Hacking [HELP] EGGS-SGGE header of Wii VC eShop games

Zero72463

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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

I have a completely full vWii brick. I wasn't being stupid though. My Wii application on Wii U won't even launch lol. If we can remove the protection vWii has then I can unbrick my vWii.
 

KiraW

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Can we not derail this thread, please?

People will work on whatever they want to work on. They're doing it for free, for their own enjoyment. You don't get to tell them what to do. Besides, not everybody knows how to do what you're asking them to do.
 

CatmanFan

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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).

Well then, how do we modify OHCI1 to emulate something other than a Classic Controller?

Also, can we edit the nn_cmpt.rpl to launch the Wii Menu or a homebrew .dol file instead of just a Wii game itself?
 
Last edited by CatmanFan,

JaGoTu10

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EDIT: Seems I screwed up (twice). it's in 32 kB multiplies. Lol. (Note to self: 13 != 0x13). The image is wrong.

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 32 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.
 
Last edited by JaGoTu10,

C0mm4nd_

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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.
maybe it validates the iso?
 

MG4M3R

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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.

You made me curious about something.

Zangeki on Reginleiv was released on the Japanese eShop. The game has a fan translation patch.

Do you think it would be possible to extract the iso from the eShop version and replace it with a patched version?
 

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