Homebrew Official Retroarch WiiU (wip.)

ShadowOne333

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Headers are easy to remove through a hex editor, usually the first 100 bytes or so.
Oh I'm well aware of that, it's just that usually for patching and/or other stuff that's how SMC/SFC files are differentiated.
That's not to say that you can grab an SFC file, remove the header and still let it be SFC, or rename it SMC and it wouldn't even matter at all since almost all emulators make no distinction between both file extensions.
 
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cucholix

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Official RetroArch Thread


Important: This guide doesn't cover obsolete .elf method

What is RetroArch

RetroArch for Wii U is a frontend multi-emulator, it currently is capable to emulate 28 systems from handhelds to consoles incluiding PCs, it's constantly growing as developers add new cores (emulators) to the project. It supports XMB (Cross Media Bar) a pretty nice GUI that you can configurate with different flavors.


Basics
You'll need:
  1. A SD card
  2. Haxchi or CBHC installed, please read CAREFULLY the CBHC thread before even trying
  3. Homebrew Launcher (HBL), I strongly recomend this mod from @CreeperMario, as it features new d-pad mode that allows navigate through the apps without Gamepad touch screen, works for both Wii U Pro Controller and Wii Classic Controller Pro.
  4. Optional but recommended, install the RetroArch Channel, you can use WUP Installer Y MOD or WUP Installer GX2 to install it. Copy the unzipped folder 0005000010102172 to sd:/install the app will install the "channel" in the Wii U menu.
Important: in order to use the channel you need to boot your system with signature patches:
  • CBHC users: you don't need to do anything as it apply the patches at boot, just open the Retroarch Channel.
  • Haxchi users: (using the default install configuration); press and hold B button on the Gamepad (alternatively you can use Mocha), it will take you back to the Wii U menu, now you can open Retroarch Channel.

Downloading RetroArch
For new users:
If you are a new user always grab the latest version here, make sure to download the yyyy-mm-dd_RetroArch_rpx.7z, unzip the contents, it comes with two folders: "apps" and "wiiu".

If you are using the RetroArch Channel you can delete the "wiiu" folder (the channel has its own .rpx embedded, otherwise if you are launching RetroArch from HBL just keep the "retroarch" folder, you can safely delete all the other folders (they are not needed with the new multicore loading feature).

For veteran users:
You can update your cores from the RetroArch Wii U itself from Online Updater feature, worth mention it's kinda slow and is prone to fail depending on your connection.

Setting up XMB (A.K.A. pretty GUI)
Once you boot your shiny new multi-emulator you will get an ugly white screen with barely visible text, that's because you need the "assets" package that's not included in Retroarch releases, you can update those assets from the Online Updater > Download Assets or can get them directly from here, just click on the green banner Clone or Download > Download ZIP. Copy the contents into: sd:/retroarch/media now Restart/Quit Retroarch and try again, it should now open with a pretty GUI in place.

The default directory for the XMB assets is media, you can change it to other path you like under Settings > Directory

Setting up your "roms" folder
It's fundamental having a well organized game folder structure if you plan making list and use thumbnails later, RetroArch database use No-Intro set standart. But what is No-Intro set? well it's game release without garbage so instead having for example "Super Mario World (h4xs0r team) (usa rev2)[!].zip" you'll have an universal name "Super Mario World (USA).zip". Intro sets are probably the cleanest game releases and in most of the cases 1:1 dumps.

For consoles try looking for No-Intro sets, for PC games TOSEC releases are a better option.

It's recomendable that your "roms" folder have this sub-folder structure:
retro_name.png



A SNES game should go into sd:/roms/Nintendo - Super Nintendo Entertainment System/Super Mario World (USA).sfc (RetroArch support zipped files too) DON'T create subfolders, or Playlist Buddy will not able to parse your roms.

Remember set your roms path under Settings > Directory for easy access to your collection.

Making lists/thumbnails
It's one of the trickiest part of getting the most of Retroarch, list are files (.lpl) that allow Retroarch to load a core automatically with only open a content (game), in short you forget about loading specific core to open specific content, lists does everything for you.

