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

  • Thread starter Thread starter mariogamer
  • Start date Start date
  • Views Views 1,046,770
  • Replies Replies 3,400
  • Likes Likes 25
hello everyone, just signed up here as i am looking to buy wii u and seems like the only hack compatible version is 5.3.2 - so i will ask the obvious dumb questions

- by chance if the console i get has a higher version, is there anyway to downgrade? yes/no?
- if the version is lower than 5.3.2 is there way a to bring it to 5.3.2 .. because obviously going to Nintendo server will directly push the latest version.
- someone has any tips on buying wii u? which bundle/version might have 5.3.2?

i have a bunch of JTAG and Xkey360 xboxes and now looking to get a wii u but would want to be able to jailbreak. thanks to all the champs who are making it possible.

any help is greatly appreciated!
1) No
2) Yes. The OP discusses how to do this. It's not too complicated.
3) I would start by searching eBay for consoles that advertise 5.3.2. If not, then try some of the earlier bundles if you wanna buy new. It's better to get a system that is pre-5.3.2 and then update it than it is to get a later firmware which will screw you.
 
1) No
2) Yes. The OP discusses how to do this. It's not too complicated.
3) I would start by searching eBay for consoles that advertise 5.3.2. If not, then try some of the earlier bundles if you wanna buy new. It's better to get a system that is pre-5.3.2 and then update it than it is to get a later firmware which will screw you.

Thank you sir, time to craigslist. Ebay is just plain clean
 
Did you guys figure out why WWHD doesn't work?

Thanks.

Well kind of yeah. I reversed the stack dump I got on Kirby and saw it fails on memory allocation. So I added some debug messages to the creation and allocation of/from expanded heap and it seems several games have the same issue. The games try setup heap memory areas on startup and it seems WWHD tries to create a heap area of more than 950 MB of memory. Smash Bros does not have that much assigned in the kernel table and therefor WWHD fails. I saw the same issue on Kirby and it is very likely that there are more games that have the same issue. Though don't worry hope is not lost ;-). Let's just say we are on it with golden45.
 
Well kind of yeah. I reversed the stack dump I got on Kirby and saw it fails on memory allocation. So I added some debug messages to the creation and allocation of/from expanded heap and it seems several games have the same issue. The games try setup heap memory areas on startup and it seems WWHD tries to create a heap area of more than 950 MB of memory. Smash Bros does not have that much assigned in the kernel table and therefor WWHD fails. I saw the same issue on Kirby and it is very likely that there are more games that have the same issue. Though don't worry hope is not lost ;-). Let's just say we are on it with golden45.
Good to know, thanks for the update. I've tried so much crap with my limited programming knowledge to try and get this game running that it isn't funny.. Lol
 
Well kind of yeah. I reversed the stack dump I got on Kirby and saw it fails on memory allocation. So I added some debug messages to the creation and allocation of/from expanded heap and it seems several games have the same issue. The games try setup heap memory areas on startup and it seems WWHD tries to create a heap area of more than 950 MB of memory. Smash Bros does not have that much assigned in the kernel table and therefor WWHD fails. I saw the same issue on Kirby and it is very likely that there are more games that have the same issue. Though don't worry hope is not lost ;-). Let's just say we are on it with golden45.


And just like that my hope is restored :) Thanks guys
 
Not sure why @EclipseSin but your "Loadiine (Latest)" doesn't load Kirby's Adventure VC and just locks up at the Smash Bros screen, but "Loadiine (Previous)" does just fine, almost instantly.
 
Not sure why @EclipseSin but your "Loadiine (Latest)" doesn't load Kirby's Adventure VC and just locks up at the Smash Bros screen, but "Loadiine (Previous)" does just fine, almost instantly.
That's the whole point of keeping another version on the page. My SNES VC is also broken on the latest. My NES games work fine though, but didn't try Kirby. I'll try Kirby in a minute.
 
  • Like
Reactions: Kupie
That's the whole point of keeping another version on the page. My SNES VC is also broken on the latest. My NES games work fine though, but didn't try Kirby. I'll try Kirby in a minute.
Yeah! I understand that. I really should've PM'd you. I guess I was just wondering the differences in them... the latest dimok loadiine was the one that mainly sped up how fast it loads a lot of games, correct?
 
