Homebrew Official Mocha CFW - The sweet chocolate to your latte!

TobiasAmaranth

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The concerning part isn't the crash. I know those happen. I'm concerned about the double boot and the loss of save data for that game, as the lock didn't happen during a save point. I would hate to, say, be playing Zelda BotW, be on hour 60, have a crash, and lose all of the data. And as I've had similar save issues with Gateway, I wanted to ask about this so I can adopt a 'return to home menu very often' self preservation technique...
 

kidasquid

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The concerning part isn't the crash. I know those happen. I'm concerned about the double boot and the loss of save data for that game, as the lock didn't happen during a save point. I would hate to, say, be playing Zelda BotW, be on hour 60, have a crash, and lose all of the data. And as I've had similar save issues with Gateway, I wanted to ask about this so I can adopt a 'return to home menu very often' self preservation technique...

The save data loss was a random part of the crash. You shouldn't have anything more to worry about using mocha.


Sent from my iPhone using Tapatalk
 

Musgora

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So I'm having a bit of trouble. Literally got into the Wii U CFW scene yesterday. I have redNAND set up with Mocha CFW. My problem is that, after fumbling with moving stuff from USB to System Memory on redNAND and deleting/reinstalling on sysNAND, now sysNAND and redNAND show me different space availability on System Memory. It's not that bad, only around a 600MB difference, but I'd still like to get that space back, if possible. What would be the best course of action?
 

ItsKipz

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So I'm having a bit of trouble. Literally got into the Wii U CFW scene yesterday. I have redNAND set up with Mocha CFW. My problem is that, after fumbling with moving stuff from USB to System Memory on redNAND and deleting/reinstalling on sysNAND, now sysNAND and redNAND show me different space availability on System Memory. It's not that bad, only around a 600MB difference, but I'd still like to get that space back, if possible. What would be the best course of action?
Sysnand and RedNand are 2 different NANDS, they will have different space availability. That just means that one of them has 600mb of games more than the other.
 

dimok

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Hey everyone,

it has been a while since my last post. I've been really busy in the past weeks but unfortunately not with wii u developement. I have a project for a customer and I need to meet a few deadlines. So there was absolutely no time left for me to also work on the wii u. Since the beginning of this year I worked only 2 or 3 hours on mocha in total. Actually i have been feeling bad for not spending as much time with my family as before that project and start to regret ever taking on it but thats another story...

So the reason I am writing this post is to let you know that I just pushed my wip source code to github in the hope that someone is interessted in it and can use some of it to maybe continue or even finish this up since I don't see me working on it in the next two or three weeks. I should have done this push a month ago as the source code wasnt moving since about a month anywhere, sorry. I will probably continue working on it at some point but it wont happen anytime soon. I didn't follow the wii u scene or any posts on gbatemp and it might be that this is not even needed anymore and in that case you guys can ignore it ;-). Otherwise...

I don't remember exactly where I stopped or how I used it but as far as I remember here is the summery of what works and what not:

What's working:
* USB FAT32 partition is mounted the same way as WFS if the "/usr" path is on it
* games do launch and save games do work (if copied manually to the /usr path)
* copying save games in settings to usb works
* copying whatever from usb works in settings
* USB FAT32 is primary FAT drive when mounted and replaces sdcard (homebrews and everything else is loaded from usb and not sd)

What's not working:
* copying games to USB (some titles worked, e.g. youtube)
* installing games to USB (wupinstaller fails with error code empty because files are 0 bytes)
* removing titles works only partially (quota remove is kinda buggy)
* symlinks don't work at all (only matter in install process)

To the reason why installing and copying games does not work:
Well it is not as much as it does not work completely. It does the process of the installation or the copy process successfully and it even takes as much time to do it as it would usually do but all the files that are 0 bytes if you look at it on a PC though the files and folders are all there. As far as I have figured it out and remember it correctly, the MCP module links the usb path to /vol/mcp_devmgr01 and copies over the files. This process seems to still have some issue. The ACP module uses an own direct mount and it seems to work fine for save game copy. I am thinking it is connected to the symlinks not working correct as I saw that function failing in the logs.

The biggest disappointment was when I first tried launching a game. I chose Super Mario 3D World as that was the perfect game to test the speed. I was very disappointed to see that it was freakishly slow....even slower than loadiine in my opinion. So the reason that loadiine is so slow with some games is not that the SD access is so slow but that the FAT32 driver implementation of Nintendo on the wii u is just crap. I mean I knew that it wasnt very good but I didn't expect that.... So this was one very big drop in motivation to actually finish this USB FAT32 access. It is not really good usable for games due to its speeds. Anyway, if you guys want you can try it out for yourself but don't use the current github version as your default one as it is probably buggy and even some old features might be broken now. It is work in progress.

