Hacking [OLD] Loadiine backup loader for WiiU 5.3.2 ONLY (NO 5.4 NO 5.5!)

brkun

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Special note for that game - If using NTSC-U console, rename all the folder starting with EU to US in /data/content/LocalizedData (assuming you are using a EUR dump). I can confirm that the game should play.

OMG, it was exactly that!

Thank you soooo much! Never would figure that out hahahah
 

yahoo

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Special note for that game - If using NTSC-U console, rename all the folder starting with EU to US in /data/content/LocalizedData (assuming you are using a EUR dump). I can confirm that the game should play.
Do you know other games that need to have renamed folders? Also, are they always in the LocalizedData directory?
 
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ddurdle

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Do you know other games that need to have renamed folders? Also, are they always in the LocalizedData directory?

It is the only game I've seen with the folders, so far. There are other games that have EU encoded in file names, but they seem to load without issue. Most of the time, these folders and files are small, so I usually take a glance through looking for them and if I find them, I'll create a copy (instead of rename) with the copy having US instead of EU in the name. But this is the only game I've ran into that requires it. I guess they are checking the console for the local and deriving the filename base on that, instead of hardcoding filenames like other games.
 

Deeptrap

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I have some issues with the sd card i think.
I got sometimes the error, cant launch game, and loadiine hangs after that.
Is this a payload issue or a bad working SD card with the Wii-u /
 

Cyan

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More info about the gui work progress.
I said on my previous post that we now have 3D icons we can use.
But the picture I posted was another mockup, not a real capture.

Dimok coded the icons on PC OpenGL, and he is now in the process of porting the code to the WiiU.
As a test, he used the circle design (it could have been the grid, but we picked circle for the first test. grid would have been easier), and it's starting to take good shape.
icons are rotating correctly with D-pad and stylus.
we need to adjust the brightness and some values (icon size, distance, icon number in the circle, pitch, speed, etc.)

We will post a screen soon.

It doesn't mean we rejected other design ideas, they could be added later.


another note :
We decided that a design should be a complete interface (TV+gamepad), not mixing designs from different users on different displays.
So "circle design" = circle on pad and info on TV, display can be swapped.
another design "game list" could be "TV & gamepad mirror", because the game list with the cover on the same screen can be mirrored, and don't need display swap.
not mixing designs is easier to develop, each "designer" should think how its design idea works on both displays (mirror, info, swappable, settings, menus, input method, etc.)


Edit:
We haven't made a real poll, but what are you thinking about the circle design?
we think about going first with Circle, then probably grid mode (very easy, and USBLoaderGX banner layout sources could be re-used)
then maybe another one from the mockup we got from you? or flow?
well, for now, one at a time. I hope circle is good for you.
 

Skater4599

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Thanks for the info @Cyan Can't wait to see it!

Everyone has their own opinion, but my 2 cents are just that I would like to see a title text by the game icon also, Not everyone knows what icon is what game. But, its just a nicety and not really needed.
 
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Cyan

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yes, I thought about the game's title, but some titles are very big so it can't be "with the icon" (it can't follow them)
A place for the Game's title will be better, I think bellow the icons (at the bottom of the screen) is a good place, it will not obstruct the background image (it's already half cut because of the icons, no need to hide it even more)
 
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The3rdknuckles

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Hi guys this is my first time here I have a quick question. Does the SD for loadiine have to be SDHC, because i have an sd card that is sdxc i and when i try to do stuff(sorry i don't remember what stuff i was doing yesterday) it'll say that my card cannot be read or mounted.
 

thaikhoa

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Hi guys this is my first time here I have a quick question. Does the SD for loadiine have to be SDHC, because i have an sd card that is sdxc i and when i try to do stuff(sorry i don't remember what stuff i was doing yesterday) it'll say that my card cannot be read or mounted.

Format as Primary, Fat32, 64K cluster. Wii U reads 512GB just fine.
 

Don Jon

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@Cyan
since no one has mentioned
I would still like to request the one i mocked up because it shouldnt be hard to make
in case you guys dont remember
it just pulls the flow to the bottom giving use of most of the screen to "fan art/hd backgrounds" for different games
 

dimok

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Hey everyone,

so we decided to post a preview of our current work to let you peek in on the development.

Here are two videos that show the current in development GUI in action. It uses already several parts of the GX2 engine e.g. stencil rendering (reflection), blurring, 3D projections, alpha blendings, fractal noise generation in the shader... Not all of those effects would be necessary for the current GUI but it shows how things can be done in GX2 and people who worked with OpenGL4 would get into it very quick.
You will notice it is still missing anti aliasing and several GUI elements such as the name of the game (freetype text is implemented but not used yet), settings button to enter the settings menu, screen swap button or just plain camera/icon animation in no movement situation. Those are things that are still to come. Additionally we though of giving you another layout, a grid layout like the one that Cyan posted before. As we have now all the effects ready for use it wont take too long to add that too. Also missing is a nice background sound...we still need to decide on one ;).

As for controls, it will be touch and D-PAD/buttons controll. I plan also on adding Wii Pro Controller and Wii Mote support but maybe not for the very first release (we will see).

So here it is:


and here is a video Maschell made with his capture card:



As you might have seen there was another "GUI" release. It just uses the OSScreenPutPixelEx CPU version of writing the frame buffer again which is just, well.... :(. Thats not something you want to build your GUI with (or at least me). Additionally it requires TGA files which is very odd too, as you could easily transform jpg/png/gif or whatever other format very quick to a texture on the fly. That is what I do in the current version that I have. Currently only two PNGs are used though and that is the grid square texture on the bottom and the "no icon" icon image.

So what you guys already can do now is prepare the folderstruct by setup of the following structure:
/sd/wiiu/games/some game name [GameID6]/
/sd/wiiu/games/some game name [GameID6]/code
/sd/wiiu/games/some game name [GameID6]/content
/sd/wiiu/games/some game name [GameID6]/meta

Here is how you get the game ID 6:
In the meta.xml you have two lines
Code:
  <product_code type="string" length="32">WUP-U-ARPP</product_code>
  <company_code type="string" length="8">0001</company_code>

From product_code you take the last 4 characters and add the last 2 characters from the company_code. For this example it would be ARPP01

This ID6 is currently not needed but it will be required for the cover flow view (which is planned for later) and for auto download of game covers from gametdb.com (as PNG/JPG not TGA :P). We will be using a high resolution full box cover for that purpose such as this one for example:
http://art.gametdb.com/wiiu/coverfullHQ/US/AXFE01.jpg

You see in this example link it uses the game ID 6.
 

Incure

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Very nice work on the GUI! Amazing what you guys have done with it, especially in these early stages of Wii U homebrew!

Does the new folderstructure has a effect on the save games in the folder saves? Or can we just rename the already created saves folders to the new structure?
 
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