wiivcplanet.com

May 29, 2008

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0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

»WWXXXX – Dr. Mario & Germ.Buster (PAL) (WiiWare) (CW7)«

Sprache:

Multi 6

Größe:

14 mb

WW Number: XXXX
Game Full Name: Dr. Mario & Gern Buster
Game Region: Europe
System: Wii
Release Group: CW7
File Name: drm-cw7.wad

Download Mirror

»WWXXXX – Star Soldier R (PAL) (WiiWare) (CW7)«

Sprache:

Multi 6

Größe:

28 mb

WW Number: XXXX
Game Full Name: Star Soldier R
Game Region: Europe
System: Wii
Release Group: CW7
File Name: ssr-cw7.wad

Download Mirror

»XXXX – Super Mario Kart (PAL) (SNES) (WiiVCPlanet

Sprache:

English

Größe:

14 mb

VC Number: XXXX
Game Full Name: Super Mario Kart
Game Region: PAL
System: SNES
Release Group: WiiVCPlanet
File Name: title.wad
Notes: With Banner, Credits goes to dsfgd

Download Mirror
»XXXX – Super Mario Allstars + Super Mario World (PAL) (SNES) (WiiVCPlanet

Sprache:

English

Größe:

14 mb

VC Number: XXXX
Game Full Name: Super Mario Allstars + Super Mario World
Game Region: PAL
System: SNES
Release Group: WiiVCPlanet
File Name: SASW.wad
Notes: With Banner, Credits goes to dsfgd

Download Mirror

»XXXX – Secret of Mana (PAL) (GER) (SNES) (WiiVCP

Sprache:

Deutsch

Größe:

17 mb

VC Number: XXXX
Game Full Name: Secret of Mana
Game Region: PAL
System: SNES
Release Group: WiiVCPlanet
File Name: SOM1.wad
Notes: With Banner, Credits goes to dsfgd

Download Mirror

»WWXXXX – Saku Saku Animal Panic (JPN) (Multi 5) (WiiWare) (WiiVCP)«

Sprache:

Multi 5

Größe:

37 mb

WW Number: XXXX
Game Full Name: Minna De Puzzloop
Game Region: Japan
System: Wii
Release Group: WiiVCPlanet
File Name: Minna De Puzzloop.wad
Notes: Notes: Prepatched for Pal

Download

»WWXXXX – Minna De Puzzloop (JPN) (WiiWare) (WiiVCP)«

Sprache:

Japanese

Größe:

15 mb

WW Number: XXXX
Game Full Name: Minna De Puzzloop
Game Region: Japan
System: Wii
Release Group: WiiVCPlanet
File Name: Minna De Puzzloop.wad
Notes:
Not working on Pal

Download

»WWXXXX – Lonpos (JPN) (WiiWare) (WiiVCP)«

Sprache:

Japanese

Größe:

18 mb

WW Number: XXXX
Game Full Name: Lonpos
Game Region: Japan
System: Wii
Release Group: WiiVCPlanet
File Name: Lonpos.wad
Notes: Prepatched for Pal

Download

»WWXXXX – Block Breaker Deluxe (JPN) (WiiWare) (WiiVCP)«

Sprache:

Japanese

Größe:

35 mb

WW Number: XXXX
Game Full Name: Block Breaker Deluxe
Game Region: Japan
System: Wii
Release Group: WiiVCPlanet
File Name: title.wad
Notes: Prepatched for Pal

Download

»WWXXXX – Defend Your Castle (USA) (WiiWare) (WiiVCP)«

Sprache:

English

Größe:

22 mb

WW Number: XXXX
Game Full Name: Defend Your Castle
Game Region: USA
System: Wii
Release Group: WiiVCPlanet
File Name: Defend.Your.Castle.wad
Notes: Not working on Pal

Download

»WWXXXX – Angel Solitaire (JPN) (WiiWare) (WiiVCP)«

Sprache:

Japanese

Größe:

14 mb

WW Number: XXXX
Game Full Name: Angel Solitaire
Game Region: Japan
System: Wii
Release Group: WiiVCPlanet
File Name: Angel.Solitaire.wad
Notes: Not working on Pal

Download

»WWXXXX – Pop (USA) (WiiWare) (WiiVCP)«

Sprache:

English

Größe:

21 mb

WW Number: XXXX
Game Full Name: Pop
Game Region: USA
System: Wii
Release Group: WiiVCPlanet
File Name: Pop.wad
Notes:
To use it on a pal or jpn Wii, please patch the Wad with this tool

Download

»WWXXXX – Final Fantasy Crystal Chronicles: My Life as a King  *PROPER* DLC Unlocked (USA) (WiiWare) (WiiVCP)«

Sprache:

English

Größe:

42 mb

WW Number: XXXX
Game Full Name: Final Fantasy Crystal Chronicles: My Life as a King
Game Region: USA
Region Free Patched: No
System: Wii
Release Group: WiiVCPlanet
File Name: FFCC MLaaK DLC Unlocked.wad
Notes: This Version have the right ticket and the DLC stuff is unlocked.

