Hacking 64Inject - Definitive N64 Wii U Virtual Console Injector

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Lord_Kimbou

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Hi! I have a little question.. I try make an injection of Pokemon Stadium 2.. All it's ok, game works, but this rom it's multilanguage, but I think WiiU emulator select English for default language.. A there any way to change with code or something the language of injected rom to Spanish for example?? Thanks for your work! Ah! Y animo y a seguir programando! :wink:
 

Lord_Kimbou

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I have tried differents Pal versions, localized Spanish, localized French and localized German.. Same result, only English is reproduced... I think nintendo included by default on this game English language, and later is changed with localized version if firmware/emulator or someone say "Ey! You are in Spain/France or Germany".. Probably N64 emulator on WiiU never thought for multi language roms..
 

xs4all

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I have tried differents Pal versions, localized Spanish, localized French and localized German.. Same result, only English is reproduced... I think nintendo included by default on this game English language, and later is changed with localized version if firmware/emulator or someone say "Ey! You are in Spain/France or Germany".. Probably N64 emulator on WiiU never thought for multi language roms..

As far as I'm aware Pokemon Stadium 2 for EUR/PAL release did not have any multi language support, only the following language versions of the rom were available for EUR/PAL region:

English
France
Germany
Italy
Spain

Also, how did you manged to get the EUR/PAL version of Pokemon Stadium to 2 to work as an inject? Injecting EUR/PAL games have a low compatibility rate and boots to black screen.
I tried to inject this the EUR/PAL version ages ago with various ini settings, same results, boots to black screen. However USA version works fine, my method of N64 inject is old school and very manually driven and they work, I thought I'd re visit and try to inject this game again using the injector provided on this post, but unfortunately like my last attempt, still boots to black screen.
So interesting to know what settings you used? Are you sure your not just using the USA version.

Also, for injects, I know this is true for DS injects, if a game has multi language support but doesn't allow you to change the language in game, normally you have to change your WiiU's System Language to one of the supported languages that the game has for the game to boot into that language.
 

Lord_Kimbou

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Xs4all I thought the same "Spanish Located version only contain Spanish version", but my surprise came when I made the first correct injection.. English language appear, voice and text.. My rom is 1:1 from N64 cartridge, and is Pal version insured.. And Wii U is set in Spanish.. When I try with French/German roms, I change version too, but the same English version appear... You can try if you want...

---
With 64inject you need the follow configuration:

Code:
;Pokemon Stadium 2
[RomOption]
;AIIntPerFrame = 0
;AIUseTimer = 0
;BackupSize =
;BackupType =
;BootPCChange = 0
;CmpBlockAdvFlag = 0
;EEROMInitValue = 0xFF
;MemPak = 0
;NoCntPak = 0
;PDFURL = ""
;PlayerNum =
;RamSize = 0x400000
;RetraceByVsync = 0
;RomType = 0
;RSPMultiCore = 0
;RSPAMultiCoreWait = 0
Rumble = 0
;ScreenCaptureNG = 0
;TicksPerFrame = 788000
;TimeIntDelay = 0
;TrueBoot = 0
UseTimer = 1

[Render]
;bForce720P = 0
;CalculateLOD = 0
;CanvasWidth = 600
;CheckTlutValid = 0
;ClearVertexBuf = 0
;ClipTop = 0
;ClipRight = 0
;ClipBottom = 0
;ClipLeft = 0
;CopyAlphaForceOne = 0
;CopyColorBuffer = 0
;CopyColorAfterTask = 0
;CopyDepthBuffer = 0
;CopyMiddleBuffer = 0
;DepthCompareLess = 0
;DoubleFillCheck = 0
;FirstFrameAt = 1000
;FlushMemEachTask = 0
;FogVertexAlpha = 0
;ForceFilterPoint = 0
;ForceRectFilterPoint = 0
;InitPerspectiveMode = 0
NeedPreParse = 1
;NeedTileSizeCheck = 0
;PolygonOffset = 0
;PreparseTMEMBlock = 0
;TileSizeCheckSpecial = 0
;TLUTCheck = 0
;UseColorDither = 0
;useViewportZScale = 0
;ZClip = 0

[Sound]
;BufFull = 0x
;BufHalf = 0x
;BufHave = 0x
;FillAfterVCM =
;Resample =

[Input]
;AlwaysHave = 0
;STICK_CLAMP = 0
;StickLimit =
;StickModify =
;VPAD_STICK_CLAMP = 0

[RSPG]
;GTaskDelay =
;RDPDelay =
;RDPInt = 0
;RIntAfterGTask = 0
;Skip = 0
;WaitDelay = 0
;WaitOnlyFirst = 0

[Cmp]
;BlockSize =
;FrameBlockLimit = 0x100
;OptEnable = 0
;W32OverlayCheck = 0

[SI]
;SIDelay =

[VI]
;ScanReadTime = 0

[TempConfig]
;RSPGDCFlush = 0

And base Injection Code is "Mario Golf Usa".. With this you can do the correct injection..
 

phacox_cll

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Xs4all I thought the same "Spanish Located version only contain Spanish version", but my surprise came when I made the first correct injection.. English language appear, voice and text.. My rom is 1:1 from N64 cartridge, and is Pal version insured.. And Wii U is set in Spanish.. When I try with French/German roms, I change version too, but the same English version appear... You can try if you want...

