512GB cards work fine too.@drakkenzero - Confirmed. I have 2 256GB cards that work fine. One is a Sony, the other is PNY. +1 for USB game loading. Titles that are noted as slow-loading in the compatibility list work so much better from USB.
512GB cards work fine too.@drakkenzero - Confirmed. I have 2 256GB cards that work fine. One is a Sony, the other is PNY. +1 for USB game loading. Titles that are noted as slow-loading in the compatibility list work so much better from USB.
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
I'm running loadine off the SD card just got it working last night. As for going online , you could always use local dns .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/
I used this for the hack. http://gbatemp.net/threads/haxchi-v2-0-a-persistent-wiiu-hack.451071/I'll take a look at it
What's the best method for using the exploit even if you don't want to go online?
Is it possible to do the exploit without going to http://www.loadiine.ovh? I have the files on my SD card too
Yes, those DNS are dead. Use these now: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
The sd slot is naturally slow. If you don't want to wait on loading times then use iosuhax to install the games.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
I'm trying to play banjo-kazooie.
But it's not working. The game isn't showing up in loadiine.
I don't know. Since I can't run the game. I guess they removed the black bars at the top and bottom of the screen.Why does that video say SCALE FIXED?
What did they do?
See FOLDER STRUCTURE in the OP.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?
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