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gcmm's Introduction

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|0O×øo·                    GCMM 1.5.2  by suloku                        ·oø×O0|
|                      https://github.com/suloku/gcmm                       |
|                   (old site: http://code.google.com/p/gcmm)               |
|                          (Under GPL License)                              |
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'

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.

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|0O×øo·                            FEATURES                           ·oø×O0|
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* 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, FAT32 USB device (wii), SDGecko (wii/gamecube), SD2SP2 and GCLoader (gamecube) support
* Shows savegame information, alongside animated Icon and Banner!
* A (somewhat) nice UI
* Open Source!

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|0O×øo·                         UPDATE HISTORY                        ·oø×O0|
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[What's New 1.5.2 - November 19, 2021 - By suloku]
* Fixed exit/reboot secuence (finally)
* Several card fixes thanks to Extrems and libogc2!
* SD2SP2 fix
- Changed to libogc2 to fix bug in sd2sp2 mounting when it has already been mounted once (even on another dol file) without rebooting. (will still compile with libogc)
- Using custom card.c and card.h (again) since libogc2 is missing some functions
* Added device selector. Press 1/R button to access it.
* Devices can be swapped without rebooting GCMM now. When running device selector follow on screen instructions to know when you can safely insert/remove a device.
* SDGecko support for Wii mode.
* GCLoader support for Gamecube mode.
* Show current device (wiisd/wiiusb/sdgecko/sd2sp2/gcloader/no device) in main screen.
* Support for command line paramenters in both wii and gamecube (use Swiis cli files for gamecube). Read more in cli_readme.txt. Pre-made cli files are included.
* WII/GC: added Dark mode theme (as a separate dol file).
* Background is changed depending on fat device being used (gamecube)

[What's New 1.5.1 - October 10, 2021 - By suloku]
* Merged DacoTaco's changes to make GCMM compatible with libogc 2.3.1, not needing to have a local copy of card.c/h
* RAW read/restore functions use a lot less memory (lead to problems in recent builds with 2048 block memory card)
* Reworked raw restore/read functions (they hopefully work correctly now for all memory cards)
* Fixed bug in libogc's card.c preventing to correctly write from block 1024 onwards in 2048 block cards (right now needs modified libogc to compile and work, since we aren't using our own card.c/h anymore).

[What's New 1.5 - april 21, 2021 - By suloku]
* Merged carstene1ns changes to compile with latest libraries
* Adopted libogc's latest changes to card.c, no longer needs system.h. Thanks tueidj for your patches all these years!
* Fixed bug in card.c which prevented some saves sharing filename characters not being restored (paper mario)
* Improved SD2SP2 boot sequence:
	- By default SD2SP2 will be used. If there is none GCMM will ask for SD Gecko location (slot A or B)
	- Holding A or Z while booting will prompt if you want to use SD2SP2 or SD Gecko. If SD Gecko is selected then it's slot can be selected.
* Fixed GC rebooting:
	Gamecube mode exit secuence:
		1.- If there is a reboot stub (PSOLOAD/SDLOADER), GCMM will return to it
		2.- If not, GCMM will try to load autoexec.dol in fat device used in GCMM
		3.- If not, restart.

Note: When using SDLOADER it is recommended to run Swiss, as returning to SDLOADER will break it (selection bar will be red) and dol loading will not work. It is adviced to have an autoexec.dol available (swiss recommended). This happens in Wii's gamecube mode, I don't know if gamecube has the same behavior.

[What's New 1.4g - january 03, 2020 - By suloku]
* Added SD2SP2 support ("released" as beta, no official release made)

[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
http://board.gscentral.org/retro-hacking/53093.htm#post188949

[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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* SAMBA support for network mangement of savegames

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|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.


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|0O×øo·                        CONSIDERATIONS                         ·oø×O0|
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Users:
* If you extract a device (USB, internal SD, USB gecko), it won't work again. Run device selector again to remount the device or exit and restart GCMM.
* Memory cards can be extracted/inserted at will at the main menu screen. It is not recommended to remove 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.

