ROM Hack Metroid: Other M Redux (Based on Maxximum Edition)

ShadowOne333

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I don't know if this is going to work. All I did was extract the bones from 255 and import them over top of 0. My guess is the game is going to crash, but here you go. Just rename new255 to 255. download at mediafire /file/y4kuxhomm3ykhzh/new255/file

I can't directly post the link due to post requirements. Hope it works!

EDIT: It just occurred to me that the animations will also likely need to be swapped...

Weirdly enough, replacing your new255 model with the 0 model of the game doesn't seem to make it crash.
It seems to load the normal model though, I don't see any noticeable difference, is that normal?
 

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Yes, because "new255" is model 0 with model 255's bones. I was under the impression you were trying to replace model 255 with model 0. Is it the other way around?
 
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ShadowOne333

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Yes, because "new255" is model 0 with model 255's bones. I was under the impression you were trying to replace model 255 with model 0. Is it the other way around?

It's the other way arud, I think. I might have to express myself better to explain it well.
Model 255 is the unused Power Suit model. From this one, the front chest piece and the shoulder pads are the objects that should be implemented into Model 0. The one that should be modified is model 0 so it has those objects from model 255.

Let me know if I explained myself well, I sometimes even confuse myself at the messy ideas I have.
 

obesebear

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This is model 255. I have added some textures and the morph ball model to it, as well as "missing" Color Sequences that model 0 was using. Upon trying to swap the bones, it didn't work. If this file doesn't work, let me know and I'll begin working on the bone swap. I didn't swap them because they have different names, and I don't know whether or not the game will care about specific names within the model file https://www.mediafire.com/file/1eug0cvf20o8snh/0MorphballTexturesColorsequence.brres/file.

If you can explain how you are testing this in game, I can do the tests myself from now on.
 
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ShadowOne333

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This is model 255. I have added some textures and the morph ball model to it, as well as "missing" Color Sequences that model 0 was using. Upon trying to swap the bones, it didn't work. If this file doesn't work, let me know and I'll begin working on the bone swap. I didn't swap them because they have different names, and I don't know whether or not the game will care about specific names within the model file https://www.mediafire.com/file/1eug0cvf20o8snh/0MorphballTexturesColorsequence.brres/file.

If you can explain how you are testing this in game, I can do the tests myself from now on.

I tried loading this new one as model 0, and it freezes upon loading the save file/cutscenes.
One thing I noticed is that this new model you sent was above 3MB,
From my experience, only the ones used in cutscenes are the ones that are around 3MB, while the in-game ones are ones around 1.2MB.

For testing, I'm using one of Dolphin's latest beta builds that have support for Riivolution patches.
  • Grab the Riivolution XML from the OP, then have your Other M ISO ready on Dolphin.
  • From there, go to Documents -> dolphin-emu -> Load (or something like this, simply look for the "Load" folder of Dolphin).
  • Here, you create a folder called "Metroid Other M - Maxximum Edition" (without quotation marks).
  • Inside that folder is where you're gonna put your modified models, with just the number and no extension (Other M handles all the models as extensionless files, even images too).
  • Put your modified model(s) as "0" inside the Maxximum Edition folder. That should make Dolphin load it when you attempt to load it.
  • Now that you have your modified models, right click on the game from the Dolphin menu and you should see the option "Start with Riivolution patches...", should be the third one from the right-click menu.
  • Select said option, and then browse to where you saved the Riivolution XML file from the OP.
  • Now you should get a few options after loading the XML, simply change the one that says "Character Models" from "Disabled" to "Maxximum Edition".
  • Now press Start and Other M should load with the new files under the Maxximum Edition's folder you created.
That should ease up the testing process a lot.
If you have any other questions, feel free to ask them. I'll try to respond in the most clear way possible.

Btw, it's better if for the purpose of making the Power Suit model, that you use model 0 as the base.
Simply try to change the chest piece and the shoulder pads of model 0 with the ones from 255, ,and that should be it. Remember, the in-game model is around 1.2M.

Interestingly enough, copying your new model into models 252/337 makes Samus appear as a floating Morph Ball in cutscenes lol.
 

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I've been messing around with a few things and finally got it to accept a texture edit. Though doing a 1 for 1 swap of 255's textures causes a crash. This is a picture of a simple Pauldron Texture Edit. I will have some time this weekend to tinker some more. I'm not too sure the game is going to allow me to swap geometry as finicky as it's been with other things.

