Hacking The Definitive vWii Hacking Guide!

Ziggatron

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Hey Guys, I'v searched high and low but could not come up with a definitive answer on how to actually get the Wii U pro controller to work on game emulators. Can someone help me with that please? The Roms run fine, but i can't stand wii mote and bought a WUPC to compensate and have ran into a brick wall. cheers
 

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they dont support it natively, but you can google FIX94's versions which have wii u pro controller support.
 

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the first link is the library to add into a homebrew project to support the WiiU pro controller.
You can't use it as is, you need to rewrite the homebrew source code and recompile it.
A lot of homebrew projects were already completed or dead when this library was developed, so not a lot of homebrew natively supports it. Users have to add the support and recompile the homebrew on a case by case basis, and hopefully make them available publicly for other users to enjoy.
That's the same for all new libraries and updates to old homebrew, there are different version of the same homebrew because someone add a library to the official version, someone else add another library to the official version, resulting in two different version doing different things instead of using the latest modded version to have all the modification at the same time (argument mod, ustealth, wup support, etc.)

Fix94 already did it for some emulators, which you can find in the second link you posted.
look in "wiiuprocontroller" folder, there are SNES, NES and GBA emulators pre-compiled with libwup.
I don't think it has support for hidden drives, so you might want to unhide it if you use UStealth on your HDD.

To use the controller, there's nothing special to do, except being sure it's already sync with the console before launching the homebrew.
go to the main Wii or vWii menu, press the red button on the console and on the controller. Now you can launch your homebrew and the controller will be detected.
 
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Ziggatron

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the first link is the library to add into a homebrew project to support the WiiU pro controller.
You can't use it as is, you need to rewrite the homebrew source code and recompile it.
A lot of homebrew projects were already completed or dead when this library was developed, so not a lot of homebrew natively supports it. Users have to add the support and recompile the homebrew on a case by case basis, and hopefully make them available publicly for other users to enjoy.

Fix94 already did it for some emulators, which you can find in the second link you posted.
look in "wiiuprocontroller" folder, there are SNES, NES and GBA emulators pre-compiled with libwup.
I don't think it has support for hidden drives, so you might want to unhide it if you use UStealth on your HDD.

To use the controller, there's nothing special to do, except being sure it's already sync with the console before launching the homebrew.
go to the main Wii or vWii menu, press the red button on the console and on the controller. Now you can launch your homebrew and the controller will be detected.

Awesome, So in My apps folder on the SD card, Do i just replace say the old snes9x file with FIX94's or do i replace the .dol file?
 

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yes, that's it.
Fix94 version of Snes9x with WUP support is revision 721.
I don't know which revision of snes9xGX you have on your card nor if there are new update. but If it's newer than 721 you will "downgrade" to 721 to get wup support, losing the recent updates and fixes if there are any.
 

Ziggatron

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Awesome, So in My apps folder on the SD card, Do i just replace say the old snes9x file with FIX94's or do i replace the .dol file?

Edit: Sorry That i am so vague and stupid, and thanks so much for helping!

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

will i have to rename FIX94's .dol file to boot, as it was before?
 

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yes, the dol files need to be named "boot.dol", if it's not the case then rename the file, then replace the old one from your SD card.

So could I apply the Zero 4 translation patch to the Zero4 iso?
You need to look at the translation project and read how to patch the game.
if it needs the clean full iso, or if it's compatible with wbfs, or if it needs anything else to apply the patch. Every translation or mod projects are different and require different methods to apply the patches. You need to comply and follow the requirement and guide (usually provided in readme.txt).
 
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MCMLXVI

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That's what I don't like about tutorials. They don't explain anything and only tell users which button to press blindly.
when I write guides and tuto, I prefer explaining things and why users have to do that, how things work, etc.

First, I want to say thank you to all the fine gentlemen that have created this guide and to those who have supported the ongoing Q&A(CBJ100/Robbins/Cyan/etc.). Thanks to this guide I have been up and running for the past few months, and my son and i have been reliving our childhoods.(Him:N64/GC/Wii; Me: NES/SNES). I do have a few questions that I do not seem to be able to find the answer for, and a few things that are talked about, but would like some advice on.

