Benvenuto, stai navigando nella nostra community come ospite

    Avere un account su Console Tribe ti permetterà di creare e partecipare alle discussioni e al mercatino, organizzare tornei e partite online, iniziare conversazioni personali con gli altri giocatori del forum e di utilizzare tutte le funzioni di questo sito.

    Registra il tuo account in meno di 5 secondi, se vuoi puoi sfruttare i login social via Facebook, Google Plus o Twitter.

Pubblicato YAOSM 1.9 final con supporto SMG

Discussione in 'Console News, Articoli e Recensioni' iniziata da dvd74, 22 Novembre 2007.

  1. dvd74

    dvd74 Tribe Newbie

    20 Ottobre 2007
    "Mi Piace" ricevuti:
    E' stata rilasciata da poco la nuova versione di YAOSM, che in sostanza aggiunge il supporto a Super Mario Galaxy.

    Ricordate che YAOSM è un progetto sviluppato non a scopo di lucro e distribuito con il suo codice sorgente. Quindi, se lo usate, e vi piace, fate come noi e donate qualche Euro al suo autore. Non serve che doniate grandi cifre, dato che se doniamo poco in molti, il totale assume comunque una certa rilevanza.

    Cliccate qua per effettuare una donazione mediante PayPal (unico modo possibile): [​IMG]

    Ecco la History con caratteristiche, ed allegato il file x vari pic con i sorgenti:

    yaosm version version 1.9
    Yet Another OpenSource Modchip version 1.9
    - Supports DMS/D2A/D2B chipsets
    - Wii originals
    - Wii original imports*
    - Wii backups
    - Wii backup imports*
    - Gamecube originals
    - Gamecube original imports**
    - Gamecube backups
    - Gamecube backup imports**
    - Gamecube homebrew
    - All medias (DVD-R, DVD-RW, DVD+R, DVD+RW)
    - Dual Layer support
    - Fully configurable speed setting
    - Automatic region detection
    - Stealth (well, at least as much "stealth" as any other Wii modchip currently available)
    - "Safe" Configuration disc
    - Optional status LED
    - Optional disable switch (solder wire to reset switch)
    - GameID overriding for some GameID's that was blocked by firmware 3.0
    - Support for Super Mario Galaxy backups
    *Partial support.
    **Partial support, for 100% support use GCOS.
    Things that are still missing
    - Gamecube audiofix
    1. Program your chip with the hex file that match the chip you've choosed to use.
    2. Connect the chip to your Wii.
    3. Make sure the first disc you use is a game from your own region.
    4. If you later on want to tweak the speed settings, use the configuration disc.
    Chip compability
    Hexfiles are included for the following PICs:
    Should be portable to any PIC chip that GCBasic supports and has the following requirements.
    - 1024 words of program memory
    - 64 bytes of ram
    - A decent amount of hardware stack levels (no 12F509 is NOT a suitable chip)
    - 128 bytes of eprom memory for configuration and drivecode
    - Internal oscillator (Sure, you can use an external if you really want to)
    By default the chip has automatic region detection and speedfix enabled.
    This can be changed by modifying the eeprom data before programming your chip or you can change it
    later with the configuration disc (requires a GC controller).
    Automatic region detection
    The region setting will be configured automaticly the first time you insert a disc after programming
    the chip so make sure that the first game you try is a disc from your own region. Doesn't matter if
    it is a Wii or a Gamecube disc.
    If you, by mistake, used an import as the first disc then the chip will not play ANY backup discs 
    after that and you will need to reprogram the chip or you can use the configuration disc
    This is an explanation of the configuration bytes:
    byte 0 = Regionpatching
    0x00 = JAP, 0x01 = USA, 0x02 = EUR, 0x03 = disabled, 0x04-0xFF automatic region detection (default)
    byte 1 = Speed setting (default speed for Wii backups)
    0x00 = slow speed      (Gamecube speed)
    0x01 = medium speed    (Somewhere in between)
    0x02-0xFF = fast speed (Wii speed) (default)
    byte 2 = Alternate speed setting (speed for Wii backups when same game is restarted)
    0x00 = slow speed      (Gamecube speed)
    0x01 = medium speed    (Somewhere in between)
    0x02-0xFF = fast speed (Wii speed) (default)
    byte 3 = Status LED behaviour when waiting for a new disc.
    0x00 = LED is always off
    0x01/0xFF = flashing (this is the default)
    0x02/0xFE = fast flashing
    0x03/0xFD = faster flashing
    0x04/0xFC = insane flashing
    0x80 = LED is always on but a bit dim
    0x81 = LED is always on
    byte 4 = Chip disable feature (you may want to disable this if you have a LED connected to pin3)
    0x00 = Disable the chip disable feature (no weak pull-up on pin3)
    0x01-0xFF = Enable the chip disable feature (this is the default)
    byte 5 and higher = This part of the eprom contains 109 bytes of patch data which will result in 281
                        bytes of drivecode that is necessary to bypass the check performed by SMG.
                        Do NOT change ANY of these bytes!
    About the speedpatching
    Gamecube backups are not affected by the speed patching.
    By default yaosm is configured to run Wii backups at full Wii speed however this can be changed if
    you want to. The first speed setting (byte 1 in the eprom area) tells the chip what speed it should 
    use as default speed for Wii games. The alternate speed setting is used if you start a game, exit 
    to the menu, and the restart the same game.
    Now some people, like me, prefer a silent console with slightly longer loading times so yaosm allows
    you to configure those two speed settings.
    So to get a silent Wii with the possiblity to turn on full Wii speed when you need it then you just
    set the first speed setting (byte 1) to 0x00 before you program your chip. Wii backups will now run 
    the drive in Gamecube speed unless you exit the game and starts it again.
    You can also do the opposite and set the first speed to fast and the alternate speed to slow. In this
    configuration all Wii backups will run att full Wii speed but allows you to use slow speed if you choose
    to by exiting the game and starting it again.
    You can also change this whenever you want by using the configuration disc.
    Schematics          12F6xx      16F630/x6/84     16F639      16F62x/64x/8x
    ----------           __ __         __ __          __ __          __ __
    V = 3.3v           1|V   G|8     1|V   G|14     1|V   G|20     1|I   O|18
    G = Ground         2|L   C|7     2|L   C|13     2|L   C|19     2|    C|17
    C = Clock          3|D   O|6     3|D   O|12     3|D   O|18     3|     |16
    O = Output         4|____I|5     4|    I|11     4|    I|17     4|     |15
    I = Input                        5|     |10     5|     |16     5|G   V|14
                                     6|     |9      6|     |15     6|D   L|13
    L = Status LED (optional)        7|_____|8      7|     |14     7|     |12
    D = Disable switch (optional)                   8|     |13     8|     |11
    Connect LED like this: L<>+LED-<>R<>G           9|     |12     9|_____|10
    Use 680ohm for R with red LED and 470ohm       10|_____|11
    with yellow or green LED.
    For 12F629, 12F635, 12F676 and 12F683 chips the pinout is identical to WiiFree/OpenWii(PIC version)/Wiinja
    Here's an attempt of showing the solderpoints on the Wii with ASCII:
                V  G
           *          *
     --->* I C    * * *
    /      * O      * - * 
    |               * * * *
    |      | |            *
    | * *  * * *     =
    |       ||||||||||||||||||||
    |      /                    \
    |     -                      -
    |     -      Panasonic       -
    |     -       G2C-D2B        -
    |     -   (or DMS or D2A)    -
    |     -                      -
      NOTE: If you lack the solder point that the arrow points at, don't worry, it just means that you
            have the new circuitboard. The only modchip I know that uses that point is the WiiKey.
    Status LED (optional)
    Lights up when patching backups and when patching the region.
    Also flashes quickly four times when settings are saved to the eprom.
    The default behaviour for the LED is to flash when waiting for the chip is waiting for a new disc
    change (idle) but that can be changed with a configuration byte in the eprom or with the configuration
    Disable switch (optional)
    By soldering a wire between pin3 on the chip and the middle "pin" on the Wii reset switch the chip
    can be disabled by holding the reset button while powering on the Wii. It may be easier and less
    dangerous to just connect an on/off switch between ground (pin8) and pin3. I do not recommend soldering
    to the reset switch unless you know what you are doing.
    At the moment there doesn't seem to be a necessary to ever disable the chip so this feature should
    be considered as highly optional.
    If you have a LED attached to pin3 then it will "glow" since the chip configures this pin as an input
    pin with a weak pull-up (to make sure it is always read as high unless it is connected to ground). If
    this bothers you then the chip disable feature can be disabled completely by modifying the eprom data
    before programming the chip or by using the configuration disc.
    - Added GameID patch for Action Replay discs, all credit for this goes to Nekokabu. Consider this
      feature as experimental as it will only work on some AR versions.
    - Added fix for Super Mario Galaxy backups.
    - Sacrificed one of the status LED in favour of becoming 100% pin compatible with Wiinja chips which
      means that the chip can also be disabled by solder a wire between pin3 and the middle pin on the
      reset switch.
    - Added a configuration byte to control the behaviour of the status LED when the chip is idle.
    - Added a configuration byte to enable/disable the chip disable feature.
    - Added support for dual layer discs.
    - Added GameID overriding for GameIDs starting with W and Y (Makes them usable again on firmware 3.0)
    - Changed GameID for future config discs
    - Re-added support for 12F635/16F636/16F639 as it has been fixed (bug in GC basic)
    - Minor code optimizations (saving a couple of bytes)
    - Removed support for 12F635/16F636/16F639 since it has never been working.
    - Redesigned the speed patching and made it fully configurable.
    - Enabled the quick 4 flashes on status LED when eprom is updated.
    - Added support for yaosm configuration disc.
    - Removed support for rescue discs (no longer needed).
    - Further optimizations to the code and fixed an issue with version 1.4.
      Version 1.5 hopefully is what version 1.4 should have been.
    - Increased the number of loops before giving up while detecting type of game,
      which resulted in better detection of imports.
    - Optimized the code for speed and size. New code is 22.5% smaller than version 1.3.
    - Added silent mode (Speedfix default off but can be turned on when needed)
    - Enabled support for rescue disc (reset/disable region patching)
    - Fixed problem with imported Gamecube promotional and demo discs.
    - Added medium speedfix since it works better for some people.	
    - Fixed problem with Gamecube original imports.
    - Wii Original Imports shouls now work (thanks to the WiiFree team).
    - Also region detection with originals now works.
    - Some minor code optimizations.
    - Initial release.
    Se volete discuterne cliccate qua: http://forum.console-tribe.com/wii-...-9-final-con-supporto-smg-44077-new-post.html.

Condividi questa Pagina