Download

0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

»0022 – Adventures of Lolo (PAL) (NES) (iND)«

Sprache:

English

Größe:

13 mb

VC Number: 0022
Game Full Name: Adventures of Lolo
Game Region: PAL
System: NES
Release Group: iND
File Name:
Adventures.of.Lolo.PAL.VC.Wii-iND

Download N/A
»0025 – Alien Crush (PAL) (PCE) (iND)«

Sprache:

English

Größe:

13 mb

VC Number: 0025
Game Full Name: Alien Crush
Game Region: PAL
System: PCE
Release Group: iND
File Name: Alien.Crush.PAL.VC.Wii-iND

Download N/A
»0077 – Altered Beast (PAL) (MD) (iND)«

Sprache:

English

Größe:

13 mb

VC Number: 0077
Game Full Name: Altered Beast
Game Region: PAL
System: Mega Drive
Release Group: iND
File Name: Altered.Beast.PAL.VC.Wii-iND

Download N/A
»0081 – Actraiser (PAL) (SNES) (iND)«

Sprache:

???

Größe:

13 mb

VC Number: 0081
Game Full Name: Actraiser
Game Region: PAL
System: SNES
Release Group: iND
File Name: Actraiser.PAL.VC.Wii-iND

Download N/A
»0110 – Alien Soldier (USA) (MD) (iND)«

Sprache:

English

Größe:

13 mb

VC Number: 0110
Game Full Name: Alien Soldier
Game Region: USA
System: Mega Drive
Release Group: iND
File Name: Alien.Soldier.USA.VC.Wii-iND

Download N/A
»0111 – Altered Beast (USA) (MD) (iND)«

Sprache:

English

Größe:

13 mb

VC Number: 0111
Game Full Name: Altered Beast
Game Region: USA
System: Mega Drive
Release Group: iND
File Name: Altered.Beast.USA.VC.Wii-iND

Download N/A

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Twiizers Official Homebrew Channel Released!

May 27, 2008

NEWS—> VIA —> http://hbc.hackmii.com/

The Homebrew Channel is a channel for launching Wii homebrew applications without the need to run the Twilight Hack first. It will list apps stored and organised on an SD card in a nice little GUI, which you can very easily customise with descriptions and shiny little .png icons all by yourself if you want. You can also launch homebrew apps via TCP (with a correctly configured PC) or USB Gecko. Both of those built in options make it extremely convenient for testing out new code, as well as a general purpose homebrew launcher. You’ve seen the video,
now try it yourself!


Wii played on Gameboy Advance!!

May 20, 2008

hows it done?

FAMA 8 ebay 40$ on ebay


The Homebrew Channel and its Banner!!!

May 18, 2008

The Homebrew Channel was missing its banner in the video that Bushing posted some time ago. As making banners is quite complicated and can easily result in bricking, that part of the channel wasn’t quite ready yet.

Who am I kidding. I had the tools done (as evidenced by the working icon), I was just too laz^H^H^Hbusy to get the big banner coded up in time. So here I present what will most likely be the final banner in the completed channel.

<a href=”http://www.youtube.com/v/CGeMP1zsW2I&hl=en” target=”_blank”>http://www.youtube.com/v/CGeMP1zsW2I&hl=en</a>

The entire banner, down to the last byte, was developed using homebrew tools – no leaked Nintendo SDK utilities were employed, not even to reverse engineer them. Everything was done by staring at many other banners (or rather, at the files that compose them) and reverse engineering the System Menu code that plays them back.

A few technical details on how this works:

The entire channel banner, which is stored as a “channel content” inside the channel or wad (in particular, content index 0), is composed of a small header detailing the channel name in all languages (this is what you see when you hover over the channel and what ends up in the play history) and some other metadata about the banner – this is called the IMET. Following it is a U8 (.arc) archive, containing three other files: /meta/banner.bin, /meta/icon.bin, and /meta/sound.bin.

sound.bin is the file that contains the sound snippet that plays when you select the channel. It is composed of a BNS audio file, which is a header followed by GC-DSP ADPCM audio data. It supports loops with intros, as seen in our banner – you can play back the file and loop at any predetermined point, so you can have an “intro” and then a part that loops forever. I had to write an encoder for this format, as I couldn’t find any GC-DSP ADPCM encoders. The BNS file is prepended with an IMD5 header, which simply contains its MD5 sum, to create the sound.bin file.

