StepItUpSenpai
Smash Rookie
hi there i dont own a 2 GB SD card only a 8 GB one and was wondering what would happen if i used that instead of a 2 GB one to download this game
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No you can leave the custom stages if you like, it'll run fine. If you're running off a disk, use the Project M launcher and if you're running off a USB use a USB Loader with cheats enabled.i see thank you and if i launch it via homebrew channel do i still have to remove the custom maps or no since im not using the stage builder exploit and if not after i launch via homebrew channel is that all i have to do or do i need that gecko thingy too.
or am i not allowed to ask since im using a hacked wii :x
i see so i dont have to run it on homebrew channel just use USB loader with cheats enabled? sorry for asking these questions when i should be testing them but i dont have my tv with me >.<No you can leave the custom stages if you like, it'll run fine. If you're running off a disk, use the Project M launcher and if you're running off a USB use a USB Loader with cheats enabled.
ocarina cheats? sorry i never used a cheat code before so idk what that means >.<you can run via a USB loader with ocarina cheats.
probably the fastes way to play it once it's setup too.
ahhh i see i have all that then what use is the gecko for?I'd reccomend loading it via either the Homebrew Channel or by using the Launcher Channel that lets you skip the whole Ocarina process and just launch it via a channel akin to Virtual Console games.
The Launcher Channel does require use of the WAD Manager, but that is included in the download for the Project M Channel.
Gecko is for managing codes that you apply to a game, not so much for actually playing it. Basically, an Action Replay for Wii games. So any custom codes you add need to be added to Project M's .gct file (the file that Gecko uses for applying codes to a game). You can do that by using GCTEdit.ahhh i see i have all that then what use is the gecko for?
ahhh i see i dont really care for codes.Gecko is for managing codes that you apply to a game, not so much for actually playing it. Basically, an Action Replay for Wii games. So any custom codes you add need to be added to Project M's .gct file (the file that Gecko uses for applying codes to a game). You can do that by using GCTEdit.
Riivolution does the same thing as Gecko, but Riivo isn't compatible with Project M like Gecko is, to my knowledge.
Don't worry too much about it, really; all you need if you just want to play Project M vanilla is the .gct file included in the download to be in the codes folder on the SD card you're putting it on.ahhh i see i dont really care for codes.
if somehow i fail to get this to work tomorrow i shall come back :3
thank you everyone for your help ^-^
I did this and it didn't work at all it just kept going back to wii menu remember I have the game on a flash drive not a disk my wii can't even read disks anymoreRiivolution does works, but both Riivolution and Gecko are obsoleted by the new PM Launcher. Y'all are making this way more complicated than it needs to be. Super basic instructions on the simplest way to do it:
- If you haven't already, install the Homebrew Channel. Wiibrew has detailed instructions for this part. Use the Letterbomb method, doesn't require any other game (again, Smash Stack will not work with SDHC).
- Download the Homebrew option zip from projectmgame.com. Get the full set if you're not planning to play over wifi (it's dead anyway, most everyone uses Dolphin now), but if you really need wifi then get that version. Extract it to your SD card.
- Open the Homebrew Channel.
- Select the Project M launcher.
- Play.
I did do that and it just went to the wii menu instead of starting the gameIf you launch the game by default homebrew launcher, you can use the 8 GB SD card. But I Suppose that all depends if you are able to use the default considering you mentioned USB >.>