ROM Hack Metroid: Other M Redux (Based on Maxximum Edition)

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@ShadowOne333 @Nintendo Maniac

I did a basic test, but the result is not what I was hoping for...

I replaced all basic assets: models, movies, message and sound files (no ost, no title). I kept the original main.dol.
Then I repacked the ISO with WiiBackupFusion, patched the GCT file using Easy_Wii_ISO_gct_Cheat_Embedder and transfered to wbfs on SD card using WiiBackupManager. All went smoothly. I deleted my prior savefile from nand, starting a fresh new game, using USBloaderGX.

Results:
Movies and subtitles are the correct modified redux versions.
No crash at the first cutscene loading screen.
Unfortunately, the redux feature don't work (no cutscene skip, no 3rd person missiles, no hard mode)
I tried reloading and even with a savefile in memory, no hardmode option when starting a newgame.

Most likely the features are not getting patched.
I haven't tested the GCT Embedder tool yet, but what output did it give you once the patching was done?
 
GOOD NEWS FOLKS!

I did another round of tests and it works using the GCT embedder to patch the dol! :yaywii:
I honestly don't know what I did different from the last week, but I tried to be more methodic and the results are there. So here is the complete process:

1- Extract ISO image using WiiBackupFusion (I used Other M v1.1)

2- Go to extracted folder and replace all files with those from the Redux package: models, movies, message and sounds (with or without optional OST and/or title screen music). Leave the original main.dol untouched, to be modified later.

3- Use WiiBackupFusion again to clear the previous ISO source file and load the extracted folder we just modified as the new source. Then use Transfer to image and repack as a Wii plain ISO. Now we've got the Redux cutscenes and audio (with optionnal music) into the ISO but no gameplay features (skip cutscenes, 3rd person missiles, concentrate anywhere, etc). (At this point, one could probably use the ISO, as is or a WBFS, with any Ocarina compatible loader with a valid GCT file to have the features patched in, allowing the use of only some features but not the others)

4- To get all the remaining features hardcoded into the game, use Easy Wii ISO GCT Cheat Embedder to patch the dol inside the newly created ISO, using GCT file from post #436. Here, take care to copy your new ISO in the same directory than the .bat file BEFORE dragging it over, the script execution seems more stable that way.

5- Using WiiBackupManager, transfer the newly created ISO to WBFS on sd/usb/hard drive and enjoy!

No more crash at the 1st cutscene loading screen.
Having a savefile or not created on memory doesn't matter.
All this was tested on real hardware only, using USBloader GX
Didn't test with the ClassicController GCT file...
 
Last edited by Rick328,
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GOOD NEWS FOLKS!

I did another round of tests and it works using the GCT embedder to patch the dol! :yaywii:
I honestly don't know what I did different from the last week, but I tried to be more methodic and the results are there. So here is the complete process:

1- Extract ISO image using WiiBackupFusion (I used Other M v1.1)

2- Go to extracted folder and replace all files with those from the Redux package: models, movies, message and sounds (with or without optional OST and/or title screen music). Leave the original main.dol untouched, to be modified later.

3- Use WiiBackupFusion again to clear the previous ISO source file and load the extracted folder we just modified as the new source. Then use Transfer to image and repack as a Wii plain ISO. Now we've got the Redux cutscenes and audio (with optionnal music) into the ISO but no gameplay features (skip cutscenes, 3rd person missiles, concentrate anywhere, etc). (At this point, one could probably use the ISO, as is or a WBFS, with any Ocarina compatible loader with a valid GCT file to have the features patched in, allowing the use of only some features but not the others)

4- To get all the remaining features hardcoded into the game, use Easy Wii ISO GCT Cheat Embedder to patch the dol inside the newly created ISO, using GCT file from post #436. Here, take care to copy your new ISO in the same directory than the .bat file BEFORE dragging it over, the script execution seems more stable that way.

5- Using WiiBackupManager, transfer the newly created ISO to WBFS on sd/usb/hard drive and enjoy!

