Hacking Loadiine GX2

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any advice on what to do when there's a _rpx folder, _sav folder and gamename folder? it's supposed to be loadiine ready
it's the first loadiine format (1.0a), on loadiine 2.0 the folder layout changed.
loadiine GX2 is continuation of loadiine 4.0

For people who are not aware, here is the version history order:
Loadiine v0.1a > v2.0 > v3.0 > v4.0 > Loadiine GX2 v0.1, GX2 v0.2, etc.

loadiine 0.1a used this format :
SD:/_RPX/gameName/ID4.rpx
SD:/_SAV/ID4/
SD:/ID4/


ID4 = the 4 letters were used to differentiate each game. (no real meaning, you could choose whichever 4 letters you wanted)
the sd:/_RPX/gameName/ contains the executable, it's the new /code/ folder
the sd:/_SAV/ is the place where savegames where stored.
the sd:/ID4/ contains the game's data, it's the new /content/ folder

rename the "GameName" located INSIDE _RPX to "code"
rename the "4 letters folder" the one NOT inside _RPX to "content"
Create a new folder in your /wiiu/games/ folder with the game's title and the ID6 (example Mario kart [ID6 of mario kart])
put the code and content folders inside.
I don't know if you need to rename back the RPX file, I think it should work even if not renamed.

You will miss the meta folder, because it wasn't used on first version of loadiine. (even if I told everyone to keep that folder, lot of users thought it was a good idea to delete it)
check on JNUSTool if there's an update for that game, and select "get meta".
If there's no update for that game, check the wiki compatibility list for alternative methods to get the meta and XML files.

You don't need the _SAV folder at all, version 1.0a didn't create it and users had to do it manually, it's not needed anymore. loadiine will create the savegame folder automatically if required.


I guess I'll put this mini tuto on the second post of the thread.
it could help some users.
 
it's the first loadiine format (1.0a)
on loadiine 2.0 the folder layout changed.
loadiine GX2 is continuation of loadiine 4.0
0.1a > 2.0 > 3.0 > 4.0 > GX2 v0.1 etc.

loadiine 0.1a used this format :
SD:/_RPX/gameName/ID4.rpx
SD:/ID4/
SD:/_SAV/ID4/


ID4 = 4 letters to use to differentiate the game.
the sd:/_RPX is the new /code/ folder
the sd:/ID4/ is the /content/ folder

rename the "GameName" located INSIDE _RPX to "code"
rename the "4 letters folder" the one NOT inside _RPX to "content"
Create a new folder in your /wiiu/games/ folder with the game's title and the ID6 (example Mario kart [ID6 of mario kart])
put the code and content folders inside.
I don't know if you need to rename back the RPX file, I think it should work even if not renamed.

You will miss the meta folder, because it wasn't used on first version of loadiine. (even if I told everyone to keep that folder, lot of users thought it was a good idea to delete it)
check on JNUSTool if there's an update for that game, and select "get meta".
If there's no update for that game, check the wiki compatibility list for alternative methods to get the meta and XML files.

You don't need the _SAV folder at all, version 1.0a didn't create it and users had to do it manually, it's not needed anymore. loadiine will create the savegame folder automatically if required.


I guess I'll put this mini tuto on the second post of the thread.
it could help some users.


cheers, I've done all that now and even got the meta folder, I will try it later on the wiiu

thanks again
 
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Noob question. But when was the kernel exploit for 5.5.1U released, and because it is kernel, would Loadiine installation on a 5.5.1U Wii U have the possibility of bricking or any other side effect? Thanks in advance.
 
Question regarding the images guys. Sorry if it has been posted but wondering here.

So the meta folder contains all the images and stuff and loadline will read the meta folder for icons and all that correct?

If you DONT have a meta folder, you can add the game ID at the end of the game folder [xxxxx] and it will search in the folder for an icon matching that game right?

My question is this. If you don't have a meta folder and have say the EUR version of the backup but the EUR icons are not present, can you just name the title [xxxxx] to the US version where it has icons?
Is putting the game title ID in the folder name literally only for matching to an icon set in those icon folders?

Thanks all!
 