Yeah! I understand that. I really should've PM'd you. I guess I was just wondering the differences in them... the latest dimok loadiine was the one that mainly sped up how fast it loads a lot of games, correct?
No, that's like the last 4 or so commits that have faster loading. So that's included in the (Previous) one on my site. The latest changes the memory area and increases the size of the RPX and RPL we can use (iirc anyway).

Expect things to break or get better at the same time using (Latest), new work can cause problems with old things that worked fine or introduce new bugs after all. I try to keep a build that works with the VC and Backups in the (Previous) slot though, so use that one if a "working" title is broke, then let me know if something is up.

Also, Kirby's Adventure works fine on Latest for me, I'm playing it right now.

https://github.com/dimok789/loadiine/commits/master <-- you can see changes here
 
Last edited by EclipseSin,
No, that's like the last 4 or so commits that have faster loading. So that's included in the (Previous) one on my site. The latest changes the memory area and increases the size of the RPX and RPL we can use (iirc anyway).

Expect things to break or get better at the same time using (Latest), new work can cause problems with old things that worked fine or introduce new bugs after all. I try to keep a build that works with the VC and Backups in the (Previous) slot though, so use that one if a "working" title is broke, then let me know if something is up.

Also, Kirby's Adventure works fine on Latest for me, I'm playing it right now.

https://github.com/dimok789/loadiine/commits/master <-- you can see changes here
Oh weird! I might try putting it on my SD card again. I didn't mean it as an attack on you or to bug you, I only mentioned it because my WiiU is currently a Netflix+Kirby's Adventure+Woolly World device. Netflix for everyone, Kirby's Adventure for being my favorite game since childhood 22 years ago (holy shit it's been that long), and Woolly World for when the girlfriend comes over. (Bought the US version now, but can't really switch over, too late :-/)

I would love it if you made your own thread, though. The OP of this thread seems to not update anything, and the thread is 68 pages long now! You just are the most up-to-date on things, it seems.
 
  • Like
Reactions: thaikhoa
Oh weird! I might try putting it on my SD card again. I didn't mean it as an attack on you or to bug you, I only mentioned it because my WiiU is currently a Netflix+Kirby's Adventure+Woolly World device. Netflix for everyone, Kirby's Adventure for being my favorite game since childhood 22 years ago (holy shit it's been that long), and Woolly World for when the girlfriend comes over. (Bought the US version now, but can't really switch over, too late :-/)

I would love it if you made your own thread, though. The OP of this thread seems to not update anything, and the thread is 68 pages long now! You just are the most up-to-date on things, it seems.
It's no problem, I know you weren't trying to bug me or anything. Lol. I'm on the net trying to do my own stuff atm as well so I have GBAT open anyway, and figured I'd look into it for you. I'll PM you in a few.
 
  • Like
Reactions: Kupie
It's no problem, I know you weren't trying to bug me or anything. Lol. I'm on the net trying to do my own stuff atm as well so I have GBAT open anyway, and figured I'd look into it for you. I'll PM you in a few.
Why you gotta be such a cool, chill person.

I'm used to the smart people being assholes.

shtaaaap
 
I've downloaded latest dimok release, there is a www folder wich contains these files:
files65098.jpg

Are these files enouth for the kernel exploit and loadiine loading?
Its just one index.html, does it give a selection menu on the wiiu browser to choose exploit or loadiine?

Thanks in advance.
It's enough for launch loadiine, if you have already have kexploit.

I make my test this mornging, it's working but I haven't can launch "mario 3D wolrd" (which is OK on compatibility list)...

