Dolphin, the GameCube and Wii emulator - Forums

Full Version: [Updated first post] How to play Brawl+/-, Project:M, etc. [UNOFFICIAL]
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Well thats a pain in the ass!

I dont mind the save issues as long as i have access to all the characters (brawl minus doesn't auto unlock them)

Project M demo 2 is right around the corner so im trying to get all these kinks worked out.
I do have a nand backup from a wii that can run GeckoOS and I still get the problem. It's an old one though. Perhaps a more recent one would work...
Still no luck eh?

Im really not sure what the issue is. There has to be some way to fix this right?
To fix the crashes, you need to turn off "Insert SD card". There's a bug reported on Google Code for this.

Of course, that's not convenient if you want to load files from the SD; you have to use another method (changing the ISO, or using Dolphin's apploader).

As for the saving issue (complaining there is not enough Wii system memory), this was caused by Dolphin revision 3.0-460. Use versions prior to this to not have the issue. However, it seems that this issue actually negates the above crash, so there's that. You can always use an additional Gecko code to unlock characters, but that's less convenient (I'd prefer to have all settings remembered between games, including music preferences for stages!).

If Gecko fails to load the codes, try changing the hook method to GC Pad (in the Gecko menu). [Edit: As Echoes points out, this causes crashes. GXDraw seems to work fine for me so far, no crashes or other issues, and it loads fine.]

There also seem to be lingering crashes which seem to be caused by the way Dolphin handles SD cards, they should be fixed also by changing the load method to ISO/Apploader. Are these fixed by having a NAND dump? I would appreciate if someone could compare with/without a dump.
At the moment I get crashes about every 3 minutes of gameplay (although sometimes it can last for a while), that's been traced back to the file replacement code which does something naughty in Dolphin, and should be fixable by using modified ISO/apploader methods.
Very informative, presheaf. I'm sorry I haven't had much time to dig around with this lately.

I guess the reason I don't get the save problem is because I use v3.0-373 (I just randomly started using this one a few months back or so).

And presheaf, If the crash you're getting is the one where the game freezes but the music keeps playing and dolphin doesn't crash, then this actually happens because you changed the hooktype. You're lucky the game lasts so much for you, for me it kept crashing almost every forty seconds.

Also fun fact, the id of the game actually does change (from RSBE01 to a bunch of zeroes, yet it still uses the save...). I noticed you can use a save state to "fix" the file replacement failure. Simply make a save state when you get a successful run and load it when GeckoOS fails to replace the files. Only load the state after GeckoOS applies the codes and the game starts or it will crash.

I'm assuming this works because the code is loading fine, just not working fine. When it fails to load at startup, it actually semi works, as it replaces music just fine. After playing a match and changing characters the code tends to kick in full time, but the menus only load once so those won't change.

It's a shame save states are only revision specific.

Could anyone post a guide on how to set this up with the ISO/Apploader method?

Does this work?
(04-13-2012, 03:29 PM)Echoes Wrote: [ -> ]If the crash you're getting is the one where the game freezes but the music keeps playing and dolphin doesn't crash, then this actually happens because you changed the hooktype. You're lucky the game lasts so much for you, for me it kept crashing almost every forty seconds.

Wow, great work. You got it right with the 'crashes' (music keeps playing, Dolphin still running, 0 FPS and nonzero VPS), they were indeed caused by having the hook type being GC Pad! Changing the Gecko Hook Type to GXDraw makes everything work for me: it loads successfully, and no crashes seem to occur. The default is VBI, with that it often happens that the codes don't load.

So is the only remaining issue Snake/Olimar crashing (NTSC) when SD card is inserted, when the saving works? This can be fixed by having a modified ISO or using the apploader, but that's not very convenient. I'm still looking into it, but not very successfully...

Edit: Well, here's something. The 3.0-460 revision broke the saving, for some reason it tries to load instead from /User/Wii/ instead of /User/Wii/title/[...].
Because of that, if you put your save files in /User/Wii/, it will load successfully. However this does mean the Snake/Olimar crash happens again.
(04-14-2012, 04:54 AM)presheaf Wrote: [ -> ]Edit: Well, here's something. The 3.0-460 revision broke the saving, for some reason it tries to load instead from /User/Wii/ instead of /User/Wii/title/[...].
Because of that, if you put your save files in /User/Wii/, it will load successfully.

Make an issue here (if there isn't already one Tongue):

http://code.google.com/p/dolphin-emu/issues/list
Thanks a Million for the help guys!

Finally got everything working! Minus the Snake glitch of course but i can live with that.
Can any of you guys get it working using the Dolphin Apploader (Config/Paths/Apploader)?

I'm not sure what I'm supposed to do exactly. I extracted the apploader.img file, and used the relevant boot.elf file to start the game, but what exactly is it that Dolphin reads? Does it need the original ISO + patched files, or does it need a fully extracted ISO with patched files? Can someone explain how this works?
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