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

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If you want to use loadiine, personally I recommend grabbing a cheap class 10 32gb from a local store like best buy (so you can return it if it's faulty much easier).

There are some big games, but I have 5 full games on mine, a crap load of vc, and still have 16gb free. If I add Hyrule Warriors, Zelda WW, and MH3 Ultimate, that'll put me up to 8 (good) games, a bunch of my favorite vc, and still have just under 2gb left. thats still enough for a couple small games like shovel Knight, or another smaller game.
 
That U3 sd card is a waste, i think the wiiU doenst even support UHS speed class. You're better off with a cheap class 10 card.


SO when do you think the new Loadiine version with graphics interface will be out?
 
Last edited by frankGT,
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Answer is .... one post above yours :P

Circle design will be "game selection < swappable> game info" display.
Maybe other designs will be different (like mirrored display), I don't know.

we have decided (well, mostly me :P) that we won't mix "game selectors" on different screen, because control will be too hard.
game grid + flow
game grid + circle
these mix are not possible due to game selection with d-pad, you wouldn't know if you are controlling TV or gamepad.

for users providing new design, they should mockup both displays, not only one.
if you provide a design, explain how TV and gamepad are working together.

We haven't decided if all design will use the same game info, or if a design can be a complete dual-display idea.


Oh, and the settings will not be tied to a specific design, but a main loader's design we choose, not related to currently selected design.
I think mimicking the WiiU setting menu is a good idea.

edit:
TV mockup
Setting mockup
these are not definitive, only ideas.

for example, current mockup will have size issues (language, or different options like "req. accessories : " will not fit the screen with more accessories.
publisher name will not fit either etc. so it's only an idea, not definitive.
I think the usbgx version is not so bad.
the disc cover could be "inside" the box cover and the visible when opening it?
its actually perfectly possible to have grid+flow or grid+icons,
just because i had nearly finished it the other day, just had to throw a few icons in, but here was my rough nooby layout
TV
image.png

GamePad
drc.png
im more of a fan of the cram as many in one screen for faster game choosing and have the top screen for show but slower for actual finding of games, also figured that selecting "bootmode" would be more practical than having like 2-5 buttons linked to a single function

as for "info", i find it quite rare i ever feel the need to readup on a game i have on my storage, if i have it i probably already know what it is XD
seeing as there is no up or down for coverflow/iconflow you can use up/down to just forward by how many items are in the column....so in my example, pressing up would just put the coverflow on yoshi's woolly world same for flow and grid layout.....i realize things are probably way into development now and things will just stay as they are (at least for now) but i just wanted to point out that it is possible to have a *flow+grid layout for each screen and both controlled using the usual *flow control scheme + the usual grid control scheme combined there is usually a button defined to jump forward/backwards X games anyway
 
Last edited by gamesquest1,
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seeing as there is no up or down for coverflow/iconflow you can use up/down to just forward by how many items are in the column....so in my example, pressing up would just put the coverflow on yoshi's woolly world same for flow and grid layout

I'm not sure if I understood what you mean here, are you imagining the "up" and "down" in coverflow to be like a zoom control?
 
I don't know about ExtremePro, but I use a Class 10 and works like a charm.

I have 3 of the same card (32GB version). There is some lags and freezes. Assumed that was normal until I switched to the Lexar 300x 32GB. No freezes or lags
 
I'm not sure if I understood what you mean here, are you imagining the "up" and "down" in coverflow to be like a zoom control?
no, up/down just jump forwards/backwards 7 games in relation to the coverflow screen or simply up/down on the grid.......effectively giving it the same function for both screens
 
no, up/down just jump forwards/backwards 7 games in relation to the coverflow screen or simply up/down on the grid.......effectively giving it the same function for both screens

Uhmm I see what you mean, but how do you imagine that working with the current Grid and iconFlow ? Especially since the grid has about 5 games horizontally and iconflow could have like 8 or even more games in a circle. Even if we adapt the number of the games, how can the forward/backward work with the circle ?
Don't forget there is also the changing pages, in Grid view it's like the way it is in Wii U system menu(we change with touch or + and -), and same can be applied to circles, but I don't see how combining the too would work. Maybe you're imagining a whole different design? as Cyan said, anyone who makes a design should think about how TV and gamepad are working together. So I guess it's not a problem to combine the two as long as the layout/design supports the idea.
 
Uhmm I see what you mean, but how do you imagine that working with the current Grid and iconFlow ? Especially since the grid has about 5 games horizontally and iconflow could have like 8 or even more games in a circle. Even if we adapt the number of the games, how can the forward/backward work with the circle ?
Don't forget there is also the changing pages, in Grid view it's like the way it is in Wii U system menu(we change with touch or + and -), and same can be applied to circles, but I don't see how combining the too would work. Maybe you're imagining a whole different design? as Cyan said, anyone who makes a design should think about how TV and gamepad are working together. So I guess it's not a problem to combine the two as long as the layout/design supports the idea.
yeah obviously it would need to be adapted to the current design, but i just meant as an example, my design was just trying to use as much of the gamepad screen as possible (for the grid) i would guess a smaller grid would be possible say 5 x 3, up/down can jump 5.....idk im not really involved so not worth me thinking about it too much, i just wanted to point ut that having a *flow on TV and grid on gamepad was possible with a bit of work figuring it out for your specific design
 
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it's possible yes, with proper thinking before starting working on every design.

example, if we start making a grid, and you are currently on a game on the right
[][][][here]
[][][][]
[][][][]
pressing right, could go back to the first line first column, or on second line first column, or on next page to the right (we will have to choose)

grid + flow will work fine only if pressing right will go to the next game (second line first column), and that can only be done at early development. thinking that "in the future it will benefit from merging designs"
but we can't think of all possible possibilities, and I think keeping design individual is easier, both for the developer (less tricks to think ahead) and for the user (having an intuitive UI for users who don't want to mix designs, instead of trying to work with different design at the same time to intuitive detriment)

it's possible, it's just choice, and probably less work for the devs.
 
