Hacking Hai (Wii VC) & CMPT hacking thread

CheatFreak47

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So, if we ever wanna support Wii U gamepad in vWii, basically we need to do whatever OHCI1 does in a cIOS made for the vWii, and then launch things running under it.

That's a step forward.

I'm not the only one interested in being able to run vWii or at least run games in a USB Loader and have them launch with the Gamepad like a Classic Controller, so this is an interesting prospect.

(I don't actually even have a Wii U btw, but this is something I'm interested in)
 
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necro a thread doesnt help it either and there is like 4 threads about vwii gamepad that went nowhere and every now and then another one comes up.
Necro only counts if thread is +1 year older.
Last post in this thread was in March 8. It's not a necro, it's just a bump.
It's neither if it's on-topic and contributes to @OP.
 
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So, I took a peek at some of the libraries associated with the VC and the vWii a little while ago.

nn_cmpt.rpl
nn_hai.rpl (warning: bit of a mess, published too early)

It didn't make it into the page, but nn_cmpt has a function named something along the lines of AcctSetEnableDrcCtrl; presumably for controlling the Gamepad's status in vWii mode. If you look at nn_hai, you get an idea of when to call what in regards to CMPT functions. I feel like slotting in a call to AcctSetEnableDrcCtrl after that one to do with the EULA might reveal some interesting stuff, who knows?

It does seem like the Wii VC doesn't set the Gamepad's status with nn_hai; so it'd have to happen somewhere earlier in the chain (presumably nn_hai_user? Don't have a Wii VC to check)
 

Ryuzaki_MrL

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So, I took a peek at some of the libraries associated with the VC and the vWii a little while ago.

nn_cmpt.rpl
nn_hai.rpl (warning: bit of a mess, published too early)

It didn't make it into the page, but nn_cmpt has a function named something along the lines of AcctSetEnableDrcCtrl; presumably for controlling the Gamepad's status in vWii mode. If you look at nn_hai, you get an idea of when to call what in regards to CMPT functions. I feel like slotting in a call to AcctSetEnableDrcCtrl after that one to do with the EULA might reveal some interesting stuff, who knows?

It does seem like the Wii VC doesn't set the Gamepad's status with nn_hai; so it'd have to happen somewhere earlier in the chain (presumably nn_hai_user? Don't have a Wii VC to check)

nn_hai_user only seems to merge all nfs files, as @JaGoTu10 said.
There are only two functions:
- GetCompanionBufferSize(u32*), which takes a pointer to an unsigned int and stores some size to it [?]
- CreateCompanionFile(void*, u32), which merges all nfs files then calls MCP_CompatHaiCreateCompanionFile(int handle, void*, u32) to store the (presumably) full Hai Image File to "/vol/compat_slc/shared2/sys/hai/imginf.bin"
Which is exactly what OP wrote.

Haven't looked much into it tho.
 
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nn_hai_user only seems to merge all nfs files, as @JaGoTu10 said.
There are only two functions:
- GetCompanionBufferSize(u32*), which takes a pointer to an unsigned int and stores some size to it [?]
- CreateCompanionFile(void*, u32), which merges all nfs files then calls MCP_CompatHaiCreateCompanionFile(int handle, void*, u32) to store the (presumably) full Hai Image File to "/vol/compat_slc/shared2/sys/hai/imginf.bin"
Which is exactly what OP wrote.

Haven't looked much into it tho.
True enough, but I have found OP's explanations to be pretty high-level and without much detail. Nothing wrong with that, but nn_hai turned out to do a bit more than Daily Log stuff and I suspect the Wii VC code may be the same way.

Side note: does anyone know about the "Wii Menu" button that appears on the Wii U Menu? I can't find its code for the life of me. I assumed it'd be in hbm.rpx but that only seems to import functions to check if the disc is a Wii one...
 
