Hacking Loadiine GX2

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@fiveighteen That's even stranger :huh:
I tried it with Pullblox World, but I'm going to try with a different game and report back.

Edit:
I tried a different SD card and it worked flawlessly so I think it was some kind of error in the config file after loading the latest beta with an old cfg from 0.2. I tried again from scratch and padcon worked on every game I tested so far: Captain Toad, Super Mario Maker, Starfox Zero, Pullblox World, etc.

Thank you very much to Dimok, Cyan and everyone involved in Loadiine and the Homebrew Launcher.
 
Last edited by pedrosa,
@fiveighteen That's even stranger :huh:
I tried it with Pullblox World, but I'm going to try with a different game and report back.

Edit:
I tried a different SD card and it worked flawlessly so I think it was some kind of error in the config file after loading the latest beta with an old cfg from 0.2. I tried again from scratch and padcon worked on every game I tested so far: Captain Toad, Super Mario Maker, Starfox Zero, Pullblox World, etc.

Thank you very much to Dimok, Cyan and everyone involved in Loadiine and the Homebrew Launcher.
Ah, I did transfer my old config in from v0.1.. that definitely could have done it. I was hesitant to do it and then forget all about it possibly causing issues. Good call.
 
You make it sound like gx2 compresses the extracted .wud.
would be awesome if it did or even read a wud file, but wud files are dumps of the disk in it's full size vs. only the files. I prefer to load a small folder on my sd card. And we are going off topic. stop posting useless complaints.
 
Last edited by buda81,
would be awesome if it did or even read a wud file, but wud files are dumps of the disk in it's full size vs. only the files. I prefer to load a small folder on my sd card. And we are going off topic. stop posting useless complaints.
I agree with you, why should we use a 25GB file instead of using a 1.5GB file as is the case of Super Mario 3D World, is something ridiculous, maybe this guy is using the CEMU and need more support than currently receives, the truth is that I tell you better make a thread requesting that the CEMU can somehow someday use the format used by Loadiine, so we all save a lot of space in our SD or computers.
 
I agree with you, why should we use a 25GB file instead of using a 1.5GB file as is the case of Super Mario 3D World, is something ridiculous, maybe this guy is using the CEMU and need more support than currently receives, the truth is that I tell you better make a thread requesting that the CEMU can somehow someday use the format used by Loadiine, so we all save a lot of space in our SD or computers.

I don't have the money much less the hardware to run cemu.
 
I don't have the money much less the hardware to run cemu.
So then why are you bitching about Loadiine GX2 not being able to run WUD files? A WUD is just a container, like a ZIP folder without compression and a lot of wasted space. You extract the files out of it, eliminate the filler space, and you run those with Loadiine GX2. There's no need for WUD.
 
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I agree with you, why should we use a 25GB file instead of using a 1.5GB file as is the case of Super Mario 3D World, is something ridiculous, maybe this guy is using the CEMU and need more support than currently receives, the truth is that I tell you better make a thread requesting that the CEMU can somehow someday use the format used by Loadiine, so we all save a lot of space in our SD or computers.
I'm pretty sure CEMU supports loading rpx files directly.
 
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It seems one of the biggest problems is the loading times, mostly caused by many (thousands) of small files in some games. In the SFZ thread we've been repacking the .cpk files to include these files in one large archive, rather than leave them bare in the directory trees, which speeds things up considerably. It is pretty amazing that the program executables were written to accommodate for this difference.

Regardless, it got me thinking that one of the biggest problems reading off an SD card must be the random access speed. Similar to how we had a wbfs back in the day for Wii, could it be done (or would it improve anything) to have a proprietary file system or proprietary file formats such as wud files (minus all the encryption and wasted space) such that random access times could be mitigated? The transfer speed of the SD card slot itself does seem to be the bottleneck when games are limited to large files
 
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where can i get a 2d cover of fast racing neo?
eShop games don't have box art. I made a custom one for that game, though. It's nothing great but it works
WFSP02.png
 
It seems one of the biggest problems is the loading times, mostly caused by many (thousands) of small files in some games. In the SFZ thread we've been repacking the .cpk files to include these files in one large archive, rather than leave them bare in the directory trees, which speeds things up considerably. It is pretty amazing that the program executables were written to accommodate for this difference.

Regardless, it got me thinking that one of the biggest problems reading off an SD card must be the random access speed. Similar to how we had a wbfs back in the day for Wii, could it be done (or would it improve anything) to have a proprietary file system or proprietary file formats such as wud files (minus all the encryption and wasted space) such that random access times could be mitigated? The transfer speed of the SD card slot itself does seem to be the bottleneck when games are limited to large files
No cpk file of the game, such as: Super Mario 3D World, The Legend OF Zelda Twilight Princess HD
How to get fragmented files repackaged .cpk
 

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