Nevertheless FAT32 USB is a nice little feature and it is nice that you can make it work natively. If we would replace the Nintendo FAT32 driver complely this could probably be made usable for games but thats a shit load of work.
Well maybe someone wants to continue the work on my current attempt to work with the native driver for now and finish this. I will join on the work again when I got a bit more free time again.

Anyway if anyone got questions to anything in the code or maybe how the stuff works, you can pm me. I would understand it as the code is not clean at all, has many debug and testfunctions and isn't really selfexplanatory. I will answer all questions when I find the time (though it might take a few days or weeks).
 

datahoarder

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Thank you for any time you've put into this. I think the majority of people can understand other deadlines and lack of time. Truly appreciate you pushing the source for others to pick up on, and it looks like we have a good amount that works to get started with. Just signed in to check if there were any updates with this and surprisingly you just posted. <3

Hey everyone,

it has been a while since my last post. I've been really busy in the past weeks but unfortunately not with wii u developement. I have a project for a customer and I need to meet a few deadlines. So there was absolutely no time left for me to also work on the wii u. Since the beginning of this year I worked only 2 or 3 hours on mocha in total. Actually i have been feeling bad for not spending as much time with my family as before that project and start to regret ever taking on it but thats another story...

So the reason I am writing this post is to let you know that I just pushed my wip source code to github in the hope that someone is interessted in it and can use some of it to maybe continue or even finish this up since I don't see me working on it in the next two or three weeks. I should have done this push a month ago as the source code wasnt moving since about a month anywhere, sorry. I will probably continue working on it at some point but it wont happen anytime soon. I didn't follow the wii u scene or any posts on gbatemp and it might be that this is not even needed anymore and in that case you guys can ignore it ;-). Otherwise...

I don't remember exactly where I stopped or how I used it but as far as I remember here is the summery of what works and what not:

What's working:
* USB FAT32 partition is mounted the same way as WFS if the "/usr" path is on it
* games do launch and save games do work (if copied manually to the /usr path)
* copying save games in settings to usb works
* copying whatever from usb works in settings
* USB FAT32 is primary FAT drive when mounted and replaces sdcard (homebrews and everything else is loaded from usb and not sd)

What's not working:
* copying games to USB (some titles worked, e.g. youtube)
* installing games to USB (wupinstaller fails with error code empty because files are 0 bytes)
* removing titles works only partially (quota remove is kinda buggy)
* symlinks don't work at all (only matter in install process)

To the reason why installing and copying games does not work:
Well it is not as much as it does not work completely. It does the process of the installation or the copy process successfully and it even takes as much time to do it as it would usually do but all the files that are 0 bytes if you look at it on a PC though the files and folders are all there. As far as I have figured it out and remember it correctly, the MCP module links the usb path to /vol/mcp_devmgr01 and copies over the files. This process seems to still have some issue. The ACP module uses an own direct mount and it seems to work fine for save game copy. I am thinking it is connected to the symlinks not working correct as I saw that function failing in the logs.

The biggest disappointment was when I first tried launching a game. I chose Super Mario 3D World as that was the perfect game to test the speed. I was very disappointed to see that it was freakishly slow....even slower than loadiine in my opinion. So the reason that loadiine is so slow with some games is not that the SD access is so slow but that the FAT32 driver implementation of Nintendo on the wii u is just crap. I mean I knew that it wasnt very good but I didn't expect that.... So this was one very big drop in motivation to actually finish this USB FAT32 access. It is not really good usable for games due to its speeds. Anyway, if you guys want you can try it out for yourself but don't use the current github version as your default one as it is probably buggy and even some old features might be broken now. It is work in progress.

Nevertheless FAT32 USB is a nice little feature and it is nice that you can make it work natively. If we would replace the Nintendo FAT32 driver complely this could probably be made usable for games but thats a shit load of work.
Well maybe someone wants to continue the work on my current attempt to work with the native driver for now and finish this. I will join on the work again when I got a bit more free time again.

Anyway if anyone got questions to anything in the code or maybe how the stuff works, you can pm me. I would understand it as the code is not clean at all, has many debug and testfunctions and isn't really selfexplanatory. I will answer all questions when I find the time (though it might take a few days or weeks).
 

AxlSt00pid

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Hey everyone,

it has been a while since my last post. I've been really busy in the past weeks but unfortunately not with wii u developement. I have a project for a customer and I need to meet a few deadlines. So there was absolutely no time left for me to also work on the wii u. Since the beginning of this year I worked only 2 or 3 hours on mocha in total. Actually i have been feeling bad for not spending as much time with my family as before that project and start to regret ever taking on it but thats another story...

