Playing wii games with gamepad in OSv1 (which work even if vWii is bricked) > unbricking the stupid people's vWii's who couldn't follow instructionsWe should be working on removing protection from vWii in Wii U and unbricking people's vWii
Playing wii games with gamepad in OSv1 (which work even if vWii is bricked) > unbricking the stupid people's vWii's who couldn't follow instructionsWe should be working on removing protection from vWii in Wii U and unbricking people's vWii
Playing wii games with gamepad in OSv1 (which work even if vWii is bricked) > unbricking the stupid people's vWii's who couldn't follow instructions
But afaik @JaGoTu10 REd most of the fw.img code. Maybe he can help out?
So DI2SD parses the EGGS header. Were you able to dig further into how it's parsed?
JaGoTU10's link provided above said:OHCI1 emulates the WiiMote when gamepad controls are enabled. It reads data coming from the GamePad (over a special I2C bus), and converts them to simulated bluetooth messages. This code can be easily modified to emulate things different than the Classic Controller (Proof of Concept).
0x0 'EGGS' (4 bytes)
0x4 null byte (1 byte)
0x5 HeaderChunkCount (chunk = 512 bytes) (1 byte)
0x6 Unknown (2 bytes) (seems to always be 10 11?)
0x8 Unknown (8 bytes) (hash?)
0x10 PartitionsCount
array[PartitionsCount]:
PartitionOffset (4 bytes)
PartitionLength (4 bytes)
!THESE VALUES ARE in 32 kB multiplies!
'EGGS'
0x00011011 (just one header chunk, 1011 seems to be a constant)
0x???????????????? hash of some kind?
0x00000003 (three 'partitions')
0x00000000 0x0000002 (first partition was mapped from offset 0 and is 2 chunks long)
0x0000000A 0x0000045 (second parition was mapped from offset 10 and is 69 chunks long)
0x00000060 0x0000001 (third partition was mapped from offset 96 and is 1 chunk long)
maybe it validates the iso?Code:0x0 'EGGS' (4 bytes) 0x4 null byte (1 byte) 0x5 HeaderChunkCount (chunk = 512 bytes) (1 byte) 0x6 Unknown (2 bytes) (seems to always be 10 11?) 0x8 Unknown (8 bytes) (hash?) 0x10 PartitionsCount array[PartitionsCount]: PartitionOffset (4 bytes) PartitionLength (4 bytes) !THESE VALUES ARE in 512 kB multiplies!
Random fact: The archive format with EGGS header is called nwd.
Basically what nwd seems to be doing is throw away free space.
(Wii ISOs probably don't look like this, but hey, I'm just showing the algorithm)
The EGGS header for this particular compression would look like this:
Code:'EGGS' 0x00011011 (just one header chunk, 1011 seems to be a constant) 0x???????????????? hash of some kind? 0x00000003 (three 'partitions') 0x00000000 0x0000002 (first partition was mapped from offset 0 and is 2 chunks long) 0x0000000A 0x0000045 (second parition was mapped from offset 10 and is 69 chunks long) 0x00000060 0x0000001 (third partition was mapped from offset 96 and is 1 chunk long)
So, you can probably just ignore this compression altogether, if you create just one partition starting at 0 and have the whole iso length as the length. That way, you will waste space, but you don't have to detect chunks you can throw away.
I haven't found where the "hash?" is used, if anywhere.
It likely won't work with Loadiine, but should work with CFW.With this, we would be able to use wii games with loadiine? Or just inject over the ones you have bought
Oh, well at least if it works with cfw it would be greatIt likely won't work with Loadiine, but should work with CFW.
Then what were you doing?I have a completely full vWii brick. I wasn't being stupid though.
I almost spit out my coffee lolThen what were you doing?
Being unintelligent obviously
I almost spit out my coffee lol
Dont derail the thread plzThen what were you doing?
Well I'm kinda one step away from achieving this. I successfully extracted an iso file from the nfs files of an Wii eShop game with help of the guys here. The goal is now to reverse this process and I'm practically one step away from this.
Do you think it would be possible to extract the iso from the eShop version and replace it with a patched version?