I did, however, discover there is a gecko code to play with samus in her zero suit. I haven't played with it, but it must be hooking in and telling the game to swap models. That sort of stuff is all greek to me though.
Code:
Operation Explanation
1. Wait till a Samus can act.
2. Push Home and B Button.
3. Push Home and A Button.
4. Continue is done.
5. Return : Push Home and 1 Button.
6. Continue is done.
There is a possibility of influencing the progress of the game harmfully.
Please acquire the backup of the save data beforehand.

282DBEC2 00008400
82200000 80CA4E20
84200000 80003204
22003204 000FFFFF
82200000 80CA4E20
84200000 80003200
82200000 80003210
86000000 00000001
84200000 80003210
E0000000 80008000
282DBEC2 00008800
24003210 00000000
04CA41F8 000FFFFF
04C7D4CC 000FFFFF
00CA4FAD 00000001
00CA4FDB 00000003
04003210 00000000
82200000 80003220
86000000 00000001
84200000 80003220
E0000000 80008000
282DBEC2 00008200
24003220 00000000
82200000 80003200
84200000 80CA41F8
84200000 80C7D4CC
00CA4FAD 00000001
00CA4FDB 00000003
04003220 00000000
E0000000 80008000

EDIT: I managed to import the shoulder pauldrons and have them in game, but their positioning is wrong. I'll make a new post if I end up being able to fix it.
 
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I've been messing around with a few things and finally got it to accept a texture edit. Though doing a 1 for 1 swap of 255's textures causes a crash. This is a picture of a simple Pauldron Texture Edit. I will have some time this weekend to tinker some more. I'm not too sure the game is going to allow me to swap geometry as finicky as it's been with other things.

I did, however, discover there is a gecko code to play with samus in her zero suit. I haven't played with it, but it must be hooking in and telling the game to swap models. That sort of stuff is all greek to me though.
Code:
Operation Explanation
1. Wait till a Samus can act.
2. Push Home and B Button.
3. Push Home and A Button.
4. Continue is done.
5. Return : Push Home and 1 Button.
6. Continue is done.
There is a possibility of influencing the progress of the game harmfully.
Please acquire the backup of the save data beforehand.

282DBEC2 00008400
82200000 80CA4E20
84200000 80003204
22003204 000FFFFF
82200000 80CA4E20
84200000 80003200
82200000 80003210
86000000 00000001
84200000 80003210
E0000000 80008000
282DBEC2 00008800
24003210 00000000
04CA41F8 000FFFFF
04C7D4CC 000FFFFF
00CA4FAD 00000001
00CA4FDB 00000003
04003210 00000000
82200000 80003220
86000000 00000001
84200000 80003220
E0000000 80008000
282DBEC2 00008200
24003220 00000000
82200000 80003200
84200000 80CA41F8
84200000 80C7D4CC
00CA4FAD 00000001
00CA4FDB 00000003
04003220 00000000
E0000000 80008000

EDIT: I managed to import the shoulder pauldrons and have them in game, but their positioning is wrong. I'll make a new post if I end up being able to fix it.

Oh that's fantastic news!
The fact that you managed to get it working in-game is already big on its own!
That's an awesome effort you're putting there.

I finally ordered the files I had for Other M, and I have uploaded a "Models" folder in the DropBox link in the OP.
The folder mainly have the custom textures Maxximum used for the in-game models, but interestingly enough, you can also import these textures using BrawlBox/BrawlCrate into the cutscene models without issues, and that's how I did it initially for the other cutscene models.
Inside that folder, you'll find one called "old"
That folder has some custom textures I made for the Power Suit model (based on the "Normal" textures which are for Varia Suit in yellow mode, without temperate features activated), which you could use if you want to. I couldn't quite figure out how to do the transparent-like images based on my reworked textures, so I left them as the ones from the original Varia Suit from Maxximum, but the rest of the textures are done for the "old" Power Suit model in case you're interested.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Aside from that, I have other fantastic news.
I have finally finished all of the cutscenes!
I have uploaded another folder, MPGs, where users can watch all of the modified cutscenes in their final form (in MP4 format.
The final edited cutscenes in SFD format are inside the "movies" folder, which should replace the "movies" folder from Maxximum Edition in case anyone is interested in trying them. The "sound" folder should also include the final audio edits for Other M Redux, so both cutscenes and audios should already be fully edited and completed.