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ShadowOne333

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Don't have a Wii VC to check

You could try installing one with sigpatches in sysnand for testing.
You run SigPatch2sysnand, and after you go back to the Wii U Menu, you boot HBL again to now install the Wii VC.

Only downside is that you will have to run sigpatch2sysnand everytime you want to boot the Wii VC.
 
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piratesephiroth

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It's kinda useless. It would be better if it had more details, Yifan Lu style, like telling how he changed the classic controller emulation into regular wii remote.
 

Tock46

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Just a heads up if you guys want to test Gamepad as a classic controller on Wii VC Games you only have to change
Code:
 <drc_use type="unsignedInt" length="4">1</drc_use>
to
Code:
 <drc_use type="unsignedInt" length="4">65537</drc_use>
in the meta.xml

If there is a way to use cheatcodes from the Wii U Menu which still works when you enter Wii Mode you could use the DKCR and NSMBWii Classic Controller cheat codes and play with it.
 
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ploggy

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Just a heads up if you guys want to test Gamepad as a classic controller on Wii VC Games you only have to change
Code:
 <drc_use type="unsignedInt" length="4">1</drc_use>
to
Code:
 <drc_use type="unsignedInt" length="4">65537</drc_use>
in the meta.xml

If there is a way to use cheatcodes from the Wii U Menu which still works when you enter Wii Mode you could use the DKCR and NSMBWii Classic Controller cheat codes and play with it.
excuse my noobness but would making a nintendont forwarder for the WiiU and adding that into the XML enable the gamepad controls in nintendont?
 
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ShadowOne333

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excuse my noobness but would making a nintendont forwarder for the WiiU and adding that into the XML enable the gamepad controls in nintendont?
The hope in all of us cries for this.
But I doubt it's that easy.
First off, there's the rpx, we would need that from the Wii VC.
Second, the XML of course.
Third, and the hard part, inject a custom Wii DOL to the Wii VC, in this case, Nintendont's, or any other game for that matter, maybe an exploitable and light in size game to boot the HBC into.

It's all theoretical of course, but there's always hope.
 

Tock46

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I dont know much about Nintendont but if you manage to create an ISO of homebrew apps the app should also act as if the gamepad is a Classic Controller. If Nintendont supports the CC then yeah it should work.

What we are missing currently is a way to convert ISOs into working NFS files to make pretty much every Wii Game work on the Wii U Menu with a custom channel.
 
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I dont know much about Nintendont but if you manage to create an ISO of homebrew apps the app should also act as if the gamepad is a Classic Controller. If Nintendont supports the CC then yeah it should work.

What we are missing currently is a way to convert ISOs into working NFS files to make pretty much every Wii Game work on the Wii U Menu with a custom channel.
well there is a tiny, but excruciatingly huge problem. nobody understands the header of these nfs files. I compared a iso and a nfs of super mario galaxy via hex. And everything seems jacked, or tampered with. Unless its encrpyted... But I highly doubt that its just encryption at play.
 
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pedro702

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I dont know much about Nintendont but if you manage to create an ISO of homebrew apps the app should also act as if the gamepad is a Classic Controller. If Nintendont supports the CC then yeah it should work.

What we are missing currently is a way to convert ISOs into working NFS files to make pretty much every Wii Game work on the Wii U Menu with a custom channel.
that is the hard part that everyone wants to get working lol.
 

piratesephiroth

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Just a heads up if you guys want to test Gamepad as a classic controller on Wii VC Games you only have to change
Code:
 <drc_use type="unsignedInt" length="4">1</drc_use>
to
Code:
 <drc_use type="unsignedInt" length="4">65537</drc_use>
in the meta.xml

If there is a way to use cheatcodes from the Wii U Menu which still works when you enter Wii Mode you could use the DKCR and NSMBWii Classic Controller cheat codes and play with it.
This only enables the classic controller emulation so it only works with games that are compatible with it and already come with that option enabled.
We'd need to patch fw.img to make it emulate the regular wiimote or other controller instead.
 

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