Developers:

* 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 is compatible with libogc thanks to DacoTaco, but currently uses libogc2 with custom card.c (essentially libogc2's card.c with some modifications) due to libogc2 having support for sd2sp2 and gcloader, as well as many bugfixes. If changes are applied to libogc GCMM will be able to properly use it again.
* 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.

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|0O×øo·                     SETUP & INSTALLATION                      ·oø×O0|
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Unzip the archive. You will find the following folders inside:

apps				Contains Homebrew Channel ready files, both for normal and dark themed GCMM
					(see Homebrew Channel instructions below)
				
gamecube			Contains GameCube DOL file, both normal and dark themed (not required for Wii)
gamecube/cli files	Contains a set of cli files to use with swiss in gamecube mode. Read cli_readme.txt for mor information.
				

After boot, GCMM will check which devices are available. If only one device is available, GCMM will use it as default. If more than a single device is available GCMM will boot into the device selector screen. You may skip device selector screen at boot using command line arguments (check cli files for gamecube mode).

Available devices in order shown by GCMM. Please don't connect more than one USB device in Wii mode.

    Wii
----------
Wii SD
Wii USB
Slot A SD Gecko
Slot B SD Gecko


  Gamecube
------------
SD2SP2
Slot A SD Gecko
Slot B SD Gecko
GC Loader

------------------------------
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:
http://hbc.hackmii.com/

Gamecube:
---------
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 main 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|
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Currently gcmm uses:

* DevkitPPC as installed by devkitPro Updater 3.0.3 as of November 19th 2021: https://github.com/devkitPro/installer/releases
* libOGC2 (updated libogc by Extrems) as of November 19th 2021: https://github.com/extremscorner/libogc2/commit/6bce86690ca2b45557f14460122bc7d43c5ac547
* libfat updated by Extrems as of November 19th 2021: http://sourceforge.net/projects/devkitpro/files/libfat/
* libFreeType 2.4.2 port, currently installed via pacman and devkitpro toolchain: https://github.com/devkitPro/pacman-packages
	- Read more about installing portlibs: https://devkitpro.org/wiki/devkitPro_pacman

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|0O×øo·                           CREDITS                             ·oø×O0|
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* 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 on 2011 after I forgot about GCMM.
* Nano(Excelsiior), for inspiring me to finally working again on GCMM
* bm123456 and themanuel for beta testing and support
* DacoTaco for libogc compatibility changes
* Extrems for many libogc bugfixes, gcloader and sd2sp2 support in libogc, libfat updates and improvements
* f3bandit for beta testing, specially gcloader support

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|0O×øo·                                                               ·oø×O0|
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gcmm's People

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gcmm's Issues

GCMM 1.5.2 does not work anymore in Dolphin

For educational purposes / for reasons of documentation (screenshots) and for reasons of showing which different homebrew is able to be executed by the Dolphin emulator, it was possible to run GCMM 1.5.0 in Dolphin emulator.
(I know that the current realease of Dolphin emu does not emulate SDcard / SDGecko in GameCube mode)

Well, GCMM version 1.5.2 does not work anymore - it just does not boot anymore.

In the Dolphin Emu settings, I did already try the common trouble solution methods (disable HLE audio emulation and disable any emulated GameCube memory card slot, using cached interpreter in the CPU settings and enabling MMU), but it does not help

Request: Copy saves from USB to Memory Card

After hours of digging through the Internet, I could not find a way to copy my 
GC Action Replay save from my USB device to my Action Replay adapter in Slot B 
of my Wii.

This is the only app that I saw that might support it in the future. Any plans?

Original issue reported on code.google.com by [email protected] on 23 Feb 2013 at 8:00

gcmm corrupting fat32 partition

What steps will reproduce the problem?
1.Run gcmm
2.Select usb as destination
3.Backup something
4.Have a damaged partition

What is the expected output? What do you see instead?
The saves should be saved to the first fat32 partition of my two(one fat32, the 
other ntfs).
Instead my first partition is damaged and displays weird symbols for its 
content that has wrong file information too, also the size of the whole fat32 
partition is now wrong.