That U3 sd card is a waste, i think the wiiU doenst even support UHS speed class. You're better off with a cheap class 10 card.
I think you are half-right. Technically the Wii U is not able to exploit the UHS speed of the most recent SD cards, but the main concern when using Loadiine is the random read speed. A cheap SD card will have slower random read speeds, which could lead to various issues in the game (stuttering, long loading times)

A good SD card is still recommended for Loadiine, and most of them have an UHS interface anyway.
 
it's possible yes, with proper thinking before starting working on every design.

example, if we start making a grid, and you are currently on a game on the right
[][][][here]
[][][][]
[][][][]
pressing right, could go back to the first line first column, or on second line first column, or on next page to the right (we will have to choose)

grid + flow will work fine only if pressing right will go to the next game (second line first column), and that can only be done at early development. thinking that "in the future it will benefit from merging designs"
but we can't think of all possible possibilities, and I think keeping design individual is easier, both for the developer (less tricks to think ahead) and for the user (having an intuitive UI for users who don't want to mix designs, instead of trying to work with different design at the same time to intuitive detriment)

it's possible, it's just choice, and probably less work for the devs.
yeah i did say i realize work has already been done now and know it would have required more work to figure out behaviors etc, as i said i realize that work is probably well under way at this point and that pointing it out was not in some way saying it should be done....it was just to share an idea as the way you said it implied that it would be impossible for such a system to work :P
 
I think you are half-right. Technically the Wii U is not able to exploit the UHS speed of the most recent SD cards, but the main concern when using Loadiine is the random read speed. A cheap SD card will have slower random read speeds, which could lead to various issues in the game (stuttering, long loading times)

A good SD card is still recommended for Loadiine, and most of them have an UHS interface anyway.

I agree with you, IOPS/random reads performance is important in this scenario where we alocate thousands or small files.

I expressed myself wrog, i ment "cheaper" class 10 (wich is usualy a UHS1 too).
 
This may have been answered somewhere but is local play possible with a game like MH3U via Loadiine? I am aware that Loadiine does not support online but I don't know if local is considered online or not. Thanks!
 
it's possible yes, with proper thinking before starting working on every design.

example, if we start making a grid, and you are currently on a game on the right
[][][][here]
[][][][]
[][][][]
pressing right, could go back to the first line first column, or on second line first column, or on next page to the right (we will have to choose)

grid + flow will work fine only if pressing right will go to the next game (second line first column), and that can only be done at early development. thinking that "in the future it will benefit from merging designs"
but we can't think of all possible possibilities, and I think keeping design individual is easier, both for the developer (less tricks to think ahead) and for the user (having an intuitive UI for users who don't want to mix designs, instead of trying to work with different design at the same time to intuitive detriment)

it's possible, it's just choice, and probably less work for the devs.

hmm i think it could work in theorie, if you have all icons in an endless up/down scrolling list (instead of the current right/left pages of the wiiu).

in your case

row1: [][][][here]
row2: [][][][]
row3: [][][][]
(more rows if you go down furthermore if you have enough games)

if you press right now you jump to the next row

row1: [][][][]
row2: [here][][][]
row3: [][][][]
(more rows if you go down furthermore if you have enough games)

if you press left again you go to the first row again.

Now if we go up/bottom we could simply jump 5 covers at once in the flow.
letz say we are here

row1: [][][][]
row2: [][][][]
row3: [][][here][]

and now we go down

(row 1 will now dissapear and an arrow will be displayed to show you have more games on top)
row2: [][][][]
row3: [][][][]
row4: [][][here][]

and in the flow we simply skip 5 covers very quick.

... hope this is somewhat understandable

quickly made this for further confusion
gK8TXqn.png

Screens could be swapped, controlls stay the same, pressing up/down skipping 5 covers is not really confusing for the user, just some sort of quick skip i guess.
however with the current wii u grid youll get 12 new games displayed if you go to a new page. In this scenario youll only get 4 more games per button press. So i guess its not as efficient as the current grid. Hope you guys had fun reading this mess :P
 
you probably noticed that the current loadiine GUI background is half-bottom hidden by the game selection circle.
It's an issue with some games like Mario Maker, or Mario kart 8.

Here is a mockup for an alternative GUI 2D design.
It displays the bg picture in a frame (the BG also use it but as an ambi-light mode)
How do you like it? maybe it could be a user option : BG picture "full or frame"

So i was looking at your mockup and than it reminded me of the 3ds gui
so i made a quick mock up of what it would look like
if we placed the background in the middle
if it stays in place
than it could theoratically bring a 3d effect to it as the covers will "flow" around the Middle background/Icon

it would be neat to see if a semi-3d effect is in fact possible.
s4hZsWyl.png
 
Last edited by Don Jon,
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