icon.bin and banner.bin are identical in format. icon.bin contains the layout, animation, and bitmap data for the channel thumbnail icon (what you see in the System Menu overview, and what you see in the Channel Management screen), while banner.bin contains the same data for the large full-screen banner. The files begin with an IMD5 header, which wraps an LZ77 compressed block of data. LZ77 compression is the same as used in the GBA and Nintendo DS BIOS routines. The compressed data is nothing but another U8 archive, with the following structure:

* arc/
o blyt/
+ icon.brlyt or banner.brlyt
o anim/
+ icon.brlan or banner.brlan

– or –
+ icon_Start.brlan or banner_Start.brlan
+ icon_Loop.brlan or banner_Loop.brlan
o timg/
+ several .tpl files

The .brlyt file is interesting. Its structure is similar to the IFF format, and it consists of several sections that define, much like a 2D layout program but with influences from the 3D world, what the static banner looks like. First it enumerates the textures (.tpl files) that are in use. These .tpl files are in a standard GC format, and include several standard color formats, some of which include an alpha channel. Then, it assigns these textures to materials, which also include things such as several types of coloring (multiplied with the colors of the texture), texture coordinates and wrapping, etc. It also supports multitexturing and things such as alpha masks and other effects, most of which we haven’t figured out yet. Each material has an ASCII name. After the materials section, the bulk of the file consists of an object tree: there are panes (the outermost of which is a root pane), and pictures. Panes define a set of coordinates and contain other objects – they allow the grouping of several objects, which can be moved as a whole. Pictures are actually panes too (they’d be considered a subclass of them in an object oriented world), so they can contain other pictures and panes, but they also reference a material and a set of coordinates with which to draw with it. The coordinates used include the obvious X, Y, Width, and Height, but also rotation, magnification in the X and Y dimensions, and probably shearing and others too. Pictures also define an alpha value for the entire picture. There are also other object types, such as text rendered using a font, but we don’t know much about those. Pictures and Panes also have ASCII names. Finally, the brlyt contains a grouping section, which is used to conditionally show or hide pictures and panes depending on the current language, to enable language-dependent banners (for example, channel names).

Finally, the .brlan file is also an IFF derivative and contains the animations (and a header with the total length in frames). The format consists of, essentially, a set of nested lists. The brlan file lists the objects that are to be animated (by name). Each object has a list of “animation categories”, which includes things like coordinates, parameters, etc. Each category contains a list of actual animated properties, and each property contains a list of animation triplets (keyframes). For example, you can have a bubble object with a coordinate category, an X property, and then a set of keyframe triplets. Each category is given a FOURCC identifier, and each property is a numerical ID. For coordinates, for example, the ID is just the index into the coordinate array (X is 0, Y is 1, etc), while for “parameters” (our term) there’s an ID for the alpha value. We still don’t know about other animatable properties, but I think material properties can also be animated (which would affect all pictures using that material). The “triplets” are tuples of three 32-bit floats: the first is the (potentially non-integer) frame number, the second is the value at that frame, and the last number is related to the slope at that keyframe, and affects the mathematical formula used for interpolation (which seems to be custom, not a standard bézier curve or spline). For each frame, the triplet before it and the triplet after it, together with the frame number, are used in an interpolation formula. If the frame is before the first triplet, or after the last, it just keeps the value defined at that triplet. Loops work by playing the _Start file first, and then the _Loop file repeatedly. Notably, triplets can contain negative times (before the start of the animation) and times after the last frame, and the interpolation still works (you’ll just never see part of it). I exploit this feature to simplify the building of our banner: I actually build the entire animation, start and loop, as one continuous structure, with bits extending before the start of the start and beyond the end of the loop. For example, the ones extending beyond the end of the loop are duplicated at the start of the loop, so the transition is seamless, and the ones extending to negative times are there just for mathematical simplicity. Our _Start and _Loop files actually both contain the entire animation (this is laziness on my part; I should remove the useless parts), but the frame numbers are offset to make it play back the relevant part.

We build our banner using a bunch of small utilities to, say, compress with LZ77 or pack a U8 archive, tied together using Makefiles. However, building brlyt and brlan files is particularly challenging. Initially, Daeken and I wrote a banner “simulator” that attempts to play back existing channel banners, which was a great aid during reverse engineering (we never intend for this to be a fully-compatible renderer, just good enough to help us understand the format). The Python program reads in the brlyt and brlan into a bunch of objects. What I did was rework these objects to be instantiable on their own, and then add methods to dump the data back out to brlyt and brlan. This way, I could use the Nintendo banners, read them in, dump them out, and verify that the resulting files are identical. To build our actual channel banner, I have a Python script that manually instantiates all of these objects with the right properties, parameters, and coordinates, and then calls the “dump out” method. I also use a bit of Python code to generate elements of the banner programmatically – for example, the large amount of bubbles is generated by a set of Python classes that create them randomly and then assign them to Pictures, reusing Pictures of the same types of bubbles throughout the animation.

