

Not64 is available to download from the thread at GC Forever. No need for the keygrabber or anything, it's all done on the Wii itself.Not64 is an "experimental modification" of Wii64, forked from the "Beta 1.1 'Honey'" version to include several fixes and additions. Savegame Manager GX extracts to the same files as FE100 (except that it doesn't extract the banner into separate files), so it's really handy. To anyone who's ever done this before using FE100, it's exactly the same, except you can skip a step by using Savegame Manager GX instead of extracting the data.bin with FE100.

If you have a bunch of repeating bytes at the end of the VC save (other than 00), that will give you a clue as to what the padding byte and the boundary are. Try creating a blank, new save on both systems and compare them. Depending on the game/system, the padding byte or boundary may be different. I haven't played around with this much, but Zelda OoT/MQ/MM the padding byte is AA and you have to pad it to a 32kb boundary (actually, the padding may be less, but I had a blank save that only contained 10 bytes and it was padded to 32kb). If you are copying a save TO VC, you ADD padding, if you are copying a save FROM VC, you REMOVE it. This means adding data to the end of the save file or removing that data, in order to make the save a specific size. If both are the same, you don't need to (ex: Zelda vs. If one of the saves has the text scrambled and the other doesn't, you need to byteswap. The easiest way to tell is to open your two save files in a hex editor and see if you can find any apparent plaintext, such as the game name. This is true for Project64VC (unless it's an. However, there are a couple of optional steps which may be required for some game/emulators.ġ. For a lot of emulators, you can just swap out the file for another. Besides the banner.bin file, there should be 1 other file with no extension. The easiest way to figure out which folder is the right one is to open the banner.bin in each folder in a hex editor. The default folder for saves is sd:\savegames. Now you need to figure out what folder your save is in (if you only have 1 save this is easy). First off, you need to have created saves for both the VC and the emulator, regardless of if you're going from emu->VC or vice versa. As far as I know, this should work for most VC/emulators, but there are a couple of steps that may be necessary for certain emulators or even certain games, so you may have to play around a bit.

I have already discussed this in PM, but I'll post here for anyone who wants to do the same. (I converted the project64-savefile for wii64 using Wii64SaveSwap in case anyone wonders: ) The reason why I'm using an emulator instead of a VC is because I wanted to use an old savefile which I had after playing the game a while using project64.
#WII64 WIIBREW CODE#
Wii64 does not have gameshark, and even if it did I'm not sure the gameshark code would work on other emulators than project64. I googled a lot and all I could find was a fix for project 64 that uses a gameshark code ( ). However, the delay (the real problem), is still there. I managed to fix the bug with the picture by using the "FB textures" setting. Another problem is that the picture of link on the subscreen menu is all messed up. At first I didn't bother trying to fix it, and then I got to the water temple (in which I need to enter the subscreen frequently). I am using wii64 to emulate Zelda - Ocarina of time, it works great except the subscreen menu in the game has a 4-5 seconds delay, and it is very annoying.