What else is there left to be done?
  • The unused Power Suit model, which is currently being worked on by @obesebear :D

  • Someone suggested using GeckoLoader to merge the gecko code directly into the main.dol of the game, and the merge does work!
    You can use 3rd person missiles without needing any cheat codes activated at all, which also opens up the possibility of enabling Hard mode and Skipping cutscenes right from the get-go by possibly merging a Gecko code to enable Hard mode and the Cutscenes right from the start into the main.dol.
    However, one thing I found with the 3rd person missiles injected into the main.dol was that I couldn't fire missiles from 1st Person anymore. I'm not sure if it's me configuring the control scheme of Dolphin wrong or something else, but I just couldn't do it.

  • Some cutscenes still behave oddly through Dolphin when loaded (dm46to49 and dm6Bto64). The first one plays at half speed in-game for some reason, and the final cutscene takes a minute or so to properly load when triggered. I will try contacting the Dolphin guys about this, as this seems to happen also with the original Maxximum Edition files.

  • The subtitles for the Ridley and Sector Zero cutscenes are off-sync. This is because the re-edited cutscenes for these two don't follow the original length. I haven't been able to found a way to modify when or how the subtitles are loaded for cutscenes. I tried looking into the message_all.dat file to see if anything related to the subtitles loading is there, but I couldn't find anything precise. I might need some help to figure this one out.
    Also, talking about the messages, text editing is still pending, but to be honest, this is the least of my worries, as it's really... REALLY easy to do. I already did an initial test to see if the way I thought it could be done would work in-game, and it did 1st try without issue. I can tackle this one out in a day or so, but I want to focus on the other points first before wrapping up the files to edit from the original game.
As a side note, the Concentration nerf made by Maxximum I feel is a little too excesive, it already takes long enough to refill Missiles, and trying to recover health at any point is just way too even trigger in the heat of any kind of battle. It takes like 10 seconds or so standing completely still, so refilling health is out of the question in any kind of battle. Missiles still feel okay time-wise to refill, even in battle, but perhaps this is something that might drew people off. Then again, at least people can now use the Concentration stuff at any point to refill life, so perhaps that evens it out a little. I'll see if there's a way to have the nerf be optional, but no promises.
 

SemVision

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However, one thing I found with the 3rd person missiles injected into the main.dol was that I couldn't fire missiles from 1st Person anymore. I'm not sure if it's me configuring the control scheme of Dolphin wrong or something else, but I just couldn't do it.

Just to get something straight, did you mean free-firing missiles or locking onto something then firing a missile? Because the former isnt possible by default in the first place. You need to lock onto something before you can fire a missile.
 
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Just to get something straight, did you mean free-firing missiles or locking onto something then firing a missile? Because the former isnt possible by default in the first place. You need to lock onto something before you can fire a missile.

Locking and firing.
I tested this at the very beginning, in the training chamber when the scientist tells you to look and shoot down the Zebesian with Missiles.
From what I recall, you aimed at it, pressed B to lock it and then press A, is that correct?
Because if so, it didn't quite work for me (unless the keyboard doesn't recognize more than 2+ keys being pressed ).
I might try with a controller connected to Dolphin instead to test it again.

I did manage to hit the creature, but I did it by firing a Super Missile from 3rd person instead so the blast radius hit it lol
 

