Hacking Loadiine GX2

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From lurking, I've read that it takes a few minutes to load games that are listed as "Slow Load". So, maybe give it a few mins to load all the little files?
 
Hi everyone :)

I pushed a fix for games which use startup arguments.
You can see these arguments in the cos.xml.

Only 4 games are known to us which use them.
Call of Duty: Ghosts, Call of Duty: Black Ops 2, Just Dance 4 and Just Dance 2014.

This is an example from Call of Duty: Ghosts:
Code:
<argstr type="string" length="4096">iw6_cafef_launcher.rpx +eu_engfrger +disc</argstr>

Just Dance 4
is playable after this fix.
Just Dance 2014 only uses them to disable some debug stuff which we can't see.
The Call of Duty games were only playable in single-player mode and they still crash when you try to launch the multi-player mode from the main menu.

BUT there is a way to start the multi-player mode directly now by adding a startup argument!

For Call of Duty: Ghosts, edit the cos.xml and add +squadVsSquadMode or +aliensMode to start each mode directly.
The result for squadVsSquadMode would be:
Code:
<argstr type="string" length="4096">iw6_cafef_launcher.rpx +eu_engfrger +disc +squadVsSquadMode</argstr>
Switching game modes will still crash this game and the Home Button is disabled in the MP mode, so you will have to restart the Wii U after playing :P

For Call of Duty: Black Ops 2, the multiplayer mode start argument is +zm .
The result would be:
Code:
<argstr type="string" length="4096">t6_cafef_launcher.rpx +noe +disc +zm</argstr>

If you find other games that work after this fix, let us know =)
CodBops2 launches into zombies multiplayer mode instead of the normal multiplayer mode
 
Do you know if I can display multiple screens on the TV, and only the touchscreen on the gamepad? I have tried the following edit to the configuration_cafe.json file with only crashing as my result:

Don't delete all configuration in file, but edit only the first like this

Code:
         "screen": [
                        {
                            "source": "upper",
                            "rotation": 0,
                            "size": "640 480",
                            "target": "tv",
                            "position": "48 48"
                        },
                        {
                            "source": "lower",
                            "rotation": 0,
                            "size": "512 384",
                            "target": "tv",
                            "position": "720 48"
                        },
                        {
                            "source": "lower",
                            "rotation": 0,
                            "size": "640 480",
                            "target": "drc",
                            "position": "106 0"
                        }
 
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Hey guys! Two issues I've been running into and I would really like your most thorough opinion possible:

1st: when the WiiU is about to enter on the homebrew launcher, sometimes the screen frozes on a white screen saying wiiu on the bottom right corner. Is that normal?

2nd (the most annoying): Yesterday, I played Captain Toad and Wind Waker and everything went fine. Today, When I launch the gameS, I get a message saying "Exception type DSI occurred!" and "STACK DUMP" with a bunch of numbers. What the hell is that? Am I doing something wrong?
 
The First one I get randomly. It's just a thing it'll do. Even my 2Ds doesn't always launch into EmuNand. It's just how coding is sometimes.
 
Yes it is definately possible and I though about something like that. I though of re-using the Wiis wbfs format with 4GB splitting due to FAT32 limitation. Not sure if this would be the way to go though. I am still not sure why people are talking about big loading times as the only game that I noticed unsual loading times on was SM3DW and the rest is even faster than disc. Maybe it is just the games that I tried or my SD card (UHS-I class formatted to 64K cluster size). Though I didn't get past the title screen of the games since november last year actually and I got my WiiU in october ;).

Not to keen on this to be honest, esp as that would inflate the space requirements massively?. I don't know if "scrubbed" images would be possible, and if it was then this would be a good solution, if not then I don't think its such a good idea. Some guys have deleted files (foreign languages) to deal with the slow down on that particular game from what I've read.
 
Hey guys! Two issues I've been running into and I would really like your most thorough opinion possible:

1st: when the WiiU is about to enter on the homebrew launcher, sometimes the screen frozes on a white screen saying wiiu on the bottom right corner. Is that normal?

2nd (the most annoying): Yesterday, I played Captain Toad and Wind Waker and everything went fine. Today, When I launch the gameS, I get a message saying "Exception type DSI occurred!" and "STACK DUMP" with a bunch of numbers. What the hell is that? Am I doing something wrong?
Bot of those issues will occur now and again, especially the first one. Nothing to panic about, the exploits don't have a 100% boot rate.
 
Bot of those issues will occur now and again, especially the first one. Nothing to panic about, the exploits don't have a 100% boot rate.
Thank you so much!! Have you been having those issues as well? The second one really annoys me, I feel like I have done something wrong to my Wii U.
Is it possible to conjecture that future versions of Loadiine might solve stability issues?

