Hacking *~Auto Injectuwad Injector~* -kept updated-

Kazuma77

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All I know is, it works on the recommended wads as advertised (Kirby's Adventure, DKC2, and Comix Zone) on the only PC I can test it on at the moment. If the ticket installs successfully but it fails installing the actual data, then it isn't a completely corrupted wad, the replacement ROM most likely got injected wrong somehow or the wad you chose to inject to isn't supported (this is what happens when I try to do TG16 games or inject into Sonic 3). The difference being it fails after at least one OK response instead of failing immediately. Anyway, everyone should try 3.3 out and if it isn't working for you, do what I did, compare it with a known good hack using your hex editor of choice and report the differences you find. @aaa2: I hate to be the bearer of bad news but it could be a physical issue such as bad RAM (I had it happen recently, and it had just checked out fine a few months before, they just don't make PC components to last anymore). The best way to test for this is to download and burn Knoppix, boot with it, type "memtest" at the boot prompt and let it run for a while. Sure, you can get memtest by itself, but it's good to have a Live Linux handy for several reasons (ranging from data recovery purposes to browsing pron sites without leaving any evidence on the hard drive for your wife to find, lol).

The reason I want to see injecting into Sonic 3 specifically supported is this. Sonic 3 actually uses save RAM whereas Comix Zone does not. Just because you found and enabled a save RAM option on Comix Zone's emulator does not mean that the feature was working properly or even implemented at the time (they could have just had it in there for future use). Sonic 3 uses it so you know it's implemented properly on that wad's emulator.

Well, I'm going to try injecting into TG16 manually next to see if I can find out why that's failing (though if I find the Japanese Ys I and II for VC anywhere I'm switching priorities to getting the US iso injected into that manually).

I was unaware that the N64sort web site wasn't common knowledge. Well, I don't even know if it's up anymore, but I saved a copy. I can upload that somewhere no problem. I don't guarantee you'll find it useful for VC purposes, my guess that the high injection failure rate is because of the difference in boot chips and RAM types is just that, I have no research to back it up. I'll let you know when I find it and get it uploaded. Anyway, what I said I'd have to be in a good mood for was trying to inject into N64 wads, since it has such a high failure rate I don't see much of a need to experiment with it (then again, I have my Z64 and V64 Jr. -- I have backup units for everything, I also have an Xbox with a mod chip, and a PSP running custom firmware). I don't need to do this to play the games, I'm testing mainly out of curiosity. The low success rate of N64 means that for someone like me, the time invested isn't worth the reward. I can just play it on the real thing (and with what I consider to be a much better controller -- then again, to be fair, it's not like I have tried the classic controller or even have plans to get one any time soon, the next controller I get for my Wii will probably be a wireless GC controller so I can play GC games and use the FCEU channel from anywhere in the room). @Spectrum: There are only three carts that match Banjo Tooie's boot chip and RAM exactly. Those three are Conker's Bad Fur Day, Perfect Dark, and Donkey Kong 64. Since none of those are available to inject to, it probably isn't happening. It's 256MB, so Zelda, Kirby, Sin and Punishment, or Paper Mario are about the only four that would hold it (of those, only S&P and Kirby come recommended apparently, no one seems to have had any success using Paper Mario as an inject wad, probably because it's using a 6103 and flash ram -- only Pokemon Stadium, Pokemon Snap, and Ken Griffey Jr. Slugfest would even have a chance of working). The only way you'll have a decent chance of success is by injecting Lac's Bootemu into the N64 ROM first (not sure if that's even possible because the way it works it is meant to be sent to the backup unit first then the ROM is sent after it's already running in memory, a copy/b concatenation probably isn't going to work). Oh, and someone might want to try injecting Cruisn World into Yoshi's Story (of the three games that use the 6106, those two match up perfectly).
 

Kazuma77

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To better help you understand the problem with N64, here's a partial listing from the table. These are just the N64 games with non-standard chips. See the problem we have?

