Hacking [OLD] Loadiine backup loader for WiiU 5.3.2 ONLY (NO 5.4 NO 5.5!)

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Are you using the server version of loadiine?
I had similar issue where my Captain Toad saves would get deleted/corrupted. This was with an earlier version of loadiine and it only happened when I used the server version. On the non server version the saves where fine.
I did run the server version recently just to make sure it worked before putting it into the DefinitivePackage. Maybe that deleted the save and now I came back to the non-server version and it's gone. Makes sense to me. So I'm hoping the server version is fixed now?
 
I did run the server version recently just to make sure it worked before putting it into the DefinitivePackage. Maybe that deleted the save and now I came back to the non-server version and it's gone. Makes sense to me. So I'm hoping the server version is fixed now?

I just tried Captain Toad with the latest server version again. It still kills my save. I finished the whole game with the non server version and had no issues. Now I ran the server version again, it will load up the save but when you exit the game and start it up again you will start from the beginning, i guess it's somehow coruppting the save.
I attached a log again, the filename of the save is GameData.bin. Not sure if there is anything to see though.
 

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did you add the 3 elf files in the same folder than the html?
the html now only include a elf loader, not loadiine code.
loadiine is loaded from external files (the 3 elf) and need to be in the same place than the elf loader.

Is this server only, or can it be run without server? I tried the new version last night and it froze when trying to run the loadiine payload.
 
Is this server only, or can it be run without server? I tried the new version last night and it froze when trying to run the loadiine payload.
Are you using my index.html or running it straight up? Somebody said it froze with the index.html too, so just wanting to clarify if it's that or the elf loader itself.

To answer your question, new Loadiine has the code for both Installer and server in it. You choose like you do when you run it like in Cafiine. So you need the 3 elf files in with the payload.

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I just tried Captain Toad with the latest server version again. It still kills my save. I finished the whole game with the non server version and had no issues. Now I ran the server version again, it will load up the save but when you exit the game and start it up again you will start from the beginning, i guess it's somehow coruppting the save.
I attached a log again, the filename of the save is GameData.bin. Not sure if there is anything to see though.
Good to know, thanks. This is definitely something that @golden45 @dimok or @Maschell needs to look into for us!
 
Last edited by fiveighteen,
Are you using my index.html or running it straight up? Somebody said it froze with the index.html too, so just wanting to clarify if it's that or the elf loader itself.

To answer your question, new Loadiine has the code for both Installer and server in it. You choose like you do when you run it like in Cafiine. So you need the 3 elf files in with the payload.

I'm running your definitive package from a week or so ago, I just updated the loadiine folder with the elf and payload532 files. If you've updated your package I may just redownload it instead.
 
I'm running your definitive package from a week or so ago, I just updated the loadiine folder with the elf and payload532 files. If you've updated your package I may just redownload it instead.
My package is updated to the speedboosted Loadiine with the auto Mii Maker patch.
I have a new launcher html though, which is why I was wondering about the freezing. But if it was happening in the old version of Loadiine with the old Mario launcher html then I'm happy with the new one :)

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So , If I dump the disc ,

it is not hack wii mode?

Just use the tcpgecko and TCPGeckoClient ?

Can you teach me step by step ?
Correct, not Wii mode. Wii U mode.

You dump the RPX/RPLs with Dumpiine, and the content folder with FSA Read tab in TCP Gecko. Check the Definitive Guide sticky at the top of the forums page for step by step.
 
My package is updated to the speedboosted Loadiine with the auto Mii Maker patch.
I have a new launcher html though, which is why I was wondering about the freezing. But if it was happening in the old version of Loadiine with the old Mario launcher html then I'm happy with the new one :)

Great thanks! I'll give it a try tonight. I did modify my own index.html to change some items around but nothing too drastic, and the kexploit was still working fine. Must just be my loadiine files.
 
Is this server only, or can it be run without server? I tried the new version last night and it froze when trying to run the loadiine payload.
The version with server enabled is an option set when compiling the elf and html. I don't remember which one was added or linked here.
We will release a new version (if not already done while I was away at work) that has an option to enable the server and set the IP directly from the game selection screen.
 
The version with server enabled is an option set when compiling the elf and html. I don't remember which one was added or linked here.
We will release a new version (if not already done while I was away at work) that has an option to enable the server and set the IP directly from the game selection screen.

That would be excellent since there's still confusion on server/no-server. I love the progress you guys are making on this and constant updates!
 
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The version with server enabled is an option set when compiling the elf and html. I don't remember which one was added or linked here.
We will release a new version (if not already done while I was away at work) that has an option to enable the server and set the IP directly from the game selection screen.
would it be possible to have an option to enable pygecko too :P....idk if its possible just wondering, would be nice to have everything combined :)
 
would it be possible to have an option to enable pygecko too :P....idk if its possible just wondering, would be nice to have everything combined :)
I believe the change had to occur with pyGecko, not with Loadiine. Since golden45 released a compatible version of pyGecko, it should work with all Loadiine versions. The rest of pyGecko is outdated though, so we need to get NWPlayer123 to incorporate that Loadiine patch into the updated pyGecko.

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

The version with server enabled is an option set when compiling the elf and html. I don't remember which one was added or linked here.
We will release a new version (if not already done while I was away at work) that has an option to enable the server and set the IP directly from the game selection screen.
This is the version that was already released (yesterday I think)? When you launch Loadiine you press A for normal Installer, or set your IP and press X for server. Then it auto-loads into Mii Maker (wj44's patch) and you choose your game.
 
so ,First I need run kernel exploit , then on wiiu use TCP Gecko , PC side used TCP Gecko server ? Pc side Key the Wiiu IP to connect ?
 
I believe the change had to occur with pyGecko, not with Loadiine. Since golden45 released a compatible version of pyGecko, it should work with all Loadiine versions. The rest of pyGecko is outdated though, so we need to get NWPlayer123 to incorporate that Loadiine patch into the updated pyGecko.
yeah i meant based on the new version, again no biggie, but would be cool to have it all combined, *if* it was possible
 
This is the version that was already released (yesterday I think)? When you launch Loadiine you press A for normal Installer, or set your IP and press X for server. Then it auto-loads into Mii Maker (wj44's patch) and you choose your game.
there were already a version, but I've read that it had video synch issue (blinking and slowness).
a new one should be released by dimok.

edit:
that has just been released on dimok's github.
https://github.com/dimok789/loadiine/network
other devs still have different changes, they will probably be merged from time to time. use the graph to choose the version you want to use.
 
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yeah i meant based on the new version, again no biggie, but would be cool to have it all combined, *if* it was possible
Yeah I'm saying Loadiine doesn't need to be patched to use pyGecko; it's pyGecko that was patched to be used with all versions of Loadiine. Maybe I'm not understanding your question lol.

there were already a version, but I've read that it had video synch issue (blinking and slowness).
a new one should be released by dimok.

edit:
that has just been released on dimok's github.
https://github.com/dimok789/loadiine/network
other devs still have different changes, they will probably be merged from time to time. use the graph to choose the version you want to use.
Ahh, I see
That's great. Thanks for the news :) It would be nice to get all of them merged at some point and then devs can branch back out. And still need a fix on the server so it doesn't corrupt saves.
 

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