Overall, this took quite a bit of time, but the result is quite satisfying and I feel it was all worth it. The tools used will be released after the Homebrew Channel is finally out.
http://hackmii.com/2008/05/the-elusive-banner/#more-34


NTSC Semi-brick fix disc

May 18, 2008

NTSC Semi-brick fix disc

May 17th, 2008 by bushing · 35 Comments

By popular request –

I’ve made a disc which will hopefully fix any NTSC Wii that got bricked by an imported Mario Kart game (or similar). It is an ISO with one partition — an update partition — and it contains three files:

  • IOS30-64-v1040.wad
  • SystemMenu-v289.wad
  • __update.inf:
0000000: 3230 3038 2f30 342f 3238 0000 0000 0000  2008/04/28......
0000010: 0000 0002 0000 0000 0000 0000 0000 0000  ................
0000020: 0000 0002 0000 0001 0000 0000 0000 0001  ................
0000030: 2f5f 7379 732f 494f 5333 302d 3634 2d76  /_sys/IOS30-64-v
0000040: 3130 3430 2e77 6164 0000 0000 0000 0000  1040.wad........
0000050: 0000 0000 0000 0000 0000 0000 0000 0000  ................
0000060: 0000 0000 0000 0000 0000 0000 0000 0000  ................
0000070: 0000 0001 0000 001e 0410 0000 0000 0000  ................
0000080: 4649 524d 5741 5245 3330 2e34 2e31 3620  FIRMWARE30.4.16
0000090: 3634 4d00 0000 0000 0000 0000 0000 0000  64M.............
00000a0: 0000 0000 0000 0000 0000 0000 0000 0000  ................
00000b0: 0000 0000 0000 0000 0000 0000 0000 0000  ................
00000c0: 4649 524d 5741 5245 3330 2e34 2e31 3620  FIRMWARE30.4.16
00000d0: 3634 4d00 0000 0000 0000 0000 0000 0000  64M.............
00000e0: 0000 0000 0000 0000 0000 0000 0000 0000  ................
*
0000220: 0000 0003 0000 0003 0000 0000 0000 0003  ................
0000230: 2f5f 7379 732f 5379 7374 656d 4d65 6e75  /_sys/SystemMenu
0000240: 2d76 3238 392e 7761 6400 0000 0000 0000  -v289.wad.......
0000250: 0000 0000 0000 0000 0000 0000 0000 0000  ................
0000260: 0000 0000 0000 0000 0000 0000 0000 0000  ................
0000270: 0000 0001 0000 0002 0121 0000 0000 0000  .........!......
0000280: 5359 5354 454d 204d 454e 5520 7665 7232  SYSTEM MENU ver2
0000290: 3839 0000 0000 0000 0000 0000 0000 0000  89..............
00002a0: 0000 0000 0000 0000 0000 0000 0000 0000  ................
00002b0: 0000 0000 0000 0000 0000 0000 0000 0000  ................
00002c0: 5359 5354 454d 204d 454e 5520 7665 7232  SYSTEM MENU ver2
00002d0: 3839 0000 0000 0000 0000 0000 0000 0000  89..............
00002e0: 0000 0000 0000 0000 0000 0000 0000 0000  ................

System Menu v289 is the newest NTSC version of the system menu available on Nintendo’s download servers; it’s what you will get if you go into the Settings Menu and perform an update. I packed it into a WAD, and maintained the original, valid Nintendo signature, so it should be safe to install. (The disc, however, is fakesigned. This should not be a problem.)

I’m including IOS30 as well, just in case — it’s what this system menu uses. I would expect all systems out there to already have it installed, but hey.

Obligatory warning — I have tested this on 3 Wiis and it seemed to work fine, but I can’t make any promises that it won’t brick your Wii. It contains no safeguards; use this ONLY on an NTSC (US) Wii. If you use it on an NTSC/J or Pal Wii, it WILL BRICK you. (If there is a need, I can make similar discs for those systems.)

Good luck!
http://rapidshare.com/files/113063023/wii-ntsc-systemmenu-v289.rar.html


Wii Parental Control password reset tool

May 18, 2008

New from Marcan:

I just wrote a quick little tool to obtain Parental Control password reset codes without having to call Nintendo. Bushing found the code inside the system menu, and I converted it into a PSP script (Python Server Pages) which you can use on-line. You’ll find it here
http://wii.marcansoft.com/parental.psp
It should be of use for those who bought second-hand Wiis that were parental-locked.

Now back to Homebrew Channel coding



George “Dubya” Bush talks internet!

May 17, 2008