Homebrew Official Mocha CFW - The sweet chocolate to your latte!

XLuma

Pkmn Rom Hacker
Member
Joined
Feb 12, 2017
Messages
490
Trophies
0
Age
23
Location
Quebec
XP
632
Country
Canada
Well
On the website it says it is pretty stable
It might fail, but yeah launching browserhax is no longer a pain on 5.5.2
 

Willsito_GG

Well-Known Member
Member
Joined
Dec 31, 2017
Messages
281
Trophies
0
XP
1,421
Country
Spain
Hello,

I have been testing the Mocha "0.2 FAT32 MOD",
Hey everyone,

it has been a while since my last post. I've been really busy in the past weeks but unfortunately not with wii u developement. I have a project for a customer and I need to meet a few deadlines. So there was absolutely no time left for me to also work on the wii u. Since the beginning of this year I worked only 2 or 3 hours on mocha in total. Actually i have been feeling bad for not spending as much time with my family as before that project and start to regret ever taking on it but thats another story...

So the reason I am writing this post is to let you know that I just pushed my wip source code to github in the hope that someone is interessted in it and can use some of it to maybe continue or even finish this up since I don't see me working on it in the next two or three weeks. I should have done this push a month ago as the source code wasnt moving since about a month anywhere, sorry. I will probably continue working on it at some point but it wont happen anytime soon. I didn't follow the wii u scene or any posts on gbatemp and it might be that this is not even needed anymore and in that case you guys can ignore it ;-). Otherwise...

I don't remember exactly where I stopped or how I used it but as far as I remember here is the summery of what works and what not:

What's working:
* USB FAT32 partition is mounted the same way as WFS if the "/usr" path is on it
* games do launch and save games do work (if copied manually to the /usr path)
* copying save games in settings to usb works
* copying whatever from usb works in settings
* USB FAT32 is primary FAT drive when mounted and replaces sdcard (homebrews and everything else is loaded from usb and not sd)

What's not working:
* copying games to USB (some titles worked, e.g. youtube)
* installing games to USB (wupinstaller fails with error code empty because files are 0 bytes)
* removing titles works only partially (quota remove is kinda buggy)
* symlinks don't work at all (only matter in install process)

To the reason why installing and copying games does not work:
Well it is not as much as it does not work completely. It does the process of the installation or the copy process successfully and it even takes as much time to do it as it would usually do but all the files that are 0 bytes if you look at it on a PC though the files and folders are all there. As far as I have figured it out and remember it correctly, the MCP module links the usb path to /vol/mcp_devmgr01 and copies over the files. This process seems to still have some issue. The ACP module uses an own direct mount and it seems to work fine for save game copy. I am thinking it is connected to the symlinks not working correct as I saw that function failing in the logs.

The biggest disappointment was when I first tried launching a game. I chose Super Mario 3D World as that was the perfect game to test the speed. I was very disappointed to see that it was freakishly slow....even slower than loadiine in my opinion. So the reason that loadiine is so slow with some games is not that the SD access is so slow but that the FAT32 driver implementation of Nintendo on the wii u is just crap. I mean I knew that it wasnt very good but I didn't expect that.... So this was one very big drop in motivation to actually finish this USB FAT32 access. It is not really good usable for games due to its speeds. Anyway, if you guys want you can try it out for yourself but don't use the current github version as your default one as it is probably buggy and even some old features might be broken now. It is work in progress.

Nevertheless FAT32 USB is a nice little feature and it is nice that you can make it work natively. If we would replace the Nintendo FAT32 driver complely this could probably be made usable for games but thats a shit load of work.
Well maybe someone wants to continue the work on my current attempt to work with the native driver for now and finish this. I will join on the work again when I got a bit more free time again.

Anyway if anyone got questions to anything in the code or maybe how the stuff works, you can pm me. I would understand it as the code is not clean at all, has many debug and testfunctions and isn't really selfexplanatory. I will answer all questions when I find the time (though it might take a few days or weeks).

Hello Dimok and the others,

First of all, I want to say thank you for your invested time on this!

