Hacking "Official" WiiU Loadiine Compatibility list thread

andrewperry1234

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No. If so it'll work the other way too. Nintendo could make the RPX 5MB and kill compatibility. I'm thinking you are right. and Golden45 said it does the loading in up to 5x4MB chunks, as needed. I presume if theres a game with an RPX thats bigger than 20 443 328 but smaller than 20 445 424 it'd work. Good eye on the update sizes though, they would change as the executable gets revamped.[/QUOTE]

OK. So an example is that the Mass effect EUR disc rpx is 22MB according to this thread.

Update v16 for mass effect eur makes the rpx 20,555,456.

Update v96 for smash eur makes the smash rpx 21,104,448 bytes
update v80 for smash usa makes the smash rpx 21,104,000

I think if someone has a dump of mass effect, decrypts the v16 mass effect update and overwrites in the code directory, and installs v64 smash EUR update via WUP it would test my theory very nicely.
 
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srbeen

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No. If so it'll work the other way too. Nintendo could make the RPX 5MB and kill compatibility. I'm thinking you are right. and Golden45 said it does the loading in up to 5x4MB chunks, as needed. I presume if theres a game with an RPX thats bigger than 20 443 328 but smaller than 20 445 424 it'd work. Good eye on the update sizes though, they would change as the executable gets revamped.

OK. So an example is that the Mass effect EUR disc rpx is 22MB according to this thread.

Update v16 for mass effect eur makes the rpx 20,555,456.

Update v64 for smash eur makes the smash rpx 21,103,936
update v80 for smash usa makes the smash rpx 21,104,000

I think if someone has a dump of mass effect, decrypts the v16 mass effect update and overwrites in the code directory, and installs v64 smash EUR update via WUP it would test my theory very nicely.

Added to the list of things to try in the morning as I have most of that stuff, and the sever working. Do you have more details on how to integrate the update to the extract? I am using NUSgrabber. besides using cafiine how do I tell what the update changes the RPX size to? I applied V160 to smash yesterday at its 1.51GB glory. I'm going to bet since it got larger from 60 to 80 it got even more larger from 80 to 160. I'll try to integrate the V16 update into the dump and see what the server reports and pastebin that.
 
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andrewperry1234

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Added to the list of things to try in the morning as I have most of that stuff, and the sever working. Do you have more details on how to integrate the update to the extract? I am using NUSgrabber.

You would need to use uwizard to decrypt the updates. copy the new rpx to the _rpx folder for mass effect,and copy the new (update) content over to the content folder for mass effect

hopefully you know how to use wupinstaller to install the latest update for smash
 

golden45

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by loader do you mean loadiine or the WiiUs internal loader??
I meant WiiU's internal loader yes =), sorry if it was ambiguous.

The RPL + RPX limit is dependent on the size of the SSBU RPX that is loaded correct?
- The RPX size that loadiine can load for the moment is limited by the size of the SSBU rpx yes, but it can be a little bigger.
As it retrieved the rpx by chunks of 4MB, if the rpx is bigger than 20M then you can load a rpx with a maximum size of 24MB.
For exemple if you want to load a rpx of 23MB and SSBU rpx is 21MB, the last chunk will have a size of 1MB but loadiine will resize it to 3MB.
- For RPL it's different it can only load a size of maximum 4MB for the moment. What I was doing for other chunks is not working.
- The RPL + RPX total size limit is due to something else : when you launch the loadiine menu and select your game, it will copy the RPX and additional RPLs somewhere in memory.
Then when the loader is called (when you start SSBU), it will overwrite the data retrieved from IOSU by the data in memory where the RPX/RPL is stored.
The problem is that I only found a contiguous memory space of 22.5MB that I can use. The memory range used for the foreground app is cleared before the loader is called to load the rpx, so it was not possible to use it.
It could be possible to find another place to store the RPX and RPL data, but I did not find it (I even tried to use the memory intented for graphics).

edit : and it's not possible to retrieve the rpx/rpl data from the sd card while in the loader ;)
 
Last edited by golden45,

Cyan

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that's the question I wanted to ask. (edit: well, I didn't quote that, and it's on previous page now)
I see other users thought the same thing.

and I'm also wondering, if loadiine redirects the rpl/rpx loading to SD card, why can't it also redirect the xml where the size is defined?
loadiine is not active immediately at game launch? the console or IOSU is maybe loading specific data before loadiine can take control.

edit: and you just replied to my question :P
I see it works differently for the rpx memory replacement

IOSU exploit will allow more chunk then?
it will be IOSU which loads to memory the correct rpx, instead of loadiine replacing it with a race attack before game launch ?
 

andrewperry1234

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I meant WiiU's internal loader yes =), sorry if it was ambiguous.