What version of the product are you using? On what operating system?
Latest, 1.4c

Please provide any additional information below.
-

Original issue reported on code.google.com by [email protected] on 10 Jul 2014 at 7:33

Official Nintendo Memory Card Support

What steps will reproduce the problem?
1. Press Y while Official Nintendo GC memnory card in slot B
2.
3.

What is the expected output? What do you see instead?
Save file on Nintendo memory card; Mount Error -5

What version of the product are you using? On what operating system?
1.0; 3.2U


Please provide any additional information below.
There is a way to write from sdcard to official Nintendo Memory card. 
Wii_Gamecube_Homebrew_Launcher 0.2 by Mega Man + Memcard Installer v0.5 by 
emu_kidid (used as start.dol)

Wii_Gamecube_Homebrew_Launcher 0.2 by Mega Man (DO NOT USE NEWER VERSIONS)
http://wiibrew.org/w/images/b/bb/WiiGamecubeLauncher0.2.tar.gz

Memcard Installer v0.5 by emu_kidid
http://forums.maxconsole.net/attachment.php?attachmentid=4473&d=1136345255

For Complete details see the instructions on this page:
http://gbatemp.net/index.php?showtopic=136706&st=270

Maybe this method could be used with GCMM.(access sdcard in Wii mode, load 
dol with GCI file into memory, switch to gamecube mode, excecute GC dol)

Original issue reported on code.google.com by [email protected] on 3 Mar 2009 at 12:42

nmm2gci fails to convert GPZJ01 (Nintendo Puzzle Collection) save

What steps will reproduce the problem?
1. Create save for GPZJ01 with NMM
2. Take GPZJ01 folder with nmm save inside and drag to nmm2gci.exe

What is the expected output? What do you see instead?
I expected a converted GCI, instead it gives me the error:
Failed to open:"âjâôâeâôâhü[âpâYâïâRâîâNâVâçâô"
No such file or directory

However, the file "âjâôâeâôâhü[âpâYâïâRâîâNâVâçâô" does 
exist, and after testing/editing the code, I figured out that the program is 
actually trying to open a file called 
"ƒjƒ“ƒeƒ“ƒh�[ƒpƒYƒ‹ƒRƒŒƒNƒVƒ‡ƒ“", which is the 
filename encoded in Windows-1252, instead of CP437.

Of course, the actual filename is supposed to be 
ニンテンドーパズルコレクション encoded in Shift-JIS, but NMM 
saves it using CP437 (âjâôâeâôâhü[âpâYâïâRâîâNâVâçâô).

A similar problem exists in gci2nmm, except it will fully convert and give an 
incorrect filename which NMM won't read 
(ƒjƒ“ƒeƒ“ƒh�[ƒpƒYƒ‹ƒRƒŒƒNƒVƒ‡ƒ“).  Renaming it fixes 
the issue.

I attached a modified version of nmm2gci and gci2nmm which fixes the issue by 
checking for the gameName GPZJ, and giving the appropriate filename based on 
that.

Original issue reported on code.google.com by [email protected] on 12 Nov 2014 at 2:53

Attachments:

wont load on homebrew

What steps will reproduce the problem?
1.put the sd card in the sd slot
2.
3.

What is the expected output? What do you see instead?
the app doesnt show up in the homebrew channel as expected

What version of the product are you using? On what operating system?
the first release
Please provide any additional information below.
id like to have help with loading it in the homebrew channel


Original issue reported on code.google.com by [email protected] on 28 Jan 2012 at 9:35

Move PSO save from Nintendont to Devolution?

I need to move my phantasy star online episode 1&2 save from Nintendont to devolution so I can play online. I have tried renaming my .raw save "Memcard.bin, but it just gives me an error saying I need to insert the original memory card the data was created in. I have also tried converting my .raw save into three seperate gmc files then restoring them using GCMM but it gives me the same error. Any ideas?