Those files are stored in "playlist" folder, you can set your own path in Retroarch under Settings > Directory.

You can generate your list using Online Updater, though (again) is prone to fail if you have an insane games amount, PC build of Retroarch can generate list too and the format is compatible with Wii U, alternatively you can use RetroArch Playlist Buddy a nice little Windows app to generate your playlist and thumbnails.

Here's a quick tutorial I made some time ago:
tuto_ra_thumb_pl.png


In this example playlists and thumbnails will be stored in sd:/retroarch/cores

Making lists/thumbnails for MAME/FBA
The process is the same as the other cores BUT you need MAME 078.dat or FB Alpha.dat the difference is that Arcade/SNK games CAN'T be renamed, so you'll get something like "ashpft" "chopflt"... etc as your game name in the list, to avoid that we use .dat files.

If you are using RetroArch Playlist Buddy just check the "Search XML DAT specified below for titles rather than ROM filenames" box, and type the path to your .dat in the text box.

A little template for the OP, I think it covers the basic and more asked questions, I'll continue to add instructions for advanced users even for cores (not sure), I don't know but I prefer @QuarkTheAwesome caring on development side of thing, so a little help here.

Anyway, feel free to add info, correct typos (must be alot!) and so...
 
Last edited by cucholix,

cucholix

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Nice! I second this being added to the first post. I don't know if Quark has been given access to the op yet but if he has he should deffo added :)

Thanks @cucholix this should help out the nubs jk.
This thing is massive! lol
No wonder why new people get dizzy. Still want to add supported extensions, settings explanation, per core options and details -___-
 
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ploggy

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This thing is massive! lol
No wonder why new people get dizzy. Still want to add supported extensions, settings explanation, per core options and details -___-

You shouldn't have to go as far as explaining each setting, in the XMB UI it gives a description of most settings when you highlight them. :)
 

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Updated the OP with a slightly modified version of what @cucholix posted (thanks!)

Obviously still more work to be done, but that's all I got for now. Weirdly, after the changes the edit page is triggering my browser's XSS filter :huh:

Take your time, mate, it's fine :P
 
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DaniPoo

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I realize that, too bad their emulator can't be reverse engineered.
It cant? I though anything could be reverse engineered is you have enough skills and time?
I mean, you probably have to go trough quite a lot of work like first reverse engineering the hardware and OS to understand what exacty the code does in it's environment.
But I do not see why it can not be reverse engineered.

Noone will probably do it though.
 

the_randomizer

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It cant? I though anything could be reverse engineered is you have enough skills and time?
I mean, you probably have to go trough quite a lot of work like first reverse engineering the hardware and OS to understand what exacty the code does in it's environment.
But I do not see why it can not be reverse engineered.

Noone will probably do it though.

Because there's a lack of interested, and those who do have the know how have bigger fish to fry. But I don't want to focus on what we don't have, it's counterproductive.
 

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Because there's a lack of interested, and those who do have the know how have bigger fish to fry. But I don't want to focus on what we don't have, it's counterproductive.

I agree, with this.

But my mindset is more like "Anything can be done if there is someone with competens the willing to sit down and use their time to do it".
It's the mindset I try to live by myself.

I work in a large IT servicedesk and all of my colleagues been complaining about how crappy tools we have to work with.
I do agree to some extent so I went trough the trouble to get higher management to approve me getting Code::Blocks installed on my work laptop.
And I have been using a lot of my spare time to create new tools for us and thats because I think it's fun, Im not even payed to do this.
But the appreciation and everything I learn is worth it.

(But I am not a hacker or even close to having any skills to reverse engineer anything from scratch)
 
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the_randomizer

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I agree, with this.

But my mindset is more like "Anything can be done if there is someone with competens the willing to sit down and use their time to do it".
It's the mindset I try to live by myself.

I work in a large IT servicedesk and all of my colleagues been complaining about how crappy tools we have to work with.
I do agree to some extent so I went trough the trouble to get higher management to approve me getting Code::Blocks installed on my work laptop.
And I have been using a lot of my spare time to create new tools for us and thats because I think it's fun, Im not even payed to do this.
But the appreciation and everything I learn is worth it.

