Hacking USB Loader GX

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gforalex

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There is a bug in carousel mode. When the cursor is on a game, it will display the game tooltip. After you rotate the carousel left/right by pressing the DPAD, the game tooltip doesn’t update to display the new game underneath the cursor, but will still display the previous game.
 
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NitroHedgehog

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I've got a problem here. USBLoaderGX reads all files EXEPT cheat code files. I put the .txt files in my USB Drive, though I boot USBLoaderGX via SD Card. Either it says "No cheats found" or it shows an empty cheat list.

File path I use for .txt files - usb://txtcodes
File path I use for .gct files - usb://codes

For example, The Wind Waker's ID is GZLE01, so I have both GZLE01.txt and GZLE01.gct in their respective folders, but they don't seem to be read at all. I tried 3 other programs for GC files which I OWN the original discs, NONE of them could detect the cheat files... I've been toying 7 hours or so just for that, so...
 

XFlak

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Have u checked/adjusted Gx's path settings for codes?

Edit: also I'm pretty sure GX can still download codes from within the app itself if u have wifi on your wii

@blackb0x Is a USB Loader GX with SD support in the works?
If all goes according to plan I think you should have a pleasant surprise in the coming weeks/months. Please be patient. I'm excited too!
 

VentRhythm

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This might be a very weird request, but I was wondering if it is possible to use 2 different forwarders from wii u to vwii for usb loader gx. I am OCD about presentation and organization and want to have one usbloadergx for gcn and one for wii with different themes. Is this possible?
 

gforalex

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I’m trying to determine which trigger was used to click a button. If someone could help me understand how to do this, I’d appreciate it. I am thinking something like the GuiTrigger’s GetStateChan could be used, but I haven’t figured out how one can determine which trigger was used from this. Thanks.
 
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Alexander1970

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Good Morning.😊
I’m trying to determine which trigger was used to click a button. If someone could help me understand how to do this, I’d appreciate it. I am thinking something like the GuiTrigger’s GetStateChan could be used, but I haven’t figured out how one can determine which trigger was used from this. Thanks.
I think,maybe our Friend @blackb0x can help you.😉
 

koolook

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All of the games work perfectly but i need to change my usb loader settings everytime i boot up the application. Why do they settings keep going back to default? Also, the nintendont settings keep going back to default as well.
 

blackb0x

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I’m trying to determine which trigger was used to click a button.
Look for the buttons tooltip text and then you'll find all of the code for that button in the file.


Why do they settings keep going back to default? Also, the nintendont settings keep going back to default as well.
If you're loading apps from an SD card check the switch on the card. It might be in read only mode.
 

gforalex

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Look for the buttons tooltip text and then you'll find all of the code for that button in the file.

I understand that you’re referring to the code that sets the triggers for a button. However, what I’m asking is to determine which of those registered triggers was used to set the clicked state of a button.

For example, in GameBrowseMenu, the MainLoop checks if a button’s state is the clicked state. If the button had two triggers, say trigA and trigUp, is it possible to determine which of these two was used to click the button? Let’s also assume these two triggers are Simple Triggers. Thanks.
 

blackb0x

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is it possible to determine which of these two was used to click the button?
No. It's not possible for buttons since it only tells you the state. Although you could detect a long press and then have it perform a different action?

For global button presses it's possible since you can just make a hidden button for each trigger.
 
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noddy360

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I never made a fork of it.
I can test one of the 240p video mode, but I don't know if/when I'll do it.
I can give direction instead if someone want to recompile one ?

it's in patches/gamepatches.cpp
there's a list of all possible video mode, I can give the one you need, then in the game settings you can add an option (along with force 480p, force 480i, etc. add a "force 240p" and set it to the name of the videomode found in gamepatches file)
not sure it was easy to understand.
Has anyone ever done this? I don't have the means to recompile anything. I just want to see what 240p looks like for games like Mega Man 9/10.
 

davrob01

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@blackb0x Regarding the SNES9X forwarder channel crash.
Ah, so you're launching it via a channel forwarder. I was launching it via the loaders built in homebrew browser, which does work.

For years the loader wasn't able to patch WiiWare and VC games, but I fixed that in the new update. I think that fix is what causes this issue though, so I'll need to try to make it handle both games and channel forwarders.

EDIT: I've fixed it for the next release.

Plus 1 for this. I am patiently waiting for this fix so that my SNES9X forwarder channel can work from USB Loader GX (I too get a crash/black screen).

Has this been released yet? I am guessing no.

Thank you very much!
 

PhysicalPain

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Good Morning.😊


Starts the Wii Games without showing the Option / Settings / Start Menu Screen before ......I think....

I was a little confused by your answer so I checked it real quick myself: it boots a game as soon as you click on its name/cover/banner, without showing the banner animation or rotating disc menu.
So you were right.
I totally misunderstood you. xD
 
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blackb0x

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Plus 1 for this. I am patiently waiting for this fix so that my SNES9X forwarder channel can work from USB Loader GX (I too get a crash/black screen).

Has this been released yet? I am guessing no.
It hasn't been released yet because game caching got a rewrite and unfortunately I've been dealing with health issues.
 

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