  • I have all our Wii games ripped to a HDD, we'll call that wiiHDD(hidden from WiiU). I have another HDD that the wiiU sees. Lastly, a 64GB SD card is also plugged in. Everything is working great, and I'm using the USB launcher recommended in the guide. My issue is with Wii virtual console games, for example, the n64 ones refuse to work from the SD card. In general, it could be something I am doing wrong, but it appears YAWWM only installs games from the SD to the internal vWii memory? There is a limited # of blocks that fill up quickly. I can use the data management feature from the vWii menu to transfer back to the SD, but then launching from the SD fails. This also happens with some (but not all) wiiWare games. If I leave it in internal memory, then they work, but you can only fit like 4 or 5 games there...
  • Is there a link, with regards to what I quoted above, where I can read more about the internal workings and technical details behind the mods. I find it very interesting.
  • I updated to 5.5x before even knowing about modding. I have yet to block any Nintendo sites and wish to keep using the store to buy WiiU games. Am I safe here, with the assumption that any subsequent updates will not affect the vWii "modded" area?
  • I would love put my GC back in the attic, especially since my TV needs an adapter for anything below an HDMI connection.
  1. What program would I use to rip the GC games, assuming my pc dvd drive reads them
  2. Can they be stored on the wiiHDD? Is the wiiuHDD good for anything other than WiiU games?
  3. What are my best options for controllers and do I have to edit a cfg file for each game. Note: I do not yet have the adapter listed earlier in this thread, but already own a crap-ton of controllers(5 wiiMotes/1 classic/1 classic pro/ 1 wiiU classic Pro) I have 4 old wavebirds, but would rather not have to use them or the adapter if the opinion of you guys is that the games play fine with the other newer controllers.

Sorry for the length of the post and so many questions!
 

n00dz

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I posted this in the Nintendont thread, but I also wanted to post it here in case some of you don't check that thread.


Also, a little update for everyone who has been trying to help me. I woke up today and tried an SD card that I hadn't previously tried. I formatted it to be safe, and put 1 GameCube game on it. The game ran, and quit as it should! It went back to USB Loader GX, and I was able to select and load the game AGAIN with no freezing! I was very excited at this point, so I went back to the home menu and plugged my HDD in. I went back into USB Loader Gx and tried to launch a game that was on the HDD, it launched fine. When I quit though, it got stuck on "Initializing USB device" and eventually froze up. I unplugged my system and HDD and restarted. This time I went into the HBC and launched Nintendont through there. I was able to look at the settings and quit Ninendont without a lockup for the first time!

I'm assuming it must have been how my other 2 SD cards were formatted, and I don't think my Wii U likes my HDD either. I had an internally powered HDD that I used for my softmodded Wii, so I bought a Y cable and have been trying to use it for the vWii. Is it a better idea to just get an externally powered one for the vWii? Is there a list of "recommended HDD" for the vWii?

Again, I just wanted to update everyone, and hopefully the issue was either my HDD and SD card, or a combination of the two.

Thanks for all the responses and help I've received over the past 2 days. Hopefully this is the end of the headaches!
 
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CJB100

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First, I want to say thank you to all the fine gentlemen that have created this guide and to those who have supported the ongoing Q&A(CBJ100/Robbins/Cyan/etc.). Thanks to this guide I have been up and running for the past few months, and my son and i have been reliving our childhoods.(Him:N64/GC/Wii; Me: NES/SNES). I do have a few questions that I do not seem to be able to find the answer for, and a few things that are talked about, but would like some advice on.