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I've been using brawlbox to slowly but surely switch out the parts, but I'll switch to brawlcrate since it seems to be more up to date. Attaching the mesh to the correct bone has been a bit of a challenge. I'll keep pounding away at it, but I'll go ahead and list the steps I've been taking.
1. To open a model in brawlcrate, launch the program then drag and drop the file into the window. In our case we're using model 255. Expand 3DModels(NW4R)
2. Highlight rtm_samus_old first, then expand it. Now expand the Objects folder
3. Right click on polygon1 and export as .obj. Do the same for polygon2.
4. Import both .obj files into blender and highlight them. Press Ctrl+J to merge them into a single file. Now export as shoulders.dae
5. Back in Brawlcrate, drag model 0 over in order to open it.
6. Right click on on the small, red BRES icon > Import > Model, and select shoulders.dae. I believe the Model Version needs to be 11, but I'm not sure
7. Expand "samus_normal" and its Objects folder and highlight polygon1. At the top, copy the vertexnode/normalnode name. Also note that it's using TextureCoordinate #1
8. In the UVs folder, delete #1. Within the Vertices folder and Normals folder, delete the files with the same name you copied
9. Now expand the "shoulders" model. We're going to rename #0 in the UVs folder to #1 and place it in the UVs folder in the "samus_normal" UVs folder directly below #0.
10. Now we'll do the same thing in the Vertices and Normals folder. Rename both to the copied text from the prior vertexnode/normalnode an place the in their corresponding location in the "samus_normal" model.
11. Finally, open the Objects folder for both models. Within the "shoulders" model, make sure the object is renamed to "replacement" or something like that. Now drag it into the "samus_normal" Objects folder.
12. Try to to make the text in the Replacement file look like the Polygon1 file. Then delete polygon1 and rename Replacment to polygon1
13. Delete the "shoulders" model. (skipping this step will cause a game crash and seems to corrupt the mesh for some reason)
14. File > Save ( You should probably make a backup first, though) (Save As results in a .brres file)
15. Repeat for every other mesh

*NOTE* This doesn't currently import the mesh properly. The mesh doesn't appear to attach to the correct bone.

Sometimes this works and will load in game. Sometimes it doesn't. The mesh may become corrupt, or the UVs may not work resulting in bad textures. Switching the order of operations doesn't seem to result in any different percentage of success rate, but YMMV. Hopefully switching from brawlbox.78 to brawlcrate.37 will help. Setting "bind" within the polygon1 notes will foprce the mesh to that particular bone, but I still haven't gotten it to work quite right.

Some adjustments can be made by right clicking on the model and selecting Preview. It allows for rotation,translation, and scaling. This whole job might be extremely easy for someone who has experience with brawlcrate, as I'm just learning it as I go.

As long as the textures from "255" are resized, they are easily imported in place of "0"s. Too many seem to crash the game though, or it may just be 1 or 2 that cause the crash. So far I've only swapped samus_arm and samus_arm_bm and it still loads.

JMa1VTZ.jpg
 
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ShadowOne333

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I've been using brawlbox to slowly but surely switch out the parts, but I'll switch to brawlcrate since it seems to be more up to date. Attaching the mesh to the correct bone has been a bit of a challenge. I'll keep pounding away at it, but I'll go ahead and list the steps I've been taking.
1. To open a model in brawlcrate, launch the program then drag and drop the file into the window. In our case we're using model 255. Expand 3DModels(NW4R)
2. Highlight rtm_samus_old first, then expand it. Now expand the Objects folder
3. Right click on polygon1 and export as .obj. Do the same for polygon2.
4. Import both .obj files into blender and highlight them. Press Ctrl+J to merge them into a single file. Now export as shoulders.dae
5. Back in Brawlcrate, drag model 0 over in order to open it.
6. Right click on on the small, red BRES icon > Import > Model, and select shoulders.dae. I believe the Model Version needs to be 11, but I'm not sure
7. Expand "samus_normal" and its Objects folder and highlight polygon1. At the top, copy the vertexnode/normalnode name. Also note that it's using TextureCoordinate #1
8. In the UVs folder, delete #1. Within the Vertices folder and Normals folder, delete the files with the same name you copied
9. Now expand the "shoulders" model. We're going to rename #0 in the UVs folder to #1 and place it in the UVs folder in the "samus_normal" UVs folder directly below #0.
10. Now we'll do the same thing in the Vertices and Normals folder. Rename both to the copied text from the prior vertexnode/normalnode an place the in their corresponding location in the "samus_normal" model.
11. Finally, open the Objects folder for both models. Within the "shoulders" model, make sure the object is renamed to "replacement" or something like that. Now drag it into the "samus_normal" Objects folder.
12. Try to to make the text in the Replacement file look like the Polygon1 file. Then delete polygon1 and rename Replacment to polygon1
13. Delete the "shoulders" model. (skipping this step will cause a game crash and seems to corrupt the mesh for some reason)
14. File > Save ( You should probably make a backup first, though) (Save As results in a .brres file)
15. Repeat for every other mesh

*NOTE* This doesn't currently import the mesh properly. The mesh doesn't appear to attach to the correct bone.

