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Modchip : Wiifree / Yaosm


Yoshee

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J'ai vu le tuto pour programmer une wiifree et déjà première question je voudrais savoir s'il s'applique pareillement à une YAOSM.

 

Oui, c'est pareil !

 

Le programme utilisé sur le tuto est Winpic, il me semble avoir entendu parler d'un autre pas mal réputé... lequel utiliser ?

 

Biensur, il en existe pleins d'autre !

Mais là, t'as un tuto avec ce logiciel, et ca fonctionne...

Pourquoi toujours chercher à compliquer les choses ?

 

Il y a une étape que j'ai pas compris sur le tuto : le fichier .dev. Qu'est-ce que c'est et à quoi sert-il ? Il est donné via un lien pour un pic 12f629, où le trouver pour un pic 12f683 ? (et pour une YAOSM, je ne sais pas si ce sont les mêmes).

 

Dans le logiciel, tu peux configurer ton type de PIC :)

Donc voilà à quoi ca sert ;)

Je crois que le 12F683 est dans le log !

 

EDIT : Ah oui et aussi quelle différence entre un pic 12f629 et un pic 12f683 ?

 

La taille de la mémoire qui change ;)

Mais le 12F629 est largement sufifisant !

Il y a aussi le 12f675 qui est programmable par DVD, mais la fonction n'a pas été implantée...

 

Qu'est-ce que ce "twoleds" signifie et comment savoir s'il faut programmer avec le .hex "normal" ou ce .hex "twoleds" ?

 

C'est quand tu mets des leds avec la puce !

Si t'as pas de led, le .hex ordinaire :D

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Ok et bien merci pour toutes ces réponses, je vais enfin pouvoir me lancer :)

 

Juste une dernière petite chose au niveau des soudures wiifree/yaosm c'est tout pareil ? Je demande ça parce que la wiinja qui est sur un pic 12f683 demande une soudure supplémentaire sur le bouton reset. Là ma wiifree est connectée sur son support en externe, pour la yaosm y aura rien à changer ? Merci.

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La Wiifree étant stoppée, passage à la Yaosm :

 

No point in delaying yaosm 2.0 any longer... Here it is.

 

Changed from previous version (1.9) is that it now has gamecube audiofix and the most flexible audiofix currently available.

Code:

byte 5 = Audiofix on/off

0x00 = Disable the Gamecube audiofix (always off)

0x01 = Disable audiofix by default (when powering up the Wii) and enable it by inserting a Wii disc before running your GC backup.

0x02 = Enable audiofix by default (when powering up the Wii) and disable it by inserting a Wii disc before running your GC backup.

0xFF = Enable the Gamecube audiofix (always on)(default)

Full Readme:

Code:

yaosm version version 2.0

--------------------------

Yet Another OpenSource Modchip version 2.0

 

USE IT AT YOUR OWN RISK!

 

 

Features

--------

- 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

- Gamecube audiofix

 

*Partial support.

See Main Page - WikiTemp for more info.

 

**Partial support, for 100% support use GCOS.

See: GCOS Multigame version HOWTO - PSX/PS2/PS3/Wii Scene & Newz Forums and PSX/PS2/PS3/Wii Scene & Newz Forums - View Single Post - yaosm resources - Configuration discs and everything else you may need

 

 

Donations

---------

Donations - PSX/PS2/PS3/Wii Scene & Newz Forums

 

 

Quickstart

----------

1. Program your chip with the hex file that match the chip you've choosed to use.

2. Connect the chip to your Wii. (**guide** Soldering-troubleshooting-pic12f629 Progging-wiikey Install Have A Look! - PSX/PS2/PS3/Wii Scene & Newz Forums)

3. Make sure the first disc you use is a game from your own region.

4. If you later on want to change any settings, use the configuration disc.

 

 

Chip compability

----------------

Hexfiles are included for the following PICs:

12F629/12F675

12F635

12F683

16F627/16F627A/16F628/16F628A/16F648A

16F630/16F676

16F636/16F639

16F684

16F87/16F88

 

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 (Actually only 6 bytes is needed for configuration

if the program area is 2048 words or more)

- Internal oscillator (Sure, you can use an external if you really want to but is it worth the trouble?)

 

 

Installation

------------

An excellent guide for opening and ******* your wii can be found here:

**guide** Soldering-troubleshooting-pic12f629 Progging-wiikey Install Have A Look! - PSX/PS2/PS3/Wii Scene & Newz Forums

 

By default the chip has automatic region detection, speedfix and audiofix 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, backup or original.

