Hacking Loadiine GX2

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bobino36

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I get "failure when receiving data from the peer" message on the controller when I try to lauch loadiine. I'm on 5.40. I'm self hosting using hfs with the files from sonicblue.
 
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cowboy619

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i am hosting the exploit on my android phone. It works and runs the exploit the first time, but when i run it the second time i get this error "could not load file /wiiu/apps/loadiine_gx2/loadiine_gx2.elf" it is in that folder
 

dimok

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Awesome job! Just a quick question - is it possible to implement a way to have saves still route to internal nand? Not asking you to develop it, just if its possible technically?
Right now its not possible since the games are launched with Mii Maker or Smash Bros in use. That means the save would go into the nand position of those apps. Once we have an IOSU exploit, it would get possible.

Dimok, will that be possible for us to have a Loadiine to be launched in offline mode in the future? Cuz really don't want to set up the connection for fear of updating the Wii U firmware.
Besides it would be good to bypass the darn firmware update in the game if we want to play the original game but would like to stay on the lowest firmware possible.

Without an installed title on the WiiU that gives us kernel exploit and loading of our files it is not possible. For that purpose we would need an IOSU exploit at boot up. From what I heard this is what hykem is creating/having (?).

Ok, first bug(?): GX2 doesn't recognice my yoshi's wolly world save data (dat file inside the common folder).

Are you sure you didnt do some mess up with the save game path or the save game method? I tested saves with both save game methods and they both worked fine.

smallest ever nitpic, the "credits" banner is like 1 pixel off the top of the screen (so you can see white lines as the bubbles go past)
and the B button doesn't work to exit the settings screen despite saying B to exit at the bottom

PS these are just bug reports not moaning :) this looks amazing but figured you might appreciate bug reports
Thanks. Can you report it on the issue site of loadiine gx2? I will check it out when i got the time.

Covers works fine here, but background music don't:

BgMusicPath=SD:/wiiu/apps/loadiine_gx2/bg.mp3
Oh. I actually didn't try direct streaming but I dont see a reason why it should not work. You could also just place the bgMusic.mp3 in the SD:/wiiu/apps/loadiine_gx2/resources/ folder. This way it replaces the currently used resource. You can also replace other resources like images with that method to create your own small "theme". Positioning might not be correct though if the image sizes are not correct.

Working nicely. Am I the only one finding the background audio loop really noticeable?
Nope. I know of it. Its because we use the MP3 format. I am going to change the BG music to ogg later which allows gapless looping.

Question: Can you have both unique saves and shared saves on the SD card, and just switch modes for the type that you want?
Yes you can have both parallel on the SD card.

Hello Kitty - Krusiers works fine :rofl2::rofl2::rofl2::rofl2::blush:
That was the most important feature :rofl2:!

So, are there any plans for solving the online play issue? Do we not have access to the memory space where the game server address is stored during launch? I'd of thought we could just inject the correct server or game ID for the game we're launching, just like how we inject a different launch location.
I am afraid we need to modify the launching meta.xml values for that. Since it is loaded inside the IOSU, currently that is not working. It might also be somewhere in the kernel/user memory area but I didnt find it yet.


Wow that were a lot of questions. One side note while I am at it. Maschell said he is going to work alongside me on this project from now on. I added him as a committer to my github link. So we might get a speed up on the development with him working on it too.
 

nsky90

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i am hosting the exploit on my android phone. It works and runs the exploit the first time, but when i run it the second time i get this error "could not load file /wiiu/apps/loadiine_gx2/loadiine_gx2.elf" it is in that folder
Working perfectly. I am on 5.4U and I am self hosting the files using AMPPS.
I can relaunch it without any problems using Mii Maker.
 

Irastris

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So here's a weird little tidbit.

I have a USA console on 5.4.0U, and a launched a copy of Super Mario Maker EUR on it...
And it works perfectly...
I didn't even rename the game's files for my system region...

Whaaaaa???
 

Irastris

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So have anyone created tools to simplify the VC injection process?
I know there's a converter for NDS roms on a certain website whose name is synonymous to a non-lit inner shadow, but that's all I've heard of.
 

oumoumad

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5.5 please
Ask the exploits team, not the loadiine team, without exploit, loadiine can't work for 5.5.