Where can I have the newer version of loadiine ? (I want to have my server, so i want have the playload file)
 
  • Like
Reactions: frankGT
Code:
<permissions type="complex">
    <p0 type="complex">
      <group type="unsignedInt" length="4"> 1</group>
      <mask type="hexBinary" length="8">000000000000FF00</mask>
    </p0>
    <!--BSP-->
    <p1 type="complex">
      <group type="unsignedInt" length="4"> 3</group>
      <mask type="hexBinary" length="8">0000000000000007</mask>
    </p1>
    <!--DK -->
    <p2 type="complex">
      <group type="unsignedInt" length="4"> 9</group>
      <mask type="hexBinary" length="8">FFFFFFFFFFFFFFFF</mask>
    </p2>
    <!--USB CLS DRV-->
    <p3 type="complex">
      <group type="unsignedInt" length="4">12</group>
      <mask type="hexBinary" length="8">0000000000000001</mask>
    </p3>
    <!--UHS-->
    <p4 type="complex">
      <group type="unsignedInt" length="4">11</group>
      <mask type="hexBinary" length="8">00000FFFFFF0FFFF</mask>
    </p4>
    <!--FS -->
    <p5 type="complex">
      <group type="unsignedInt" length="4">13</group>
      <mask type="hexBinary" length="8">0000000000000011</mask>
    </p5>
    <!--MCP-->
    <p6 type="complex">
      <group type="unsignedInt" length="4">14</group>
      <mask type="hexBinary" length="8">0000000000000000</mask>
    </p6>
    <!--NIM-->
    <p7 type="complex">
      <group type="unsignedInt" length="4">15</group>
      <mask type="hexBinary" length="8">0000000000000003</mask>
    </p7>
    <!--ACT (account)-->
    <p8 type="complex">
      <group type="unsignedInt" length="4">16</group>
      <mask type="hexBinary" length="8">0000000000000003</mask>
    </p8>
    <!--FPD-->
    <p9 type="complex">
      <group type="unsignedInt" length="4">17</group>
      <mask type="hexBinary" length="8">0000000000000001</mask>
    </p9>
    <!--BOSS-->
    <p10 type="complex">
      <group type="unsignedInt" length="4">18</group>
      <mask type="hexBinary" length="8">0000000000000001</mask>
    </p10>
    <!--ACP-->
    <p11 type="complex">
      <group type="unsignedInt" length="4">19</group>
      <mask type="hexBinary" length="8">0000000000000001</mask>
    </p11>
    <!--PDM-->
    <p12 type="complex">
      <group type="unsignedInt" length="4">20</group>
      <mask type="hexBinary" length="8">0000000000000003</mask>
    </p12>
    <!--AC-->
    <p13 type="complex">
      <group type="unsignedInt" length="4">21</group>
      <mask type="hexBinary" length="8">0000000000000001</mask>
    </p13>
    <!--NDM-->
    <p14 type="complex">
      <group type="unsignedInt" length="4">22</group>
      <mask type="hexBinary" length="8">0000000000000001</mask>
    </p14>
    <!--NSEC-->
  </permissions>
  <default_stack0_size type="hexBinary" length="4">00000000</default_stack0_size>
  <default_stack1_size type="hexBinary" length="4">00000000</default_stack1_size>
  <default_stack2_size type="hexBinary" length="4">00000000</default_stack2_size>
  <default_redzone0_size type="hexBinary" length="4">00000000</default_redzone0_size>
  <default_redzone1_size type="hexBinary" length="4">00000000</default_redzone1_size>
  <default_redzone2_size type="hexBinary" length="4">00000000</default_redzone2_size>
  <exception_stack0_size type="hexBinary" length="4">00001000</exception_stack0_size>
  <exception_stack1_size type="hexBinary" length="4">00001000</exception_stack1_size>
  <exception_stack2_size type="hexBinary" length="4">00001000</exception_stack2_size>

dimok every game on cos.xml and app.xml setup the system before boot the RPX may this helps to setup the memory before run the hook
 
Last edited by MLT,
also i think if can modify that u can enable sd card access on any game ..

also , wii karaoke u , uses SD card too...i tried to setup as a boot game but the hook don't work with this title, only i'm able to boot the loadiine selection menu with if(title_id) , but this way not work at loader side...also i put the right title rpx name , wiiu_karaoke.rpx and still not work
 
