Hacking WiiU VC game injection working on 5.3.2

pedro702

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Does anyone have the same issues as my screen capture (attached file) for Goemon great Adventure ?
I am playing Japanese version (it's compatible in wiki )and every thing is fine beside chapter 2 kappa street , seems like the water effect bugs could make the graphic messed up and i cannot go to the underwater level .

My ini files as below, hope someone can help.

;Goemon

[RomOption]
;BackupType 0 Auto 1 SRAM 2 Flash 3 EEPROM
BackupType = 3
;BackupSize 2048 16K 4K 512
BackupSize = 512
RetraceByVsync = 1
MemPak = 0

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

View attachment 275303 View attachment 275304

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



i have the same issues with you , do you find out the solutions to fix it ?
well anyone that put is as compatible probably tried the first level alone, i doubt anyone would test the whole game, the ini was made by nintendo not as, since nintendo left some inis out there on the configs, they probably never finished fixing a game they didnt release.
 
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CORE

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@Askayeh
;Mystical Ninja Goemon USA

[RomOption]
RetraceByVsync = 1
MemPak = 1

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

;I Have Used Japan File Header and Copy/Pasted over USA ROM File Header.

Not sure if it will help but worth a try. You need to use a hexeditor to change Header info.

Thanks to @pedro702 for pointing this out when I first started this has been very useful BY THE WAY Pedro thanks for info in the Not64 Thread I grabbed that build of Wii64 from github issues post.

Checkout my Blog for other info.

https://gbatemp.net/entry/wiiu-n64-virtual-console-research.15301/

Does this game not work on Not64 / Wii64?
 
Last edited by CORE,

Askayeh

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its very easy just open the rom with an hex editor like HxD and chnage the game id in the first few lines something like GENP to GENJ for instance

Do you mean , I need to change the Gameid "NGME" of USA roms by NG6J ?


JPN.PNG
USA.PNG
 

CORE

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@Askayeh Yes exactly.

Replace the E with a J. Replace dont Delete and then Save.

Just highlight copy and highlight paste.

a few ini's where made with Japan Region so the idea is to spoof Japan Rom in theory to make the info contained in different select Builds of the Emulator to work with the corresponding Ini.
 

Askayeh

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@Askayeh Yes exactly.

Replace the E with a J. Replace dont Delete and then Save.

Just highlight copy and highlight paste.

a few ini's where made with Japan Region so the idea is to spoof Japan Rom in theory to make the info contained in different select Builds of the Emulator to work with the corresponding Ini.

@CORE Unfortunately, the same issues , I changed the game id to NG6J in USA Roms with your ini configurations . Any suggestion ?
14734014503046.jpg
14734014360761.jpg
 

pedro702

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@CORE Unfortunately, the same issues , I changed the game id to NG6J in USA Roms with your ini configurations . Any suggestion ?
View attachment 275592 View attachment 275593
that look like a framebuffer issues or something unless you are willing to keep testing random settings to see if anyone fixes it your not going far

here is my go to testing file

[RomOption]
;BackupType 0 Auto 1 SRAM 2 Flash 3 EEPROM
;BackupType = 3
;BackupSize 2048 16K 4K 512
;BackupSize = 2048
;TimeIntDelay = 0
;RamSize = 0x400000
;EEROMInitValue = 0xFF
;CmpBlockAdvFlag = 0
;TrueBoot = 1
;UseTimer = 1
;RSPMultiCore = 0
;RetraceByVsync = 0
;Rumble = 0
;AIUseTimer = 0
;AIIntPerFrame = 0
;MemPak = 1
;BootPCChange = 0
;NoCntPak = 1
;TicksPerFrame = 940000
;ScreenCaptureNG = 1

[Input]
;AlwaysHave = 0
;StickModify = 3
;StickLimit = 90

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

[Cmp]
;BlockSize = 0x3000
;W32OverlayCheck = 0



[TempConfig]
;RSPGDCFlush =0




[Render]

;ClipLeft = 36
;ClipBottom = 28
;ClipTop = 28
;ClipRight = 36
;UseColorDither = 1
;TileSizeCheckSpecial = 1
;CanvasWidth = 1900
;bForce720P = 1
;ConstValue0 = 0x230040
;ConstValue1 = 0x2e00
;ConstValue2 = 0x158000
;InitPerspectiveMode = 1
;FlushMemEachTask = 1
;CalculateLOD = 1
;ForceRectFilterPoint = 1
;ForceFilterPoint = 1
;PolygonOffset = 2
;CopyColorBuffer = 1
;CopyMiddleBuffer = 1
;DoubleFillCheck = 1
;CopyAlphaForceOne = 1
;CopyDepthBuffer = 1
;NeedTileSizeCheck = 1
;ZClip = 1
NeedPreParse = 1
;FogVertexAlpha = 1
;ClearVertexBuf = 1
;PreparseTMEMBlock = 1
;DepthCompareLess = 1
;CheckTlutValid = 1
;useViewportZScale = 1
;FirstFrameAt = 5000


[VI]
;ScanReadTime = 1


if you put ; before the text it means it wont be readed and be skipped i advice you add settings one by one and try if any fixes the issues settings can be 0 or 1 for the most part, so if your commited try adding settings and toogling them on the config to see if any does fix the issues.

i would try the render one first since its a rendering issue. hopefully one fixes your issue.
 
Last edited by pedro702,

thefieldsofdawn

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Exported the Wii U N64 inject compatibility list to Excel and did some basic cleaning. When I finish the Wii64 list, a full N64 library compatibility list can be compiled. Work in progess and up to date as of January 15 2021.

https://pastebin.com/bt2NnRnV

Save file and change file extension from .txt to .csv, then open in your spreadsheet editor of choice. Some of the notes were cut off but that is secondary to the purpose of this spreadsheet, so do keep the website handy for additional information.
 

DrVenkman

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I don’t know how to edit the compatibility table, but I am sad to report that Mega Man 64 crashes at the start of the boss fight in Clozer Woods (with the start of the first fight with Tiesel Bonne). I injected into the game that the table recommended. Too bad!
 

Zanemato

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Hi,

Is there any chance to make the Turok games and the Mortal Kombat games working on Wii U. ?I tried every single Virtual Console games with any kind of GUI file possible, but in vain :(

If you have a possibility, please let me know :)

Thanks :)
 

pedro702

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Hi,

Is there any chance to make the Turok games and the Mortal Kombat games working on Wii U. ?I tried every single Virtual Console games with any kind of GUI file possible, but in vain :(

If you have a possibility, please let me know :)

Thanks :)
yes there is a way use not64 or wii64 you can use them on wiiu even tough they are wii emulators, they just cant be injected.
 
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