Hacking [RELEASE] WiiVC Injector Script (GC/Wii/Homebrew Support)

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I mean it doesn't matter I will use an older version lol I think the c2w NINTENDONT implementation is what broke things.


Why to implement it anyway? There is NO use for that.
it didnt brooke anything lol if you are using vwii sigpatcher for overclock and dont have a wiivc to overclock with files you will always get blackscreen doesnt matter if its nintendont or a normal wii game, only use the overclock sigpatcher if you need it and to launch titles with the c2w.img ,dont run by default.

so your logic is latest nintendont doesnt work for you its nintendont fault? when it works for everyone else? that doesnt make much logic just check your files, redownload nintendont boot.dol and make sure its named boot.dol and not loader.dol.
 
it didnt brooke anything lol if you are using vwii sigpatcher for overclock and dont have a wiivc to overclock with files you will always get blackscreen doesnt matter if its nintendont or a normal wii game, only use the overclock sigpatcher if you need it and to launch titles with the c2w.img ,dont run by default.

so your logic is latest nintendont doesnt work for you its nintendont fault? when it works for everyone else? that doesnt make much logic just check your files, redownload nintendont boot.dol and make sure its named boot.dol and not loader.dol.

You are telling me to do the basic dos for the quick fix, I did that already, I'm telling you the latest version doesn't work for some reason!

I will test that later when I get home (Re downloading the latest version)

How do you explain converting the games with all scripts and not working? But then I change the nintendont dol and magically works? Huh?
 
You are telling me to do the basic dos for the quick fix, I did that already, I'm telling you the latest version doesn't work for some reason!

I will test that later when I get home (Re downloading the latest version)

How do you explain converting the games with all scripts and not working? But then I change the nintendont dol and magically works? Huh?
i got countless nintendont boot.dol that were corrupt on download or on sending to the sd card, is not that hard to get a corrupt thing through download, heck there was an user that was always getting corrupted nintendont boot.dols becuase of his browser, he chnaged browser and everything was fixed lol.
 
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does project m work and how?? i tried to edit my brawl iso using this tool called brawl builder it didn't work as a vc the screen stays black and i have homebrew on vwii from this tutorial for gameincanada i tried to get melee running it does run from nintendont in vwii but not from the vc and project m runs from the vwii but doesn't from the vc help please help
 
So I tried different things for more classic controller detection and while it didnt work out as I wanted to at least there is a way now for more compatibility.
Firstly, new nfs2iso2nfs version.
added -instantcc and -nocc options
https://mega.nz/#!A84FRDCL!NxDPa7jrLOF6ytxvFWDonLU5o_kjof9I3nLYk7OCXRI
Basically -instantcc is required for titles that do their check very early (N64 VC for example) and will not work if they dont immediately get a message something is connected.
-nocc is the complete opposite and will never send out that anything is connected, this may be useful for titles that will not work if anything is "attached" to the wiimote.
Now the ugly part of this is for titles that even with -instantcc wont detect the classic controller, those most likely use an older wii SDK with a different detection method that the fw.img cannot handle properly. For that, you will have to pre-patch your game with this:
https://github.com/FIX94/GetExtTypePatcher
Make sure to read its readme. Oh and in case you dont know, for channels you can use something like wii.cs tools (or in command line/batch use, sharpii is a thing) to extract and repack its wad. for wii isos, just use something like wit.
Also, I've added a new file to the wii vc channel booter, forcing 4 by 3.
https://github.com/FIX94/wiivc_chan_booter/releases/tag/v1.0
Could be useful for titles that are 4:3 only and you dont want them to be stretched out.
VERY very cool stuff! The 4:3 WiiVC Chan Booter will definitely be useful for Virtual Console titles (besides all the widescreen rom patched n64 games I'll be injecting ;) )

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does project m work and how?? i tried to edit my brawl iso using this tool called brawl builder it didn't work as a vc the screen stays black and i have homebrew on vwii from this tutorial for gameincanada i tried to get melee running it does run from nintendont in vwii but not from the vc and project m runs from the vwii but doesn't from the vc help please help
Go ahead and start from scratch, you'll need to use Brawl Builder as described here to build a Project M ISO, and then feed that ISO into the script. If you aren't sure if your Project M ISO came out right, test it with Dolphin.

If you have problems during injection, post the script logs. If you have trouble installing or launching the game be more specific.
 
The script first asks for name, publisher, autoboot and then 4:3

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name your disc1 iso to game.gcm and disc2 iso to disc2.gcm

Sorry, was using USB helper at first where you have no options. Tried it with the script and did get the right options thank you
 
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Noob here. I am getting this log. I cant' repack a single Gamecube game into instalable format and they are all in .gcm format Somebody help :(

Can somebody help me with this? the program keeps telling me to use 1:1 gamecube dumps... but I analyzed my isos with another software that tells me they are ok.
 

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i got countless nintendont boot.dol that were corrupt on download or on sending to the sd card, is not that hard to get a corrupt thing through download, heck there was an user that was always getting corrupted nintendont boot.dols becuase of his browser, he chnaged browser and everything was fixed lol.