(But I am not a hacker or even close to having any skills to reverse engineer anything from scratch)

Right, and that's fine, but I'm glad that it's still being worked on, and that there's a bounty to have a framework established for more complex emulation.
What we have now for the Wii U:

Super NES, NES, Mega Drive, Arcade (MAME and FBA), Atari systems, Amiga, Quake, the list goes on
 

ShadowOne333

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I agree, with this.

But my mindset is more like "Anything can be done if there is someone with competens the willing to sit down and use their time to do it".
It's the mindset I try to live by myself.

I work in a large IT servicedesk and all of my colleagues been complaining about how crappy tools we have to work with.
I do agree to some extent so I went trough the trouble to get higher management to approve me getting Code::Blocks installed on my work laptop.
And I have been using a lot of my spare time to create new tools for us and thats because I think it's fun, Im not even payed to do this.
But the appreciation and everything I learn is worth it.

(But I am not a hacker or even close to having any skills to reverse engineer anything from scratch)
I have touched upon this a lot before.
The N64 VC emulation is good to an extent.
But to me, it has two issues to fully enjoy it:
  1. Gamma correction
  2. Forced 4:3 aspect ratio
Some users have already hacked the NES/SNES VC to display 16:9 (or cover the entire screen) with any injection.
I suggested something similar for the N64, because unlike NES/SNES, some N64 games DO support Widescreen, like DK64.
Reverse engineering just that tadbit from the N64's VC vessel.rpx is not that hard, it just requires someone who knows assembly (ARM) enough to be able to tell where the vessel.rpx is:
  • Setting the gamma filter -> Remove it to have a clear, "non-blackish" image
  • Change the video output to 16:9
If we had that, I can assure you we could get over the lack of N64 emulation with just VC injects just fine and without any problems.
Of course there are compatibility issues, but even the best of N64 emus have those as well.
 

DaniPoo

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Right, and that's fine, but I'm glad that it's still being worked on, and that there's a bounty to have a framework established for more complex emulation.
What we have now for the Wii U:

Super NES, NES, Mega Drive, Arcade (MAME and FBA), Atari systems, Amiga, Quake, the list goes on

Yeah it's great! But remember back in the days of the PSP, If im not mistaken, the original deadalus team wrote a dynamic recompiler for the PSP and later the new team scrapped it and wrote a completely new one.
And back in those days I don't remember there being any money involved in homebrew developement.

Skilled people seemed to do it just because it was fun, and that feeling was reflected everywere on the forums.

Now it feels like everything is a port and they still want money to to it and even if they get money to to it there is little assurance that it actually get released.

Oh well, maybe it's just me being an old fart :D haha
 

lordelan

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Official RetroArch Thread


Important: This guide doesn't cover obsolete .elf method

What is RetroArch

RetroArch for Wii U is a frontend multi-emulator, it currently is capable to emulate 28 systems from handhelds to consoles incluiding PCs, it's constantly growing as developers add new cores (emulators) to the project. It supports XMB (Cross Media Bar) a pretty nice GUI that you can configurate with different flavors.


Basics
You'll need:
  1. A SD card
  2. Haxchi or CBHC installed, please read CAREFULLY the CBHC thread before even trying
  3. Homebrew Launcher (HBL), I strongly recomend this mod from @CreeperMario, as it features new d-pad mode that allows navigate through the apps without Gamepad touch screen, works for both Wii U Pro Controller and Wii Classic Controller Pro.
  4. Optional but recommended, install the RetroArch Channel, you can use WUP Installer Y MOD or WUP Installer GX2 to install it. Copy the unzipped folder 0005000010102172 to sd:/install the app will install the "channel" in the Wii U menu.
Important: in order to use the channel you need to boot your system with signature patches:
  • CBHC users: you don't need to do anything as it apply the patches at boot, just open the Retroarch Channel.
  • Haxchi users: (using the default install configuration); press and hold B button on the Gamepad (alternatively you can use Mocha), it will take you back to the Wii U menu, now you can open Retroarch Channel.

Downloading RetroArch
For new users:
If you are a new user always grab the latest version here, make sure to download the yyyy-mm-dd_RetroArch_rpx.7z, unzip the contents, it comes with two folders: "apps" and "wiiu".

