Hacking USB Loader GX

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This is really weird but for some games on Emu Channels they work, some they get a black screen. On neek2o all games run perfectly. I was wondering what happended like if it has to do with usblaoder gx compatibilty with emu channels or something. Weirdly enough, I also cant load the neek2o channel with usblaoder gx. I was wondering if there was a fix for my issue because I want to control my wii games, gamecube games, emu nand channels and nand channels all in USB Loader GX.
 
@[member='Cyan']:

I changed Ocarina to On and the hooktype to the default (VBI? I don't recall), but, like you said, since my gct had 0 codes, ocarina_load_code would return without loading gameconfig.txt. https://docs.google....MFIza29ZLTlZVGs is my gameconfig.txt. It's really just

Code:
SMN?01:
codeliststart = 80570000
codelistend = 80580000

followed by all of the pokeifequals and pokes. The easiest check to see if it worked is to go to Peach's castle at the start of world 1 and verify that the message about hint movies is not there.

Another question: what program do I need (Windows) to view the gprintf output from GX through my USB Gecko? Wiird?

Edit: Alright, I tried it with a gct containing a known working code, but the gameconfig causes a black screen. I'm guessing that I converted the code incorrectly, so I'll look into that. Anyway, could you explain how to view debugging output from GX?
 
Thank you for the info, I'll test it too.

to view debugging outputs, just launch a gecko reader, it will connect to the USB Gecko and print logs.
I made a link to 3 gecko readers:
http://www.mediafire.com/download.php?2xzqd7bzx16wy3a

It contains:
Gecko Reader: Made by r-win. Old, not very good detection of the USB Gecko device/port.
GeckoCLI: I'm using this one. I first launch cmd, then type geckocli, so I can copy/paste. There's a log.txt file created automatically too.
Wifi Gecko reader: Made by Dimok. USB Loader GX supports wifi gecko. I never tested it so I don't know if it also work in games.

I think there are other readers, like Gecko dot net but I didn't test it yet.
 
I have a problem with NeoGamma, I recently purchased a new Wii. Problem is that as soon as I start NeoGamma or USB Loader GX or CFW Loader, controller disconnets and I have to reset Wiii.
I solved the problem by installing latest version of USB Loader GX, but latest version of Neogamma doesn't work. Is there another solution?
 
Is it a Wiimote with integrated Motion+?
These Wiimotes require a recent library when compiling the homebrew.

Did you try the latest "release" or the latest beta (59 beta56)?
I'm sure there are a version of neogamma available using the latest libraries.
Did you check the neogamma topic?
 
I been getting a message on some of my wii ware games using the latest Usb Loader GX 3.0 and I did a search on this topic but I was not able to get any useful info off the two links I found below on how I could go about correcting this.error.

Message:
An error has occurred.
Press the Eject Button, remove the Game Disc, and turn off the power to the console. Please read the Wii Operations Manual for furthere instructions.

Search results:

http://gbatemp.net/t...ost__p__2054493

http://gbatemp.net/t...ost__p__2054297


I dont think that it might be because of some IOS i am missing since I am able to play the Wiiware title 5 an 1 solitaire which uses the IOS53 but then I get the above error when trying to play Ah I got it! which also uses IOS53.

I am on a 4.1U system menu and please let me know if anything is needed so that you may be able to help me thanks an advance for any suggestions or advice given.

cheers

GZedit: Hmmm I just came across the info below by doing a google search and it states it might be a #002 error but when I try every setting that is offered for that fix on Usb Loader GX it still gives me that message. :-(
http://nintendo.about.com/od/faqs/f/How-Do-I-Fix-Error-002-On-A-Homebrewed-Nintendo-Wii.htm
 
Hi,

Not all VC/Wiiware games are working on EmuNand.
Maybe these games are part of incompatible ones.
I don't know if there's a NAND emu compatibility list.

Secondly, this kind of error is often due to the NAND itself. Did you dump the NAND using USB Loader GX, or by using another dumping homebrew?
 
I did a full dump of the Nand using USB Loader GX and thanks for that info about not all Wii Ware games working on EmuNand since I was not aware of it.

Hmmm maybe we should start a Nand Emu Compatibility list I am planning on going through a bunch of games and writting down which work and which don't so I might be able to help in that regard.
 
I think there are a little list of incompatible WiiWare games in the cIOS d2x topic (first post).


The game I tested personally:
Art style - Rotozoa: Working
Castelvania: Not working (no error. Freeze before title screen)
Cave Story: Working

That's all for the tested games!

I don't know if it's only with USBGX, or with all nand Emu (Triiforce, mighty, Forwarders, neek, etc.)
Before creating a wiki page, we should check if the result is the same in all emunands, or if it's USBGX specific.
Edit:
It also depend which cIOS you are using.
 
I don't have this game, but if I remember correctly, you need a game from the same region of your console (as you can't apply any patch due to MetaFortress Anti Piracy protection).

So, set everything by default:
Video mode: console default
language: console default
no Ocarina
no widescreen force
no return to (not sure, but I guess you need to disabled it too).
etc.
 
@[member='Cyan']

What is the workaround in usbl gx to get the kirby return to dreamland working properly?

what problem do you have , it plays fine here on usb loader gx 3.0 , d2x56 v9rev49, if it locks up after you press 2 , you can launch it with base 57 instead should work.
 
@[member='Cyan']

What is the workaround in usbl gx to get the kirby return to dreamland working properly?

what problem do you have , it plays fine here on usb loader gx 3.0 , d2x56 v9rev49, if it locks up after you press 2 , you can launch it with base 57 instead should work.
Same setup as you,
Getting white screen after pressing 2.
Works fine with cfg loader.
I remember there was a file to get this working some time ago.

EDIT:
I don't have this game, but if I remember correctly, you need a game from the same region of your console (as you can't apply any patch due to MetaFortress Anti Piracy protection).

So, set everything by default:
Video mode: console default
language: console default
no Ocarina
no widescreen force
no return to (not sure, but I guess you need to disabled it too).
etc.

Thank you!
Could be a region problem.
Wierd that it DOES work on cfg loader.
 
I don't think it's useful.
The txt is downloaded automatically when accessing the Ocarina menu.
Plus, If you downloaded a TXT long time ago using this batch download, you will certainly have a old version with missing codes and you will need to delete/redownload it anyway.
 
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Is there a list out there of games working and not working with emu nand? So far I have found New Super Mario Bros and Little Kings Story hang after controller display unless you disable emu nand. Thanks!
 
Testing out GCN Ocarina with Animal Crossing.

I know the process to decrypt the AR codes and the whole nine yards, made a TXT of it (dropping all verifiers and added the master-code), turned Ocarina on, boots DML 1.5 fine, but the codes just don't work.

...might need to find a USB Gecko.... wherever one might find it.
 
Wanted to report a bug, getting a core dump if I have the classic controller pro plugged in to the wiimote, using r1189 ios 249 build. Let me know if more info is needed
 
Is there a list out there of games working and not working with emu nand? So far I have found New Super Mario Bros and Little Kings Story hang after controller display unless you disable emu nand. Thanks!

If you put your EMU Nand on the HDD (rec. place) then most games work great from it, if it is on the SD card then a lot of games have issues (Excite truck is another).
 

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