Hacking 5.4.0 progress

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If you use Loadiine from wj44 then it's not actually Loadiine v1, I think it's Loadiine v2, because you use the "new" structure.

Successfully booted Super Mario 3D World, but hangs later, maybe bad rip.
I'm using the one listed as "Loadiine V1" on this page: http://05sonicblue.com/wiiuhax
As for the folder structure, I'm using the one described under "Loadiine V1.0a" in this thread:
https://gbatemp.net/threads/downloa...der-for-wiiu-5-3-2-only-no-5-4-no-5-5.398623/
 
And, what do you think do we will have some problem because of the spoofing? I mean using the kernel exploit.

I can't confirm that we won't get into trouble because of the spoof. But many of us already did so. I'm confident we (read: Hykem :)) will find a workaround if the spoofing should turn into something really bad.
 
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If you use Loadiine from wj44 then it's not actually Loadiine v1, I think it's Loadiine v2, because you use the "new" structure.

Successfully booted Super Mario 3D World, but hangs later, maybe bad rip.

Mario 3D World doesn't hang, not sure if you've been here when first was tested on Loadiine V1. it just takes SO LONG TIME to load files, cause it has ALOTTT of little files. some people it took them maybe 15-30min with slow SD cards.
 
Ok, I'm using the "new" one and I'm able to boot Super Mario 3D World, but the game eventually freeze my WiiU at main menu.
Well, thanks for that. I switched to the new folder structure and it worked fine, I'm ingame on Donkey Kong Country: Tropical Freeze with no issues so far!
Also, thought i'd mention that i'm on a USA system since most people here seem to be using EUR consoles.
 
Mario 3D World doesn't hang, not sure if you've been here when first was tested on Loadiine V1. it just takes SO LONG TIME to load files, cause it has ALOTTT of little files. some people it took them maybe 15-30min with slow SD cards.

What's your region on your WiiU and on the rip?
 
What's your region on your WiiU and on the rip?
Best way to know if files are being loaded or not is by using the server log.
And yes I have a EU console

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I confirm loading Mario 3D world works using the "unknown loadiine version" from 05sonicblue website, just had to wait for about 5 min or so in the controller screen, as I said, it loads alot of small files.
 
How did you manage to load TCPGecko? It throws a 'payload binary is too large' error on the screen when I use it, as it exceeds yellow8's 0x4000 limit...

edit: Opened the file up and noticed there is a massive amount of padding data bloating the file size, was able to trim it down below 0x4000 and launch it with the yellow8 exploit.

I'm still curious how you did it though, since a lot of stuff won't fit into that range.
Not exactly padding, but not relevant to y8's either. But yes either way, after the conversion just go to 0x4000 and lop off the rest.
 
For Mario 3DW EU problem you could try the tip in this thread, it worked for me:
https://gbatemp.net/threads/loadiine-4-super-mario-3d-world-loading-problem.403591/#post-5817316

I believe Loadiine v2 doesn't support mii maker mode, it's loadiine v3 that does. Loadiine V3 should work too normally. So you just need someone to compile it with the new exploit.

The issue on loadiine v4 was some kernel changes Dimok made for better compatibility. after fixing the curl problem, it successfully loads the file > leaves the browser and runs the code then crashes. So far no one has found exactly what's causing the crash in that code.
 
I believe Loadiine v2 doesn't support mii maker mode, it's loadiine v3 that does. Loadiine V3 should work too normally. So you just need someone to compile it with the new exploit.

The issue on loadiine v4 was some kernel changes Dimok made for better compatibility. after fixing the curl problem, it successfully loads the file > leaves the browser and runs the code then crashes. So far no one has found exactly what's causing the crash in that code.

I should be able to compile a compatible v3 loadiine. I have the source for it still
 
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