Hacking Loadiine GX2

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dimok

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Hey guys,

since several people asked for a new official package, I made one for v0.2 of the current GIT build.

The ELF in the package is completely compatible to the homebrew launcher and can be used with it.

The www folder ist optional and includes an SD autolauncher for loadiine gx2 (similar to old SD launching method). It is for those people that do not wish to use the homebrew launcher and only want loadiine to autolaunch everytime.
A complete browser launching method will not be produced anymore.

https://github.com/dimok789/loadiine_gx2/releases

The changes since v0.1 can all be looked up on the GIT.
The major changes are the way the games are launched which improves compatibility (one example is splatoon) and firmware 5.0.0 and 5.1.0 are now offically supported.

Have fun with it.
 
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BothyBhoy

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Hey guys,

since several people asked for a new official package, I made one for v0.2 of the current GIT build.

The ELF in the package is completely compatible to the homebrew launcher and can be used with it.

The www folder ist optional and includes an SD autolauncher for loadiine gx2 (similar to old SD launching method). It is for those people that do not wish to use the homebrew launcher and only want loadiine to autolaunch everytime.
A complete browser launching method will not be produced anymore.

https://github.com/dimok789/loadiine_gx2/releases

Have fun with it.
cheers for that.....thank you.....
 

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dibas

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Hey everyone,

I have been reversing how the gamepad's features, especially the display, are controlled for quite some time now. It was a more a side project of mine I was working on in my spare time. I recently achieved my main goal, so I want to present a neat function hook today:

padcon

Padcon allows you to turn the gamepad's display completely off and on in most games and nearly all of Cafe OS whenever you feel like it. It makes the display triggerable, currently by just pressing the right analogue stick on the gamepad.

This basically allows you to keep playing games with the gamepad while having the display turned off.


I have been using it for the last few days and for me it works pretty great. Usually programs and their specific views will make it obvious when they require the gamepad's display by automatically turning it back on again, but you can just turn it off afterwards, most programs and games I tested seem to be fine with that.

Padcon is currently integrated into Loadiine GX2 and uses its awesome function hooking (thanks to dimok, golden45 and other(?) authors involved in this)!

You can find the source code in my fork on github. For now I am not going to propose an integration into Loadiine upstream unless wanted, because it might be intrusive to some users as the right button stick behaviour can not be turned off at the moment.

UPDATE: Padcon is now included in Loadiine GX2. It is turned off by default, you can just turn it on in the Loadiine settings. Have fun!

If, however, a lot of people decide to include it in their everyday use just as I do already (seriously, it's awesome being able to turn off the display in so many situations), I am sure we can find an appropriate way of including padcon in loadiine upstream. It's super useful, anyway.

The github fork is on par with Loadiine upstream at the moment, so you can just clone the repo and build it yourself if you want to use it with the homebrew launcher.

If you don't want to compile it yourself, I have a self-hostable archive ready: https://github.com/dibas/loadiine_gx2/releases/tag/padcon-0.2
(No HBL or anything else is needed here, this was built from a few commits before the HBL change)


I couldn't test game compatibility as extensively as I wanted to, so I would love to hear your feedback on how it works for you!

Enjoy!
-dibas
 
Last edited by dibas,

LittleTama

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Thanks @dimok for the package but the only way i found to load this version is to go through your HBL.

I tried to compile myself and used lots of compiled package, none worked.

HBL do the trick, ty again :)
 

CyKoDeLiC

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Why do we have to use gx2 now trough homebrewchannel? It sucks. One out of two times, it freezes and I have to restart my wiiu. It never happened trough just loading the kernel and then loading loadiine or gx2 directly.
 

looseless

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Why do we have to use gx2 now trough homebrewchannel? It sucks. One out of two times, it freezes and I have to restart my wiiu. It never happened trough just loading the kernel and then loading loadiine or gx2 directly.
Did you even read dimok post which is on this page.
 

KiiWii

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@dimok is it possible to add hot swap for swapping SD cards in loadiine?

I was thinking my 32gb wont hold too much, so I tried a different card with loadine and TPHD on it only and it refused to boot (sandisc ultra 8gb), but thats another issue.... Any way I loaded loadiine on first card, then tried take out that SD and put in second card with other games on.... it high pitch squeeled and froze before I got the second card in the slot.

Might be useful for people with lots of small cards? Maybe not.
 
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memomo

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Hey everyone,

I have been reversing how the gamepad's features, especially the display, are controlled for quite some time now. It was a more a side project of mine I was working on in my spare time. I recently achieved my main goal, so I want to present a neat function hook today:

padcon

Padcon allows you to turn the gamepad's display completely off and on in most games and nearly all of Cafe OS whenever you feel like it. It makes the display triggerable, currently by just pressing the right analogue stick on the gamepad.

This basically allows you to keep playing games with the gamepad while having the display turned off.


I have been using it for the last few days and for me it works pretty great. Usually programs and their specific views will make it obvious when they require the gamepad's display by automatically turning it back on again, but you can just turn it off afterwards, most programs and games I tested seem to be fine with that.

Padcon is currently integrated into Loadiine GX2 and uses its awesome function hooking (thanks to dimok, golden45 and other(?) authors involved in this)!

You can find the source code in my fork on github. For now I am not going to propose an integration into Loadiine upstream unless wanted, because it might be intrusive to some users as the right button stick behaviour can not be turned off at the moment.

If, however, a lot of people decide to include it in their everyday use just as I do already (seriously, it's awesome being able to turn off the display in so many situations), I am sure we can find an appropriate way of including padcon in loadiine upstream. It's super useful, anyway.

