Also, cory1492, when speaking of a modified loader, I wonder how difficult it would be to compile a version where
1. the "EZ-Flash" screen is skipped (i.e. you go straight from selecting the File Manager to the ROM list), or
2. the loader goes straight to the ROM list after booting up (after saving), i.e. the main menu is skipped.
Another nice loader hack could be to skip the message screens after selecting a main menu item. I.e. when selecting Help for example, you would go straight to displaying the help text file, instead of first showing the "More help in here" message.
I know it's probably just wishful thinking, of course depending on how far anyone has yet succeeded in reverse engineering the loader...
Format Nor Flash Y/N;Format Nor Flash Y/N;1
WARNING;WARNING;1
The first one is pretty much self explanatory, the second one is the title of the message saying "Read saver to current". BTW, what's the purpose of loading a save file to the SRAM separately? And why is it a warning (what's the danger?).
On a side note, does anyone know a way to delete a single file on the SD-card, via the (GBA) loader/file manager? I know how to delete a file in the NOR memory by pressing Select and A, but this doesn't seem to work in the SD-Card folder and subfolders.
Only, you can mark the SD-Card folder ("EZ-Disk") and press Select + A, and it asks you to delete?!! I wonder what that does - I've been too chicken to confirm!!
Also, I was wondering about the NOR memory: What does "NOR" stand for? And would it be safe to copy a game to the NOR memory and then delete the .gba file on the SD-Card which was the source for copying?
Joined: Sun Apr 30, 2006 5:39 am Posts: 1560 Location: Canada, eh?
1&2 - it's up to EZ to modify it to do those types of things. A JMP or JAL or whatnot inserted might be able to do it, but I'm not going to go there. There is abundant info on the EZ3 at any rate that it is quite possible anyone who feels like it could use the SD driver with the GBA kernel to make a modified version of Pogoshell to do whatever you want. No one thus far has seemed inclined to do so though.
SD write operations are performed by the EZ4 kernel with modifying the FAT as little as possible it seems, so no SD delete operation was included.
Joined: Sun Apr 30, 2006 5:39 am Posts: 1560 Location: Canada, eh?
I can try...
Quote:
BTW, what's the purpose of loading a save file to the SRAM separately? And why is it a warning (what's the danger?).
The SRAM stores your save data until the card is rebooted. It has to be loaded when you want to continue your progress, and all DS and GBA are patched to use the EZ4's SRAM. You can alternately skip saving a save file on bootup, and manually re-load the save file in the GBA kernel by pressing A on a .sav type file - I have personally used this to do 2 things: load a different saver to the SRAM when I skipped saving (so I don't permanently write the data I dont want, like a death in bomberman, to the SD card), and to load specific data I wanted in SRAM when I decided to use it. I think the original intent of it was so you could manually load a save file for PassMe2.
As far as I know, there is no real danger (the file is read not written) aside from the fact that it you turn it off in the middle of the reading to SRAM, reboot and try and play the game that the save belongs to, the EZ may think your save is already loaded and the game may tell you your data is corrupt.
About the bug in the GBA loader regarding the non-transparent background that I mentioned in some posts above: I've noticed that this bug occurs in all message screens in the loader where text or graphics are updated. For example when showing the progress of loading a game, writing to the NOR flash or selecting language options. I don't know if this would help to find where to change the code?
if it fails on reboot, place an official update back onto your miniSD and boot holding the R button
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I wonder why it doesn't work. EZ4skin works fine with the original version of the latest kernel, and according to modulo all he changed is two bytes in the GBA loader part.
Also, when I look a the original and modifed kernels in a hex editor, the NDS loader still starts at the same address as always (0x10bd00). Why does EZ4skin fail at skinning the NDS loader, then?
I have used EZ4skin-R7-09-07 for quite some time, with great success.
However, I am unable to skin the modified kernel posted by modulo here. (the version in the EZ4loader070315-RESET.zip file)
I get an error when EZ4skin is about to skin the NDS Loader:
I wonder why it doesn't work. EZ4skin works fine with the original version of the latest kernel, and according to modulo all he changed is two bytes in the GBA loader part.
Also, when I look a the original and modifed kernels in a hex editor, the NDS loader still starts at the same address as always (0x10bd00). Why does EZ4skin fail at skinning the NDS loader, then?
File permission? I often mark files "Read Only" to prevent accidental changes...
I guess those permissions are stored in the zip files. Whoops!? Fixing...
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