Phantasy Star Online Plus Support

In version 1.3, I read that PSO support was added for their serial protected saves.

When I copied over my saves for PSO Plus, my game couldn't find it. Would this be true? There is support for PSO, but not PSO Plus?

Thanks!

compiling error

i try compiling svn 38 but i got this error i have use 
libogc_libfat_portlibs_1.1.rar pack but is still can't compile how i can fix it 
sorry for repost ^^bbb


Original issue reported on code.google.com by [email protected] on 7 Sep 2012 at 4:25

Attachments:

Same name/different case save files causing backup issues.

Had two profiles on Timesplitters 2 with the same name, different case (DAKU & Daku (This being the newer one)).
On the backup menu, the filenames of both of these are different (4F-GTSE-DAKU.son & 4F-GTSE-Daku.son), but they return the same data. (Everything is the same as the oldest profile)
Doing a mass-backup caused the oldest profile to be backed up twice, and the newer one doesn't appear to be backed up at all.
Sadly found this all out after reformatting my card 😢, meaning the newer save was lost.

I'm assuming this bug will also exist in any other game with multiple named profiles (Timesplitters 3 is the only one that comes to mind...).

Add Support for Folders and List Files in Alphabetical Order

This is a feature that someone by the name of dragonbane0 added to version 1.4c. Ive been trying to build version 1.4e with this feature, but I can't even get GCMM to compile in the first place. Therefore, can this feature be added to the main app?

The source for this edit can be found here: https://www.dropbox.com/s/xkc6dm9n2guuakx/source.zip?dl=0

As far as I can tell, the only changes that were made were to the main.c and mcard.c files.

No apps folder

I have literally just started using homebrew for the first time and set it up completely with no issues, I go to install this and am told to drag my apps folder to the root of my sd card but there is no such folder, only gamecube, src, and wii. I have confirmed I did not install the source code. Any help would be appreciated.

Request: Add Memory Card Dump/Restore via BBA, if possible

Hi. Not sure if it's at all possible using PSO + broadband adapter, but it would be nice if GCMM would allow dumping/restoring of memory card saves to your PC through the broadband adapter (esp for people who don't have SD Gecko or SD memory card adapters). I just thought if you can dump the game image to your PC through the BBA (and even stream them back to the GCN), then why not memory card saves, right? :)

SD2SP2 not working on version 15

SD2SP2 is detected perfectly in version 14g beta 2 and 14g beta 3.
can backup and restore game saves and restore no problem.
version 15 does not detect SD2SP2 at all.
thx :)

card.c

Yo,

i was just scrolling through the code and i noticed you have a copy of card.c in the repo.
i was wondering why it's still there.

i diff'd it against libogc's card.c and i only saw you re-enabling 1 function (and exposing it), having a potential compare bug in your CARD_CreateEntryAsync (or in libogc?), a shit ton of newline replacements & 2 functions added.
aka nothing too special.

is there a reason this wasn't upstreamed to libogc? need help upstreaming it so everyone can use the changes?

diff : card.txt

i also know you need the raw access for raw backup/restores, but it might be better to have global wrapper functions for those to be honest.

ZeldaTPConverter Error

Every time when I want tol load a converted game of ZeldaTPConverter I'm getting the Error File length does not equal file size. Wrong extension? (l1 = 4 l2= 6f00). What could I do?

ZeldaTPConverter doesn't output file

What steps will reproduce the problem?
1. TP.bin file converted w/ dolphin to .dat(or VCD sometimes)
2. Drag and drop file to exe
3.

What is the expected output? What do you see instead?
A GCI file but nothing appears.

What version of the product are you using? On what operating system?
Version .1 on 32bit Windows XP

Please provide any additional information below.
I don't know what I am doing wrong. I can't convert GCI to Dat either

Original issue reported on code.google.com by [email protected] on 30 Oct 2012 at 9:52

Attachments:

Support for exFAT for all interfaces (Gecko/SD2SP2/GCloader)

Modern SD cards are at capacities where exFAT is required. Being able to dump my memory cards or inject save files before running a Japanese game that might inadvertantly wipe the card might be nice to preserve the conents. Currently gccm doesn't support exFAT on any interface.