Last edited by MLT,
<permissions type="complex">
<p0 type="complex">
<group type="unsignedInt" length="4"> 1</group>
<mask type="hexBinary" length="8">000000000000FF00</mask>
</p0>
<!--BSP-->
<p1 type="complex">
<group type="unsignedInt" length="4"> 3</group>
<mask type="hexBinary" length="8">0000000000000007</mask>
</p1>
<!--DK -->
<p2 type="complex">
<group type="unsignedInt" length="4"> 9</group>
<mask type="hexBinary" length="8">FFFFFFFFFFFFFFFF</mask>
</p2>
<!--USB CLS DRV-->
<p3 type="complex">
<group type="unsignedInt" length="4">12</group>
<mask type="hexBinary" length="8">0000000000000001</mask>
</p3>
<!--UHS-->
<p4 type="complex">
<group type="unsignedInt" length="4">11</group>
<mask type="hexBinary" length="8">00000FFFFFF0FFFF</mask>
</p4>
<!--FS -->
<p5 type="complex">
<group type="unsignedInt" length="4">13</group>
<mask type="hexBinary" length="8">0000000000000011</mask>
</p5>
<!--MCP-->
<p6 type="complex">
<group type="unsignedInt" length="4">14</group>
<mask type="hexBinary" length="8">0000000000000000</mask>
</p6>
<!--NIM-->
<p7 type="complex">
<group type="unsignedInt" length="4">15</group>
<mask type="hexBinary" length="8">0000000000000003</mask>
</p7>
<!--ACT (account)-->
<p8 type="complex">
<group type="unsignedInt" length="4">16</group>
<mask type="hexBinary" length="8">0000000000000003</mask>
</p8>
<!--FPD-->
<p9 type="complex">
<group type="unsignedInt" length="4">17</group>
<mask type="hexBinary" length="8">0000000000000001</mask>
</p9>
<!--BOSS-->
<p10 type="complex">
<group type="unsignedInt" length="4">18</group>
<mask type="hexBinary" length="8">0000000000000001</mask>
</p10>
<!--ACP-->
<p11 type="complex">
<group type="unsignedInt" length="4">19</group>
<mask type="hexBinary" length="8">0000000000000001</mask>
</p11>
<!--PDM-->
<p12 type="complex">
<group type="unsignedInt" length="4">20</group>
<mask type="hexBinary" length="8">0000000000000003</mask>
</p12>
<!--AC-->
<p13 type="complex">
<group type="unsignedInt" length="4">21</group>
<mask type="hexBinary" length="8">0000000000000001</mask>
</p13>
<!--NDM-->
<p14 type="complex">
<group type="unsignedInt" length="4">22</group>
<mask type="hexBinary" length="8">0000000000000001</mask>
</p14>
<!--NSEC-->
</permissions>
<default_stack0_size type="hexBinary" length="4">00000000</default_stack0_size>
<default_stack1_size type="hexBinary" length="4">00000000</default_stack1_size>
<default_stack2_size type="hexBinary" length="4">00000000</default_stack2_size>
<default_redzone0_size type="hexBinary" length="4">00000000</default_redzone0_size>
<default_redzone1_size type="hexBinary" length="4">00000000</default_redzone1_size>
<default_redzone2_size type="hexBinary" length="4">00000000</default_redzone2_size>
<exception_stack0_size type="hexBinary" length="4">00001000</exception_stack0_size>
<exception_stack1_size type="hexBinary" length="4">00001000</exception_stack1_size>
<exception_stack2_size type="hexBinary" length="4">00001000</exception_stack2_size>
dimok every game on cos.xml and app.xml setup the system before boot the RPX may this helps to setup the memory before run the hook
please use use code brackets for this?
 
What is the possibility of wii eShop games like Xenoblade Chronicles and Super Mario Galaxy 2 being supported? I know they probably aren't very high on the priority list because we can play them via vWii, but the ability to games like Xenoblade with the gamepad controller would be a welcome addition! Maybe this could also lead to a future of injecting further wii games into the eShop versions so we can have gamepad support.
 
  • Like
Reactions: paulloeduardo

Site & Scene News

Popular threads in this forum