Secondly, I want to tell my experience regarding the following:

I have been testing both the Mocha "0.2 FAT32 MOD", and the normal one, configuring it with the CBHC, to make my Wii U able to launch all the time with this modes, and I have the following considerations:

Configuration:
- Just put the .elf "FAT 32 MOD" file in the wiiu/apps/Mocha folder, instead of the previous 0.2 one.
- I had to replicate the content of my SD card in the HDD.

Considerations:
- It worked and loaded pretty well with my FAT32 HDD (including all the Virtual Wii stuff).
- Loadiine and Loadiine Y (DLC MOD version:y.1.0.1 ra0ba461) games worked the same good as before.
- The only problem that was caused, and this was common for both Mocha, is that when I exit from Homebrew Launcher, the console started to make a noise, and it gets frozen.

So I only want to ask for help regarding the last point, why when I enter, and after exit the Homebrew Launcher, the console gets frozen???

Another thing that I want to ask, is whether there is any program, or tool or whatever that allows our computer to read the Wii U format??

Thanks in advance,

Best regards

Eipok
 

flo

Well-Known Member
Member
Joined
Nov 2, 2006
Messages
317
Trophies
1
Website
Visit site
XP
703
Country
Hungary
I am trying to perform the following sequence : Browser Exploit -> Mocha -> Homebrew Channel but when i launch Mocha it just returns to System Menu . Tried to set launchSysMenu=0 in the config file , but it still exits to SysMenu . I think i saw 2 variants of Mocha and Sigpatcher , that exit to either HBC or SysMenu , but i can't find them anymore .
 

Cyan

GBATemp's lurking knight
Former Staff
Joined
Oct 27, 2002
Messages
23,749
Trophies
4
Age
45
Location
Engine room, learning
XP
15,648
Country
France
I am trying to perform the following sequence : Browser Exploit -> Mocha -> Homebrew Channel but when i launch Mocha it just returns to System Menu . Tried to set launchSysMenu=0 in the config file , but it still exits to SysMenu . I think i saw 2 variants of Mocha and Sigpatcher , that exit to either HBC or SysMenu , but i can't find them anymore .
Mocha is a full firmware patcher and need to reboot the console. you can't go back to Homebrew channel.

You have these options from the browser exploit :
Browser Exploit -> Homebrew Launcher -> Mocha -> Sysmenu
OR
Browser Exploit -> Homebrew Launcher -> Sigpatch to sysmenu -> sysmenu
OR
Browser Exploit -> Homebrew Launcher -> Sigpath to HBL -> Homebrew Launcher

OLD, depretacted, don't do that :
Browser Exploit -> Homebrew Launcher -> CFW Loader -> IOSUHax binary from SD -> Sysmenu

all links are available here :
https://wiki.gbatemp.net/wiki/List_of_WiiU_custom_firmwares
 
  • Like
Reactions: fmhugo

nexusmtz

Well-Known Member
Member
Joined
Feb 17, 2016
Messages
1,386
Trophies
0
XP
1,425
Country
United States
Can we?
How can we deal with the wierd ticket overall on slc?
You can add a ticket's bytes into the appropriate ticket bucket file, and the WiiU will use it. The bucket files themselves are just the bytes of one or more tickets concatenated.

If you're asking how you know which ticket bucket file to put the bytes into, we don't know the hashing algorithm, but a given title goes in the same bucket on everyone's machine. That means that someone who has the title installed would have to tell you which bucket to put the bytes in. (They could run tik2sd to find out easily.)
 

Billy Acuña

Well-Known Member
Member
Joined
Oct 10, 2015
Messages
3,126
Trophies
1
Age
31
XP
3,701
Country
Mexico
You can add a ticket's bytes into the appropriate ticket bucket file, and the WiiU will use it. The bucket files themselves are just the bytes of one or more tickets concatenated.

If you're asking how you know which ticket bucket file to put the bytes into, we don't know the hashing algorithm, but a given title goes in the same bucket on everyone's machine. That means that someone who has the title installed would have to tell you which bucket to put the bytes in. (They could run tik2sd to find out easily.)