The github fork is on par with Loadiine upstream at the moment, so you can just clone the repo and build it yourself if you want to use it with the homebrew launcher.

If you don't want to compile it yourself, I have a self-hostable archive ready: https://github.com/dibas/loadiine_gx2/releases/tag/padcon-0.2
(No HBL or anything else is needed here, this was built from a few commits before the HBL change)

I couldn't test game compatibility as extensively as I wanted to, so I would love to hear your feedback on how it works for you!

Enjoy!
-dibas

Wow, this is impressive
Thanks alot dude
 

AboodXD

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For those who don't know, loadiine was made by golden45, not dimok.

Anyway, good job dimok, and cyan, and anyone who helped on this.
Finally a BACKUP loader... :D
It will be great if Loadiine would lunch Wii games, instead of wasting my time by going to vWii. [emoji14]

@Cyan, can you explain more about using mods in Loadiine?
 
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memomo

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For those who don't know, loadiine was made by golden45, not dimok.

Anyway, good job dimok, and cyan, and anyone who helped on this.
Finally a BACKUP loader... :D
It will be great if Loadiine would lunch Wii games, instead of wasting my time by going to vWii. [emoji14]

@Cyan, can you explain more about using mods in Loadiine?

I thought you were in 5.5 ( ͡° ͜ʖ ͡°)
 

dimok

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For those who don't know, loadiine was made by golden45, not dimok.
Well you are not completely right here. Loadiine v1.0 was made by golden45 in that you are correct. There is almost nothing left of that source code in the new versions of loadiine though. On the versions 2.0 to 3.0 we worked together with golden45. After that he was gone for quire a while because he got a new job and was moving. He did come back online once or twice after he moved and we could talk a bit but then he disappeared again for some reason :(. Thats really too bad in my opinion. It was always fun to code with him together and I really respect him as a coder as he is really skilled. I still hope he will come back some day as we had a lot of fun hacking the ninty stuff but I guess he is quite busy with his job nowadays which of course comes first.

PS:
Don't take this wrong. I don't mean to say that golden45's work from back than was any less important. He made the initial work that made loadiine possible. It was a tremendous work and it did cost a lot of his free time. I am thankfull for it (and everyone else should be/is as well) and that work is not forgotten! Furthermore there are several other people that made this possible for example the persons that released the kernel exploit, Marionumber1 for instance. We should be thankfull to them too. If i forgot to mention anyone in the credits of loadiine gx2 then please inform me about that.
 
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TiMeBoMb4u2

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@dimok ... I've noticed the HBL kernel exploit has been MUCH more unstable vs. the older Loadiine kernel exploit. Mainly, I've noticed my gamepad lock on the browser, while my TV screen goes black. The old exploit works about 95% percent of the time, on the first try, while the new HBL exploit only works about 5-10% of the time at all. Been trying for the last hour to get the HBL to even load without success. However, the old exploit continues to work well. Any ideas?
 

dimok

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@dimok ... I've noticed the HBL kernel exploit has been MUCH more unstable vs. the older Loadiine kernel exploit. Mainly, I've noticed my gamepad lock on the browser, while my TV screen goes black. The old exploit works about 95% percent of the time, on the first try, while the new HBL exploit only works about 5-10% of the time at all. Been trying for the last hour to get the HBL to even load without success. However, the old exploit continues to work well. Any ideas?
Hmm the kernel exploit part (first launch) didnt change at all. What changed is the installation part (second launch) which was adapted a bit for firmwares 5.0.0 and 5.1.0. Do you get that failure on first or second launch of the payload? Also what firmware are you on?
 

TiMeBoMb4u2

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Hmm the kernel exploit part (first launch) didnt change at all. What changed is the installation part (second launch) which was adapted a bit for firmwares 5.0.0 and 5.1.0. Do you get that failure on first or second launch of the payload? Also what firmware are you on?
It's happening on the first launch. I'm on v5.3.2. I plan to self-host, but I have been recently using http://exploit.wiiubrew.net/ I got it to load properly several hours ago, but over the last hour I bet I've tried 50+ times without success. Just tried the older Loadiine Kernel exploit, again, and it worked perfectly.
 

dimok

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It's happening on the first launch. I'm on v5.3.2. I plan to self-host, but I have been recently using http://exploit.wiiubrew.net/ I got it to load properly several hours ago, but over the last hour I bet I've tried 50+ times without success. Just tried the older Loadiine Kernel exploit, again, and it worked perfectly.
Well that is odd. Until after the kernel exploit the code is identical. The only difference is in the string it outputs either "Relaunch Loadiine GX2" or "Relaunch HBL". Thats all. I don't see what could cause that except maybe some side effects from the changes in the code memory layout from the changes in the rest of the code behind the kernel exploit.

Also I wanted to add that trying 50+ times in a row is a waste of time. If it fails on 2nd or 3rd try, then you should power off your WiiU and restart it completely. Thats the experience I made on it, otherwise it just continues to fail.
 
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TiMeBoMb4u2

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Well that is odd. Until after the kernel exploit the code is identical. The only difference is in the string it outputs either "Relaunch Loadiine GX2" or "Relaunch HBL". Thats all. I don't see what could cause that except maybe some side effects from the changes in the code memory layout from the changes in the rest of the code behind the kernel exploit.

Also I wanted to add that trying 50+ times in a row is a waste of time. If it fails on 2nd or 3rd try, then you should power off your WiiU and restart it completely. Thats the experience I made on it, otherwise it just continues to fail.
The 50+ times was powering it off completely. Since the gamepad freezes and the TV goes black, that's my only choice.

So, if the first run kernel exploit is the same, in theory, I could try running the old exploit that has been working for me first, then run the HBL link, right?
 
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