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

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Probably, it's open source too, I just think Movian would be easier since its already been ported to a PPC Console.. and it supports plugins too ;)
I just took the first 7 episodes of rick and morty and put them into pikmin, and i found out while watching them that there is a 10 minute limit on video files, they would just freeze after that, so it throws the whole thing out for pikmin.
 
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I just took the first 7 episodes of rick and morty and put them into pikmin, and i found out while watching them that there is a 10 minute limit on video files, they would just freeze after that, so it throws the whole thing out for pikmin.
Yeah. Another reason why its not a viable opton for a media player :(
We are going to need someone with the skills to bring a real mediaplayer over to the wiiu.
 
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Anybody got random shutdowns in injected WiiSXR ? When I play FF7, after around an hour I see the menu poping up and WiiSXR quitting itself, and the Wii U shutdown. Now that I think about it it might be the 1h auto-shutdown from the Wii U, which, for some reason, does not detect the Wii U Gamepad interaction
 
Do you use "Forwarder > Dol > SD\USB Forwarder" or "Forwarder > Dol > Channel Forwarder" in modmii?
And what do you mean for "script from the OP" it is not WiiVC Injector Script?
Forwarder > Dol > SD\USB Forwarder

Yes, the WiiVC Injector Script.
 
The truth is even if we could mod Pikmin "Vidmin" ;) to redirect to sd/usb it would still be limited to playing only MP4 files. No other file format I tried has worked.
The only options I can see is either..
Porting WiiMC
Using Retroarch (the Pc version has the ability to play movies) WiiU cant currently do this though.
Porting another open source Media Player (https://movian.tv/) this player has PPC support and is the PS3's Homebrew Mediaplayer and is open source :)

For retroarch player, do you think someone from the retroarch thread could port it or it's the same story as with the psx emu with the bounty... ?
 
For retroarch player, do you think someone from the retroarch thread could port it or it's the same story as with the psx emu with the bounty... ?
There could be some stumbling block in the way of it being ported but as far as I know its just because no ones tried porting it yet?
 
Isn't sign_c2w_patcher to allow homebrew stuff like Homebrew Launcher, Wup Installer GX and other custom channels (not to say about pirated stuff)?
I thought it was only for unlocking the vWii clock speed, and Nintendont doesn't support that.

--------------------- MERGED ---------------------------

Download: WiiVC Injector Script v2.2.6

Changelog

Requirements:
  • Java 8 installed (Some tools rely on this)
  • Windows Vista/7/8.1/10
How to use:
  • Download the Injector Script from the top of the OP. All the tools it relies on are included.
  • Extract the ZIP to a folder
  • Place your game dump inside the SOURCE_FILES folder named the following:
    • game.gcm for GameCube Game
      • Use a 1:1 game dump for better compatibility
      • If you have a GameCube ISO just rename it to GCM
      • If you have a multi-disc GameCube game, the proper naming convention is game.gcm alongside disc2.gcm
    • game.iso or game.wbfs for Wii Retail ISOs
      • If your WBFS is split, the correct naming convention is game.wbfs with game.wbf1 alongside it
    • boot.dol for Wii Homebrew
  • Place the following files inside the SOURCE_FILES folder
    • REQUIRED:
      • Icon file named iconTex.png OR iconTex.tga - Dimensions: 128x128
      • TV banner named bootTvTex.png OR bootTvTex.tga - Dimensions: 1280x720
    • OPTIONAL, AND NOT RECOMMENDED AT ALL UNTIL YOU KNOW WHAT YOU'RE DOING:
      • Boot sound named bootSound.wav OR bootSound.btsnd
      • 854x480 GamePad banner named bootDrcTex.png OR bootDrcTex.tga
      • 170x42 logo named bootLogoTex.png OR bootLogoTex.tga
      • (FOR GAMECUBE ONLY) Replacement Nintendont Forwarder named main.dol
  • Run the WiiVC Injector Script. The first time you run it you will be asked for the following:
    • Rhythm Heaven Fever Title Key (Find it on that one Title Key site, starts with 04EA)
    • Wii U Common Key (Google it, starts with D7B0)
  • You will be asked for information about your game:
    • Game Name (Don't use special characters like the Pokémon é or & and stuff)
    • Game Publisher (Don't use special characters like the Pokémon é or & and stuff)
    • (For Wii Retail Games Only) GamePad Controller emulation mode
      • No GamePad Controls, Real Wii Remotes only (Recommended)
      • Classic Controller Emulation (DOESN'T WORK WITH A LOT OF GAMES)
      • Wii Remote Emulation (IR & MOTION NOT SUPPORTED, PRETTY MUCH WORTHLESS)
  • (HIGHLY EXPERIMENTAL, NOT RECOMMENDED) If you are injecting Wii Homebrew, you will be asked if you want to patch the title with cafe2wii to unlock the vWii's clock speed.
    • You will be asked for the Wii U Starbuck Ancast Key if it hasn't been previously provided or is wrong (Google it, starts with B5D8)
    • The resulting title WILL need to be installed to NAND to run, not USB
    • You will need to launch sign_cfw_patcher before you can run your title
  • A random 4-digit number will be used to modify the Title ID, you can specify one optionally if you wish (Not recommended) - Title ID Structure: 0005000000XXXXFF (Must be Hex values 0-F)
    • The end of every Title ID generated by this script has been modified so that it can not overwrite any system title
  • If you provided a custom bootSound.wav file, you can choose if you want it to loop
  • The script will go through a lot of steps to pack the game based on the information provided
  • Complete! The script will tell you the directory of your packed game, and you can install it with WUP Installer GX2 (YOU MUST USE SIG PATCHES TO INSTALL AND LAUNCH YOUR GAME)!
Thanks to all who made the tools necessary for this to be possible! Any and all feedback is appreciated.