 

If you, by mistake, used an import as the first disc then the chip will not play ANY backup or original discs

after that and you will need to reprogram the chip or you can use the configuration disc.

 

 

Configuration

-------------

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)

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)

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)

0xFF = Enable the chip disable feature (this is the default)

 

byte 5 = Audiofix on/off

0x00 = Disable the Gamecube audiofix (always off)

0x01 = Disable audiofix by default (when powering up the Wii) and enable it by inserting a Wii disc before running your GC backup.

0x02 = Enable audiofix by default (when powering up the Wii) and disable it by inserting a Wii disc before running your GC backup.

0xFF = Enable the Gamecube audiofix (always on)(default)

 

byte 6 and higher = This part of the eprom contains patch data on the small chips (like 12F629/675)

 

 

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| L|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 |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

disc.

 

For some chips there are a 2-LED version where the second LED should be connected to the pin marked as

"D" in the schematic above. That also means those versions doesn't come with a chip disable feature.

 

 

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.

 

 

Changes

-------

2.0

- Added Gamecube audiostreaming fix.

 

1.9

- 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.

 

1.8

- 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

 

1.7

- Re-added support for 12F635/16F636/16F639 as it has been fixed (bug in GC basic)

- Minor code optimizations (saving a couple of bytes)

 

1.6

- 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).

 

1.5

- 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.

 

1.4

- 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)

 

1.3

- Fixed problem with imported Gamecube promotional and demo discs.

- Added medium speedfix since it works better for some people.

 

1.2

- Fixed problem with Gamecube original imports.

 

1.1

- Wii Original Imports shouls now work (thanks to the WiiFree team).

- Also region detection with originals now works.

- Some minor code optimizations.

 

1.0

- Initial release.

 

 

Credits

-------

The WiiFree team, The OpenWii team, WAB, FuzzyLogic

I've learned a lot from bits and pieces of your code...

 

The Great Cow Basic team

Don't let the name fool you. The code is more efficient than you may think and

the support is excellent.

 

TheCheekyMonkey

Excellent ******* guide. Anyone planning to mod their Wii should read it.

 

emu_kidid

For the excellent GCOS and for further developing it to support dual layer discs.

 

Team Cyclops

Without the Dual Layer checking tool, testing DL support would have been a lot harder.

 

Microchip

For their free samples program. I would never have learned PIC programming without it.

 

Erant

I've borrowed code from the DVD tool sources to save time when relocating the mainloop

and it certainly saved me some time.

 

The people on the yaosm forums at WiiNews

Thanks for helping out with testing, it's really, really appriciated.

Special thanks for those who provided the information needed to sort out the SMG problem.

 

All the people in the WiiNewz forums.

The feedback given to the different WiiFree version has helped in the past.

There is NO difference between this version and yaosm 2.0rc4. The hex files are identical.

 

That also means that uncldim's Cyclowiz port of yaosm 2.0rc4 actually is a port of yaosm 2.0 final.

 

Télécharger ici !

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Bonjour à tous, petite question d'un débutant, j'ai mis un pic yaosm 2.0 (avec le wlip) sur ma wii d2b avec pattes coupées. Lorsque je mets un backup le titre du jeu doit il apparaitre comme lorsque l'on met un dvd jeu original ou y a t-il une manipulation à faire? Merci d'avance à ceux qui répondront.
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J'ai deux questions :

 

1. Faut-il démonter la Wii pour mettre à jour sa Yaosm?

 

ça dépend. Si ta puce est fixée dans la wii, alors oui, il faudra démonter ta wii pour mettre à jour la puce.

Si ta puce est fixée à l'extérieur, sur la coque de la wii, alors non, il te suffit juste de retirer la puce pour la mettre à jour.

 

2. Lit-elle réellement les jeux originaux Wii importés ? Dans le cas de SSBB, y'a une MAJ qui me fait flipper, comment est-ce géré ?

 

Encore une fois ça dépend. Tu peux trouver la liste des jeux import compatibles en cherchant sur ce forum.

 

 

Vous avez des infos sur la suite de la yaosm. Sur wiinews je suis tombé sur ça : The end of yaosm... as we know it. (yaosm3 beta3) - PSX/PS2/PS3/Wii Scene & Newz Forums

Comme je suis faché avec l'anglais, je n'ai pas tout compris. La question à 1OOM€, faudra-t-il changer de puce pour la yaosm3 ?

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