  • I have all our Wii games ripped to a HDD, we'll call that wiiHDD(hidden from WiiU). I have another HDD that the wiiU sees. Lastly, a 64GB SD card is also plugged in. Everything is working great, and I'm using the USB launcher recommended in the guide. My issue is with Wii virtual console games, for example, the n64 ones refuse to work from the SD card. In general, it could be something I am doing wrong, but it appears YAWWM only installs games from the SD to the internal vWii memory? There is a limited # of blocks that fill up quickly. I can use the data management feature from the vWii menu to transfer back to the SD, but then launching from the SD fails. This also happens with some (but not all) wiiWare games. If I leave it in internal memory, then they work, but you can only fit like 4 or 5 games there...
  • Is there a link, with regards to what I quoted above, where I can read more about the internal workings and technical details behind the mods. I find it very interesting.
  • I updated to 5.5x before even knowing about modding. I have yet to block any Nintendo sites and wish to keep using the store to buy WiiU games. Am I safe here, with the assumption that any subsequent updates will not affect the vWii "modded" area?
  • I would love put my GC back in the attic, especially since my TV needs an adapter for anything below an HDMI connection.
  1. What program would I use to rip the GC games, assuming my pc dvd drive reads them
  2. Can they be stored on the wiiHDD? Is the wiiuHDD good for anything other than WiiU games?
  3. What are my best options for controllers and do I have to edit a cfg file for each game. Note: I do not yet have the adapter listed earlier in this thread, but already own a crap-ton of controllers(5 wiiMotes/1 classic/1 classic pro/ 1 wiiU classic Pro) I have 4 old wavebirds, but would rather not have to use them or the adapter if the opinion of you guys is that the games play fine with the other newer controllers.
Sorry for the length of the post and so many questions!

1st bullet: this is unfortunately the one place where using the emuNAND would be really good for you, and I don't have anything in the guide regarding emuNAND because I frankly just don't use it that much and am not very experienced with it. That said, the reason that you are having issues with these games is because of the way these homebrew install the VC and WiiWare titles. The vWii / Wii won't realize they aren't legitimate until after you move them out of the (v)Wii's internal storage. Afterwards, the system is able to tell something is fishy, and so it won't let you launch from SD, and if memory serves correctly, it also won't let you reinstall the titles to internal storage and use them properly again after having been moved to the SD. If you don't want to have to deal with the hassle of setting up emuNAND, my suggestion is to limit the VC / WiiWare titles on the machine, and when you are done with one, delete it to make room for another. Deleting the channel does not delete the save data, and you can revisit it whenever you like. You can keep the wads in a folder on the SD Card and install / uninstall whenever you'd like. If you want a better more permanent solution, Cyan should be able to help with emuNAND installation (@Cyan if you help with this, keep me in the loop because I'll probably want to add it to the guide, with proper credits, of course).

2nd bullet: there are various places on the web where you can get a better idea of what is going on, but basically the best way to think of it is you exploit a hole in a game's security coding that allows a false save file to inject ridiculously large amounts of code into the system and break the game temporarily, then the save loads code to run on the system, which is the boot.elf you put on the root of your SD Card. Once you install the HBC, the HBC is on the (v)Wii forever until you uninstall it intentionally, and can run as though it is a legitimate title on the Wii. However, at this point, it is still somewhat restrained, as certain things like re-routing calls from the disc drive to the USB can trigger security alerts that attempt to freeze activity, or otherwise keep unsigned code from running. So we install a custom IOS (cIOS) which does these functions for us "under the radar," so to speak. Launching software like HBC or USB Loader GX will automatically reload the software on a specific IOS, and since loading software on a developer specified IOS is a legitimate thing that software titles can do, we can then load to IOS and since these psuedo-illegitimate calls for data routing etc are built into the IOS in question, the system believes everything that is happening is a legitimate system operation.

3rd bullet: Although I believe blocking updates for the Wii U side of things is currently recommended, it is reasonably safe to assume that Nintendo won't be making any major updates to the vWii that would result in bricks, semi-bricks or other issues. They are kind of stuck because they have to maintain full backwards comapatibility, and much of what they would try to do to prevent vWii hacking or otherwise punish users who have already hacked, would hamper this backwards compatibility.

