Hacking Loadiine GX2

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Smash Bros kicks you back to Mii Maker the first time after every reboot, and then you need to exit out and boot Smash yourself, second time+ it'll automatically boot into Smash I guess because it's already initialized
You can try to grab a game update off of NUS, they all contain meta folders, and nah, meta is optional, it has no impact on whether something boots, just lets you see the pretty icon

thanks :)
 
I've a small bug. (e395f3b) https://github.com/dimok789/loadiine_gx2/releases/tag/Loadiine-nightly-e395f3b

1. Starting LoadiineGX2 > ok
2. Choosing Game > ok
3. Popup with first time settings > ok > saved
4. Launching game > ok
5. Exit game and restarting LoadiineGX2 from MiiMaker > ok
6. Selecting a different game > ok
7. Popup with first time settings > crashs on saving or ok, but launching game fails loading rpx/rpl (freezes)

Loading a game with already saved settings works to launch.
 
Last edited by liomajor,
Smash Bros kicks you back to Mii Maker the first time after every reboot, and then you need to exit out and boot Smash yourself, second time+ it'll automatically boot into Smash I guess because it's already initialized
You can try to grab a game update off of NUS, they all contain meta folders, and nah, meta is optional, it has no impact on whether something boots, just lets you see the pretty icon

thanks!
 
Thoughts/Features:

1.
Pack all game files in an uncompressed zip file. Reroute normal file calls to access the file in the zip. Would this speed up SD access?
Maybe some other buffering scheme.

2.
Define standard ID format for VC games.
Eg. Use last 2 letters normally used for the manufacturer as the Type of VC game.
xxxxV1 == NES
xxxxV2 == SNES
xxxxV3 == GameBoy
xxxxV4 == GBA
xxxxV5 == NDS
xxxxV6 == N64
etc

3.
Store common VC data in a single folder. It would then load the common files from games\common\V1 etc.
Eg. NDS would only need games\Gamexxxx [xxxxV5]\content\0010\rom.zip
Everything else would be put in games\common\V5
Including a common\V5\code\NDS.rpx and xml files
meta would also be common so any VC games without data could be set to use a common icon and background.
Maybe also allow the use of VC.TXT in the game folder, so that real VC IDs could still be used, then if VC.TXT is found, the text in the file would contain the 2 digits, such as V5, to cause the redirect.

4.
Reroute the meta\Manual.bfma so the proper manual is read, not the Mii Maker one.
 
Okay guys, I (finally) decided to commit my loadiine stuff. I didn't make too much progress with the gui over the last weeks, so I decided to commit what I have.

Biggest changes:
- HID support
- Filereplacement / update merger
- Gamesettings

Minor changes:
- Added new Gui Elements (GuiToggle,GuiSwitch,GuiCheckBox,GuiSelectBox)
- Improved the function patching. Now you can patch dynamic functions.
- Serveral minor changes I dont remember anymore. (e.g. Now you dont have to reboot after you set the padcon settings)

The HID support has the same features as the hid to vpad tool. Check it the thread (http://gbatemp.net/threads/hid-to-vpad.424127/) for more informations and the compatibility.
You can add/remove the device at anytime and serveral devices at once (all will be mapped at the gamepad though).

I explained the filereplacement stuff earlier (http://gbatemp.net/threads/loadiine-gx2.413823/page-51#post-6095454). It let just replace the files on the fly, without modifying the e
actual game folder. This way you can apply updates or do any kind of game mods. Here is again an example folder structure.

Code:
->Mario Kart 8 [AMKP01]
|->code
|->content
|->meta
|->updates
  |->v64
  |->code
  |->content
  |->meta
  |filelist.txt (will be created)
  |->v16
  |->code
  |->content
  |->meta
  |filelist.txt (will be created)
  |-> COOLGAMEMOD123
  |->code
  |->content
  |->meta
  |filelist.txt (will be created)

Each folder in ther "updates" represents an update or game mod, and has his own code,content and meta folder. The filelist.txt will be used to see which files need be loaded from
the update folder. If it's missing, it will be created (usally a few seconds, but be longer). Don't forget to delete it after you changed the content folder..
When your grab an update through JNUSTool, it will create the filelist.txt and the right folder structure for you. Simply copy and paste it.

Gamesettings:
When you try to start a game, a new windows with appear. There you can make some settings before the acutal game with will boot.

  • Updatefolder: Here you can see list of all updates/gamemods you have in your "updates" folder (Looks like something like this: http://puu.sh/oy21h/d4fefaf6b1.jpg). Simply choose the cone you want to apply.
  • Extra save: With this option you can create a new savefolder for this update/game mod. So if dont want to change the save between your updates, or have a fancy game mod that requires a new savegame, simply enable the option. Leaving it disable with simply use your normal save, should be good for most people.
  • Launch Method: Here you can set the launch method for the game. The default setting, will use the one set in the "global" settings.
  • Save Method: Here you can set the save method for the game. The default setting, will use the one set in the "global" settings.
When you press O.K. the settings will be saved and the game will boot with (or without) the update.
If you have any questions, feel free to ask.

I also rewrote the way functions are patched/restored. Now you can also patch dynamic functions.

Checkout the nightly on the github for testing.

THX @Maschell this works great!
Tutorial change Updates
 
Last edited by Masterwin,
My only suggestion for features ATM are:
  • Stretch / Full screen image (for VC titles)
  • Gamma correction (also for VC titles)
That's all I want xD

Seconded, to see options to stretch out or not stretch 4:3 aspect ratios would be nice and surely that would be feasible :P
 
Seconded, to see options to stretch out or not stretch 4:3 aspect ratios would be nice and surely that would be feasible :P
If you used a GX2 hack, yea, I'd think it would be better to patch the RPX directly which'd require a disassembly, I can look into it, no idea how gamma correction works, more learning to do, as if I haven't done enough already, might not even stretch, could maybe just change the export resolution or smth since it's still being interpreted as models and output to a framebuffer
 
I've a small bug. (e395f3b)

1. Starting LoadiineGX2 > ok
2. Choosing Game > ok
3. Popup with first time settings > ok > saved
4. Launching game > ok
5. Exit game and restarting LoadiineGX2 from MiiMaker > ok
6. Selecting a different game > ok
7. Popup with first time settings > crashs on saving or ok, but launching game fails loading rpx/rpl (freezes)

Loading a game with already saved settings works to launch.
Could you make an issue on github. I will look into it, but at first I want to take break for a few days ;)
 
Last edited by Maschell,
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If you used a GX2 hack, yea, I'd think it would be better to patch the RPX directly which'd require a disassembly, I can look into it, no idea how gamma correction works, more learning to do, as if I haven't done enough already, might not even stretch, could maybe just change the export resolution or smth since it's still being interpreted as models and output to a framebuffer
Amazing!
Thank you for even taking the time to look into it. :)
Everything you guys have been doing is greatly appreciated!
 
Yea, hope someone can find something. I tried to modify an RPX before for full stretch but it would "break" video for me. It would flash kind like you turned the power on for the 64 on an old tv, but nothing would show up. so not sure if I did something wrong or not. Hopefully you find some other nice things hidden in there too. ;)

Oh, and you probably already know, but just a friendly reminder, don't forget the VC RPX's have different revisions for some games, so there may be even more secrets in a newer VC.
 
Last edited by EclipseSin,
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