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

The First one I get randomly. It's just a thing it'll do. Even my 2Ds doesn't always launch into EmuNand. It's just how coding is sometimes.
Have you ever had the second issue? All the games worked yesterday, today I get that warning pretty often.
 
Thank you so much!! Have you been having those issues as well? The second one really annoys me, I feel like I have done something wrong to my Wii U.
Is it possible to conjecture that future versions of Loadiine might solve stability issues?

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


Have you ever had the second issue? All the games worked yesterday, today I get that warning pretty often.
The First one I get randomly. It's just a thing it'll do. Even my 2Ds doesn't always launch into EmuNand. It's just how coding is sometimes.
I feel you missed this bit I just said about "That's how coding works" =p Since Hacking involves injecting code at the right timing, it's never going to catch it all the time. It will miss at times.

For your second issue, try going back a nightly version to see if that solves your problem. I'm on a version that was made 3 days ago cause the latest one is failing to load a game.
 
Last edited by Kit Ballard,
Not to keen on this to be honest, esp as that would inflate the space requirements massively?. I don't know if "scrubbed" images would be possible, and if it was then this would be a good solution
There's no scrubbed version like the wii (replacing random data sectors with repetitive pattern to compress better)
But there's the wux format, which half-compress the wud by compressing the random/repetitive patern (instead of replacing them) and keep the game's data uncompressed for fast and direct access.
It's slightly bigger than keeping just the game's data, but it can be reverted back to wud to decompress it with DiscU.

Of course, there would be no way to remove unneeded files, like language folders, to make the game data smaller.

Another way would be to re-create a single file from the extracted file format (uncompressed zip split to 4GB?)

I've an idea for the DS Virtual Console to use with loadiine... [...]
Like dimok said, Nighty worked on it.
He made a version based on loadiine1.0a (very old) called emuliine, but it worked. instead of "VC RAM injection" it was "realtime VC injection at launch" for NES/SNES. he did only this as a test, but it wasn't legal to release (it contained a VC game as host, so it never get released). It was just a test, I don't know if he will work on it again. NDS/N64 would be easier for users, as they can dump their own game as host then it's just a replaced zip and settings.
I don't know if it's best to include it inside loadiine, or make it a different homebrew project. There would be lot of different settings for both modes.
 
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There's no scrubbed version like the wii (replacing random data sectors with repetitive pattern to compress better)
But there's the wux format, which half-compress the wud by compressing the random/repetitive patern (instead of replacing them) and keep the game's data uncompressed for fast and direct access.
It's slightly bigger than keeping just the game's data, but it can be reverted back to wud to decompress it with DiscU.

Of course, there would be no way to remove unneeded files, like language folders, to make the game data smaller.

Another way would be to re-create a single file from the extracted file format (uncompressed zip split to 4GB?)

Storing extracted games in a single file would be great! A cluster size of 64k produces much overhead on many small files.
I guess one single file would actually be smaller on SD card.
 
Would be nice to get a "Global", single file system running, making file sorting a snap. Maybe have strings that act like Brawl's SD card redirect Gecko Cheat code system that goes "Oh hey, if there's a file by the same name outside [single file type here], use it instead". Be wicked for organization.
 
Last edited by Kit Ballard,
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Bayonetta 1 has audio-video sync issues in cut scenes. Audio is delayed. Probably due to game is saving and playing cut scene at the same time and this makes an extra load to sd card and makes the cutscene out-of-sync.


Sent from my iPhone using Tapatalk
 
Would be nice to get a "Global", single file system running, making file sorting a snap. Maybe have strings that act like Brawl's SD card redirect Gecko Cheat code system that goes "Oh hey, if there's a file by the same name outside [single file type here], use it instead". Be wicked for organization.
You mean like I mentioned in this post?
I already have the common Meta working. Just got to find time to do the common data files.
With this solution, it would be 100% legal to add, as there is no copyright code needed.
You would just have the rom.zip file in your regular directory and loadiine would get the rest of the files from the common directory. Each game would show up as normal in loadiine_gx2. It's own icon would be displayed if it had it, otherwise it would use the common one.
Just need to find time to continue working on it. Might get time next weekend.
 
Something like that... I think? More like... hmm.. Take Smash. Recompile into an easy to read file type.. say, er, .iine. Now we have "SD:\wiiu\games\Smash [~Code]\Smash4.iine". Say I'm moding a move set, then be just like Brawl where it'll be som'in like "SD:\wiiu\games\Smash [~Code]\mods\[modpath that's usually on the disk]". Then in Loadiine, toggle on a "Mod" switch, which would search for file types in the "mods" folder and use those instead of what's in the Smash.iine file.

I could be just blowing smoke out my butt though. I'm not one for coding and file structures and stuff x,x
 
Last edited by Kit Ballard,

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