Hacking USB Loader GX

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Duncan Idaho

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Which version? I test it with Wii, WW, GC games before I commit the dol. And what do you mean GC-Channel mode? Only Gamecube games enabled in categories?
I mean the option where games are displayed as channels and yes, that, but only in the display of channel mode, in list mode GX won't crash and the 3.11111 one.

Just checked geckocodes.org and the comment for moonjump is "works only on collector's edition!". Something ULGX never shows - kind of inconvenience but don't want to cluster the cheat screen either.
The thing is that trilogy is the collector's edition.
 

Cyan

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I don't know how accurate that is, but it sounds like without +DI you can't use your USB drive at all.
That would mean all games would have to be on an SD I suppose ... ?
Greywolf already answered, but here are more information for users who want to learn :

"+DI" means that you enable the Disc drive Interface redirection to load games from external devices instead of reading games from disc.
either SD or USB, based on "U" or "S" neek+di

SNEEK+DI = read game from SD
UNEEK+DI = read game from USB

I you use the original NEEK (not neek2o) then you can only mount (emulate the disc) an extracted game located in the device:/games/ folder, and you NEED at least one game or neek+di will not boot.
If you use Neek2o, then you can list/mount games directly from the device:/wbfs/ folder in wbfs format. no need to extract.

To mount a game to the disc channel, you need to access the hidden menu and select the game you want.
neek is not meant to launch a game loader while inside the emulated OS.



tswntk : I think tooltip is a good idea for comments.
I had idea to update the cheat interface to allow user to edit a code manually (specifically for cheats requiring value edition) and display comment on the edit window, but some code don't require edition and still have comments like you noted.
It shouldn't be hard to keep the comments when parsing the cheat file and put them in a over window.
edit:
comments can be quite large and often multilines (multi-values etc.)
So I think it's best to get a popup saying "Press + to read this cheat's comments" on cheats with comments. then it would open a scrollable textarea prompt like in homebrew browser.
 
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GreyWolf

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I mean the option where games are displayed as channels and yes, that, but only in the display of channel mode, in list mode GX won't crash and the 3.11111 one.


The thing is that trilogy is the collector's edition.

What is the version number on the bottom of the startup screen? The only ones tagged as releases are "r1263" which is identical to the official r1262 except online updates are disabled and the revision number is one higher and "3.1.1.1278". If you're using a different version it's a snapshot, but I need to know which one. You also didn't say how it crashes, whether you verified the disc image, etc...
 

Duncan Idaho

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If you're using a different version it's a snapshot,
Will do later, I just woke up.
You also didn't say how it crashes,
I'll specifiy: I start on Channel Wii mode, where all my wii games are displayed. I then switch sources to GC while leaving the same display method. I try to open a game channel, like say... blood omen 2. Then I click on it and the loader never 'opens' the channel. Doesn't transitions to the screen where Settings and Gamestart are.

However, if I switch display method to List, voila, I can scroll any GC game and boot it.
 

bengalih

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I may try to do a quick test with some loading times on both FAT32 and NTFS before I make up my mind.
Anyone have a suggestion on what might be a good game to test that with?

Ok - so for those interested I did some loading tests from FAT32 and NTFS.

I tested 2 games:
Just Dance 2015
Alice in Wonderland

For JD2015 I tested two loading times.
a) Time from launching with "Start" to get to the white "controller safety" screen.
b) Time from pressing "A" at the safety screen to when you can start playing the game.

With the game in WBFS format on a FAT32 partition these average times were:
a) 5.2 seconds
b) 34.03 seconds

With the game in ISO format on a NTFS partition these average times were:
a) 5.025 seconds
b) 34.57 seconds

For Alice I tested three loading times.
a) Time from launching with "Start" to get to the white "controller safety" screen.
b) Time from pressing "A" at the safety screen to when you can select a game level.
c) Time of the loading screen from starting a new game from when the first game animation begins.

With the game in WBFS format on a FAT32 partition these average times were:
a) 3.0 seconds
b) 25.3 seconds
c) 7 seconds

With the game in ISO format on a NTFS partition these average times were:
a) 2.95 seconds
b) 25.05 seconds
c) 7 seconds

I think it is safe to say that given the human error of measuring and small sample sizes (about 3 runs per game) that there is seemingly no difference between the loading times.