No more crash at the 1st cutscene loading screen.
Having a savefile or not created on memory doesn't matter.
All this was tested on real hardware only, using USBloader GX
Didn't test with the ClassicController GCT file...

Fantastic news! :D
So it was the previous GCT patching that broke compatibility with a real Wii.
I did try to make my own ISO and all, even tested it in Dolphin and it does seem to work on my end with Easy GCT Embedder.
The ONLY issue I was having was that I couldn't get the 3rd Person Missiles to work properly, but everything else did seem to work okay. It might have been my PC but I'm not sure.

Can you confirm if the 3rd Person Missiles work on your end? Once we get confirmation those work with the compiled ISO, I will update the instructions properly.
Also, could you check if Gallery has all the images unlocked by default?
I think I screwed up with the GCT and I included code that also unlocks all the Gallery images, so I will modify both GCTs again and reupload them.

What I really need to know is if the 3rd Person Missiles work.
I know the Classic Controller code is also working sInce it worked on my end on Dolphin, but I had the same issues with the 3rd Person MIssiles on that one.
If anyone can also test the Classic Controller variant on a real Wii, that'd be helpful, in case it does work with 3rd Person Missiles, I might as well just make that one the default for the project to have full Wiimote alone, Wiimote+Nunchuck and Wiimote+CC/CCP working for Other M. :D

EDIT:
@Rick328 I have updated the GCT ZIP in the previous post, and also added it to the OP for easy access.
That one should properly enable the Theater and Hard mode on a fresh save, but still maintain the Gallery images locked out until the player gets 100% item completion, as it should.

All that remains now is just to test if the 3rd Person Missiles work properly on the rebuilt ISO and that should be it!
 
@ShadowOne333

With the 1st version of the GCT file, Hard mode and Theater are available from the start, as well as the Gallery with all images unlocked by default.

3rd person missiles are also working from the start on my end. But I also encountered a weird behavior that forced me to do some more tests: during the tutorial, at the missile test, when you have to use 1st-person mode to find and shoot the enemy the ceiling corner, sometimes the missile simply won't launch (rapid button tap or normal press = no change, and yes I recharged the missiles beforehand), sometimes it launched after a couple of button press and some other times, I had to reset the game as I was stuck there, unable to launch the missile to complete the test... I also tried to start the tutorial again, but without using the 3rd person missiles before the actual the missile test (since you're not supposed to be able to use them yet): same results, sometime it works normally, sometimes it won't launch and need to reset the game.

Will test again soon with the updated GCT file...
 
Last edited by Rick328,
@ShadowOne333

With the 1st version of the GCT file, Hard mode and Theater are available from the start, as well as the Gallery with all images unlocked by default.

3rd person missiles are also working from the start on my end. But I also encountered a weird behavior that forced me to do some more tests: during the tutorial, at the missile test, when you have to use 1st-person mode to find and shoot the enemy the ceiling corner, sometimes the missile simply won't launch (rapid button tap or normal press = no change, and yes I recharged the missiles beforehand), sometimes it launched after a couple of button press and some other times, I had to reset the game as I was stuck there, unable to launch the missile to complete the test... I also tried to start the tutorial again, but without using the 3rd person missiles before the actual the missile test (since you're not supposed to be able to use them yet): same results, sometime it works normally, sometimes it won't launch and need to reset the game.

Will test again soon with the updated GCT file...

For the tutorial section, one thing you can do to easily bypass it without even going into 1st Person is to charge up a Charge Beam shot and then fire a Super Missile by pressing B and then letting go of the Charged beam. Try firing the Super Missile to one of the corners and the blast will hit the monster.
The issue you were having was related to the 1st Person shooting? Or simply not being able to shoot in 3rd person reliably?
 
I tried with the new GCT file:

-Gallery images are not unlocked by default anymore, it's empty as expected
-3rd person missiles are working (as well as the other features)

About the random behavior of not being to shoot missiles while in 1st person mode during the opening sequences, it happens with or without a savefile in memory and about 50% of the time. As suggested, I was able to bypass the enemy in the ceiling during the tutorial by using a Super Missile in 3rd person mode, but then I got stuck just moments later when asked by Anthony to destroy the lock on the door: I could not launch any missile and I could not escape the 1st person view either, so I had to hit reset.