Troubleshooting Tips:
  • Robocopy fail errors: If you get errors about Robocopy failing to create the working directory, either you are using an OS that doesn't include Robocopy (Windows XP) or JNUSTool failed to run properly. Make sure your OS supports Robocopy (Windows Vista and higher), also try uninstalling Java COMPLETELY and re-installing Java 8 from https://java.com. Post the logs here if you continue to have issues
  • Invalid PNG errors: If you get errors about your PNG files being invalid, open them in MS Paint, GIMP or a photo editor of choice and re-save them as valid PNG files. YOU CAN NOT JUST RENAME JPG FILES TO PNG AND EXPECT THEM TO WORK.
  • IOS58 errors: If you get IOS58 errors or a blank screen when trying to boot your game, make sure your Nintendont build is up to date. Download the latest version from its GitHub.
  • Minimum file requirements not met: Post the logs in the forum so we can determine where the script failed and why. The logs are log.txt and errorlog.txt
Background: Thanks to many people, injecting GameCube games, Wii games, and Wii Homebrew into the Wii U VC is now possible! However, it's a very long manual labor process. This script aims to simplify the process.

What this tool does: This tool will take a GameCube Game (GCM File), Wii Game (ISO or WBFS File), or Wii Homebrew (DOL File) you've provided and export a fully packaged installer ready to go with WUP Installer GX2!


Credits:
c2w_patcher 1.1:
FIX94
HomeBrew ISO Base: FIX94 & Ploggy
JNUSTool 0.3b: Maschell
Nintendont Autoboot Forwarder 1.2: FIX94
nfs2iso2nfs 0.5.5: piratesephiroth, FIX94, and SO many more people
NUSPacker: timogus & ihaveamac
pngcheck: Alexander Lehmann, Andreas Dilger, Greg Roelofs
PNG to TGA 2.6: Easy2Convert Software
SoX 14.4.2: cbagwell, robs, & uklauer
TGA to PNG 2.6: Easy2Convert Software
wav2btsnd 0.2: timogus & Zarklord
wbfs_file 2.6: oggzee & kwiirk
Wiimms ISO Tools 3.00a: Wiimms

If someone can please clarify when I need to run sign_c2w_patcher. I had thought it was only if I wanted to unlock the vWii clock speed. However, I see an issue on Nintendont's github about people needing to run it before gamecube injects. Why would this be if Nintendont doesn't support the increase in clockspeed? Am I missing something here?
 
If someone can please clarify when I need to run sign_c2w_patcher. I had thought it was only if I wanted to unlock the vWii clock speed. However, I see an issue on Nintendont's github about people needing to run it before gamecube injects. Why would this be if Nintendont doesn't support the increase in clockspeed? Am I missing something here?

for all C2W patched titles you must launch something called sign_c2w_patcher before you can launch your title. I believe Nintendont does support c2w patching but the benefits aren't large. Maybe @FIX94 can confirm.

If you don't patch your Nintendont title with C2W patching there is no reason to launch sign_c2w_patcher (I guess you could if you didn't have sig patches at all but there are better options)
 
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so far I did not hear of any benefits in nintendont, as it already runs gc games with 50% more cpu power than a real gamecube so pushing it up even more wont do anything. also, running sign c2w patcher without having a patched c2w in your wii vc will result in a blackscreen for obvious reasons.
 
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Could someone give me a guide or point me in the right direction on how to use this to make Wiisxr forwarder to play on gamepad? I know how to use the tool, but what i dont get is how or what do i need to make the forwarder. There is a post ....somewhere...i saw that had the forwarder dol i think,but then the megalink for the rest of it had been deleted. Any help would be appreciated.

Sent from my SM-T230NU using Tapatalk
 
so far I did not hear of any benefits in nintendont, as it already runs gc games with 50% more cpu power than a real gamecube so pushing it up even more wont do anything. also, running sign c2w patcher without having a patched c2w in your wii vc will result in a blackscreen for obvious reasons.
Thank you to you and KahderWelaye. I was confused as to the issue created on the Nintendont GitHub saying that Nintendont black screens with sign_c2w_patcher, and I was getting confused as to why they would patch it in the first place. That thread is just confusing as people say GameCube injects won't work at all without patching them, but that doesn't seem to be the case?
 
Is it possible to play Final Fantasy 4 the After Years from the Wii U side?
You should be able to use the script in OP to inject it. It'll have GamePad support. What else are you looking for? It won't natively run on the Wii U, it'll native run on vWii or injecting with OP script.
 
does any one know if i inject wii punch out with tablet support, will the game work without the wii motes? i would love to play this game on the pad without the wii motes
 

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