I have never seen the meta folder for Zero: Nuregarasu no Miko. However, I made the meta folder as accurately as possible a few days ago. Hint: http://pastebin.com/cQHFMDgU.
If that's not allowed, google "zero nuregarasu no miko meta folder", go to the link on that iso site for wiiu, and go to page 27. You'll find it there. Specifically, "Wii U Game Collection [MEGA] (New: Project Zero EUR)".
Hope that helps. And if someone has the original meta folder for Zero please DO share! Same for Taiko Tokumori and Taiko WiiU Version!
I'm just happy to know someone other than me plays the Japanese version specifically. I'm gonna try the other region meta folder out and let you know how it goes?

Edit: Got it working now, icon shows and everything. Thank you.

P.S. do you have a 100% save for the game? If not from you where could I find it? Just interested in playing with the costumes that you receive at the end of the game. It's so stupid cause if you have to beat the game to get it then why would you repeat the levels with it?
 
Last edited by RemixDeluxe,
Noob question. But when was the kernel exploit for 5.5.1U released, and because it is kernel, would Loadiine installation on a 5.5.1U Wii U have the possibility of bricking or any other side effect? Thanks in advance.
As of the moment, we can't install anything on a 5.5.1 system. At least, I haven't heard of it just yet. Everything we've (5.5.0/1) been doing has been memory tweeks and redirects. Nothing system threatening.
 
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There were a mod with auto-boot games at loadiine launch done by Scuba156, but it hasn't been added to the official repository.
if you are on 5.5.1 it will not work, but if you are on 5.3.2 you can try that old builds from scuba (you'll have to search his github for a build)

edit:
Ah, you mean the "individual game settings" window?
yes, there's a setting to display/hide that window. it's called "View game settings" in the "loader settings" section. we weren't sure if it was best to make it ON or OFF by default.
 
There were a mod with auto-boot games at loadiine launch done by Scuba156, but it hasn't been added to the official repository.
if you are on 5.5.1 it will not work, but if you are on 5.3.2 you can try that old builds from scuba (you'll have to search his github for a build)

edit:
Ah, you mean the "individual game settings" window?
yes, there's a setting to display/hide that window. it's called "View game settings" in the "loader settings" section. we weren't sure if it was best to make it ON or OFF by default.
Ok, thanks cyan :)
BTW do you know where can I get Loadiine logo font?
 
Question how would one play 2 players for snes, n64 games people have ported over for the virual console using loadline?
 
Ok, I am having problems getting Splatoon to launch. I dumped it with DDD and I put it into /wiiu/games/Splatoon HTTP[AGME01] on my SD card, it shows up just fine on Loadiine but when I attempt to launch it it hangs. I attempted smash and Mii Maker launching mode.
 
edit:
Ah, you mean the "individual game settings" window?
yes, there's a setting to display/hide that window. it's called "View game settings" in the "loader settings" section. we weren't sure if it was best to make it ON or OFF by default.
I'm using nighty v0.3 and there is no such option...
It's my config file, what's the option to disable individual setting window?
Code:
# Loadiine GX2 - Main settings file v1
GameViewModeTv=0
GameViewModeDrc=1
GameLaunchMethod=0
GamePath=sd:/wiiu/games
GameSavePath=sd:/wiiu/saves
GameLogServer=0
GameLogServerIp=192.168.001.004
GameSaveMode=0
BgMusicPath=sd:/wiiu/loadiine_gx2/bgm/mute.mp3
GameCover3DPath=sd:/wiiu/apps/loadiine_gx2/covers3d
ConsoleRegionCode=EN
AppLanguage=
DebugLoggerIP=192.168.178.3
GameStartIndex=2
PadconMode=0
LaunchPyGecko=0
HIDPadUse=0
 
Speaking of Nightly, I randomly looked on the github and a new one landed roughly 40 mins ago XD I'll give it a whirl in a bit, to see if it fixes an issue I had from the previous one =3
 
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Is there a reason why PadCon isn't working with N64 VC games, @dibas??
It's a known issue, I'm not sure why it doesn't work there yet (I have a few ideas though). I don't have any N64 VC titles so I can't test what's wrong there. Might look into it sometime.
 

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