- The RPX size that loadiine can load for the moment is limited by the size of the SSBU rpx yes, but it can be a little bigger.
As it retrieved the rpx by chunks of 4MB, if the rpx is bigger than 20M then you can load a rpx with a maximum size of 24MB.
For exemple if you want to load a rpx of 23MB and SSBU rpx is 21MB, the last chunk will have a size of 1MB but loadiine will resize it to 3MB.
- For RPL it's different it can only load a size of maximum 4MB for the moment. What I was doing for other chunks is not working.
- The RPL + RPX total size limit is due to something else : when you launch the loadiine menu and select your game, it will copy the RPX and additional RPLs somewhere in memory.
Then when the loader is called (when you start SSBU), it will overwrite the data retrieved from IOSU by the data in memory where the RPX/RPL is stored.
The problem is that I only found a contiguous memory space of 22.5MB that I can use. The memory range used for the foreground app is cleared before the loader is called to load the rpx, so it was not possible to use it.
It could be possible to find another place to store the RPX and RPL data, but I did not find it (I even tried to use the memory intented for graphics).

edit : and it's not possible to retrieve the rpx/rpl data from the sd card while in the loader ;)


Thank you for your reply. So do you know what the absolute maximum rpx size that can be loaded currently? Is it 22.5MB subtracted by your amount of code?
 

n1ghty

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TEKKEN TAG TOURNAMENT 2 Wii U EDITION / EUR / RPX 59.419.840 B (Update v32) / rpx too large, disc rpx not dumpable due to the size.
 
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golden45

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So do you know what the absolute maximum rpx size that can be loaded currently? Is it 22.5MB subtracted by your amount of code?
In the code (src/common/common.h) you can see this :
/* Note : from phys 0x30789C5D to 0x31E20000, memory seems empty (space reserved for root.rpx) which let us approximatly 22.5mB of memory free to put the rpx and additional rpls */

I start the copy of RPX and RPLs at 0x30800000, so 0x31E20000 - 0x30800000 should give us : 22,125MB
It can be extended a little bit but not much.

The code is put somewhere else (very limited memory size).
 
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srbeen

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You would need to use uwizard to decrypt the updates. copy the new rpx to the _rpx folder for mass effect,and copy the new (update) content over to the content folder for mass effect

hopefully you know how to use wupinstaller to install the latest update for smash

Well I guess I'm out. I have no idea why but uwizard has no interest in downloading anything for me from NUS regardless of the network connection. NUSgrabber works flawlessly while uwizard only throws TMD Failed... errors.
 

Korin

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I'm gonna assume that the person who tested Mario Kart 8 already (EUR) Didn't have the latest update in their dump, since my file size is currently exceeding theirs by a substantial amount
 

andrewperry1234

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Ok cool thanks.
so 0x31E20000 - 0x30800000= 23199744 bytes
FIFA EUR update v16 prx is 22MB and Mass effect EUR v16 is 20MB. Maybe some people can test those if they want to play them.


Well I guess I'm out. I have no idea why but uwizard has no interest in downloading anything for me from NUS regardless of the network connection. NUSgrabber works flawlessly while uwizard only throws TMD Failed... errors.

So if you paste

0005000E1010F500

into the nus downloader title id section and put 16 in the version box and press download it won't do anything?
 
Last edited by andrewperry1234,

Korin

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So I got EarthBound (Virtual Console SNES) to run through Loadiine, should I post the info here, PM someone the info, or request access to the spreadsheet?