Sometimes this works and will load in game. Sometimes it doesn't. The mesh may become corrupt, or the UVs may not work resulting in bad textures. Switching the order of operations doesn't seem to result in any different percentage of success rate, but YMMV. Hopefully switching from brawlbox.78 to brawlcrate.37 will help. Setting "bind" within the polygon1 notes will foprce the mesh to that particular bone, but I still haven't gotten it to work quite right.

Some adjustments can be made by right clicking on the model and selecting Preview. It allows for rotation,translation, and scaling. This whole job might be extremely easy for someone who has experience with brawlcrate, as I'm just learning it as I go.

As long as the textures from "255" are resized, they are easily imported in place of "0"s. Too many seem to crash the game though, or it may just be 1 or 2 that cause the crash. So far I've only swapped samus_arm and samus_arm_bm and it still loads.

JMa1VTZ.jpg

That's incredible info to have!
I believe when I was doing the initial model tests, I tried dumping both the shoulder pads and the chest piece as either objects or polygons and replace them in the original 0 model. For the chest piece I remember it being way off in position when importing it iirc.
Obviously I wasn't even aware of what I was doing, I was merely doing things randomly hoping something would stick.

This proceedure will surely come in handy, not only for Other M, but for models in general.
Thanks for sharing it!
And that model is coming along nicely :D

EDIT:
I just noticed the floating yellow pads lol.
Now I see what you meant. It's really looking neat tho!
 
Last edited by ShadowOne333,

obesebear

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I've tried a few other methods with no real success.
I think the problem with placing the shoulder pads on a bone is that polygon1 is actually two separate entities contained in one object. When viewing an "Object", Brawlcrate and brawlbox only give an option for "SingleBind" under Object Data. Whenever a polygon is only bound to one bone, that bone is listed. However, whenever a Object is made of two parts (left and right shoulder, or left and right legs), SingleBind lists (none). This probably works well for SSBB, but not so well for Other M. Were there an option to bind each entity to a separate bone, that would probably work perfectly. The solution might be to import old samus piece by piece over top of model 0. I also noticed her legs have a glowing green light in the Varia model that the Power Suit does not, and I'm sure there are other inconsistencies beyond a simple texture edit

I think I can force the shoulder pads to be on each shoulder by combining all of the shoulder pieces into 1 Object instead of having multiple pieces make it up. I'll try in the morning.

It would probably be worth reaching out to the members of the SSBB community and finding someone who is already familiar with BrawlCrate who might be willing to do this. There's likely an easy process that I haven't stumbled across yet.
 
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I've tried a few other methods with no real success.
I think the problem with placing the shoulder pads on a bone is that polygon1 is actually two separate entities contained in one object. When viewing an "Object", Brawlcrate and brawlbox only give an option for "SingleBind" under Object Data. Whenever a polygon is only bound to one bone, that bone is listed. However, whenever a Object is made of two parts (left and right shoulder, or left and right legs), SingleBind lists (none). This probably works well for SSBB, but not so well for Other M. Were there an option to bind each entity to a separate bone, that would probably work perfectly. The solution might be to import old samus piece by piece over top of model 0. I also noticed her legs have a glowing green light in the Varia model that the Power Suit does not, and I'm sure there are other inconsistencies beyond a simple texture edit

I think I can force the shoulder pads to be on each shoulder by combining all of the shoulder pieces into 1 Object instead of having multiple pieces make it up. I'll try in the morning.

It would probably be worth reaching out to the members of the SSBB community and finding someone who is already familiar with BrawlCrate who might be willing to do this. There's likely an easy process that I haven't stumbled across yet.

Interesting.
It's possible there are some options like the ability to bind entities to a specific bone, but it remains to be seen whether or not Crate allows for it.
It surely has a lot of features and options that aren't quite noticeable during a quick glance.

I think I tried contacting someone from the SSMB servers, but I don't recall exactly what I asked for or what they told me, I simply remember it wasn't of much help lol.
If I'm not mistaken, I think this is the Discord for the Brawl Compendium Discord:
https://discord.gg/s7c8763
I'll see what else I can find.
I really appreciate the effort you're putting into this, honestly.
 