The issue you were having was related to the 1st Person shooting? Or simply not being able to shoot in 3rd person reliably?
Regular beam and charged beam are working in 1st person and 3rd person without problem. The bug is only the missiles sometimes not working in the mandatory 1st person sequences at the start of the game (I didn't play farther to see)

I never encoutered this bug while testing the previous Other M Redux version prior to using the Wii GCT Embedder. For now, I think I might revert back to the previous method of using the Redux-no-unlock DOL replacement in the ISO creation I will keep the ISO with the modified movies/audio assests but with the original DOL and then using Ocarina codes to implement the remaining features. It's bug-free when all set up and even offers the flexibility of adding/removing other cheats.

If something else is found, I'd be glad to help test again :)

@ShadowOne333
What is the point of using the Redux-no-unlock.dol instead of the regular DOL when Ocarina codes are used to get the Redux features? (Given that the audio/video assets are already replaced in the ISO)
 
Last edited by Rick328,
I tried with the new GCT file:

-Gallery images are not unlocked by default anymore, it's empty as expected
-3rd person missiles are working (as well as the other features)

About the random behavior of not being to shoot missiles while in 1st person mode during the opening sequences, it happens with or without a savefile in memory and about 50% of the time. As suggested, I was able to bypass the enemy in the ceiling during the tutorial by using a Super Missile in 3rd person mode, but then I got stuck just moments later when asked by Anthony to destroy the lock on the door: I could not launch any missile and I could not escape the 1st person view either, so I had to hit reset.


Regular beam and charged beam are working in 1st person and 3rd person without problem. The bug is only the missiles sometimes not working in the mandatory 1st person sequences at the start of the game (I didn't play farther to see)

I never encoutered this bug while testing the previous Other M Redux version prior to using the Wii GCT Embedder. For now, I think I might revert back to the previous method of using the Redux-no-unlock DOL replacement in the ISO creation I will keep the ISO with the modified movies/audio assests but with the original DOL and then using Ocarina codes to implement the remaining features. It's bug-free when all set up and even offers the flexibility of adding/removing other cheats.

If something else is found, I'd be glad to help test again :)

@ShadowOne333
What is the point of using the Redux-no-unlock.dol instead of the regular DOL when Ocarina codes are used to get the Redux features? (Given that the audio/video assets are already replaced in the ISO)

Damn, I was hoping this could be a good workaround to finally have the hack in full ISO mode :/
It's a shame, we were so close, but seems like GCT Embedder is having bugs with the 3rd Person Missile code. You were using the normal Redux one right? Not the one with the Classic Controller hack?

Having the full ISO with the modified assets is good enough for now.
As for your question, you don't need to use any DOL if you'll end up using Ocarina codes to enable the Redux features.
The patched DOL basically has all of the codes from the GCT file in it, so you can use the Redux ISO with GCT/Ocarina and that should give you the full Redux experience as well. :)

I'll try contacting the creators of Wii GCT Embedder to see what could be the issue here.
 
You were using the normal Redux one right? Not the one with the Classic Controller hack?

Yes, using the normal Redux only, I didn't test the Classic Controller version of the GCT file.

Related to those 2 GCT files: I also wonder if the issue could be about some classic controller code from the hack that may have slipped in the normal redux file and causing conflict? Being a controller input recognition issue and it appeared only from the moment you provided those new versions of the files. :unsure:
 
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Yes, using the normal Redux only, I didn't test the Classic Controller version of the GCT file.

Related to those 2 GCT files: I also wonder if the issue could be about some classic controller code from the hack that may have slipped in the normal redux file and causing conflict? Being a controller input recognition issue and it appeared only from the moment you provided those new versions of the files. :unsure:

It's possible, but I remember specifically using two codes, one for each instance, and one of them didn't have the Classic Controller stuff in it.
I'm using these codes from the Other M Redux archive page:
https://archive.org/download/metroid-other-m-redux/Files/R3OE01-Redux.txt

However, one thing that could be at fault here is that the Mario Kart Online GCT creator could be the one causing issues, so another way to create GCT files from TXT might be needed.