CODEName Size CIC Internal
Save Expans PAK Rumble PAK # player
Yoshi's Story 128 6106 2048 0 1 1
F-Zero X 128 6106 32768 0
Cruis'n World 96 6106 2048 0
Perfect Dark 256 6105 2048 2 1 4
Mickey's Speedway USA 256 6105 512 4
Legend of Zelda, The - Ocarina of Time 256 6105 32768 0 1 1
Legend of Zelda 2, The - Majora's Mask 256 6105 131072 2 1 1
Jet Force Gemini 256 6105 131072 0
Donkey Kong 64 256 6105 2048 2
Conker's Bad Fur Day 512 6105 2048
Banjo-Tooie 256 6105 2048
Super Smash Bros. 128 6103 32768 0
Pokemon Stadium 256 6103 131072 0
Pokemon Stadium GS 512 6103
Pokemon Stadium 2 512 6103 131072
Pokemon Snap 128 6103 131072 0
Pokemon Snap Station 128 6103
Paper Mario 320 6103 131072
Major League Baseball Featuring Ken Griffey Jr. 128 6103 32768 0
Kobe Bryant's NBA Courtside 128 6103 2048 0
Kirby 64 - The Crystal Shards 256 6103
Ken Griffey Jr.'s Slugfest 128 6103 131072 1
Excitebike 64 128 6103 2048
Diddy Kong Racing 96 6103 512 0
Banjo-Kazooie 128 6103 512 0 1 1
1080 Snowboarding 128 6103 32768 0 1 2

OK. What it boils down to is this. 90% of the games use the "normal" 6102 chip. The only wads that use this chip are Mario 64 and Wave Race (both only 64 megabit games). The most notable games that fit this size range are Doom, Hexen, both Turoks, both Battletanx games, Extreme-G, Lode Runner 3-D, Robotron 64, Bomberman 64, Dark Rift, Vigilante 8, Virtual Pool, Virtual Chess, Jeopardy, and Wheel of Fortune. Wave Race is probably the newer of the two wads I believe, so, it's probably the one to use.

Wait, did you say you could inject into Sonic 3? Well, I just talked to someone who injected PS2 into Sonic 3 manually and he says the SRAM works now. So apparently my theory about the support not really being there in the Comix Zone emulator despite the option existing was right. Anyway, I'll have his file soon, looks like there may be more to this corruption issue than I thought. Apparently there's a second type of corruption that can occur depending on the wad file used. Something tells me that what's causing Sonic 3 injections to fail may very well be the same thing causing the TG16 injects to fail. But I'll find that out too, I have some TG injects on the way to compare as well. Hopefully the data from comparing these will help you get it working for even more people.
 

creffca

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There does seem to be more to the corruption issue than the 0D bytes, and I'm willing to bet there isn't a set pattern. I still think the real issue is a windows module that does some retarded stuff when handling strings. Does the blaze packer produce incorrect wads for you kazuma?
 

Fire-WSP

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@Kazuma77
i also tought about the CIC thing but it seems that Nintendos Emulator dont care much about it.
When i see the compatibility list, i see that some CIC 6102 Games got injected into a CIC 6103 game and works
Also some 6102 games got injected in Zelda what is a 6105 game.

I think the Nintendo 64 Emu from nintendo is real bad, it emulates only the things they need for the game they want to release.
I lacks most of the saving features and they drop the emulation of the Video player in PKMm Puzzle league

ppl including myself tried to inject roms where features need what the emu can not offer that is why that dont work with most of the games.
For N64 somebody should port a good PC emulator to Wii to play most of the Games. that makes more sense.

In case of the SNES Emu. The officaial emu is much better than SNES9x when it commes to picture output and Sound quality.
SNES9x picture is blurry as hell.
 

Cyber-T

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Fire-WSP said:
@Kazuma77
i also tought about the CIC thing but it seems that Nintendos Emulator dont care much about it.
When i see the compatibility list, i see that some CIC 6102 Games got injected into a CIC 6103 game and works
Also some 6102 games got injected in Zelda what is a 6105 game.

I think the Nintendo 64 Emu from nintendo is real bad, it emulates only the things they need for the game they want to release.
I lacks most of the saving features and they drop the emulation of the Video player in PKMm Puzzle league

ppl including myself tried to inject roms where features need what the emu can not offer that is why that dont work with most of the games.
For N64 somebody should port a good PC emulator to Wii to play most of the Games. that makes more sense.