Thanks.

There is a bug in __card_getfilenum

__card_getfilenum uses strnicmp instead of simply stricmp, this causes 
incorrect behavior when two files have similar filenames e.g, gczelda (TWW) and 
gczelda2 (TP)

Here is a patch that corrects this behavior:
https://dl.dropboxusercontent.com/u/21757902/card_c_strnicmp.patch

Original issue reported on code.google.com by [email protected] on 23 Aug 2013 at 8:42

Corrupted saves upon restoring

What steps will reproduce the problem?
1. Back up a gamesave to SD.
2. Delete that save in memory card.
3. Restore the backed up save to memory card.

What is the expected output? What do you see instead?
Expected to see the same file.  Yet instead what I would have is a
corrupted save, both in the app and the save manager in Wii.  Game doesn't
load save.

What version of the product are you using? On what operating system?
The game was "Tales of Symphonia".
The memory card is a cheapo 128MB bought from dealextreme

Please provide any additional information below.
-I haven't try other memory cards.
-Saves obtained from gamefaqs.com do not work either.
-Backing up saves works; it's just upon restoring the save becomes corrupt.
 The "D" serial numbers (the serial found below the game name in the app,
checksum?) of the backed up save and the restored save do not match (from a
leading 1 serial number to a 4xxxxxxx... ).
-Used NuGaSa, exact same thing happens.  Although... I'm not sure what
happened but it worked once with the game "Fire Emblem" but then after that
it doesn't work anymore.
-Other than this the memory card works fine under normal condition.

Original issue reported on code.google.com by [email protected] on 27 May 2009 at 4:27

GCMM Doesn't Load the Memory Card's Content

What steps will reproduce the problem?
1. Put the GameCube gcmm.dol in the root of the sd and create a folder called 
"MCBACKUP".

2. Insert the sd into the SDML SD Card Reader and put it into Slot A with a 
memory card (InterAct's Mega Memory 4x)in Slot B.

3. Insert the SDML disk into the GameCube and close the lid.

4. Select the gcmm.dol from the list and boot it.

What is the expected output? What do you see instead?

I expected to see the files on the memory card and an option to switch between 
the SDML SD Card Reader and the memory card. Instead, I got a blue screen with 
a white background with the controls on the side with text that said something 
like "Select Boot Mode".

What version of the product are you using? On what operating system?

V1 On Gamecube DOL-001

Please provide any additional information below.

What I want to do is get the action replay 1.5b config/options/codelist file 
from the memory card and edit it using my computer without having to type it 
manually. I tried to use Swiss and SD-Boot to use cheats, but it appears to 
only work on GameCube ISOs (GCM) and DOL files (I think). It won't work on 
retail games. Can someone help me on this issue. Thanks.

Original issue reported on code.google.com by [email protected] on 4 Aug 2012 at 11:53

Restore Error

This error occurs with some custom save files that have been made, and will be provided.

Specifically, the error occurs when trying to restore G8ME_rel_PracticeCodes to the memory card when 01-G8ME-rel_settings is already present. When doing so, GCMM will ask to overwrite the file as normal, but will then do so once again. Regardless of the options chosen at this point, the practice codes file will be deleted from the memory card. If you try to overwrite the file on the 2nd prompt, GCMM reports MemCard Error : MCDel - -4 No File. The only way around this error is to delete the settings file, restore the practice codes file, and then restore the settings file afterwards.

Both files have been tested to work in the game without issues, and this error does not occur with Dolphin's memcard manager, so I assume it's some sort of issue with GCMM itself.

SaveFiles.zip

memorycarda.usa.raw file size turns 0 kb and in game it says not supported memory card how do i recover my save file of the game ?



What is the expected output? What do you see instead?
It Shows the memory card in slot a is not supported please insert a new memory 
card

What version of the product are you using? On what operating system?
dolphin 3.0.1 dirty
win7,32bit,4gb ram,intel i3

Please provide any additional information below.
How do i recover my save file from memory card?