4th bullet:

1. Any program that rips ISO's should be able to rip a gamecube game, the issue is probably going to be finding a drive capable of reading them. Most drives with a mini-DVD inner tray or a "clip-on tray" (like a laptop DVD drive) should be able to, but there is no guarantee. I don't personally know of any particular brand of drive that has been proven to work, my advice is to just test it out.

2. Yes, store them according to the section in the guide titled "Installing Games to USB." The Wii U HDD is good only for legitimate Wii update and save data at the moment.

3. If you want to keep things as simple as possible, my recommended controller set up is: (Gamepad, two WiiMotes with Nunchuck (for Wii games), two Wii Classic Controllers (for VC and vWii emulators), and a Wii U Pro Controller (for Wii U and Nintendont). On top of this, you can add a Gamecube adapter and two Wavebirds for Nintendont, but they aren't good for much else at the moment. And obviously I just recommended a minimum of two of everything for multiplayer, but you can have more or less of anything.

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

I posted this in the Nintendont thread, but I also wanted to post it here in case some of you don't check that thread.


Also, a little update for everyone who has been trying to help me. I woke up today and tried an SD card that I hadn't previously tried. I formatted it to be safe, and put 1 GameCube game on it. The game ran, and quit as it should! It went back to USB Loader GX, and I was able to select and load the game AGAIN with no freezing! I was very excited at this point, so I went back to the home menu and plugged my HDD in. I went back into USB Loader Gx and tried to launch a game that was on the HDD, it launched fine. When I quit though, it got stuck on "Initializing USB device" and eventually froze up. I unplugged my system and HDD and restarted. This time I went into the HBC and launched Nintendont through there. I was able to look at the settings and quit Ninendont without a lockup for the first time!

I'm assuming it must have been how my other 2 SD cards were formatted, and I don't think my Wii U likes my HDD either. I had an internally powered HDD that I used for my softmodded Wii, so I bought a Y cable and have been trying to use it for the vWii. Is it a better idea to just get an externally powered one for the vWii? Is there a list of "recommended HDD" for the vWii?

Again, I just wanted to update everyone, and hopefully the issue was either my HDD and SD card, or a combination of the two.

Thanks for all the responses and help I've received over the past 2 days. Hopefully this is the end of the headaches!

Yes, sounds like an SD and HDD issue. I believe Cyan stated above that your particular model of HDD is known to have some issues. I would recommend a Toshiba 500GB HDD, but if you want a recommended list, nintendo has an official one, it is linked in the FAQ Section regarding the HDD issues question.
 
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jericho129

CJB100

Yep, when you convert an iso file to wbfs the iso file stays there. I just installed the Wii games again using the USB Loader GX, but two games I had already installed and erased and then reinstalled disappeared: Mario Kart Wii and Zero4. They are in the HDD but USB Loader GX doesn't read them. I erased and installed them again and they are not read. I don't know what's wrong.

Also, I am trying to transfer my GameCube saves. I am using GCMM and I have tried using both the gci and raw files but the games don't recognise any of them. Are the raw files the whole memory card and the gci individual saves? Because then I don't get why USB Loader GX creates a raw file for each game, and if I replace them with my raw file (of the whole memory card) it doesn't work. Seriously, how does this work??
 
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CJB100

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Not sure why those two wouldn't show up. You may try hitting the breifcase looking icon at the top of USB Loader GX (believe its the fourth icon from the left at the top) and unchecking everything, then hitting ok, then doing the same thing again but only checking "Wii" and "Gamecube" and see if those two titles show up then.

As far as the gamecube saves go, I know theres a way to convert gci to raw, but idr how. By default, nintendont essentially creates a full emulated memory card for every game that only contains the save data for that game. I believe there is a way to change this if you want, but again, idr how.
 

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Not sure why those two wouldn't show up. You may try hitting the breifcase looking icon at the top of USB Loader GX (believe its the fourth icon from the left at the top) and unchecking everything, then hitting ok, then doing the same thing again but only checking "Wii" and "Gamecube" and see if those two titles show up then.