In case of the SNES Emu. The officaial emu is much better than SNES9x when it commes to picture output and Sound quality.
SNES9x picture is blurry as hell.

Where can I find the CIC compatibility list??
 

RadioShadow

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It keeps freezing when I try to inject a NES rom. On the read NES rom data, it freezes.

Unless I have a bad Wad file but I doubt its that.
 

Kazuma77

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I've been looking for the Blaze packer, can't seem to find it. Anyway, I did find out there's two bytes that are definitely wrong when injecting into Sonic 3. The first is byte 17 is 51 where it should be 50 and FE0 had a 7F where it should be 00. Nothing matches up from offset 1000 on, so, looks like there's just too much different. Changing these two bytes does change the error the Wii gives. Instead of 4100 it gives 2011 at least. Still, taking out the 0Ds and fixing that 06 was obviously a step in the right direction, at least on my machine it now works with NES injection, SNES injection (though I've only tried with the DKC2 wad), and injecting non-SRAM Genesis games into Comix Zone. It just can't inject SRAM Genesis into Sonic 3 and isn't doing TG16 right on my machine (I'll have a look at the TG hacks I obtained now and see if that is fixable. I've obviously hit a dead end trying to figure out how to fix injection into Sonic 3 (it's possible having more than one working Sonic 3 hack would help though, I'll ask the person who did PS2 to do Shining Force and we'll see how that compares).
 

nanika

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Boshinator said:
Could I have Super Smash Bros. AND Sin and Punishment at the same time?
If they have different title-IDs.
 

sjeps

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RadioShadow said:
nanika said:
RadioShadow said:
I see. Which file contains the table data?
Well, the 00000005.app/.des is an archive, near the top it lists the filesizes of all the files (rom, manual archive, etc...) and their offset. Only propblem is that the rom is usually near the start, so all offsets after the rom must edit as well.
And the tmd.x file contains the size of the 00000005.app/.des file, this also needes updating.


I see the file names but I can't see the offsets. Are the offsets reversed like in GBA roms or do WADs use a different format?



Arakon said:
QUOTE(sjeps @ May 12 2008, 03:18 PM)
Could someone explain me the process to put the 60hz emulator in any 50hz pal rom?

Thanks, keep us the good work!

I've tried that. if you use an ntsc VC (i.e. genesis) and make the wad region-free, it still only runs in 50 Hz.

You found the location of the emulator? Plus why do the Americans want to run 50HZ games where there TVs don't have that option on their TVs (unless I'm mistaken).

It may not have worked because the 60HZ option on US Wii and 60HZ on PAL are slightly different. The emulator inside Super Mario Picross makes the SNES 60HZ rom correctly on a PAL Wii. Or it has nothing to do with the Emulator at all but with another file if my theroy is wrong.

The emulator is in 0000001.app. Now i would like to know how to update the other wad files to make them correctly use it after i switch it.
I'm a noob, but i think that needs crc cecks or something as well as addresses?
 

TaxiTitan

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Kazuma77 said:
I've been looking for the Blaze packer, can't seem to find it. Anyway, I did find out there's two bytes that are definitely wrong when injecting into Sonic 3. The first is byte 17 is 51 where it should be 50 and FE0 had a 7F where it should be 00. Nothing matches up from offset 1000 on, so, looks like there's just too much different. Changing these two bytes does change the error the Wii gives. Instead of 4100 it gives 2011 at least. Still, taking out the 0Ds and fixing that 06 was obviously a step in the right direction, at least on my machine it now works with NES injection, SNES injection (though I've only tried with the DKC2 wad), and injecting non-SRAM Genesis games into Comix Zone. It just can't inject SRAM Genesis into Sonic 3 and isn't doing TG16 right on my machine (I'll have a look at the TG hacks I obtained now and see if that is fixable. I've obviously hit a dead end trying to figure out how to fix injection into Sonic 3 (it's possible having more than one working Sonic 3 hack would help though, I'll ask the person who did PS2 to do Shining Force and we'll see how that compares).

register at torrentzilla to get Wad-Packer.0.1.REPACK.Wii-BlaZe
and this Wad-Packer.0.1.HOMEDIR-FIX.Wii-BlaZe
both is at johs gc tracker
 