I have uploaded the TXT file needed for normal Redux, and I also added a GCT file this time created using the Ocarina program found in this thread:
https://mariokartwii.com/showthread.php?tid=37

If you could, please try this new GCT, or if you can convert the TXT to a GCT through another method, like an homebrew Wii app like Code Manager, do that too just to see if the MK Online GCT Creator could be the one causing the issue.

I also added the TXT and GCT for Redux+Classic Controller, just to be sure everything's out there.
 

Attachments

Now that you mention it, USBloaderGX can create the GCT based on a TXT, so I'll have a look at this...

That's a good alternate way of creating it too.
I say let's try with around 3 GCTs, the one I just provided, one created by USBLoaderGX and another method.

If still neither of the 3 GCTs worked with the compiled ISO to get the 3rd Person Missiles working properly using the Wii GCT Embedder, then we can try another thing I'm thinking of, but we have to cross out those options first.
If the GCTs created through different methods STILL yield the same results, then it's not the GCTs themselves, but rather the patching method that Wii GCT Embedder is using, but don't worry, I still have some ideas if that's the case.
 
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I tried 3 different GCT files:
-the one provided by @ShadowOne333
-one created by USBloaderGX from the TXT file
-one created from the online GCT creator https://www.tt-rec.com/gct/.

All 3 methods seem to yield the same GCT file with the same CRC32 checksum
All 3 ISOs patched using Wii GCT Embedder (all 3 ISOs also having the same checksum)

AND ALL 3 METHODS WORKS FLAWLESSLY! All redux features are in, including the 3rd person missiles. Having or not a savefile on memory doesn't make any difference.

I think I've spotted my mistake about the inconsistencies I reported earlier:
When asked for the missile test during the tutorial, you have to wait until the the on-screen intructions tells you to use A to shoot for the missile to come out. So even if you can shoot missiles before (and after), there are a couple seconds when entering 1st person mode during which you cannot shoot them. This behavior is probably the same if playing with the classic controller, which I haven't tested at all.

And when asked to shoot a missile on the door after meeting Adam's team, it works on the 1st try without problem.

Another side effect: when Adam prevents you from using missiles, you can still use the remaining ones you've got (in 3rd person at least), even if they are blacked out in the HUD. But you cannot recharge once empty.
 
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I tried 3 different GCT files:
-the one provided by @ShadowOne333
-one created by USBloaderGX from the TXT file
-one created from the online GCT creator https://www.tt-rec.com/gct/.

All 3 methods seem to yield the same GCT file with the same CRC32 checksum
All 3 ISOs patched using Wii GCT Embedder (all 3 ISOs also having the same checksum)

AND ALL 3 METHODS WORKS FLAWLESSLY! All redux features are in, including the 3rd person missiles. Having or not a savefile on memory doesn't make any difference.

I think I've spotted my mistake about the inconsistencies I reported earlier:
When asked for the missile test during the tutorial, you have to wait until the the on-screen intructions tells you to use A to shoot for the missile to come out. So even if you can shoot missiles before (and after), there are a couple seconds when entering 1st person mode during which you cannot shoot them. This behavior is probably the same if playing with the classic controller, which I haven't tested at all.

And when asked to shoot a missile on the door after meeting Adam's team, it works on the 1st try without problem.

Another side effect: when Adam prevents you from using missiles, you can still use the remaining ones you've got (in 3rd person at least), even if they are blacked out in the HUD. But you cannot recharge once empty.
Awesome!
So to make it clear, it is all working now?
We can fully create an Other M Redux ISO that works on a real Wii? 😁

I also patched the GCTs with Easy Wii GCT Embedder, but I was struggling getting the missiles to work.
So what I did was extract the modified Reflux assets ISO with the Embedder, then copy a DOL patched with the GCT file with Gecko Loader, copy the modified main.dol into the extracted files and then create the ISO with Embedder, bypassing the Embedder's patching.

