Homebrew SDCafiine

XBzombieMan1337

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I've been attempting to use SDcafiine 1.5 many times now, and the mods just won't load period. The way I load SDcafiine is through using sleepy.oh and running the exploit to get into Homebrew then load it from there. I don't have Haxchi installed or any kind of CFW installed on my Wii U. So, how can fix this issue with mods not loading? Do I have to use SDcafiine 1.3, or do you have to have CFW in order to use mods? Also, I'm try to load mods for the common game Super Smash Bros Wii U.
 
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Don Jon

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Check the newest tutorials in youtube for sdcafiine

The newest sd cafiine has different folder format if i recall from previous versions. U dont need cfw for sdcafiine, you dont need mocha. Its integrated into the app.
 

XBzombieMan1337

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Check the newest tutorials in youtube for sdcafiine

The newest sd cafiine has different folder format if i recall from previous versions. U dont need cfw for sdcafiine, you dont need mocha. Its integrated into the app.
Could you recommend me a video? More so, what is the different file structure?
 

Don Jon

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

Ps i was having a similar problem before but i knew i had the correct file structrue
turns out the card was locked via the tab :sleep:
 

jacob3178259

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If you're using SDcafiine for Smash mods do you have to use mod packs now? Seems like every tutorial is for mod packs and I want to use the mods I already have.
 

JeezyHungry

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Hey can someone help me with this problem? I've tried to run SDCafiine several times now and everytime I do it then screen goes black forever and the only thing I can do is shut down the Wii U.
Every folders are in their right place by the way.
 

TheTechGenius

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If this has MochaCFW built-in, what about users that have CBHC?

Since when you boot up the system, CBHC/Haxchi is already running on Boot, and running a version of Mocha on top of that, is not a good idea. Your really not suppose to run a CFW inside another CFW.

I do want to try this, so I can try making some Mod Packs for BOTW. But how do users with CBHC use this?

I was thinking maybe just launch HBL when the system first boots up and gets to the "Autobooting" screen, you can press the "Home" button and then select "Boot Homebrew Launcher", then launch SDCafiine from there. That way CBHC/Haxchi won't run on first boot, and instead SDCafiine will launch with its own version of Mocha. I mean I will have to do the same thing over again the next time I reboot my console, but it should work, I think.

Does that sound about right? Or am I wrong?
 
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GentlemanPotato

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If this has MochaCFW built-in, what about users that have CBHC?

Since when you boot up the system, CBHC/Haxchi is already running on Boot, and running a version of Mocha on top of that, is not a good idea. Your really not suppose to run a CFW inside another CFW.

I do want to try this, so I can try making some Mod Packs for BOTW. But how do users with CBHC use this?

I was thinking maybe just launch HBL when the system first boots up and gets to the "Autobooting" screen, you can press the "Home" button and then select "Boot Homebrew Launcher", then launch SDCafiine from there. That way CBHC/Haxchi won't run on first boot, and instead SDCafiine will launch with its own version of Mocha. I mean I will have to do the same thing over again the next time I reboot my console, but it should work, I think.

Does that sound about right? Or am I wrong?
I've been running this aswell as CBHC (on system menu autoboot) for quite a while to use Smash mods and haven't run into any problems
 

TheTechGenius

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I've been running this aswell as CBHC (on system menu autoboot) for quite a while to use Smash mods and haven't run into any problems
I just launched it my way, and it works. I launch HBL from the CBHC Autoboot menu and launch SDCafiine from there. That way the system doesn't use CBHC/Haxchi CFW, and instead uses the modifed Mocha CFW built into SDCafiine itself.

I don't like booting a CFW on top of another CFW. It will cause problems eventually.
 

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SDCafiine v1.4

What is SDCafiine

SDCafiine is a Homebrew Application for the Nintendo Wii U, that can be loaded with the homebrew launcher.
The main feature of this application is the on-the-fly replacing of files, which can be used used to loaded modified content from external media (**SD/USB**).
It hooks into the file system functions of the WiiU. Whenever a file is accessed, SDCafiine checks if a (modified) version of it present on the SD/US device, and redirect the file operations if needed.

Which games are supported

In the past SDCafiine only supported games which already had access to the SD Card (for example Super Smash Bros. for Wii U), but since version 1.4 all games are supported.
To achieve this, SDCafiine has a built-in a version of mocha, which is a Custom Firmware with libiosuhax] support. This allows support for any FAT32 device via libfat.