Original issue reported on code.google.com by [email protected] on 14 Feb 2012 at 10:26

Attachments:

"Writing failed for unknown reasons at block 148" with after-market memcard

I bought a generic multiple-save memory card (here), and I can't seem to transfer a Nintendont save from my SD card.

First, the save was a different size (the memory card is 2043 blocks, Nintendont produced a 251 block save), so I padded it with GCpadder. When I try to transfer it, I get a "Writing failed for unknown reasons at block 148" error. I did get it to load once after retrying a few times, but the game showed an empty save. The padded raw file loads fine in dolphin.

I'm on version 1.5.2.

Support for Gamecube SD2SP2

Currently unable to run GCMM effectively via Swiss using SD card connected to serial port 2 (with SD2SP2 adapter). This is a feature request to support SD2SP2 just like Swiss and GBI.

Restoring Save Files to Official NGC Memory Card (Slot A, if it matters)

So I used this to backup my save files for Pokémon Bank - Ruby &Sapphire to my USB drive. I then plugged said USB drive into my PC (Windows 10, if it helps) and viewed the save file. After editing it in PKHeX, a Pokémon PC Box editor, I saved the file back to the drive with the same name and format. I restored the file on the Memory card with the modified backup, and upon starting up Pokémon Box, it informed me that the save file was corrupt and reloaded the last internal backup, putting me where it was right before editing it. Any ideas on how to do this successfully?

How to install?

The instructions says I should unzip and see an "Apps" folder, but there is no folder called "Apps", just "background", "hbs", and "source".
What am I missing? Should there be updated installation instructions?

RAR v3 cannot be extracted by unrar-free on Debian

What steps will reproduce the problem?
1. Use Debian with only free packages
2. Try using unrar-free package
3. Extracting RARv3 can only be extracted by unrar non-free package.

What is the expected output? What do you see instead?
The files properly being extracted

What version of the product are you using? On what operating system?
Uname: Linux 3.10-2-amd64 Debian 3.10.7-1 (2013-08-17) x86_64 GNU/Linux
Unrar-free version: unrar 0.0.1

Please provide any additional information below.
Peazip has a good discussion about this. Apparently, the unar utility can be 
used on Debian, but unar is written in Objective-C, and RARv3 is a proprietary 
format and should be avoided anyway. Consider using 7-Zip's format (.7z) and 
.tar.gz for source files.

https://code.google.com/p/peazip/issues/detail?id=77


Original issue reported on code.google.com by [email protected] on 24 Sep 2013 at 7:09

Newer library recompile

Can you please update to the newer library files available eg. libgcc and can 
you possibly update for using usb devices in addition to sd cards?

Original issue reported on code.google.com by [email protected] on 6 May 2011 at 12:34

NTSC and PAL conflict

What steps will reproduce the problem?
1. Have both a ntsc and pal savegame for the same game on one memory card.
2. Try and backup the 2nd(pal) savegame

What is the expected output? What do you see instead?
I expect it to copy the pal save like it will with the ntsc but instead it 
either copies the ntsc file or nothing at all. Work around is copy ntsc then 
delete off the memory card and sd before backing up pal.(may work with just 
deleting off memory card but didn't want to lose data). NuGaSa had same issue.


Original issue reported on code.google.com by [email protected] on 6 May 2011 at 2:40

Large Memory Card Raw Restore Fails

I have a large 2043 block 128Mb card that I raw backed up. I tried to restore it recently and it failed at block 1024 which seems a little suspicious. To restore my saves I had to format the card, extract all of the GCI's with dolphin and batch import them back with GCMM.

GCS / SAV support

A wip patch for gcs/sav support, for some reason that I am still looking
into it fails at line 189 immediately, which seems odd because I haven't
changed anything before it...