Kazuma77

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Well, actually I think I had seen something about torrentzilla, but I didn't want to register for another private tracker because I have trouble remembering my passwords as it is. Oh well, if that's what it takes.
 

death69inc

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seems to be many posts since hte v3 release
has there been more issue than normal I did nto have trouble with releases
till the 1st gen release but I seen it pulled the next day 2.5 maybe do not remember
either case tried on one gen rom and it did not work never tried since it was pulled
 

Kazuma77

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Well, I tried the Blaze packer. It definitely doesn't work. The files ARE the right size, but the content is fubar. I get a ret -2011 every time. I changed all header (0000-0FFF) differences in my attempt to inject Legendary Axe II into Bomberman '93 (using the default packer, not Blaze, tried that as well though and it failed also) and it gave me a ret 2011 the same as injecting Genesis into Sonic 3. I tried using the wad packer on my old Pentium III 500 (well, the one included with AII 3, can't quite figure out how to get Blaze to run on 95) and got even worse results. What's strange is, I noticed the Blaze packer comes with a different version of cygcrypto-0.9.8 than yours does. Swapping it out when injecting into Sonic 3 does produce different results (which unfortunately also don't work) on the wadpacker that comes with AII (Blaze gives similar results regardless of which you use). I'm starting to think the problem might actually be coming from cygcrypto now. Guess the only things left to try are 2003 and Kubuntu when I get them installed.

As far as the channels replacing injection argument we're starting to see, well, everyone has their own preference. Some don't think SNES9X works as well as the VC SNES emulator (and it's well known that the current Gens Plus is a bit buggy). Ports of better emulators might help (ZSNES, Kega, Mednafen's PCE and PC-FX emulators, and FBA would be nice). Still, it is convenient to be able to pick the game from the main menu and start playing immediately. So injection will always have a place in the scene, because it's all a matter of personal preference. Personally, I hope they don't do a Hugo channel as that emu doesn't do the TG16 justice. They should wait until Mednafen is ported.
 

retrozelda

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ok, so i went on the wii shop channel to see the new wiiware games so i could find torents...but then i accidently went to the console games and all the games i wad injected were 'downloaded". is that the ticket that is left on the wii that makes it say that? or no


edit: find titles that are out FOR the torrents...and the japanese pokemon farm is really dumb
 

Tomobobo

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Fire-WSP said:
@Kazuma77
i also tought about the CIC thing but it seems that Nintendos Emulator dont care much about it.
When i see the compatibility list, i see that some CIC 6102 Games got injected into a CIC 6103 game and works
Also some 6102 games got injected in Zelda what is a 6105 game.

I think the Nintendo 64 Emu from nintendo is real bad, it emulates only the things they need for the game they want to release.
I lacks most of the saving features and they drop the emulation of the Video player in PKMm Puzzle league

ppl including myself tried to inject roms where features need what the emu can not offer that is why that dont work with most of the games.
For N64 somebody should port a good PC emulator to Wii to play most of the Games. that makes more sense.

Well, according to this: http://n64.icequake.net/mirror/www.elitend...ave_faq.html#b4

All games referenced as a "6101, 6103, 6105, or 6106 boot chip use the 6102 boot chip", which would explain why your 6102, 6103, and 6105 findings are booting. It actually makes a lot of sense that the boot chip must be compatible as the chip's main purpose is copy-protection. Which is probably why when it attempts to boot the actual rom (at the classic controller screen) anything incompatible simply refuses to boot and freezes the console.

The issue now is to find out how to manipulate the 000005.app file and fill in enough space for the roms that use the 6102 boot chip.
 

TaxiTitan

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I have just tried 2.6, 3,0 and 3,3b and same title error on install every time ret =- 4100.
Ive tried the dos version (of 3,3b) witch also makes a VC-gamename.wad but fails on install as error 4100.
Ive tried emulating the exe as xp servicepack 2 on my vista.
Also tried to change the injector.ini from ticket=3 to ticket= if its tryin to change region because it should not be needed, but same error.
tried many times using Earthbound (U) [!].zip
also failed to inject DKC2 as 4100.
If run through freethewads its still the same.
Alot of people gets the same problem when they use this program on an another computer (like it laks vista compability or something).
heard some about possebility of headerless rom.
 

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