Homebrew Project [RELEASE] FriishProduce - multiplatform WAD injector

SaulFabre

I like Yoshis and the Wii/Wii U scene.
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It's funny that you responded when you did. I was just working on a resolution. I've been modifying the brylt with HxD since neither Benzin nor Wii Layout Editor have been particularly cooperative. So far I've managed to find the width parameter for the PFLine material and modify that. My go-to was to roughly double the width of the thing, which fixes the crop issue but either misaligned or distorted the VCLine TPL. My guess is that there's a grouping issue, so I'll need to investigate a bit further.

See below for current status.

View attachment 436219

As an aside, if this is too off-topic for this thread, I'd be happy to make a new one to discuss things in more detail.

ETA:

Yep, it's a grouping issue. Scaling down the PFLine scales the VCLine tpl as well. I'll keep researching and see what I can come up with.

View attachment 436220
i still recommend using Nintendo 64 banner for make the GameCube banner, lol.

Or, you can put "NINTENDO GAMECUBE" instead of just "GAMECUBE" and u don't need to extend the PFLine
 
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Mixtape

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The main reason I opted for the SNES banner was because the logo images in the background had the closest aspect ratio to the GameCube logos. When dividing the width of the SNES background logo's TPL by its height, you get a ratio of 3.75. The N64 logo has a ratio of 6.63. The ratio for the GC logo was roughly 4.37, which meant I could pad the top and bottom of the scaled image in GIMP while still making use of as much of the screen area as possible.

Using "NINTENDO GAMECUBE" instead isn't a bad idea. I'll keep that in mind in case I can't find a better option.

--------

Edit, the next day:

After doing quite a bit of research on BRYLT editing, I've managed to resolve the widescreen crop issue.
1715392727184.png

As it turns out, pic1 sections contain additional UV coordinate data after them which specify the boundaries of the picture. Strangely enough, this isn't documented on WiiBrew.org, but the Mario Kart Wii scene seems to have figured it out. In combination with the PFLine material (rather than picture) using clamp wrapping, this allows the entire line to be drawn while using only a single 128 pixel-wide tpl to define the curve. It's an extremely clever space-saving trick, but not particularly intuitive. That made debugging the issue harder than I'd expected.

In the interest of staying on-topic, this will likely be my last post about this project in this thread. I'll likely make a new one sometime this weekend and include the resources that will be useful for FriishProduce there.
 
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ShantaeFan123

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You know, I always wondered. Has anyone ever considered injecting into Pokémon puzzle league (N64)’s wad? The only game i have ever tried was Chefs Luv Shack (It didn’t work and doesn’t work on any of the emulators) and that was it, just curious
 
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Spectremint

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How the heck do you use a custom WAD database? I wanted to poke around with it and see what happens if i force an injection on a WAD not supported and test it in Dolphin lol

also where do i put NES files if it simply acts as a forwarder for FCEUGX?
 

SyNHyena

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Crap, must be something with how the app handles platform-specific options, and I forgot to implement a failsafe there. Should be fixed on Github now.

Try replacing the FriishProduce.exe with this one and see if it works
i did that but now the progra wont load for e
 

CatmanFan

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How the heck do you use a custom WAD database? I wanted to poke around with it and see what happens if i force an injection on a WAD not supported and test it in Dolphin lol

also where do i put NES files if it simply acts as a forwarder for FCEUGX?
You can download the database.json file from here and follow the guidelines inside for adding new WADs, then open it from the app after clicking the option to use it in settings. I should have written another tutorial about it at some point but I haven't done so apparently, lmao

About the FCEUGX thing, if you're referring to the ROM, then it automatically copies that to the ZIP archive needed to extract to SD/USB root, and also creates empty folders for the savedata directory in case there's an error
 

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