Original issue reported on code.google.com by [email protected] on 4 Jan 2009 at 9:31

Attachments:

Documentation out of date?

the "apps" folder described to be in the zip isn't present in the latest version, but there is an "src" folder that the instructions don't mention, both on github and the readme file

CardMount - 2 wrong device in slot error

I open GCMM and press - then a to select the memory card in slot a and I get an error "CardMount - 2 wrong device in slot". Does not matter if I move the card to slot b or not. I even tried to load a previous version of the app but it just showed the same error. Any potential solutions?

edit: so I was troubleshooting a lot and realized I could check to see if my wii could access the data at all and it said was "The device inserted in Slot A cannot be used." I blew on the slot and pressed a button on my memory card (its unofficial and I honestly have no idea what the button does) and it showed up. Go to gcmm and its not working again. Pressing the button seems to work fine for the data management area in settings but does nothing for gcmm.

sector erase error upon using raw restore

What steps will reproduce the problem?
1. attempt to do a raw restore of card
2.
3.

What is the expected output? What do you see instead?
to write 1019 blocks. Error! _sectorerase failed for unknown reason at sector 0!

What version of the product are you using? On what operating system?
1.4a on Wii 4.3U

Please provide any additional information below.
The flash and serial numbers match as well as the size. Cannot figure out the 
issue.

Original issue reported on code.google.com by [email protected] on 28 Feb 2013 at 5:51

nmm2gci doesn't handle filenames with invalid chars correctly

Ghost data in mario kart: double dash

Original filename                 : 5"Q-!)5N36!!!!41IBSFA&E>*2(-!aa
NMM filesystem compatible filename: 5 Q-!)5N36!!!!41IBSFA&E  2(-!aa

"*> are replaced by spaces

The following chars are replaced by NMM with spaces:

\/*|?<>":

Original issue reported on code.google.com by [email protected] on 26 Sep 2013 at 11:50

RAW restore not working in 1.4a and 1.4b

What steps will reproduce the problem?
1.Make RAW backup.
2.Try to restore the same RAW backup.
3.Get this error message: "Error! _sectorirase failed for unknown reasons at 
sector 0!"

This happened today with v1.4a and I downloaded the newest version 1.4b but the 
same. I tried older version 1.3 and it seems to works fine. No Errors and works 
as expect (games load files as normal).

RAW backup was made with 1.4a and restored with 1.3.

Also tried to make another RAW backup with 1.4b (on empty/formated memory card) 
and restore with the same 1.4b version - again this error.

Original issue reported on code.google.com by [email protected] on 11 Oct 2013 at 11:42

GameCube user and gcmm - reboot instructions?

Hi I'm a bit of a noob at this, what is meant by the following in the latest update?

GameCube mode exit sequence:
1.- If there is a reboot stub (PSOLOAD/SDLOADER), GCMM will return to it
2.- If not, GCMM will try to load autoexec.dol in fat device used in GCMM
3.- If not, restart.

I've got GCloader and gcmm is on the GCloader SD card with an SD Gecko in slot B. Sounds like I can use the no. 2 exit sequence. So do I place swiss as a autoexec.dol file on the GCloader SD card or the SD Gecko card?

Thanks! Sorry I didn't know how to ask this question anywhere else so I have raised it as a issue.

Backing Up Makes Another Copy

When I try to back up my new save while having an older one on my SD it makes a 
copy instead of copying over it, making it confusing which file to restore and 
which to delete, I'm on version 1.4a btw!

Few suggestions:

1- Make it when you back up a new save to over right over the old one, maybe 
add in a confirmation message too.

2- Add an option to delete saves from the SD/USB.

3- Maybe change the design to make it more like Wii Save Manager GX (more user 
friendly) like add a cursor to click on icons and a menu appears with 
instal/copy/delete... etc!

Original issue reported on code.google.com by [email protected] on 28 Oct 2013 at 10:58

Restoring a backup fails if it would completely fill the memory card

Steps to reproduce:
1. Have a memory card in the system with some number of empty blocks (call that 
number n)
2. Launch GCMM, select your sd card/hard drive and go to Restore
3. Attempt to restore a backed up save exactly n blocks large.

