Hacking USB Loader GX

  • Thread starter Thread starter blackb0x
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I seem to recall that the PAL version of Little King's Story only supports 50Hz and won't work when forced to another video mode :unsure:

You can play the NTSC version, which also has Spanish language support and they also fixed many bugs from PAL game ^_^
I love that game :blush:
 
usbloader_gx plugins mod,most code from wiiflow and use gemini ai finshed!

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usbloader_gx plugins mod,most code from wiiflow and use gemini ai finshed!
On the surface it looks neat, but the AI created some issues.
  • The Select Plugins menu overrides the Select Game Sources button behaviour.
  • Controller shortcut buttons conflict with general UI navigation buttons e.g. holding - or + with a Wiimote should always scroll in either direction for the grid, carousel, and banner view types.
  • It breaks drive reinitialisation for games.
  • It adds a debug logger even though the loader already contains one (gprintf via gecko).
  • Legacy themes can't use plugins.
  • Cover art doesn't scale well and there's some overlap (shown in your own pictures too).
  • The patch adds an unnecessary Java app.
  • The patch attempts to replace the font with one that's larger (because it supports Chinese?).
Basically, you can tell that it's not a normal part of the loader because it doesn't integrate correctly with the loader's existing options. For example, it overrides and conflicts with button behaviour, ignores some settings, and doesn't allow you to configure a custom view type that lists a mix of plugins.

That said, it at least looks visually better than the older fork with plugins, and you shared patches, so that's an improvement over your previous attempt :)

My main focus with this USB loader is game compatibility and enhancements above all else, since that's what 99% of people care about. Other homebrew games and apps can already be launched through the built in homebrew launcher or via SRLs (Single ROM Loaders) that are installed to your NAND or an EmuNAND. That said, I may eventually support "plugins", but if I do, my implementation would be different from WiiFlow's.
 
Last edited by blackb0x,
yes,i send it here ,just hope anyone can make it better,because i love the old plugins mod version,but it wasn't update for long time ,
Post automatically merged:

On the surface it looks neat, but the AI created some issues.
  • The Select Plugins menu overrides the Select Game Sources button behaviour.
  • Controller shortcut buttons conflict with general UI navigation buttons e.g. holding - or + with a Wiimote should always scroll in either direction for the grid, carousel, and banner view types.
  • It breaks drive reinitialisation for games.
  • It adds a debug logger even though the loader already contains one (gprintf via gecko).
  • Legacy themes can't use plugins.
  • Cover art doesn't scale well and there's some overlap (shown in your own pictures too).
  • The patch adds an unnecessary Java app.
  • The patch attempts to replace the font with one that's larger (because it supports Chinese?).
Basically, you can tell that it's not a normal part of the loader because it doesn't integrate correctly with the loader's existing options. For example, it overrides and conflicts with button behaviour, ignores some settings, and doesn't allow you to configure a custom view type that lists a mix of plugins.

That said, it at least looks visually better than the older fork with plugins, and you shared patches, so that's an improvement over your previous attempt :)

My main focus with this USB loader is game compatibility and enhancements above all else, since that's what 99% of people care about. Other homebrew games and apps can already be launched through the built in homebrew launcher or via SRLs (Single ROM Loaders) that are installed to your NAND or an EmuNAND. That said, I may eventually support "plugins", but if I do, my implementation would be different from WiiFlow's.
If you run it, I’ll try to push this branch (plugins_mod)to GitHub.
Post automatically merged:

you can downwload the dol and try,just tell me more suggestions.the plugins button can push and will change source like the office version.wii~gc~emunand~hbc~plugins.just like that.
Post automatically merged:

yes,i send it here ,just hope anyone can make it better,because i love the old plugins mod version,but it wasn't update for long time ,
Post automatically merged:


If you run it, I’ll try to push this branch (plugins_mod)to GitHub.
Post automatically merged:

you can downwload the dol and try,just tell me more suggestions.the plugins button can push and will change source like the office version.wii~gc~emunand~hbc~plugins.just like that.
push wiimote + - to change the plugins between in plugins mode,other mode this is not be done.
 
Last edited by wei134102,
Freeze when exiting GameCube games launched from USB Loader GX (vWii)

Setup:
- Wii U with Aroma; vWii set up with ModMii (d2x v11 beta3 cIOS 248-251 for vWii, "USB Loader" IDCL v14 forwarder channel)
- USB Loader GX r1283 and Nintendont 6.508, both on SD
- GameCube games as CISO (2 MB blocks) in sd:/games/Title [ID]/game.ciso
- Controller: licensed Hori Classic Controller Pro (Bluetooth)

Problem:
When a GameCube game is launched from USB Loader GX (Nintendont Auto Boot ON), pressing Home, or B+Z+R+Down, freezes the console. Holding the power button does nothing; I have to pull the plug. Happens with every game I've tried (Mario Kart: Double Dash, WarioWare, Crash Nitro Kart).
A single press of the console power button exits cleanly to the Wii U Menu - only the Home / B+Z+R+Down exit freezes.

What I've ruled out:
- Return To: same freeze with Return To blank (should auto-pick the IDCL channel), set to the USB Loader GX channel, and set to the Homebrew Channel.
- How USB Loader GX is started: same result launching it from the channel or from the Homebrew Channel.
- Wii games launched from USB Loader GX exit fine (Home > Wii Menu returns to the Homebrew Channel, per my Return To setting).
- The same GameCube game launched from Nintendont via the Homebrew Channel exits fine (Home returns to the Homebrew Channel).

So it only happens for GameCube games launched through USB Loader GX. From the source, my guess is the return stub USB Loader GX sets up for homebrew boots (BootHomebrew.cpp: loadStub() + Set_Stub(returnTo(false))) doesn't survive Nintendont's exit on vWii, since the target doesn't seem to matter.

Is there a setting I'm missing, or is this a known issue? Happy to provide logs.

(the above post written by claude, which has been helping me troubleshoot.)
 

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