...

And base Injection Code is "Mario Golf Usa".. With this you can do the correct injection..
Hi, Lord_Kimbou.

I tried to inject Pokémon Stadium 2 PAL (ESP) with the settings indicated, to test the language change, but the result is the black screen. On the other hand, the USA version loads correctly with the configuration it indicates.

Are you sure it is the PAL version, the one approved in a PC emulator? Could you provide the log file of your injection to verify it?
 

xs4all

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As I mentioned, all my previous attempts to inject EUR N64 games, mostly results in booting to black screen, no matter what base is used or ini settings, this game is no exception.

Your ini settings is the same one used for the US version, as the previous poster said, US version is fine, EUR not so good.
 

CORE

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;Pokemon Stadium 2 (EUR)

[RomOption]
;PlayerNum = 4
;Rumble = 0
;MemPak = 0
;TPak = 0
;NoCntPak = 0
;RamSize = 0X400000
BackupType = 2
BackupSize = 1024
RetraceByVsync = 1
UseTimer = 1


[Render]
bForce720P = 1
CanvasWidth = 854
CanvasHeight = 480

With PAL Injects one of the key things is TicksPerFrame = 945600 (50FPS) Even though it will run at (25FPS).
788000 = (60FPS) and runs at 30FPS.
189120 = (25FPS)
157600 = (30FPS)

Not all PAL/EUR Games require TicksPerFrame = 945600 though. Some will work without it.

UseTimer = 1 Appears to be essential for this Rom to Boot.
RetraceByVsync = 1 May give it a slight Speed Boost or simply do nothing.

Check my outdated Blog for more info.
https://gbatemp.net/blog/core.456945/

ON THAT NOTE Pokemon Stadium 2 (SPAIN) Will not Boot.
 
Last edited by CORE,

CORE

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*UPDATE* To my previous Post.

@Lord_Kimbou You need Pokemon Stadium 2(SPAIN) Rom it is in No Intro Set.

I previously said I could not get it to Boot However I forgot to try Modifying the File Header and Presto!!! The Game works so Pokemon Stadium 2 (SPAIN) does indeed work.

I used File Header from Pokemon Stadium 2 (E) and replaced via Hex Editor Pokemon Stadium 2(SPAIN) File Header.

;Pokemon Stadium 2 (SPAIN)

[RomOption]
;PlayerNum = 4
Rumble = 1
BackupType = 2
BackupSize = 1024
UseTimer = 1

[Render]
CanvasWidth = 640
CanvasHeight = 480
bForce720P = 1

1.Acquire Pokemon Stadium 2 (E) and Pokemon Stadium 2 (SPAIN) and a Hex Editor I Use HxD https://mh-nexus.de/en/.

2.Extract Roms from Archive and now Open both Roms via Hex Editor and Highlight from Left to Right Line 1 to 4 at the right side and copy then paste in to the other and save. NP3P. is what you want at the end.

3. Do your Inject and use my Ini settings above [Render] settings are Optional. [RomOption] are Accurate with Optional Rumble but UseTimer = 1 is Essential or it wont Boot you can also add RetraceByVsync = 1 it may or may not give you a couple extra FPS.
 
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phacox_cll

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*UPDATE* To my previous Post.

@Lord_Kimbou You need Pokemon Stadium 2(SPAIN) Rom it is in No Intro Set.

I previously said I could not get it to Boot However I forgot to try Modifying the File Header and Presto!!! The Game works so Pokemon Stadium 2 (SPAIN) does indeed work.

I used File Header from Pokemon Stadium 2 (E) and replaced via Hex Editor Pokemon Stadium 2(SPAIN) File Header.

;Pokemon Stadium 2 (SPAIN)

[RomOption]
;PlayerNum = 4
Rumble = 1
BackupType = 2
BackupSize = 1024
UseTimer = 1

[Render]
CanvasWidth = 640
CanvasHeight = 480
bForce720P = 1

1.Acquire Pokemon Stadium 2 (E) and Pokemon Stadium 2 (SPAIN) and a Hex Editor I Use HxD https://mh-nexus.de/en/.

2.Extract Roms from Archive and now Open both Roms via Hex Editor and Highlight from Left to Right Line 1 to 4 at the right side and copy then paste in to the other and save. NP3P. is what you want at the end.