Incidentally, I also tried these same test by launching these games from emuNAND (neek2o UNEEK+DI r96).
For this, ofc, I could only test with the FAT32 partition.

The speeds were as follows:

JD2015
a) 8.65 seconds
b) 44 seconds

Alice
a) 5.8 seconds
b) 24.85 seconds
c) 6.63 seconds

It is clear from here that the initial launch takes longer, which probably makes sense due to the way neek must access/mount the image.
I think Alice's "c" time is within tolerance, but I do honestly feel it probably was about 1/4 of a second quicker.
However it is clear that the JD loading times were way slower booting from neek.

I suspect you might find some variances with games depending on the IOS they use and some may indeed be quicker under full NAND emulation. But, I at least have proof that some will clearly be substantially slower.

Another explanation here is JD may be quicker to access/check any save data when getting it from real NAND rather than from emuNAND.

If that is the case you might see the same results when launching outside of neek but with emulated save data. I did not test this.

I'll let you interpret the data as you will, but for me it shows me that I should probably use real NAND to launch my games and that FAT32 vs NTFS makes no discernible difference as to boot/load times.

--------------------- MERGED ---------------------------

SNEEK+DI = read game from SD
UNEEK+DI = read game from USB

Sorry I just some clarifications because it sounds like there are some discrepancies between this info, what gw stated, and other sources.
You differentiate between the two in terms of "where they can load a game from" either SD or USB.

But isn't the difference actually "where the emulated NAND is stored"?

For instance, the ModMii info shows this:

UD = UNEEK+DI
* Emulated Wii nand/memory is on FAT32 External Hard Drive
* Load Wii games off your FAT32 External Hard Drive

* You can load apps off an SD Card via the Homebrew Channel
* DVD-Drive access is disabled for games while running UNEEK+DI
but can be used in apps (ie. WiiXplorer)

SD = SNEEK+DI
* Emulated Wii nand/memory is on SD Card
* Load Wii games off your FAT32 External Hard Drive

* Load GameCube games off your SD Card using DML
* You can load apps off a FAT32 USB HDD via the Homebrew Channel
* DVD-Drive access is disabled for games while running SNEEK+DI
but can be used in apps (ie. WiiXplorer)

To me, this indicates that the "U" or "S" means where you store the NAND, but in either case you can launch Wii games from your HDD.
Now SNEEK+DI says you can load GC games from an SD, but for Wii games it shouldn't matter.

I just want to clarify because I always thought that the "U" and "S" designations were really where you stored your emuNAND.

I also wanted to understand your statement:

neek is not meant to launch a game loader while inside the emulated OS.

What do you mean by this? I interpret this to mean you are *only* supposed to use the hidden menu ("1") to launch games in native neek and *not* use something like USBLGX, cfg, or WiiFlow?

If that is the case, you would never be able to run neek without +DI since without +DI you can't access the games natively through the disc menu. You would have to run a cIOS with a loader to access them. Wouldn't you?

thanks
 

Cyan

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I don't know about neek2o (it's probably forced to usb?) but the original neek was using the same partition to were neek was booted from.
if using Sneek, it used SD as emuNAND and for /games/ folder too.

Maybe neek2o is forcing games from USB whether it's using S or U neek2o because it's "common practice" to have wbfs games on usb1:/wbfs/ folder?

for your second question :
neek is the one responsible for "emulating" the console, and allowing the emuNAND to work "as if it was a clean unmodded console".
If you launch a USBLoader inside neek, that loader will expect a cIOS 249 in neek, and that's the reverse to what neek expect to achieves : trick the console to load everything "natively", that's why games with AP are working (like tintin, or Driver) : the games see the console as if it was untouched, and run the game natively (from the disc channel) using the official nintendo boot code, etc.

Of course, you could install cIOS inside neek, BUT you'll have issues accessing devices as one of the device (S or U) is considered internal NAND and you can't/shouldn't use it in read/write mode for anything else.
You can also launch USBLoaderGX with neek IOS58 from inside neek, in order to list and run channels on neek as "channels on realNAND" (not emuNAND). that would allows you to list more than 48 channels at time. but you'll meet issues due to launch method which is not perfect in USBGX when that's probably why you need to use NEEK : for the incompatible games from USBGX, so that's really counter productive to run neek just to run USBGX to still can't play the games which had issue in USBGX without neek.... just run them inside NEEK without the homebrew loader and the game will work. if the game works from USBGX, you don't even need to bother with neek to begin with.
Maybe wiiflow is a better alternative "inside neek". I think it has been developed with "inside emuNAND environment" scope.