If you are using the RetroArch Channel you can delete the "wiiu" folder (the channel has its own .rpx embedded, otherwise if you are launching RetroArch from HBL just keep the "retroarch" folder, you can safely delete all the other folders (they are not needed with the new multicore loading feature).

For veteran users:
You can update your cores from the RetroArch Wii U itself from Online Updater feature, worth mention it's kinda slow and is prone to fail depending on your connection.

Setting up XMB (A.K.A. pretty GUI)
Once you boot your shiny new multi-emulator you will get an ugly white screen with barely visible text, that's because you need the "assets" package that's not included in Retroarch releases, you can update those assets from the Online Updater > Download Assets or can get them directly from here, just click on the green banner Clone or Download > Download ZIP. Copy the contents into: sd:/retroarch/media now Restart/Quit Retroarch and try again, it should now open with a pretty GUI in place.

The default directory for the XMB assets is media, you can change it to other path you like under Settings > Directory

Making lists/thumbnails
It's one of the trickiest part of getting the most of Retroarch, list are files (.lpl) that allow Retroarch to load a core automatically with only open a content (game), in short you forget about loading specific core to open specific content, lists does everything for you.

Those files are stored in "playlist" folder, you can set your own path in Retroarch under Settings > Directory.

You can generate your list using Online Updater, though (again) is prone to fail if you have an insane games amount, PC build of Retroarch can generate list too and the format is compatible with Wii U, alternatively you can use RetroArch Playlist Buddy a nice little Windows app to generate your playlist and thumbnails.

Here's a quick tutorial I made some time ago:
View attachment 96632

In this example playlists and thumbnails will be stored in sd:/retroarch/cores
To make the process painless always look for NO-INTRO rom sets as they have a standart naming convention used by Retroarch team, and are the cleanest dumps you'll probably find, it helps the program match your roms with the thumbnails images in Retroarch database.

It's recomendable that your "roms" folder have this sub-folder structure:
View attachment 96634

Making lists/thumbnails for MAME/FBA
The process is the same as the other cores BUT you need MAME 078.dat or FB Alpha.dat the difference is that Arcade/SNK games CAN'T be renamed, so you'll get something like "ashpft" "chopflt"... etc as your game name in the list, to avoid that we use .dat files.

If you are using RetroArch Playlist Buddy just check the "Search XML DAT specified below for titles rather than ROM filenames" box, and type the path to your .dat in the text box.

A little template for the OP, I think it covers the basic and more asked questions, I'll continue to add instructions for advanced users even for cores (not sure), I don't know but I prefer @QuarkTheAwesome caring on development side of thing, so a little help here.

Anyway, feel free to add info, correct typos (must be alot!) and so...
Impressive, that's by far the best and most helpful post in this thread.
It's basically what I wanted to do for months (first in my thread, then in the wiki) but were too lazy.
But then again there's even some things I wasn't aware of which you mentioned!

I would highly appreciate it, if you would paste that as well to gbatemp wiki's RetroArch site (linked in my signature) or allow me to copy it there but let me say again: Brilliant post! Cheers!
 
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soniccomcisbr

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I'm searching for a "scanlines.filt" or something like that to use scanlines on the core from WiiU Retroarch. I google it, but no sucess. The only filters I found are for Snes (RF, Composite...) and others that I don't care like SuperEagle and similars.
 

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Impressive, that's by far the best and most helpful post in this thread.
It's basically what I wanted to do for months (first in my thread, then in the wiki) but were too lazy.
But then again there's even some things I wasn't aware of which you mentioned!

I would highly appreciate it, if you would paste that as well to gbatemp wiki's RetroArch site (linked in my signature) or allow me to copy it there but let me say again: Brilliant post! Cheers!
Thanks :)
It's fine if you want to use it on the Wiki :3
 
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Official RetroArch Thread


Important: This guide doesn't cover obsolete .elf method

What is RetroArch

RetroArch for Wii U is a frontend multi-emulator, it currently is capable to emulate 28 systems from handhelds to consoles incluiding PCs, it's constantly growing as developers add new cores (emulators) to the project. It supports XMB (Cross Media Bar) a pretty nice GUI that you can configurate with different flavors.