3. Do your Inject and use my Ini settings above [Render] settings are Optional. [RomOption] are Accurate with Optional Rumble but UseTimer = 1 is Essential or it wont Boot you can also add RetraceByVsync = 1 it may or may not give you a couple extra FPS.
Putting the header of Pokémon Stadium 2 (EUR) in Pokémon Stadium 2 (ESP) and use the settings you indicate works for me, the game loads and works correctly however the image is cropped at the bottom, it seems that CanvasWidth and CanvasHeight does not affect as it should. I used F-Zero X as a base, maybe that is.
I dig the Ini Builder very ambitious and awesome work mate :yayu:
It has a lot of room for improvement. I included everything I found in all official ini files, but I see in your blog that there are more values (for example, XClip, YClip, CanvasHeight).
 

CORE

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Glad to be of help but regarding the CanvasWidth / Height these settings basically set the Internal Resolution to whatever. I usually use 640x480 or 854x480 or 854x486 PAL Games do seem to Output differently regardless so only other settings you can try are.


Possible Resolutions.
320 x 240 - N64 Native NTSC
320 x 288 - N64 Native PAL
720 × 480 - N64 Native NTSC Expansion Pak Enhanced
720 × 576 - N64 Native PAL Expansion Pak Enhanced


bCutClip = 0
ClipBottom = 0
ClipLeft = 0
ClipTop = 0
ClipRight = 0
XClip = 0
YClip = 0
ZClip = 0

You just change = 0 to whatever and hope for the best maybe it help Scale things to fit better I too will look at it again I currently run all my tests via CEMU but I plan on retesting all via Loadiine after im finished again I kind of give it a break for awhile I will update my Blog and merge into one when done.

Cheats now is another matter I will need to get into testing those more thoroughly I have been trying to learn Assembly Language long way off yet but I can atleast convert from 0/1 into other Bases in particular Base 16 in this case.
Although I have done a few months back but nothing seemed to effect anything and can be a bit boring jumping between different Builds to get a response with different testing routines.

I will perhaps try looking into the Builds again to look for traces of more Ini settings in particular to Cheat that way maybe we can tell if Cheats are even supported by that particular Build.
 
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dcx6723

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The ini of Paper Mario PAL (from nintendo) can't be injected at all, there is an error.

Sucks that Diddy Kong Racing has sound output only.

Thank you for the software, the removal of dark filter and widescreen support, perfect for F-Zero and Mario Kart!
Also Smash Bros 64 USA has no slowdowns when using F-Zero USA as a base, crazy, I guess I got a bad 64 conversion from internet 2 years ago.
 
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phacox_cll

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The ini of Paper Mario PAL (from nintendo) can't be injected at all, there is an error.

Sucks that Diddy Kong Racing has sound output only.

Thank you for the software, the removal of dark filter and widescreen support, perfect for F-Zero and Mario Kart!
Also Smash Bros 64 USA has no slowdowns when using F-Zero USA as a base, crazy, I guess I got a bad 64 conversion from internet 2 years ago.
I am aware of that fault with the Paper Mario (PAL) ini, you just have to open the file with the notepad and change line 30:
// Coin
For this:
; Coin


There are 7 official files that have syntax inconsistencies:

"UNCZJ0.747.ini" for Custom Robo V2 (JPN)), a semicolon is missing at the beginning of the file.

"UNMQE0.785.ini", "Unmqj0.716.ini", "UNMQP0.810.ini" for Paper Mario, uses // instead of semicolon.

"UNOBE1.728.ini" for Ogre Battle 64 (USA), the actual length of the "Value1" and "Value2" arrays does not match that declared a2304 and a2288 must be a2320 and 2304 respectively.

"Ucfze0.242.ini" for F-Zero X (USA), the count of [Idle] is 0 when it should be 3.

"Unkte0.024.ini" for Mario Kart 64 (USA), the [BreakBlockInst] count is 1 when it should be 2.
 
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DonCaballero

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Wow, simply unticking a box to remove the dark filter? Amazing, I remember when getting rid of the dark filter was discovered I spent hours trying to wrap my brainlet head around how to do it lol. Thank you so much for this, this is awesome.

Is there any way to remove the dark filter from the official VC games using this?
 

CORE

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Make an Inject tick box for dark filter and widescreen etc dont pack it then copy FrameLayout.arc and overwrite original in Content folder you will need to either Decrypt the official VCN64 Title or you could FTP the file directly to WiiU with FTP_Everywhere I recommend Mocha&FSHax then FTP_Everywhere that what I use at least just be careful if you do it that way but if you are using Loadiine then pretty straight forward copy N paste your N64VC Titles are already Decrypted.
 

phacox_cll

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Wow, simply unticking a box to remove the dark filter? Amazing, I remember when getting rid of the dark filter was discovered I spent hours trying to wrap my brainlet head around how to do it lol. Thank you so much for this, this is awesome.

Is there any way to remove the dark filter from the official VC games using this?
You can also re-inject the same game with the same configuration file and the same boot images.

I will take this into consideration for my new multi-injector. It's almost ready!! :)
 
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DonCaballero

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You can also re-inject the same game with the same configuration file and the same boot images.

I will take this into consideration for my new multi-injector. It's almost ready!! :)

Awesome, I love the sound of multi-injector. 64inject is very easy to use and it works brilliantly, can't wait for the next one.
 
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