Hacking Loadiine GX2

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just wanted to know if loading via usb is still being worked on (or is it still impossible)
or has everyone just stopped and moved on to "actual" installing onto usb storage

i for one would like still like the idea of having my hdd usable across platforms and just have the wii u iso files uncompressed neatly in the wiiu folder directory
 
just wanted to know if loading via usb is still being worked on (or is it still impossible)
or has everyone just stopped and moved on to "actual" installing onto usb storage

i for one would like still like the idea of having my hdd usable across platforms and just have the wii u iso files uncompressed neatly in the wiiu folder directory

It would be possible as there is another plugin that demonstrates writing to a USB FAT32 drive. The contributors to the code acknowledge it would be possible but involves coding and according to the github issue, nobody has taken on the work. Until someone rolls up their sleeves and implements it, it is a pipe-dream.
 
ic, i thought that was the case unfortunately

i guess that leads me to another question:
i'm playing tokyo mirage and i'm getting like 15-30 sec loading screens every battle (every thing else seems to load in an alright speed)
is this because my sd card is slow, or is the sd slot just inherently slow to begin with

i might just get a faster and higher capacity sd if i can fix it on my end
 
Did something change about Tubehax/Loadiine

all of a sudden i cannot connect to internet/loadiine on 5.5.0E with current settings even when starting a new connection
I have tried everything but still cannot get a working Internet Connection?
Anyone got any advice?
I'm running loadine off the SD card just got it working last night. As for going online , you could always use local dns .
https://gbatemp.net/threads/release-localdns-a-new-way-to-block-updates.445930/
 
Did something change about Tubehax/Loadiine

all of a sudden i cannot connect to internet/loadiine on 5.5.0E with current settings even when starting a new connection
I have tried everything but still cannot get a working Internet Connection?
Anyone got any advice?
Yes, those DNS are dead. Use these now:

DNS-U (35.164.240.189)
TitleDNS "The Netherlands" (81.4.127.20)
TitleDNS "Los Angeles" (168.235.92.108)


You can check what is active on the loadiine.ovh webpage
 
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Yes, those DNS are dead. Use these now:

DNS-U (35.164.240.189)
TitleDNS "The Netherlands" (81.4.127.20)
TitleDNS "Los Angeles" (168.235.92.108)


You can check what is active on the loadiine.ovh webpage

I have my Primary DNS as 081.004.127.120
and Secondary DNS as 035.164.240.189

Still no Internet connection, not sure what i'm doing wrong
 
Last edited by Miles54321,
ic, i thought that was the case unfortunately

i guess that leads me to another question:
i'm playing tokyo mirage and i'm getting like 15-30 sec loading screens every battle (every thing else seems to load in an alright speed)
is this because my sd card is slow, or is the sd slot just inherently slow to begin with

i might just get a faster and higher capacity sd if i can fix it on my end
The sd slot is naturally slow. If you don't want to wait on loading times then use iosuhax to install the games.
 
Try to load with Loadiine-nightly-42863b5 Donkey Kong Country Tropical Freeze and it give me only a Withescreen, and i have to restart the WiiU.
Any Solution for that Problem?
I have see many People have no Problems with the Game.
 
Last edited by Silverbullet09,
Question: Just came back to the scene after about a year, my games used to all run fine through the old web-based loadiine payloads, but now with haxchi and gx2 only 4 of my games show up, some of the ones that dont are Hyrule Warriors (updated), Xenoblade Chronicles (modified), and none of my VC games. any idea why like 80% of my games arent showing up in GX2? Thank you in advance.
Also I'm using the most recent unstable release of GX2 (42863b5)


Nevermind, Looks like I'm missing meta folders... but why then did it work with loadiine and not gx2?
 
Last edited by XHD2,
any idea why like 80% of my games arent showing up in GX2?
Nevermind, Looks like I'm missing meta folders... but why then did it work with loadiine and not gx2?
See FOLDER STRUCTURE in the OP.
LoadiineGX2 needs the ID4/ID6, e.g. [ABCD01] at the end of the folder name so it can find the cover art and store per-game settings without losing them if you should decide to edit your game name a little. Pulling that info from the meta xml was meant to be a fallback, but some people rely on it.
 
Can't compile.

Code:
C:\cygwin64\home\SommenRider\loadiine_gx2>make
./gitrev.sh: line 3: git: command not found
Application.cpp
In file included from c:/cygwin64/home/SommenRider/loadiine_gx2/src/system/AsyncDeleter.h:21:0,
                 from c:/cygwin64/home/SommenRider/loadiine_gx2/src/gui/GuiElement.h:37,
                 from c:/cygwin64/home/SommenRider/loadiine_gx2/src/gui/Gui.h:20,
                 from c:/cygwin64/home/SommenRider/loadiine_gx2/src/menu/MainWindow.h:22,
                 from c:/cygwin64/home/SommenRider/loadiine_gx2/src/Application.h:20,
                 from c:/cygwin64/home/SommenRider/loadiine_gx2/src/Application.cpp:17:
c:/cygwin64/home/SommenRider/loadiine_gx2/src/system/CThread.h: In constructor 'CThread::CThread(int, int, int, CThread::Callback, void*)':
c:/cygwin64/home/SommenRider/loadiine_gx2/src/system/CThread.h:45:37: error: invalid conversion from 'int (*)(int, void*)' to 's32 (*)(s32, void*) {aka long int (*)(long int, void*)}' [-fpermissive]
             OSCreateThread(pThread, &CThread::threadCallback, 1, this, (u32)pThreadStack+iStackSize, iStackSize, iPriority, iAttributes);
                                     ^~~~~~~~
In file included from c:/cygwin64/home/SommenRider/loadiine_gx2/src/Application.cpp:21:0:
c:/cygwin64/home/SommenRider/loadiine_gx2/src/gui/VPadController.h: In member function 'virtual bool VPadController::update(int, int)':
c:/cygwin64/home/SommenRider/loadiine_gx2/src/gui/VPadController.h:41:31: error: invalid conversion from 'int*' to 's32* {aka long int*}' [-fpermissive]
         VPADRead(0, &vpad, 1, &vpadError);
                               ^~~~~~~~~~
c:/cygwin64/home/SommenRider/loadiine_gx2/src/Application.cpp: In destructor 'virtual Application::~Application()':
c:/cygwin64/home/SommenRider/loadiine_gx2/src/Application.cpp:63:5: warning: this 'for' clause does not guard... [-Wmisleading-indentation]
     for(int i = 0; i < 5; i++)
     ^~~
c:/cygwin64/home/SommenRider/loadiine_gx2/src/Application.cpp:66:2: note: ...this statement, but the latter is misleadingly indented as if it is guarded by the 'for'
  AsyncDeleter::destroyInstance();
  ^~~~~~~~~~~~
make[1]: *** [Application.o] Error 1
make: *** [build] Error 2
 
Last edited by SommenRider,
Yes, so I have a very weird issue with a VC loadiine game, Dragon Quest V DS, so I copied files off a while ago to save space for installing a Wii U game to USB from SD. Well, I recently copied save files back to the SD card, including the DS VC save files.
Well, upon loading the game, the VC boots up like normal, but it can't find my saves at all, it starts a new game. What the crap did I do wrong? Anyone have this problem? Am I going to have to start a new game?
 

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