So the reason I am writing this post is to let you know that I just pushed my wip source code to github in the hope that someone is interessted in it and can use some of it to maybe continue or even finish this up since I don't see me working on it in the next two or three weeks. I should have done this push a month ago as the source code wasnt moving since about a month anywhere, sorry. I will probably continue working on it at some point but it wont happen anytime soon. I didn't follow the wii u scene or any posts on gbatemp and it might be that this is not even needed anymore and in that case you guys can ignore it ;-). Otherwise...

I don't remember exactly where I stopped or how I used it but as far as I remember here is the summery of what works and what not:

What's working:
* USB FAT32 partition is mounted the same way as WFS if the "/usr" path is on it
* games do launch and save games do work (if copied manually to the /usr path)
* copying save games in settings to usb works
* copying whatever from usb works in settings
* USB FAT32 is primary FAT drive when mounted and replaces sdcard (homebrews and everything else is loaded from usb and not sd)

What's not working:
* copying games to USB (some titles worked, e.g. youtube)
* installing games to USB (wupinstaller fails with error code empty because files are 0 bytes)
* removing titles works only partially (quota remove is kinda buggy)
* symlinks don't work at all (only matter in install process)

To the reason why installing and copying games does not work:
Well it is not as much as it does not work completely. It does the process of the installation or the copy process successfully and it even takes as much time to do it as it would usually do but all the files that are 0 bytes if you look at it on a PC though the files and folders are all there. As far as I have figured it out and remember it correctly, the MCP module links the usb path to /vol/mcp_devmgr01 and copies over the files. This process seems to still have some issue. The ACP module uses an own direct mount and it seems to work fine for save game copy. I am thinking it is connected to the symlinks not working correct as I saw that function failing in the logs.

The biggest disappointment was when I first tried launching a game. I chose Super Mario 3D World as that was the perfect game to test the speed. I was very disappointed to see that it was freakishly slow....even slower than loadiine in my opinion. So the reason that loadiine is so slow with some games is not that the SD access is so slow but that the FAT32 driver implementation of Nintendo on the wii u is just crap. I mean I knew that it wasnt very good but I didn't expect that.... So this was one very big drop in motivation to actually finish this USB FAT32 access. It is not really good usable for games due to its speeds. Anyway, if you guys want you can try it out for yourself but don't use the current github version as your default one as it is probably buggy and even some old features might be broken now. It is work in progress.

Nevertheless FAT32 USB is a nice little feature and it is nice that you can make it work natively. If we would replace the Nintendo FAT32 driver complely this could probably be made usable for games but thats a shit load of work.
Well maybe someone wants to continue the work on my current attempt to work with the native driver for now and finish this. I will join on the work again when I got a bit more free time again.

Anyway if anyone got questions to anything in the code or maybe how the stuff works, you can pm me. I would understand it as the code is not clean at all, has many debug and testfunctions and isn't really selfexplanatory. I will answer all questions when I find the time (though it might take a few days or weeks).
Don't worry Dimok, you need to take a rest, you've done enough work to the Wii U scene for now.
Please take a break from the Wii U scene and spend your time with your family if you wish.
We love you Dimok ♥, thanks for being so awesome!
 
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satel

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Thanks Dimok for all your awesome work on the Wii U :)

The biggest disappointment was when I first tried launching a game. I chose Super Mario 3D World as that was the perfect game to test the speed. I was very disappointed to see that it was freakishly slow....even slower than loadiine in my opinion. So the reason that loadiine is so slow with some games is not that the SD access is so slow but that the FAT32 driver implementation of Nintendo on the wii u is just crap. I mean I knew that it wasnt very good but I didn't expect that.... So this was one very big drop in motivation to actually finish this USB FAT32 access.

i guess the Brazilian Wii U USB is here to stay !
 
Last edited by satel,

lordelan

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Although it's what I'm waiting for the most (I checked here everyday) I fully understand you. Thanks for pushing your work to the git and take your time with your family! :)
 

wolf-snake

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Yeah i knew compatibility would suffer from using Fat instead of Nintendo file system. Still i am amazed at the progress dimok made with it, and still think fat usb support would be useful for homebrew like some examples Maschell gave instead of masive piracy like 90% of people in this thread wanted.
 

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The biggest disappointment was when I first tried launching a game. I chose Super Mario 3D World as that was the perfect game to test the speed. I was very disappointed to see that it was freakishly slow....even slower than loadiine in my opinion. So the reason that loadiine is so slow with some games is not that the SD access is so slow but that the FAT32 driver implementation of Nintendo on the wii u is just crap. I mean I knew that it wasnt very good but I didn't expect that.... So this was one very big drop in motivation to actually finish this USB FAT32 access. It is not really good usable for games due to its speeds. Anyway, if you guys want you can try it out for yourself but don't use the current github version as your default one as it is probably buggy and even some old features might be broken now. It is work in progress.