As far as the gamecube saves go, I know theres a way to convert gci to raw, but idr how. By default, nintendont essentially creates a full emulated memory card for every game that only contains the save data for that game. I believe there is a way to change this if you want, but again, idr how.
Yes, I tried unchecking as you explained in the guide (I read it totally) but they don't want to show up.

About the saves, GCMM makes raw files of the whole memory card but if you want to back up individual files you get gci only. The problem is that USB Loader GX doesn't read gci and I don't know how to convert the gci to raw...
 

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Yes, I tried unchecking as you explained in the guide (I read it totally) but they don't want to show up.

About the saves, GCMM makes raw files of the whole memory card but if you want to back up individual files you get gci only. The problem is that USB Loader GX doesn't read gci and I don't know how to convert the gci to raw...

Right, I know there is a way to do this, but forget how. I think there was a post on this recently, you might search the forums with the search bar or go back a couple pages and see if you can find the solution. I know that's a bit of a crappy answer but I'm getting ready to go do something tonight and I don't have the time to track it down.
 

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Right, I know there is a way to do this, but forget how. I think there was a post on this recently, you might search the forums with the search bar or go back a couple pages and see if you can find the solution. I know that's a bit of a crappy answer but I'm getting ready to go do something tonight and I don't have the time to track it down.
Yeah I understand, no worries. I have searched already and made lots of tests with save files with Nintendont crashing every time. I'll keep searching.

EDIT: I found this but it is for Dolphin so it does not help me.

https://gbatemp.net/threads/how-to-convert-gci-gcs-or-sav-saves-to-raw.385808/
 
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Cyan

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MCMLXVI :
there is a lot to write, but I'll only tell this for the moment:
CJB answer is fine, but not totally correct :P
specially point 1 and 2 will need better cover.

I'll try to explain quickly the first one :

Explanation
The Wii and vWii has limited size, which nintendo count in "bloc".
After a lot of Wiiware release, nintendo added a way to backup or install the channels directly to SD card, but running a game located on the SD card is only faked.
The Wii is not launching the game directly from the SD card, but transfering the game back to the console before launching it. It require enough internal free block to do the transfer.
The reason is that the files located on SD card are encrypted (for security reason, to prevent users sharing the backup'd wiiware or VC title with friends/family/internet, etc.). The encrypted channel is tied to the console and can only be decrypted on the same console it was used to put it on SD card.

For the same reason (encrypted files) USBLoaderGX can't run a game located on the "official SD card menu", you need to put the game back to the internal memory in order to launch it.
The console still has the information that the game is installed and present (the Wii/vWii keep a "ticket" of all the available titles), so USBLoaderGX can list the ticket even if there's no game to launch.
Though, it shouldn't list a channel on NAND if only the ticket is present. I tried to hide such channel, but I got bug report, so maybe I messed something.

You need to move the channel to internal memory before launching the game.
The problem here is that the System is checking the signature of the game before decrypting and installing a game to the console's internal memory.
When you use a wad manager, the signature check function is patched inside the IOS used by the homebrew (IOS58 or cIOS), allowing the homebrew to install the pirated channel.
When you use the official SD card menu, you are using the "System menu". The system menu is using IOS80 for all its functions, and the signature check is part of it.
It means that transferring the game from SD to internal NAND memory can't be done without patching the IOS80 signature check function.

Annnnd : There is a program to patch that function !
it's considered relatively dangerous to install, as any issue while editing the IOS80 will result in a full brick (as system menu can't run anymore), but I never seen any brick report using that program.
http://gbatemp.net/threads/patched-ios80-installer-for-vwii-allows-sd-menu-custom-channels.344882/

After patching your IOS80, you will be able to move back to NAND the channels you installed using a WAD manager.
Note that you won't have any issue transferring officially bought games on eshop back to internal NAND memory without a patched IOS80 as the game signature will be valid.


What you can do:
There is a way to launch channels without installing them to your console's memory.
It's called "emuNAND" but it's not really emulating a NAND, it's only redirecting all access to the NAND to another device.
you copy your full console memory's file and folder to SD or USB, and USBLoaderGX will redirect all NAND access to the "copy of your NAND". The console will not know that it's not currently loading data from the internal memory.
Using EmuNAND let you install as many game as you have free space on your device. (unlimited bloc !)