Features:

- On the fly file replacing of game files.
- Support for replacing files from downloadable content
- Built in libiosuhax support via mocha
- Supports loading files from SD and USB (FAT32)
- Support for multiple modpacks for as single game.

Installation of SDCafiine:

Like many other homebrew applications for the Wii U, it can't be installed.
The application is only installed temporarily, and has to loaded again after each reboot (or entering the system settings).
It is enough to copy the files on to the SDCard in a way it can be accessed by the homebrew launcher, or simply download it from the homebrew app store.

Example path of the elf on the SD:
Code:
SD:/wiiu/apps/sdcafiine/sdcafiine.elf

Starting SDCafiine:

When the files are on the SDCard, use your prefered method to get into the homebrew launcher and start SDCafiine. No starting of any CFW is required before you can use SDCafiine, it has a built in fork of mocha.
On success, the system menu should load. Now simply start any game and the mods should load.

Installation of the mods:

Before the mods can be loaded, they need to be copied to a SD or USB device. Since version 1.4 also USB devices (FAT32 only) are supported via libfat.
In the following "root:/" is corresponding to the root of your SD/USB device. The basic filepath structure is this:

Code:
root:/sdcafiine/[TITLEID]/[MODPACK]/content/  <-- for game files. Maps to /vol/content/
root:/sdcafiine/[TITLEID]/[MODPACK]/aoc/      <-- for downloadable content files. Maps to /vol/aocXXXXXXXX/
Replace the following:
  • "[TITLEID]" need to be replaced the TitleID of the games that should be modded. A list of can be found here (without the "-"). Example for SSBU has "0005000010145000". Make sure to use the ID of the fullgame and not the update title ID.
  • "[MODPACK]" name of the modpack. This folder name can be everything but "content" or "aoc".

Example path for the EUR version of SuperSmashBros for Wii U:
Code:
root:/sdcafiine/0005000010145000/SpecialChars/content/  <-- for game files. Maps to /vol/content/

For replacing the file /vol/content/movie/intro.mp4, put a modified file into:
Code:
root:/sdcafiine/0005000010145000/SpecialChars/content/movie/intro.mp4

Handling multiple mod packs:

SDCafiine supports multiple different mods for a single game on the same SDCard/USB. Each mod has an own subfolder.
Example:
Code:
sd:/sdcafiine/0005000010145000/ModPack1/content/
sd:/sdcafiine/0005000010145000/ModPack2/content/
usb:/sdcafiine/0005000010145000/ModPack3/content/
usb:/sdcafiine/0005000010145000/ModPack4/content/

When multiple folders are detected, you need to choose which one to use when starting the game. To swap to another mod, you need restart the game.

Building

Make sure you download the complete repo, including the submodules:

  • git submodule update --init --recursive

For building you need:

*note: when you change something in the mocha folder, you need to use make clean before building.*


Download

Binary: https://github.com/Maschell/SDCafiine/releases/tag/1.4
Source: https://github.com/Maschell/SDCafiine


Credits

HBL support, code rewrite and further improvements - Maschell
minor improvements - Zarklord
inital SDCafiine creation - golden45
Cafiine creation - chadderz (and MrBean35000vr ?)
mocha - dimok789
libfat - devkitPro team


Can it boot a coustem boot screen?
 

JakobKG

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Are you able to load multiple mods at once?

Yes, but not on top of each other. In order to combine mods, you need to merge their files. How you do that depends on the game.

yep but the problem is ive made coustem bootscreen put it in the correct folders and everything when ill boot it up it says unexpected DSI Error My Wii U CRashes

What do you mean by "Custom boot screen"? Do you mean the splash screen that comes instantly when you load a game, with the little sound effect? SDCafiine can't change that. That screen is loaded by the system menu, and SDCafiine does its thing between when the system menu is closed and the game is launched.
 
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Deleted member 442567

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Yes, but not on top of each other. In order to combine mods, you need to merge their files. How you do that depends on the game.



What do you mean by "Custom boot screen"? Do you mean the splash screen that comes instantly when you load a game, with the little sound effect? SDCafiine can't change that. That screen is loaded by the system menu, and SDCafiine does its thing between when the system menu is closed and the game is launched.

yes i maent that but CTGP U had thid
 

Grmmish

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Just wondering, I know using Atmosphere with the Henkaku launcher you can load up custom files for Switch BUT does it work the same way as here?
Following this tutorial they are using Caffiine and I'm on Switch. Is it just not possible at this current moment?

EDIT: Can confirm it WORKS. Even for Switch. Without the vol just follow in the tutorial and I guess skip Vol folder.
 
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