/WiiSD

SD2SP2 in action on video
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