To setup and use EmuNAND it's very easy, but compatibility is not 100% (more like 80-90%).
unfortunately, N64 VC games are part of the games with issues using EmuNAND, but don't worry there are two different emuNAND mode, a second one has 99% compatibility but is a little harder to setup.


So, there are two different EmuNAND method :
- EmuNAND 1 : cIOS redirection method . This method is the easiest to setup, it's managed by the USBLoader and the IOS which is taking care of redirecting all file access.
- EmuNAND 2 : Neek method . This method doesn't use a custom IOS nor USBLoader to redirect file access, instead it reboots the console entirely into a "fully emulated state". ALL the system is actually loaded from the copy of the NAND memory. The system menu is running from SD or USB, and everything you see or do on your console is actually NEVER done to the internal memory. Everything is done on the copy. The advantage is that the console doesn't even know that it's not accessing the real memory, and if you every do something wrong (like a banner brick) it will happen on the copy, not on your console !


I will only explain how to setup and use the cIOS redirection method today.

cIOS EmuNAND setup
requirement :
- d2x cIOS r52 (Though, r53 could work, but has HDD compatibility issues). There is a modified d2x r52 version which allows emuNAND with UStealth drive.
- MBR FAT32 device (SD or USB). I don't remember if emuNAND works with GPT.

Setup:
- launch USBLoaderGX
- go to settings>user path>EmuNAND Channel folder
- Select the folder where you want to place the copy of your NAND memory. One of the common place is either "sd:/nand" or "usb:/nand", but if you want to make different NAND backup (for whatever reason), you can use subfolders :
sd:/nand/nand1/
sd:/nand/nand2/
etc.
- to prevent more steps, set the "emuNAND save folder" to the same path too !
- Go to settings>features>Dump NAND> Full
- once complete, you can "mount" the copy of your NAND.
- Go to the main USBLoaderGX menu
- Select the 4th icon in the top menu
- Enable "channels on emuNAND" and disable "channels on NAND" to be sure to see only the channels installed on your EmuNAND.

You can try to launch a channel if you want, the data will not be loaded from the internal memory but from the redirected NAND path.
it's probably not very clear because the copy is exactly the same as your real memory, so you don't see any difference.

So, now, we will add channels to the copy of your NAND.

Adding channels to EmuNAND
- put a wad to SD or USB
- launch USBLoaderGX
- go to settings>features>EmuNAND wad manager
- Select "file mode" then "install" (or install first, then file mode)
- Browser your SD or USB to find the wad and click on it
- Select "install".
Once done, you see a message telling it's succesfully installed, you can exit back to the main USBLoaderGX menu.
The new installed channel will be there ! if you want you can exit USBLoaderGX to verify that the channel is not on your console, it's only on the "redirected NAND" (emuNAND)
You can try to launch it and you'll have more proof that the channel is actually loaded from the redirected path instead of the internal memory.

So, like you see it's VERY easy to setup :
"dump NAND" .... done
"add wad" ... done
that's all.

Like I said, some games doesn't work with this method (castlevania, bonzai barber, lot of N64 VC games, etc.)


I will not detail the NEEK install here, this post is already very long.
and It was supposed to be a "quick explanation" haha
 
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MCMLXVI

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good lord, Cyan and cjb100, you guys are truly the bomb! I really appreciate the time and attention to detail.

I'm going to try the safe method later when i have a chance and report back. NEEK install sounds awesome too...make the post as long as you can stand it. I dig the detail. All of us are better for it, as knowing the "why" behind the "How To" could assist all of us when troubleshooting.
 
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Ziggatron

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Hey, just another query.
I have wiiSX that is supposed to have Wupc working, but it's not nor is the wiimote. This is running just on an sd card. Should I go purchase an external hard drive to run the games? I would have thought that if the sd card could play with u games in loadiine, it should run a ps1 game.
 

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