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I was able to download the maxximum edition and put into the original wii game when I opened it up with Wii Backup Fusion, and was able to put in the other files from this thread to update them, and when I try to play the game on the Wii U I see the improvements except I am not able to shoot missiles in the third person, and I thought that was added into the Maxximum Edition originally but I guess I would have to add in the cheat code for it into the game file. So, how would I be able to do that?
 
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I was able to download the maxximum edition and put into the original wii game when I opened it up with Wii Backup Fusion, and was able to put in the other files from this thread to update them, and when I try to play the game on the Wii U I see the improvements except I am not able to shoot missiles in the third person, and I thought that was added into the Maxximum Edition originally but I guess I would have to add in the cheat code for it into the game file. So, how would I be able to do that?
Try to load the re-built ISO through something like WiiFlow or USB Loader GX, and download the .gct file from the OP so you can activate the 3rd person missiles cheat code while the game is loaded.
Another thing you can do, is to patch the main.dol file of Other M with Gecko Loader with the .gct file in the OP too, that should give you the option to rebuild the game with the 3rd Person Missiles already applied into it without the need of relying to cheat codes.
 

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Another thing you can do, is to patch the main.dol file of Other M with Gecko Loader with the .gct file in the OP too, that should give you the option to rebuild the game with the 3rd Person Missiles already applied into it without the need of relying to cheat codes.
I'll try this option so its more of a contained thing as I make it into a Wii game channel on the Wii U, but I have some questions and concerns: What’s does OP mean? Also, I see a boot.bin file within the ISO files but couldn’t find main.dol (unless I can see it with Gecko Loader). Also I got Gecko Loader and the gct file you provided from the zip folder and now I'm trying to figure out how to apply it to the ISO. Could you help how to operate it? You can pm me if you want.
 
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I'll try this option so its more of a contained thing as I make it into a Wii game channel on the Wii U, but I have some questions and concerns: What’s does OP mean? Also, I see a boot.bin file within the ISO files but couldn’t find main.dol (unless I can see it with Gecko Loader). Also I got Gecko Loader and the gct file you provided from the zip folder and now I'm trying to figure out how to apply it to the ISO. Could you help how to operate it? You can pm me if you want.

OP means opening post, as in the first post of this thread, that one should contain a ZIP file with the GCT file inside.
As for the main file, afaik there's no main.bin, it should be main.dol at the end.
From what I remember, that file should be inside /DATA/sys/main.dol, that's the game's engine and executable that the Wii reads.
 
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T00nist8

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OP means opening post, as in the first post of this thread, that one should contain a ZIP file with the GCT file inside.
As for the main file, afaik there's no main.bin, it should be main.dol at the end.
From what I remember, that file should be inside /DATA/sys/main.dol, that's the game's engine and executable that the Wii reads.
oooooooo, ok! I don't know my acronyms well, so excuse for that lol.... and from there, I think I will see that on the the sd card than the ISO files, right? Because I do see a DATA folder on the root of my sd card for my wii u but no sys folder containing main.dol.

edit- I just discovered main.dol in the sys folder in the ISO files, however I don't know how to load it into gecko loader when it only sees bin files.
 
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ShadowOne333

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oooooooo, ok! I don't know my acronyms well, so excuse for that lol.... and from there, I think I will see that on the the sd card than the ISO files, right? Because I do see a DATA folder on the root of my sd card for my wii u but no sys folder containing main.dol.

edit- I just discovered main.dol in the sys folder in the ISO files, however I don't know how to load it into gecko loader when it only sees bin files.

Correct, main.dol should be in the ISO files.
Gecko Loader should be able to recognize the main.dol file, if not, try switching to "All Files (*)" in the file extension, and then select the main.dol, and afterwards the Gecko code .GCT file to patch it.
 

T00nist8

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Correct, main.dol should be in the ISO files.
Gecko Loader should be able to recognize the main.dol file, if not, try switching to "All Files (*)" in the file extension, and then select the main.dol, and afterwards the Gecko code .GCT file to patch it.
Ok, so I gotten the 0.2.4 version of Gecko Loader from here: https://github.com/rasgo-cc/Gecko-Loader. Is this the one? Because I don't see "All Files (*)" when trying to switch extensions so maybe I should get an older version or its a totally different program I'm looking for.
 

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