Hacking *~Auto Injectuwad Injector~* -kept updated-

Kazuma77

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I tried both your v2.6 and the new v3. While v3 is at least giving consistent sizes, I'm still getting the 4100 when I try to install. And for good reason I guess, the resulting .wad is exactly 64 bytes bigger than the original. I'm not sure why this is. So far I've only been trying to do NES games though. I'll have to test the SNES, TG16, and Genesis options and see if they do the same or not. There's not much for N64 I want to inject other than Goldeneye (which requires a special hack as previously mentioned, and even then it still won't save if I read that right). For some reason the GUI always hangs saying it's waiting for the final wad, but the wad is there, and it's complete. Well, not hangs, I can hit cancel, it gives me an error 53, and then quits, so, maybe "eternally waits for some unknown process to complete" would be more accurate than saying it "hangs" on me. If I run the command line utility it completes successfully. The same wad is generated by both and at least it's always the same size this time, even if it is the wrong size and an extra 64 bytes is getting in there somehow.

Update: It's doing the same thing on Genesis injects -- the resulting file is 64 bytes bigger. And when it comes to battery backed wads, don't use Sword of Vermillion, it really isn't big enough for Phantasy Star II even, lol. Sonic 3 is your best bet. BTW, from what I can tell there isn't a wad big enough for Phantasy Star IV so forget about it until they put something like Sonic 3D out for VC. Oh, and same result trying to install it, the (ret -4100) error strikes again. Well, time to see what is being added to these files and where, I'm injecting Final Fantasy into Kirby's Adventure next because I have one that works to compare to.

Update 2: The wad packer is doing strange things. It puts an 06 at offset 0B (should be 00, had to change that). It adds 0D at offsets EE, 373, 422, 45A, 534, and 954 (that's EE, 372, 420, 457, 530, and 94F if you delete as you go). It also adds 00s from A47 to A80 that shouldn't be there (A41 to A7A if you already deleted those previous 6 bytes). Deleting these makes it the right size, and after figuring out that 6 was there and changing it, the wad finally works as it's supposed to. I've been using the command line utility of course to avoid the "waiting for final injected wad" thing, though technically the GUI does produce the same wad in spite of said error. Hope you find this information useful and are able to figure out what causes this so I don't have to keep hex editing them manually. Meanwhile I'm going to try making a PPF. Never mind, that won't work, the sizes don't match. Guess I'll just keep removing those 64 bytes and switching the 6 to 0 manually.
 

Doom Chaos

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Wow, looks like a fancy update ^^
I'm gonna try it...

...ARGH N00B PROTECTION FAILED... That's pretty annoying. Is it because I don't have the right common-key.bin?
 

creffca

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Nightstalker said:
bobitos said:
Ah, so the ROM had to be edited. I'll pass then. I just made my first VC injection! Finally got Daffy Duck in to Street Fighter. Works perfectly. I thought that this AIW was supposed to black out the banner, but it didn't. I take it that I was mistaken?
Your right, we didn't make it black out the banner. Instead for the next release we will probably add a banner image making feature.

EDIT: I meant if someone does release a banner tool. It is too risky otherwise, due to bricking.



QUOTE(Doom Chaos @ May 11 2008, 07:15 PM)
Wow, looks like a fancy update ^^
I'm gonna try it...

...ARGH N00B PROTECTION FAILED... That's pretty annoying. Is it because I don't have the right common-key.bin?

It should tell you what went wrong.
 

RadioShadow

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Do the genesis roms have to be in smc or bin?

For PAL users, using Super Mario Picross WAD, replacing the following worked:

- Zombies Ate My Neighbour's (US)
- Super Puyo Puyo (JP)
- F-Zero (US)

Best thing about F-Zero insert is in the VC ROM, when the player hits the rails on the track, the track no longer flashes in black. This can be fixed if you inject the original rom dump.
 

Doom Chaos

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ERROR: Input files cannot contain spaces or dashes!!
(Tried "Earthbound (U).smc" on "Donkey Kong Country 2.wad"

What the heck does that mean?!!
 

megabug7

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RadioShadow said:
Do the genesis roms have to be in smc or bin?


SMC - Super Magi Com (SNES)
SWC - Super Wild Card (SNES)
FIG - Not sure what its stands for (SNES)
BIN - Binary (Genesis)
SMD - Sega Mega Drive (Genesis)
GEN - Genesis (Genesis)
 

zant

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excellent work! maybe this may increase compatability due to the use of a new wad packer?

Any way, I dont care. This is the best release so far! again, kudos to you!
 

megabug7

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Doom Chaos said:
ERROR: Input files cannot contain spaces or dashes!!
(Tried "Earthbound (U).smc" on "Donkey Kong Country 2.wad"

What the heck does that mean?!!

There are spaces in your files names? make it so the words are joined ie. DKC2.wad
 

creffca

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zant said:
excellent work! maybe this may increase compatability due to the use of a new wad packer?

Any way, I dont care. This is the best release so far! again, kudos to you!

Our initial hope was it would increase compatibility on cpu's, but testing shows it doesn't (it did improve speed greatly though). Most, if not all, wadpackers are based on segher's code and use a library for the encryption/decryption. The fault may be the common code the packers share, or the encryption library. Even if I were to integrate segher's code directly into injectuwad it would most likely still suffer from incompatibility. We still haven't tried the blaze packer yet to see if it remedies the faulty wad production.

QUOTE(bosscolor @ May 11 2008, 07:42 PM) Neogeo injector soon?

Most likely not from me. I've poked around and can't figure out how the rom sets are assembled in the wad file.
 

Cyber-T

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RadioShadow said:
Which .app in the WAD file contains the rom?

Normally the 00000005.app, but sometimes it can be 00000009.app or 00000002.app...

But if you want to know in which app the rom is, you only have to look for the biggest app. That's the app with the game in it.
 

creffca

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NES roms are located in 01.app, neogeo in 06.app, the rest are in 05.app. And the fact that 05.app is usually the largest and usually contains the rom isn't really related. A lot of times the rom is one of the smallest things in the app file!
 
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