Expected behaviour:
GCMM copies the save file to the memory card.

Observed behaviour:
The restore fails, showing this error: "MemCard Error: -6 - File/Dir entry 
broken"

Additional information:
I haven't yet been able to test this with a non-empty memory card. My memory 
card is official by Nintendo and has a capacity of 59 blocks. I encounter this 
issue with my save from Pokémon Box Ruby & Sapphire. That game creates saves 
that are 59 blocks large, so I ran into this while trying to restore to an 
empty card. I believe the same behaviour would occur if, say, there were 55 
used blocks and I tried to restore a save that was 4 blocks large, but I don't 
know this for sure.

Cause:
I don't know for sure that this is the cause, though I have a pretty good idea.

In the __card_allocblock function of card.c is the following code:

count = 0;
// blah blah blah
while (1) {
// blah blah blah

/*
  Since testing free space has already been done, if all the blocks
  the file takes up cannot be entered into the FAT, something is
  wrong.
*/
count++;
if(count>=((card->blocks)-CARD_SYSAREA)) return CARD_ERROR_BROKEN;

// blah blah blah

}


This code makes sure that you don't step over the end of the card's capacity 
while allocating blocks. However, it's slightly overzealous: 
"count>=((card->blocks)-CARD_SYSAREA)" is true if the current block is the last 
one on the card.

Proposed fix:
I've attached a modified card.c to this issue. The only change is in line 732 
(the one referred to above). "count>=[snip]" has been changed to 
"count>[snip]". This ensures that the error isn't encountered until the code is 
thinking about a block that actually doesn't exist.

This fix allowed me to restore my Pokémon Box save, but I haven't tested it 
beyond that. It could cause bugs elsewhere in the code, though I personally 
doubt that very much. (To be fair, I don't know anything. This fix is the first 
non-"Hello World" C I've ever written. You probably shouldn't trust me.)

Original issue reported on code.google.com by [email protected] on 5 Mar 2015 at 4:16

Attachments:

real memcard data damaged

What steps will reproduce the problem?
1. delete,raw,backup save
2. use diosmios for run gc games
3. games say : memcard data damaged FORMAT?

What is the expected output? What do you see instead?
memcard work normaly, but say the error ..

What version of the product are you using? On what operating system?
latest

Please provide any additional information below.

After the games reformat the memcard, it work good

Original issue reported on code.google.com by [email protected] on 8 Mar 2013 at 4:11

How to Use Raw Tools

I have a Mad Catz 59 block memory card that needs constant formatting all of a sudden, so I am unable to use it for a second. Before I formatted it, I did a raw backup, but now I don't know how to use the tools to change the raw file to work on a new card.

What do I do to make it work on a new memory card? The Readmes tell me nothing, the applications explain what they do and either say to press return to exit or press any key to exit (only return works). I put the entire RawTools folder on the SD card for the Wii in the apps folder in case it needed to be loaded on the Homebrew Channel with GCMM or whatever, nothing happened.

Please help me! My decades-old Chao Garden is at risk.

Add support for Nintendont memory cards

Nintendont uses a format not supported by GCMM.
It would be very usefull if GCMM could convert to and from the Nintendont 
formsat.

https://code.google.com/p/nintendon-t/source/list

Original issue reported on code.google.com by [email protected] on 5 Jul 2014 at 5:52

Failed to mount fat partition in sd2sp2

Hello, I'm experiencing a problem with gcmm when trying to mount my SD card.
It displays an error saying it failed to mount fat partition on sd2sp2.
I'm new to gamecube homebrew but I successfully loaded swiss 0.6 which is on that SD card.
SD card is formatted as fat32 under Linux.
Swiss loads ok, Iso files load successfully.
Memory card emulation in Swiss works and i wanted to transfer my save games from memcard to emulated mem.

I placed gccm dol in a subfolder /homebrew/gcmm.dol not on the root of the SD card.
Launching gcmm is ok but it doesn't recognize the fat partition.
Any clues as what might be wrong?

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