Basics
You'll need:
  1. A SD card
  2. Haxchi or CBHC installed, please read CAREFULLY the CBHC thread before even trying
  3. Homebrew Launcher (HBL), I strongly recomend this mod from @CreeperMario, as it features new d-pad mode that allows navigate through the apps without Gamepad touch screen, works for both Wii U Pro Controller and Wii Classic Controller Pro.
  4. Optional but recommended, install the RetroArch Channel, you can use WUP Installer Y MOD or WUP Installer GX2 to install it. Copy the unzipped folder 0005000010102172 to sd:/install the app will install the "channel" in the Wii U menu.
Important: in order to use the channel you need to boot your system with signature patches:
  • CBHC users: you don't need to do anything as it apply the patches at boot, just open the Retroarch Channel.
  • Haxchi users: (using the default install configuration); press and hold B button on the Gamepad (alternatively you can use Mocha), it will take you back to the Wii U menu, now you can open Retroarch Channel.

Downloading RetroArch
For new users:
If you are a new user always grab the latest version here, make sure to download the yyyy-mm-dd_RetroArch_rpx.7z, unzip the contents, it comes with two folders: "apps" and "wiiu".

If you are using the RetroArch Channel you can delete the "wiiu" folder (the channel has its own .rpx embedded, otherwise if you are launching RetroArch from HBL just keep the "retroarch" folder, you can safely delete all the other folders (they are not needed with the new multicore loading feature).

For veteran users:
You can update your cores from the RetroArch Wii U itself from Online Updater feature, worth mention it's kinda slow and is prone to fail depending on your connection.

Setting up XMB (A.K.A. pretty GUI)
Once you boot your shiny new multi-emulator you will get an ugly white screen with barely visible text, that's because you need the "assets" package that's not included in Retroarch releases, you can update those assets from the Online Updater > Download Assets or can get them directly from here, just click on the green banner Clone or Download > Download ZIP. Copy the contents into: sd:/retroarch/media now Restart/Quit Retroarch and try again, it should now open with a pretty GUI in place.

The default directory for the XMB assets is media, you can change it to other path you like under Settings > Directory

Making lists/thumbnails
It's one of the trickiest part of getting the most of Retroarch, list are files (.lpl) that allow Retroarch to load a core automatically with only open a content (game), in short you forget about loading specific core to open specific content, lists does everything for you.

Those files are stored in "playlist" folder, you can set your own path in Retroarch under Settings > Directory.

You can generate your list using Online Updater, though (again) is prone to fail if you have an insane games amount, PC build of Retroarch can generate list too and the format is compatible with Wii U, alternatively you can use RetroArch Playlist Buddy a nice little Windows app to generate your playlist and thumbnails.

Here's a quick tutorial I made some time ago:
View attachment 96632

In this example playlists and thumbnails will be stored in sd:/retroarch/cores
To make the process painless always look for NO-INTRO rom sets as they have a standart naming convention used by Retroarch team, and are the cleanest dumps you'll probably find, it helps the program match your roms with the thumbnails images in Retroarch database.

It's recomendable that your "roms" folder have this sub-folder structure:
View attachment 96634

Making lists/thumbnails for MAME/FBA
The process is the same as the other cores BUT you need MAME 078.dat or FB Alpha.dat the difference is that Arcade/SNK games CAN'T be renamed, so you'll get something like "ashpft" "chopflt"... etc as your game name in the list, to avoid that we use .dat files.

If you are using RetroArch Playlist Buddy just check the "Search XML DAT specified below for titles rather than ROM filenames" box, and type the path to your .dat in the text box.

A little template for the OP, I think it covers the basic and more asked questions, I'll continue to add instructions for advanced users even for cores (not sure), I don't know but I prefer @QuarkTheAwesome caring on development side of thing, so a little help here.

Anyway, feel free to add info, correct typos (must be alot!) and so...


This is for the PC version of RA is it NOT?

I think we are talking WIIU Retroarch here...
 

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Sorry my bad! Excellent post!