Well yeah, I figured out how to make extracted titles (aka Loadiine Ready) to work on Mocha FAT32, the only 2 extra files needed into "code" folder which are title.tmd and title.fst. The first one can be fetched from CDN and the second one can be easily generated using @ihaveamac's tools, but I still need to figure out how the tickets buckets works and how to manually install them on SLC.
 
Last edited by Billy Acuña,

nexusmtz

Well-Known Member
Member
Joined
Feb 17, 2016
Messages
1,386
Trophies
0
XP
1,425
Country
United States
but I still need to figure out how the tickets buckets works
By this, you're meaning that you want to determine the hashing method so you'll know which bucket to use without a reference table of titleID->bucket?

how to manually install them on SLC
I was using ftpiiu_everwhere and a hex editor, and I'm pretty sure you're familiar with those. What angle are you approaching this from?Are you trying to write WiiU homebrew that appends the bytes of the ticket to the bucket file, or are you just trying to shove a few title's tickets into their buckets to see if the games work?
 

Billy Acuña

Well-Known Member
Member
Joined
Oct 10, 2015
Messages
3,126
Trophies
1
Age
31
XP
3,701
Country
Mexico
By this, you're meaning that you want to determine the hashing method so you'll know which bucket to use without a reference table of titleID->bucket?

Yes.


I was using ftpiiu_everwhere and a hex editor, and I'm pretty sure you're familiar with those. What angle are you approaching this from?Are you trying to write WiiU homebrew that appends the bytes of the ticket to the bucket file, or are you just trying to shove a few title's tickets into their buckets to see if the games work?
Might try batch stuff first, the only thing that is needed to do on console is the bucket part which can be done with ftpiiu or wupclient (still don't know if the ticket needs to be chmod'ed on the bucket).
 
  • Like
Reactions: nexusmtz

crisspy727

Member
Newcomer
Joined
Nov 21, 2008
Messages
22
Trophies
0
XP
233
Country
United States
Hi, I'm curious I haven't followed the Wii U scene in such a long time but does Mocha CFW works with 5.3.2 Spoofed 5.5.1 or must i update firmware?
 

balteck

Well-Known Member
Newcomer
Joined
Mar 6, 2015
Messages
92
Trophies
0
Age
52
XP
842
Country
Italy
Hi, I'm curious I haven't followed the Wii U scene in such a long time but does Mocha CFW works with 5.3.2 Spoofed 5.5.1 or must i update firmware?
There is no reason to stay on 5.3.2. Update to the last firmware and use Haxchi as reliable entry point

Inviato dal mio HTC One M9 utilizzando Tapatalk
 

godreborn

Welcome to the Machine
Member
Joined
Oct 10, 2009
Messages
38,471
Trophies
3
XP
29,136
Country
United States
the mocha image file is in the elf itself. it shouldn't be too hard to find. I think I may have posted it in my wii u tutorials thread on psx place. tga files should say (iirc) truevision at the bottom of the tga file, so use that to find it assuming that it's in tga format in the elf, since I can't recall if it is (probably is though).

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

I found the image in my tutorials thread:

ic0oqv.jpg

it's upside down in mocha.elf, so you'll have to make it right side up in photoshop.
 

godreborn

Welcome to the Machine
Member
Joined
Oct 10, 2009
Messages
38,471
Trophies
3
XP
29,136
Country
United States
I don't believe so. I don't think I've even seen it. there's a tga save thread that I started on psx place. I think there's one here too, so you could create your own icon.

here's the thread: http://www.psx-place.com/threads/correct-save-settings-for-tga-files.13082/

iirc, the mocha image above uses 16bit for some reason yet it still displays correctly. that may be the case with the tv and gamepad boot images, not sure about icons though.

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

btw, I forgot to mention this, but make sure the saved files are correct; otherwise, the game/forwarder will not boot. this is even true of the icon. it will show a grey box with question marks for the title if that happens.
 

Site & Scene News

Popular threads in this forum

Recent Content

General chit-chat
Help Users
  • No one is chatting at the moment.
    Xdqwerty @ Xdqwerty: good night