You're right, will test again or updating from the Nintendont itself
 
I changed the path to my C:/ drive but nothing changed. I am unable to repack GC isos.
Can you check the contents of "TOOLS\HOMEBREWBASE\"? I don't see the files getting copied from there to the temporary build directory properly.

The structure should look like this:

HOMEBREWBASE: setup.txt
HOMEBREWBASE\files: empty
HOMEBREWBASE\disc: header.bin & region.bin
HOMEBREWBASE\sys: apploader.img, bi2.bin, boot.bin, main.dol

Also what version of Windows are you running? You aren't the first person running their Windows OS in Spanish that's reported issues so I wonder if there's something different happening with the flags on an OS configured for Spanish (unlikely).

Edit: If the structure doesn't match what I've posted, delete your working directory and redownload the script from the OP.
 
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Can you check the contents of "TOOLS\HOMEBREWBASE\"? I don't see the files getting copied from there to the temporary build directory properly.

The structure should look like this:

HOMEBREWBASE: setup.txt
HOMEBREWBASE\files: empty
HOMEBREWBASE\disc: header.bin & region.bin
HOMEBREWBASE\sys: apploader.img, bi2.bin, boot.bin, main.dol

Also what version of Windows are you running? You aren't the first person running their Windows OS in Spanish that's reported issues so I wonder if there's something different happening with the flags on an OS configured for Spanish (unlikely).

Edit: If the structure doesn't match what I've posted, delete your working directory and redownload the script from the OP.

I'm gonna have to check that when I get home :( I am using Windows 10 btw.
 
@ShadowOne333 I guess this fix Gamepad control in Resident Evil 4 vWii :P
Makes sense :P
RE4 Wii was one of the first titles released for the console, I remember that clearly, so it using early Wii SDK could probably have something to do with it.
Has someone checked if the latest changes posted by FIX94 helps with titles which require Wiimote input before detecting the CCP?

RE4 is one of those, and you can tell which games do this as well in the Compatibility list.
@ploggy have you tried our beloved RE4 Wii with this new change? :P
 
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Makes sense :P
RE4 Wii was one of the first titles released for the console, I remember that clearly, so it using early Wii SDK could probably have something to do with it.
Has someone checked if the latest changes posted by FIX94 helps with titles which require Wiimote input before detecting the CCP?

RE4 is one of those, and you can tell which games do this as well in the Compatibility list.
@ploggy have you tried our beloved RE4 Wii with this new change? :P
Are these the correct Compatibility lists?
I just seem to be getting an error: [2017-10-03 15:21:42: Fatal exception of type MWException]
-> https://wiki.gbatemp.net/wiki/VCInjections_Compatiblity_List
-> https://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list
-> https://wiki.gbatemp.net/wiki/WiiU_VC_Wii_inject_compatibility_list
 
Are these the correct Compatibility lists?
I just seem to be getting an error: [2017-10-03 15:21:42: Fatal exception of type MWException]
-> https://wiki.gbatemp.net/wiki/VCInjections_Compatiblity_List
-> https://wiki.gbatemp.net/wiki/WiiU_VC_N64_inject_compatibility_list
-> https://wiki.gbatemp.net/wiki/WiiU_VC_Wii_inject_compatibility_list
The last one is the one I'm talking about.
However I don't know why they are down, perhaps a server error.
@Cyan, I don't know if you could help there.
 
does project m work and how??
Go ahead and start from scratch, you'll need to use Brawl Builder as described here to build a Project M ISO, and then feed that ISO into the script. If you aren't sure if your Project M ISO came out right, test it with Dolphin.
If you have problems during injection, post the script logs. If you have trouble installing or launching the game be more specific.
I'm pretty sure it will not work.
ProjectM is heavily patching memory in real time, using cheat code (both Ocarina and direct memory rewriting!)
Only USBLoaders can load Ocarina cheat code and gameconfig.txt file.

unless the game itself is designed to load these two file (the .gct and the .txt) then you'll need a game loader.
the WiiU VC channel will only launch the internal ISO without any cheat support nor any patches or features that an USBLoader can provide.

The last one is the one I'm talking about.
However I don't know why they are down, perhaps a server error.
@Cyan, I don't know if you could help there.
I noticed the wiki is down since this morning. I don't know what's wrong either.
I can't even access the home page, it gives an error.
maybe a database error, or server issue.
Did you have to re-log on the forum too ? I had to re-send a new login code this morning, maybe the admins are doing a server migration? or I just spent my 30-day autologin and had to renew it.
 
Last edited by Cyan,
I'm pretty sure it will not work.
ProjectM is heavily patching memory in real time, using cheat code (both Ocarina and direct memory rewriting!)
Only USBLoaders can load Ocarina cheat code and gameconfig.txt file.

unless the game itself is designed to load these two file (the .gct and the .txt) then you'll need a game loader.
the WiiU VC channel will only launch the internal ISO without any cheat support nor any patches or features that an USBLoader can provide.
I've already injected ProjectM myself which has worked very well, seems the patching process builds the hooking and everything else it needs directly into the ISO.
 
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is possible install/inject GameCube games without use Nintendon't forwarder (the game directly)? and use it with USB?
 

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