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

I'm searching for a "scanlines.filt" or something like that to use scanlines on the core from WiiU Retroarch. I google it, but no sucess. The only filters I found are for Snes (RF, Composite...) and others that I don't care like SuperEagle and similars.
God the day that scanline filters wil be implemented will be glorious! ( but for now, sadly not possible yet. )
 

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  • TwoSpikedHands @ TwoSpikedHands:
    Do I restart now using what i've learned on the EU version since it's a better overall experience? or do I continue with the US version since that is what ive been using, and if someone decides to play my hack, it would most likely be that version?
  • Sicklyboy @ Sicklyboy:
    @TwoSpikedHands, I'll preface this with the fact that I know nothing about the game, but, I think it depends on what your goals are. Are you trying to make a definitive version of the game? You may want to refocus your efforts on the EU version then. Or, are you trying to make a better US version? In which case, the only way to make a better US version is to keep on plugging away at that one ;)
  • Sicklyboy @ Sicklyboy:
    I'm not familiar with the technicalities of the differences between the two versions, but I'm wondering if at least some of those differences are things that you could port over to the US version in your patch without having to include copyrighted assets from the EU version
  • TwoSpikedHands @ TwoSpikedHands:
    @Sicklyboy I am wanting to fully change the game and bend it to my will lol. I would like to eventually have the ability to add more characters, enemies, even have a completely different story if i wanted. I already have the ability to change the tilemaps in the US version, so I can basically make my own map and warp to it in game - so I'm pretty far into it!
  • TwoSpikedHands @ TwoSpikedHands:
    I really would like to make a hack that I would enjoy playing, and maybe other people would too. swapping to the EU version would also mean my US friends could not legally play it
  • TwoSpikedHands @ TwoSpikedHands:
    I am definitely considering porting over some of the EU features without using the actual ROM itself, tbh that would probably be the best way to go about it... but i'm sad that the voice acting is so.... not good on the US version. May not be a way around that though
  • TwoSpikedHands @ TwoSpikedHands:
    I appreciate the insight!
  • The Real Jdbye @ The Real Jdbye:
    @TwoSpikedHands just switch, all the knowledge you learned still applies and most of the code and assets should be the same anyway
  • The Real Jdbye @ The Real Jdbye:
    and realistically they wouldn't

    be able to play it legally anyway since they need a ROM and they probably don't have the means to dump it themselves
  • The Real Jdbye @ The Real Jdbye:
    why the shit does the shitbox randomly insert newlines in my messages
  • Veho @ Veho:
    It does that when I edit a post.
  • Veho @ Veho:
    It inserts a newline in a random spot.
  • The Real Jdbye @ The Real Jdbye:
    never had that i don't think
  • Karma177 @ Karma177:
    do y'all think having an sd card that has a write speed of 700kb/s is a bad idea?
    trying to restore emunand rn but it's taking ages... (also when I finished the first time hekate decided to delete all my fucking files :wacko:)
  • The Real Jdbye @ The Real Jdbye:
    @Karma177 that sd card is 100% faulty so yes, its a bad idea
  • The Real Jdbye @ The Real Jdbye:
    even the slowest non-sdhc sd cards are a few MB/s
  • Karma177 @ Karma177:
    @The Real Jdbye it hasn't given me any error trying to write things on it so I don't really think it's faulty (pasted 40/50gb+ folders and no write errors)
  • DinohScene @ DinohScene:
    run h2testw on it
    +1
  • DinohScene @ DinohScene:
    when SD cards/microSD write speeds drop below a meg a sec, they're usually on the verge of dying
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    Samsung SD format can sometimes fix them too
  • Purple_Heart @ Purple_Heart:
    yes looks like an faulty sd
  • Purple_Heart @ Purple_Heart:
    @Psionic Roshambo i may try that with my dead sd cards
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    It's always worth a shot
  • TwoSpikedHands @ TwoSpikedHands:
    @The Real Jdbye, I considered that, but i'll have to wait until i can get the eu version in the mail lol
    TwoSpikedHands @ TwoSpikedHands: @The Real Jdbye, I considered that, but i'll have to wait until i can get the eu version in the...