Of course, if you use a game loader, the "+DI" has NO relation to game loading, whether you install it or not, because it's using cIOS's di to access USB, it's not using neek's IOS di. Unless neek is bypassing the IOS reloaded di and force its own di to always be used, which will break USB loading. I personally didn't try to run a loader inside neek, so it's only theoretical, if you tried and what I said is wrong, let me know.


If you use Uneek, you can't access USB anymore from a homebrew as it became "internal NAND", and therefore you wouldn't be able to use USBLoaders to launch games from USB.
if you use Sneek, you could access USB and launch homebrew located on USB.
installing homebrew channel in neek was not easy (copy protection), but now with the open source version it should be easier. If you manage to do it, you can try different homebrew and check SD/USB accessibility.

NEEK has an option to enable the "currently used device as internal NAND" to still get FAT32 access from homebrew, but it's not recommended.

sorry for the text wall ;)
 
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GreyWolf

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@bengalih I fixed the issue with loading from Priiloader with the forwarder dol and will try to commit it later this evening. It actually seems to be a fault in either the forwarder or Priiloader but it's working anyway. :P

You may need to edit your gxglobal.cfg file and reset the loader IOS from 58 to 249 though.
 

bengalih

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I don't know about neek2o (it's probably forced to usb?) but the original neek was using the same partition to were neek was booted from.
if using Sneek, it used SD as emuNAND and for /games/ folder too.

Maybe neek2o is forcing games from USB whether it's using S or U neek2o because it's "common practice" to have wbfs games on usb1:/wbfs/ folder?

for your second question :
neek is the one responsible for "emulating" the console, and allowing the emuNAND to work "as if it was a clean unmodded console".

Yeah..ok. I pretty much understand/agree with everything you said in this clarification.

Part of the problem is that virtually nobody (except the devs) are making a distinction between the "original" uneek/sneek and *neek2o*.

I think 90% of the people out there who want to use this are using ModMii or tutorials based on that to build their configuration. The default configuration in ModMii is:

"neek2o - build mod of s\uneek instead of original (Enabled)"

Which means all these builds are neek2o builds.

From my reading of the (recent) scene I believe the following are true:
1) When people say they are using uneek/sneek, they are usually actually using neek2o in one of those modes.
2) Most people say that you should use the neek2o mods instead of the original uneek/sneek

What the above means basically is a lot of confusion as to what is possible and/or what should work. Because you get some people who might only have experience with the original saying "do it this way", and others with neek2o saying "no, you can do it that way..."

I also agree - it seems there are quite a few tutorials out there for getting WiiFlow to work within the emuNAND, which I am not really interested in. I can't really provide any insight on tests regarding how well launching games from within an emuNAND *without* +DI, and thus from within WiiFlow/cfg/USBLGX with a cIOS, because like you I believe that is more effort than it is worth and probably prone to some issues.

So, I guess - just as a reminder to all - be sure that when you are discussing these EMU configurations you are very clear on what you are using. AND, don't take answers from someone unless you know they are talking about the same kind of build. :)

--------------------- MERGED ---------------------------

@bengalih I fixed the issue with loading from Priiloader with the forwarder dol and will try to commit it later this evening. It actually seems to be a fault in either the forwarder or Priiloader but it's working anyway. :P

You may need to edit your gxglobal.cfg file and reset the loader IOS from 58 to 249 though.

Ok, let me know when I can access a compiled .dol and I'll test it.

I should be able to use my current .cfg file from the official build, right? You read my posts about your copy seemingly creating a new one in sd:/config even though I was running off USB?

My loader and games IOS are both set to 250. Should that be an issue?
 
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GreyWolf

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Yeah..ok. I pretty much understand/agree with everything you said in this clarification.
Ok, let me know when I can access a compiled .dol and I'll test it.

I should be able to use my current .cfg file from the official build, right? You read my posts about your copy seemingly creating a new one in sd:/config even though I was running off USB?

My loader and games IOS are both set to 250. Should that be an issue?