I dunno why but that worked for me while the Embedder's patcher didn't.
I also tested with the full Classic Controller patch and it works, so we can now play Other M with Wiimote, Wiimote+Nunchuck and Wiimote+Classic Controller. :)
 
For sure, here it is. I reused the steps I wrote earlier in the thread.

Feel free to reword, rephrase or even remove some parts to make it easier to understand, since english is not my primary language. Parts in ( ) are kind of optional, I leave the decision to you if you want to include them or not.

I would also suggest to remove the DOL files from your Redux package since they are not needed anymore. Only the GCT file is required in addition to the assets (models, movies, message and sounds). I'm also not taking into account all the Riivolution files currently included in the package as they are not needed for the ISO creation method.

1- Extract ISO image using WiiBackupFusion (I used Metroid Other M v1.1) (I guess this step could also be done with Dolphin, but it remains untested on my end)

2- Go to the extracted folder in a regular file explorer window and replace/overwrite all files with those from the Redux package: models, movies, message and sounds (with or without optional OST and/or TITLE screen music) in their respective folder

3- Return to WiiBackupFusion and clear the previous ISO source file extracted at step 1. Then load the extracted folder we just modified at step 2 as the new source and use Transfer to image to repack it as a Wii plain ISO. (Now we've got the Redux cutscenes and audio into the ISO, but no gameplay features. At this point, one could use it as is and add the remaining gameplay features with Ocarina codes)

4- To get all the remaining features hardcoded into the game, use Easy Wii ISO GCT Cheat Embedder to patch the DOL inside the newly created ISO, using GCT file from post #436 (or the new final GCT you will include in the package). Here, make sure to copy your new ISO in the same folder than the .bat file BEFORE dragging it over to start the script or it may not work.

5- The new output ISO found in the Wii GCT Embedder folder is now complete and ready to use. Use whatever working method to transfer it to your playing device. (WiiBackupManager recommended for those playing on real Wii)

If some parts remain unclear, just ask :)
 
Last edited by Rick328,
Question - relative to the existing version of Other M Redux from, say, December 2024, what actual files have changed?

Basically I really don't want to go through and re-insert like a hundred files one at a time via WiiScrubber again just to make an updated version of that preliminary xdelta patch I made back in December (don't worry, I'll get around to sharing it eventually! Heck, thanks to this update Rick328 figured out, it sounds like it's a good thing I haven't uploaded it yet).
 
Just copy paste all required files in batch, using regular windows explorer, could not be simplier. No need to do it one at a time.
That doesn't work for wiiscrubber which is the only way to keep the ISO as similar as possible to the source in order for the resulting xdelta patch as small as possible.

Rebuilding new ISO from scratch basically means that any xdelta patch will include all of the data in the entire game as the file structure will be different.

So unless you need me to rephrase the question, it's looking this this going to end up being another one of those situations where I'm going to have to just find out the answer myself by extracting the contents of the existing version of Other M Redux and doing a file checksum comparison between the files...

I do suppose it was a bit naive of me to hope that I could get an updated xdelta patch uploaded before ShadowOne333 updates the instructions since using an xdelta patch is a bajillion times easier, but I just remembered that I still have the niggle of the 4 seemingly larger-than-original files that need special versions with smaller file sizes in order to "complete" this xdelta patch for release:

...but I was not able to replace the following four "movie" files because the custom files are larger than the originals. I don't suppose you could make a special one-off copy of these four files with greater compression so that they can have a file size equal to or smaller than the originals? (ideally recompressed from the "master" copies presumably stored on your PC rather than the already-encoded versions currently on archive.org):
  • dm09_02.sfd
  • dm46to49.sfd
  • dm61to63A.sfd
  • dm63Bto64.sfd
 
Last edited by Nintendo Maniac,
That doesn't work for wiiscrubber...
Sorry to hear, I didn't know since I never used Wiiscrubber

About the files that may have changed since the december release of Redux, only @ShadowOne333 could confirm for sure, but I don't think there has been any change to the main assets (message, models, movies, sounds).
 
Last edited by Rick328,

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