*Ignore sector size of wbfs partitions in MBR (some lazy Partition Manager don't change it). Reading it from the partition header now.
*Several small bug fixes and cleanups
*Fixed "Bannersound + BG Music after it" mode
*Updated language files
*Fixed bug mounting a wbfs partition which was formatted from an ext partition
*Rewrote the parental control feature. Removed loading pin or settings from the Wii Settings. Parental control is now completely managed in the loader from the settings selected and the password set.
*Saving password in config file is now encrypted
*Added loop to wait for usb when reloading the cIOS before game start
The parental control feature is filtering games like following when usb loader is locked:
level 0 (everyone 0+) > shows only games with lvl 0
level 1 (childs 7+) > shows games with lvl 0, 1
level 2 (teens 12+) > shows games with lvl 0, 1, 2
level 3 (mature 16+) > shows games with lvl 0, 1, 2, 3
level 4 (adults only 18+) > shows all games (lvl 0, 1, 2, 3, 4)
level 4 is default when creating new configs
*Rewrote complete main menu function
*Moved ext2/3/4 disc cache to mem2 as on FAT/NTFS (added ext2 as custom lib due to that)
*Added missing header files from R1011 for ext support
*Fixed crash on Numpad when pressing a button
*Fixed boot of WiiMC
*Changed SVN line ending to LF (Unix style)
*Rewrote the whole Settings.cpp into 11 classes. Each settings menu has it's own class now
*Reworked the whole sound system. Supported formats AIF/MP3/OGG/BNS/WAV now with no file size limit (streaming).
*Changed button click/over sounds to wav from raw pcm
*Lot's of bug fixes
*Lot's of changes in image processing
*Added use of libgd and ImageData class from WiiXplorer. No more crashes with corrupted images and no more restriction to images sizes that are devidable by 4 :).
*Added a recource file manager for better access of all files/images for internal files and theme files. Some themes will have to adjust some filenames because we want to use the same filenames for themes and internal source files.
* Fixed issue 1058
* Menus splitted to several smaller files, to reduce compile time
This version has FAT support. You can change the used partition in the game load options. Default WBFS will be used, if found. Otherwise the first FAT partition with games will be used. FAT will only work when using Hermes cios (222/223)!!!
*Added a ToolTip
*Added GameName under the covers
*Fixed Crash with no Favorites in list.
NOTE: I'll add a better coming out effect for the covers, for now there is only a slow big ZoomOut which isnt too bad either.
*Added Carousel back in
*Changed UMS Heapsize which increases compatibility for some HDD Devices with cIOS38 Rev12
**NOTE: If anyone encounters any HDD detection problems which start from this rev on, make an issue and we can revert that thing.
*Fixed effect GOROUND so that it doesn't cause alignment issues anymore (the format for this effect is very different than it originally was, if you plan on using it for something, look at the documentation in gui.h.
*Major revamp of gui_gamecarousel (everything is awesome and perfect, except it still can't launch games, and thus it is still not in the gui).
**gui_gamecarousel Notes:
*You can use the same technique as last time to test the carousel (except I recommend adding startat and offset to the line since I added support for it).
*I realized not everyone will agree for my choice of curvature and spacing for the games on the carousel, so I made them variable. At the top of gui_gamecarousel.cpp are a bunch of definitions that set up these values.
*SCALE determines the size of the game boxes.
*DEG_OFFSET is the number of degrees between the boxes (remember, changing the RADIUS will affect the linear distance each degree represents).
*RADIUS determines the curvature of the arc (higher radius makes it less curved).
*IN_SPEED determines the speed at which the boxes come in (higher number makes it faster).
*SHFIT_SPEED determines the speed at which the boxes move when you turn the carousel.
*PAGESIZE determines how many boxes are drawn (remember, the number of visible boxes is determined by DEG_OFFSET and RADIUS, with the default values you can see 7).
*Everything eles (the animations, position of the movement buttons, etc.) is automatically determined from these values (my 8th grade math teacher was right, trig isn't totally worthless), so you shouldn't need to change anything at all, except the aforementioned values (or the b0rken game launching code).
*If you find a set of values you think looks better than mine, post a picture and the list of values in an issue or on IRC.
*These will probably become theamable at some point, but I figure we should get this added to the gui first (I was hoping to do it tonight, but some stuff came up, and I need to go to bed).
Wow I write really long commit notes.
*Modified EFFECT_GOROUND so that it takes a center of rotation, angles work properly, and things don't move back.
*Updated the gui_gamecarousel files so that they are functional, shouldn't have any more code dumps, and use the EFFECT_GOROUND.
*The carousel button doesn't do anything anymore (since GOROUND was changed so much)
**Notes
*The easiest way test the carousel is to change guiGameGrid to guiGameCarousel in source/menu.cpp.
*If you compile with no modifications, the only noticeable difference is that the carousel button does nothing.
**Known Bugs in gui_gamecarousel
*The images dont line up horizontally (when shifting left they go too far left, and the same for shifting right). I think there is a rounding bug somewhere in GOROUND (I already fixed several).
*Cant hold down left and right to scroll yet
*Launching a game only works if the pointer is over two boxes
*If an image is growing when the carousel is turned, that button disapears
*If an image is grown when the carousel is turned, it wont shrink back