Hacking USB Loader GX

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Shiranui-san

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Kinda offtopic question: is it possible to replace the savedata of a N64 wad game installed in the emunand with the savedata created by a N64 emulator?
 

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You will have to compare the two savegame file format.
N64 emulator is using a memory card image? if it does, you need to extract the data from the memory card to raw file(s).
Then, create a save with the WAD, and look in the /title/TitleIDHigh/TitleIDLow (GameID)/data/ folder, compare the files.
 
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Shiranui-san

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You will have to compare the two savegame file format.
N64 emulator is using a memory card image? if it does, you need to extract the data from the memory card to raw file(s).
Then, create a save with the WAD, and look in the /title/TitleIDHigh/TitleIDLow (GameID)/data/ folder, compare the files.
Ok, I have been testing with Mario Tennis PAL. My findings:

* The game didn't work for me with neek2o (doesn't load, it resets to the main menu), so I tested this using Dolphin.

- The savedata file created in the emuNAND by Mario Tennis (PAL) is: <emunand_dir>\10001\title\4e415450\data\EEP_NM8P
- The file "EEP_NM8P" is 16kb size.

- The savedata file created by Project64 v2.1 for the rom Mario Tennis (PAL) is: <project64_installation_dir>\Save\MarioTennis.eep
- The file "MarioTennis.eep" is 2kb size.

- I renamed the file "MarioTennis.eep" as "EEP_NM8P" and pasted it into <emunand_dir>\10001\title\4e415450\data\
- Using Dolphin, Mario Tennis freezes if it finds the savedata created by Project64.

- So I did the other way around: I renamed "EEP_NM8P" as "MarioTennis.eep" and pasted it into Project64's save folder.
- Once the Mario Tennis rom is loaded, the emulator recognizes the file as a working savedata.
- Using the TransferPak plugin for Project64 and the rom Mario Tennis Color (Game Boy Color), I succesfully transferred the four main players from the GBC game to the N64 game.
- I renamed back "MarioTennis.eep" as "EEP_NM8P" and put it back into: <emunand_dir>\10001\title\4e415450\data
- Using Dolphin again, the game in the emuNAND now loads fine and the new characters are available.
 

mostlydave

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I just finished installing usbloadergx for the second time on a wii for someone else. on this new install everything works fine except when you hit the wii menu button and try to return to the wii menu the tv screen blacks out and you have to hard power off the console. I'm not even sure how to start trouble shooting this. Is it possible to return to usbloadergx instead of the wii menu to load a different game?
 

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you are not the first user who report black screen when exiting a game. I'll have to test (though, I have a PAL wii so I don't know if I'll have the same problem).

You can exit games directly to USBLoaderGX by installing the Forwarder channel TitleID : UNEO (link is for Wii, not vWii).
Then, in USBLoaderGX settings > Loader settings > Return to .... Select USBLoaderGX.

Now when you exit a game (not reset!) it will return to USBLoaderGX automatically.
 

d.d.d.

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I saw in the loader settings that you can set the ports to 0, 1, or both - I've set mine to load from port 1 (other thread) and it seems to be going better percentage wise but, is there a way to force USBLGX to load from port 1 from the start? I thought that was what setting it to port 1 was for...
 

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I'm having some trouble with the feature:

  • List all games from all partitions and from both USB ports at the same time (needs Hermes cIOS or d2x v9+).
    New_icons_17.gif
USB Loader GX is not reading data from any hard drive when plugged into port 1(the one furthest from edge of console). I have everything set to default, other than under Hard Drive Settings, USB Port to Both Ports, and the problem persists with or without a hard drive plugged into port 0. I have d2x v10 and am using IOS 249 I believe.

Any idea what's causing this or how to fix it?
 

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I saw in the loader settings that you can set the ports to 0, 1, or both - I've set mine to load from port 1 (other thread) and it seems to be going better percentage wise but, is there a way to force USBLGX to load from port 1 from the start? I thought that was what setting it to port 1 was for...
edit the meta.xml, remove the comment lines and set usbport to 1
I'm having some trouble with the feature:

I have d2x v10 and am using IOS 249 I believe.

Any idea what's causing this or how to fix it?[
You need d2x v10-alt
The alternate version has port1 support but less EmuNAND Support.
The normal version doesn't have port1 support, but greater EmuNAND compatibility.
 
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Apostrophe

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I'm getting a strange error. I have flash drive plugged into port 1 that I play gamecube games off of. When I plug in a Hard drive into port 0, the gamecube games disappeared at first. I changed the path, and the gamecube games reappeared, but if I try to run them with another drive in port 0, it gives me a fatal error apploader size is zero error.

Does anyone know why it's doing this? Will DIOS MIOS only play games off of port 1 when there's no device in port 0?
 

Cyan

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DIOS MIOS try to mount Port0 first, if there's no HDD connected it tries to mount Port1

If you have a HDD in port0, it doesn't try port1 at all, and search game files on HDD_Port0/partition1/games/game name/game.iso
 

strai

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not yet.
I should add it ... yesterday! Yeah, it's been a thing I should have added few weeks ago but I didn't work on the loader since r1218 release, sorry.
I'll add it for 1219 or 1220.


Great :yay: Looking forward for the upcoming release
 

Vanya

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At risk of repeating questions, is emunand support going to be improved in a future update? It seems like actual compatibility is fairly low, at least in vWii and with vWii itself having issues running games from SD I was hoping might be a good alternative. Unfortunately, they both seem to be lacking in the area of compatibility and I'd very much like to have all my wiiware in one spot.
 

Magnus87

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Vanya

No, only Remove Partial EmuNAND Channel setting. Cyan have other plans to r1219

Prevision for 1219
- Added support for Nintendont r5+ (removed Alpha0.1 support)

(not started yet):
- Option to choose if HDD should be mounted on Loader's launch
- Rename some menus/options (Loader's menu renaming and harmonization - part2)
- Supports more L/R with CC/GC
- remove individual GC Video settings, merge them into DML video settings
- Remove Partial EmuNAND Channel setting (always use Full EmuNAND if launching a channel installed on EmuNAND)
- Remove Error2 setting (always set to ANTI is good).
 

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