Yeah, the config folder was part of the glitch and it should be ok to delete it with the new build. Just check your GXGlobal.cfg and make sure the loaderios setting is at 250 or change it back to that.

@Duncan Idaho See if this helps any.

Link to test build: https://github.com/GreyWolfSC/strea...49cf1f/distrib/usbloader_gx/boot.dol?raw=true
 

Duncan Idaho

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bengalih

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So...I'm in the process of transferring all my games back from my PC so I won't be able to boot my Wii until the morning...so I guess I'll ask now since I don't recall seeing this:

Does USBLGX read the full .xml description out of the gametdb.xml files?
I thought you were able to bring up a screen that shows like basic info on the game, but not actually the full description that is in the XML file.
I would have liked to added some custom text to some of the XML file so that it was visible on the console.

Is this supported? If so, how do I view the full XML description info?
 

GreyWolf

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So...I'm in the process of transferring all my games back from my PC so I won't be able to boot my Wii until the morning...so I guess I'll ask now since I don't recall seeing this:

Does USBLGX read the full .xml description out of the gametdb.xml files?
I thought you were able to bring up a screen that shows like basic info on the game, but not actually the full description that is in the XML file.
I would have liked to added some custom text to some of the XML file so that it was visible on the console.

Is this supported? If so, how do I view the full XML description info?

Press the 2 button on the remote while you're pointing at a game. It should include pretty much everything that's in the gametdb xml including the synopsis if there is one.
 

Magnus87

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I hate so much sneek/uneek/sneek2o/... XD

I tried with 3 wiis (softmoded) to make a EMUNAND using ModMii and then Showmiiwads but I cant never too boot any virtual console or wiiware game D:

  • -Show Only EmuNAND
  • -Select any game (Ex. Mario Bros)
  • -Black Screen
  • -Back to HBC

ULGX count as I played one time.
The "funny" of this is that I can play if the game is on realNAND

  • -Show Only EmuNAND (Yes I selected from here)
  • -Select any game (Ex. Mario Bros)
  • -Game Starts
 

bengalih

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I hate so much sneek/uneek/sneek2o/... XD

I tried with 3 wiis (softmoded) to make a EMUNAND using ModMii and then Showmiiwads but I cant never too boot any virtual console or wiiware game D:

  • -Show Only EmuNAND
  • -Select any game (Ex. Mario Bros)
  • -Black Screen
  • -Back to HBC

ULGX count as I played one time.

While using the nand emulation of USBLGX is much easier than booting into a full neek(2o) environment, you can't discount the fact that you must ensure your NAND is functional first. As such, I recommend you follow the instructions in ModMii and make sure you can fully boot into your newly created NAND using neek(2o). If you can do that but USBLGX isn't working, then this would be the place to ask why.

You also didn't provide any info as to where your emuNAND is stored (USB/SD). If on USB, do you have an SD card in the slot? Do you have more than one /nand or /SNEEK directory across your storage?

And yes, USBLGX will count you played the game once because all it really counts is a launch. It did its job of sending the "launch" commands to the emuNAND, if the NAND can't launch it properly than the loader doesn't really know that.

The "funny" of this is that I can play if the game is on realNAND

What is funny about that? One should expect that a WiiWare/VC game installed to real NAND would boot normally. There is really nothing tricky about running from real NAND. A handful of titles might need a special IOS or something, but for the majority most wads will boot without issue from real NAND. Emulated NANDs with neek(2o) are much trickier so it comes as no surprise that you can do it from one but are having problems with the other.
 

Stash23

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Haven't been following the Wii scene is such a long while. Recently hear of GC-support through HDDs.

Looking to jump on-board, I downloaded the latest USB Loader GX (r1262) and I get this screen on boot. Any ideas why?
NUpMQWN.jpg


(I should mentioned that I have DiosMiosLite installed and have been playing some GC games from SD with WiiFlow.)
 
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bengalih

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Haven't been following the Wii scene is such a long while. Recently hear of GC-support through HDDs.

Looking to jump on-board, I downloaded the latest USB Loader GX (r1262) and I get this screen on boot. Any ideas why?

- How are you launching it? HBC, Forwarder, etc ?
- Did you backup/remove any prior config files so that it has a fresh start?
- What is your HDD/SD configuration?
- What cIOS' are you running?
 

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