EarthBound (EUR)
CONTENT SIZE: 948kb
HAS RPL: No
RPX SIZE: 8 765 760 B
RPL SIZE: ---
STATUS: OK
COMMENT: Title ID was not found on GameTDB, used JBBP
 
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n1ghty

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[VC] [NDS] Dr. Kawashimas Brain Training (EUR) / RPX 692.672 B / Content size 37,7 MB (old version, also contains Yoshi Touch&Go rom... doh!) / freeze, black screen
[VC] [N64] Donkey Kong 64 (EUR) / RPX 1.460.608 B / Content size 42,8 MB / freeze, black screen
[VC] [NES] Punch-Out!! (EUR) / RPX 3.118.336 B / Content size 948 KB / working
[VC] [SNES] F-Zero (EUR) / RPX 7.082.816 B / Content size 948 KB / working
[VC] [SNES] Super Metroid (EUR) / RPX 9.467.072 B / Content size 948 KB / working
[VC] [GBA] The Legend of Zelda - The Minish Cap (EUR) / RPX 1.612.544 B / Content size 48,1 MB / working

I think I should request editing privileges ^^
 

thej3ster

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So I got EarthBound (Virtual Console SNES) to run through Loadiine, should I post the info here, PM someone the info, or request access to the spreadsheet?

EarthBound (EUR)
CONTENT SIZE: 948kb
HAS RPL: No
RPX SIZE: 8mb
RPL SIZE: ---
STATUS: OK
COMMENT: Title ID was not found on GameTDB, used JBBP
You can PM me and ill add it when i become fully conscious

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

[VC] [NDS] Dr. Kawashimas Brain Training (EUR) / RPX 692.672 B / Content size 37,7 MB (old version, also contains Yoshi Touch&Go rom... doh!) / freeze, black screen
[VC] [N64] Donkey Kong 64 (EUR) / RPX 1.460.608 B / Content size 42,8 MB / freeze, black screen
[VC] [NES] Punch-Out!! (EUR) / RPX 3.118.336 B / Content size 948 KB / working
[VC] [SNES] F-Zero (EUR) / RPX 7.082.816 B / Content size 948 KB / working
[VC] [SNES] Super Metroid (EUR) / RPX 9.467.072 B / Content size 948 KB / working
[VC] [GBA] The Legend of Zelda - The Minish Cap (EUR) / RPX 1.612.544 B / Content size 48,1 MB / working

I think I should request editing privileges ^^
We're only focusing on WUDs, correct?

@golden45

ill be glad to add any active testers..

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

@n1ghty after reading through the Dumpiine thread i see it is quite possible to dump and boot VCs...

if youll PM me your email, ill add you with editing privileges.
 
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AdityaNese

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Just for confirmation, does SM3DW work? It just takes a lot of time to get past the controller screen? I'm using US version on US console.

Tried W101 US version on my US console. Didn't work for me. Just hangs on Smash bros splash screen.
 

bache

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Just for confirmation, does SM3DW work? It just takes a lot of time to get past the controller screen? I'm using US version on US console.

Tried W101 US version on my US console. Didn't work for me. Just hangs on Smash bros splash screen.

SM3DW works fine for me. Monster Hunter 3 doesn't seem to work properly for me though. The game starts up fine, but after the character creation and intro video, the screen goes black and seems to freeze the console. I'm about to fire up the server to see what's up. I don't think the person who added it to the compatibility list actually tested gameplay.

I think we should also be adding the names of people who tested games to the list, so they can be contacted for follow up questioning.
 

yonasz

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Just for confirmation, does SM3DW work? It just takes a lot of time to get past the controller screen? I'm using US version on US console.

Tried W101 US version on my US console. Didn't work for me. Just hangs on Smash bros splash screen.
It works look at this video wait about 2 min to load the game
 

bache

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This is what the log says for MH3U. I try to load my save, and the screen freezes. A few things to note is that I'm using a USA dump on my Aus Wii U, and on the main screen of MH3U, my gamepad displays a message that says "Invalid message".

I'm using the v32 update as was mentioned in the compatibility list. I'm going to try now without the update.
9f787d8b49abe6cf4875043ec501f99b.png

Edit: I figured it out, I'm so dumb. I could have sworn I have an USA dump, but it was actually an EU dump. The update I applied was for the USA version. I've just tried it now without the update, and I can actually play.
 
Last edited by bache,

EclipseSin

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SM3DW works fine for me. Monster Hunter 3 doesn't seem to work properly for me though. The game starts up fine, but after the character creation and intro video, the screen goes black and seems to freeze the console. I'm about to fire up the server to see what's up. I don't think the person who added it to the compatibility list actually tested gameplay.

I think we should also be adding the names of people who tested games to the list, so they can be contacted for follow up questioning.
Bull shit I didn't test gameplay. Lol
 
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Korin

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Leaving Bayonetta 2 (EUR) to dump overnight, the RPX file looks good so far.
17 670 016 B

EDIT: Note that there are no RPL files, so unlike Bayonetta 1 this has a chance of working!
 

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