So have anyone created tools to simplify the VC injection process?
I know there's a converter for NDS roms on a certain website whose name is synonymous to a non-lit inner shadow, but that's all I've heard of.
All you really need is the VC game, you copy it in the sd card, replace the rom inside, and that's it.
 

Cyan

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Could you upload this but for 5.3.2 please?
There is now a single link for ALL wiiU version.
no need to host one for 5.3.2 and one for 5.4.0, just host the content of the released package and it will work with all compatible versions.

There is a typo in the browser detection in the open beta release packages. Dimok fixed it on github. You might want to use the fixed files if you host the www for other users.

There is, on the other side, two different package : full or SD.
I guess everybody hosted only the full webkit exploit package?
I will add the URL posted by users on the previous page to the first post, but I guess it will be full only.
Nobody hosted the SD package?

Question: Can you have both unique saves and shared saves on the SD card, and just switch modes for the type that you want? I'm gonna prioritize unique mode, but whenever I want to share a save with my brother, I'd have him use shared mode to use a shared save. I'll just copy the same save file between both profiles for games I want to share.

Edit: My other question is how do we use Virtual Console games, do we need to add their uniqueID as well? None of them have a meta folder so there's no telling what the ID is.
that's possible, but not as straightforward than you might think.

we will probably move the save option to the game settings, so it can be set "per game" basis when there will be an individual game setting menu. This way you can have most games set to unique, and a single game set to shared. Is that useful to users?

Secondly, like it's said on the first post, when switching from unique to shared, it's not using the same folder, so you can't just set the option to "shared" to continue your "unique" savegame progress shared with your brother.
You will have to move the savegame data from 800000x folder to the "u" folder for the "Shared" option to work.
Unless you are fine with two different progress : a unique, with your own private progress, and a shared with another progress that you play with your brother.


Switching "shared" and "unique" mode can also be used to have two different savegame progress if you have only one WiiU profile. it might work only for games not using the mii as profile (like mario kart, wiifit, etc.)
 
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Deleted-355425

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please, don't quote all the first post without reason

When you say:

The titleID can be found and generated by looking in the meta.xml, last 4 and last 2 digits form the TitleID6.
<product_code type="string" length="32">WUP-P-AYCP</product_code>
<company_code type="string" length="8">0001</company_code>
[AYCP01]

how do we apply this to Virtual console games that have no meta folder to grab the product and company codes? also injected roms?
 

charlieb

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Hey i want to donate but the donate page is in German, how do i get to do it in English?. Or can i get an email to donate to (via paypal?).

My kids and optical discs dont mix and its a costly exercise replacing discs. I want to encourage the author to keep working on this, and also to say THANK YOU, your hard work is really appreciated.
 
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Cyan

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how do we apply this [the TitleID6] to Virtual console games that have no meta folder to grab the product and company codes? also injected roms?
as there's no TitleID and it's currently needed, you can just create one.
you want earthbound Snes? [SNES01]
you want zelda 1 ? [NES001]
etc.

then create a meta folder with a tga for the icon, and a png in the covers3D if you want a cover.

That's maybe temporary, we haven't thought about it yet.
 
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Irastris

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When you say:

The titleID can be found and generated by looking in the meta.xml, last 4 and last 2 digits form the TitleID6.
<product_code type="string" length="32">WUP-P-AYCP</product_code>
<company_code type="string" length="8">0001</company_code>
[AYCP01]

how do we apply this to Virtual console games that have no meta folder to grab the product and company codes? also injected roms?
As people have said before, you can type whatever you want, like VC0001.
GameTDB doesn't index Virtual Console titles, so real values are useless.
 

MattKimura

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I finished creating the icons and backgrounds for my N64 virtual console games, decided to share them here for anyone else that needs them.
Thanks to Datalogger and Blakgem for the tips

I included a few Wii U games I was missing a meta folder for.

This pack contains nothing but TGA files for the icons and backgrounds for those who are missing them. All made from scratch.

Download
 
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Cyan

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usually, VC titles are ID4 instead of ID6
maybe we could add ID4 as possible folder name.

if you really want a cover/icon for the moment, just create a ID yourself. we will see later about that feature.
 

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