Nevertheless FAT32 USB is a nice little feature and it is nice that you can make it work natively. If we would replace the Nintendo FAT32 driver complely this could probably be made usable for games but thats a shit load of work.
Well maybe someone wants to continue the work on my current attempt to work with the native driver for now and finish this. I will join on the work again when I got a bit more free time again.


Hello Dimok,

First of all THANK YOU!!! for your time and enormous contribution to the scene. I am sure I can speak on behalf of everyone here and say how grateful we are to have such a talented and skilled person working on the Wii U scene.

I would like to ask you specifically about Fat32: whe you say that is "freakishly slow" would that be loading times? does this affect actually running the games? I am pretty happy with Loadiine (another great contribution made by you) loading times even when running Super Mario 3D World. Talking about Loadiine, does this mean that now we can run loadiine from usb and will run all our games from the same fat32 usb partition? That is what many of us are really looking forward to.

My warmest regards and thank you for taking the time to share with us all this new info.

Pepois
 

lordelan

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whe you say that is "freakishly slow" would that be loading times? does this affect actually running the games?

That's what I've been wondering as well. Maybe I could live with loading times when games are running smoothly for the benefit of having everything on one HDD.
 

Cyan

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users can still use loadiine, but now from USB. (USB has priority over SD).
speed might not be improved (might be slower?), but at least users will have more space to fit more games at the same time.
 
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leseratte

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I've just looked at the commits about the FAT32 support and I have noticed the WiiU File System is called "WFS" in the code.

The Wii had WFS USB drivers for a USB drive, too, in IOS59.
Do you think that is the same file system? Might it be possible to read a WiiU file system on Wii / vWii using IOS59?
 
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epicboy

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I've just looked at the commits about the FAT32 support and I have noticed the WiiU File System is called "WFS" in the code.

The Wii had WFS USB drivers for a USB drive, too, in IOS59.
Do you think that is the same file system? Might it be possible to read a WiiU file system on Wii / vWii using IOS59?
The wii had WBFS. Wii Backup File System iirc. And there were programs on pc capable of reading that FS and transfer games to and fro the drive. You can try mounting the drive and trying to read it in these programs but I doubt that will work, since it is most likely a new FS.
 

leseratte

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The Wii had a homebrew filesystem called WBFS, which has not been created by Nintendo and is managed by cIOS (>200).
The Wii also had an official USB file system by Nintendo, called "WFS", and the driver to use that is in IOS59. And maybe that is the same file system they use on WiiU.
 

dimok

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Hello Dimok,

First of all THANK YOU!!! for your time and enormous contribution to the scene. I am sure I can speak on behalf of everyone here and say how grateful we are to have such a talented and skilled person working on the Wii U scene.

I would like to ask you specifically about Fat32: whe you say that is "freakishly slow" would that be loading times? does this affect actually running the games? I am pretty happy with Loadiine (another great contribution made by you) loading times even when running Super Mario 3D World. Talking about Loadiine, does this mean that now we can run loadiine from usb and will run all our games from the same fat32 usb partition? That is what many of us are really looking forward to.

My warmest regards and thank you for taking the time to share with us all this new info.

Pepois

Hello,

with "freakishly slow" I really meant the loading times. They look about the same as games on loadiine from SD when running native titles from fat32 usb through the system menu. Maybe a bit slower but that was just an impression.

What you want (loadiine loading games from USB if i understand correct or homebrews in generell) is actually quite easy to do and should already be fully working. You only need a small part of my current code to achieve that. More precisely you only need these changes if i remember it correctly:
https://github.com/dimok789/mocha/blob/master/ios_fs/source/main.c#L25:L47
https://github.com/dimok789/mocha/blob/master/ios_kernel/source/ios_fs_patches.c#L86-L87

You might also want to use that part to avoid USB format nagging on System Menu:
https://github.com/dimok789/mocha/blob/master/ios_acp/source/main.c#L26:L41

Once those patches are applied everything is loaded from the mounted FAT32 partition on the USB drive that is normally loaded from SD card. Meaning even when you run the web exploit or haxchi, the homebrew launcher elf or any other elf is loaded from USB (same paths as on SD). That also means that loadiine elf is loaded from usb and all the redirections loadiine does go straight to USB. They all use the same path "/vol/external01". The downside of this is that the data on SD is not accessable anymore as soon as this is done (well i didn't really try but its not accessable as usual, maybe external02?) but I don't think this is a problem and it probably can be fixed. So you only need to put mocha on the SD card and after it is run everything is loaded from fat32 USB.

Though I am sorry to say that I won't have time to make the necessary changes to mocha and remove the not required parts of what i commited for a stable release but its all there on github and already usable. You just might not want to have some unrelated parts in the current code in your every day usage. Someone else will have to cut the parts together.
 

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