Hacking [ORIGINAL] Injectiine - Wii U Virtual Console Injector

GameInCanada

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I injected my game (Super Mario Odyssey 64 rom hack) with the Super Mario 64 base rom, it injected perfectly, but when i was going to install it with Wup Installer GX2 it showed me "Verify WUP files are correct & complete. DLC/E-shop require Sig Patch". I already have run SigPatcher and still showing me that error.
Run mocha cfw first
 

shadow256

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Helo,

I've modified a little your excellent script because I've found some bugs in the GBA script injection and the need to install Python and YAML library could be painful for some users. Here is the changelog for the 1.24 that I propose:
-Added the "cd" command to initialize the path of the script to the "Loader.bat" script.
-Del "RUN.bat" script because it's unusful now.
-Fixed GBA injection.
-Converting Python scripts to standard application ".exe" with Pyinstaller, Python doesn't need to be installed anymore by the user (all the consoles script have been updated to reflect this change).

Now only Java 8 is required to execute the script. Here is the download link to my version.

Note: I've left the python source code but it could be removed of the release if you want.

Hope this can help.
 
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SFNMutt

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I'd like to share my problems & success.

When I first tried the CMD window would close as soon as I choose a console. the problem was you need to drop the rom, bootTvTex.png, & iconTex.png in the "Files" dir before that. I had them in a subfolder thinking I was going to choose a location or something. pulling them out of the sub folder & into the "Files" dir solved it.

Next, after I'd answered the questions & the screen would start spinning by w/ pings & downloads, it would again close. this time it was because Java wasn't installed. Installing Java solved that.

Under NES using Punch Out as the base I was able to build Rescue Rangers 1 & 2 and Little Nemo.

SMB3 hacks Mario Adventure & Super Mario Bros 3 Mix both failed much like the no java failure. it would proceed past all the pings & download messages and auto close before I was asked if I wanted to package it. it gets far enough to delete the files in the "Files" dir. I'm on Java 8. These are roms that I've been able to install & play on 3DS & SNES Classic so it's not that the hack wasn't applied correctly or that Mario Adventure wasn't hardware patched. I assume Duck Hunt as the base is more for gun games but I tried that too w/ the same result. I checked the compatibility list but the NES list is pretty blank. SMB3 isn't listed. I assume because it's one you can just download using USB Helper. I'd like to try using SMB3 as the base but don't know how. When supplying your own base the notice says to put "code, content, & meta folders, in the Base dir" but I'm not sure what the hell any of that is or how I'm building it. I have the SMB3 VC in USB Helper format & assume I'm supposed to do something w/ that. Can someone point me in the right direction? thanks

Under SNES using Metroid as the base SMW hack Super Mario World Odyssey failed. Changing to Kirby as the base worked!

I'm going to try GBA Mario Pinball now.

thanks for the great app!!!

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

can i ask what sites you use to get the icons for the injects please?
you can find some here. this thread also includes layered sample files so you can make your own.
https://gbatemp.net/threads/banners-icon-templates-for-wii-vc.483080/

you can find more here
https://github.com/cucholix/wiivc-bis
 
Last edited by SFNMutt,

Dzm20

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Hello, I'm currently trying to inject a SNES game.
I've followed every step but nothing shows up in the "Output" folder.
I have the two png files, a rom.
I've entered the required information.
Not sure what's going wrong here.
Thanks :)
 

SFNMutt

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Using 1.23 for GBA failed. I'm not expert but looks like you have a couple "Mario & Luigi" that need the & escaped as ^& in GBA.bat.
for example line 92 - echo Enter the title key for Mario & Luigi: Superstar Saga (EUR):
should be - echo Enter the title key for Mario ^& Luigi: Superstar Saga (EUR):

making that change 3 times fixed this
Screenshot_1.jpg


still it zipped through to the do you want to package it promt really fast. I assume too fast. then when I choose to package it, the window closed w/o building it.

changing to zelda as the base fixed it. maybe there were more &s that need to be escaped that I didn't notice.

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

Hello, I'm currently trying to inject a SNES game.
I've followed every step but nothing shows up in the "Output" folder.
I have the two png files, a rom.
I've entered the required information.
Not sure what's going wrong here.
Thanks :)
do you have Java installed? if not, that's the problem.
 
Last edited by SFNMutt,

CatmanFan

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Speaking of custom bases, I need help on injecting GBA ROMs to custom GBA bases.
Place the decrypted base, including the "code", "content" and "meta" folders, in a folder called "Base" in the Files directory.
This is what it should look like:
  • Files
    • Base
      • code
      • content
      • meta
    • bootTvTex.png
    • iconTex.png
    • (ROM)
 

PlantedWave5190

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Place the decrypted base, including the "code", "content" and "meta" folders, in a folder called "Base" in the Files directory.
This is what it should look like:
  • Files
    • Base
      • code
      • content
      • meta
    • bootTvTex.png
    • iconTex.png
    • (ROM)

I tried to inject a ROM using the PAC-MAN Collection base, but I keep getting an error saying "Invalid Title ID." How do I fix it?
 

GriiBleez

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Oh no! I have a problem! When I click to pack via NUSPacker, the app does something for 1 sec and then closes. What did I do wrong?
 

CatmanFan

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Do I need to nter a specific rom name?
Injectiine accepts any ROM regardless of how it's named, except the extensions.
NES: *.nes
SNES: *.smc, *.sfc
N64: *.n64, *.z64, *.v64
GBA: *.gba
NDS: *.nds, *.srl

By the way, what console are you trying to inject? And what is your ROM named (include the extension, please)?
P.S. you made a typo in "enter"
 

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    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?
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    @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 ;)
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    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
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    @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
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    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
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    I appreciate the insight!
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    @TwoSpikedHands just switch, all the knowledge you learned still applies and most of the code and assets should be the same anyway
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