Homebrew Project [RELEASE] FriishProduce - multiplatform WAD injector

CatmanFan

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Today I am rising out of the dead to announce a new project I've been working on for about a month now: introducing FriishProduce.

What is this?


FriishProduce is an automated WAD injector which allows for ROM/SWF replacement and customization in certain Wii VC channels. What's unique about it compared to other injectors? By handling many steps directly from the program's code, it bypasses several third-party assets & apps which may otherwise be required in Wii VC injection (such as Wii Common Key, and most of HowardC's tools). Some examples:
  • Automatic WAD/U8 handling using libWiiSharp or Wii.cs
  • VC ROM injection through hex writing and/or file replacement - bye-bye AutoInjectuwad
  • Automatic banner/icon editing using VCBrlyt
  • Generates custom savedata image using original WAD's source TPL/WTE(s) - good riddance VCIconGen
  • Automatically edits savedata title using hex or .txt writing - Sayonara VCSaveInject
  • Additional content/emulator options for each platform where supported
  • Replace WAD contents with forwarder to auto-load specific emulator core and ROM
This was actually based off of an earlier project that I worked on back in 2020, until it was left abandoned and eventually wiped after my hard drive failed. I started work on a preliminary revision of FriishProduce for around three weeks before my then-seven-month-old drive also ended up failing, after which I coded the current version in about a week or so.

Platforms/FeaturesHow-toCredits


  1. Currently supported as of the latest release:
    • Nintendo Entertainment System (NES) / Famicom
    • Super Nintendo Entertainment System (SNES) / Super Famicom
    • Nintendo 64
    • Sega Master System
    • Sega Mega Drive/Genesis
    • NEC PC Engine/TurboGrafx-16
    • SNK NEO-GEO AES
    • Microsoft MSX/MSX2 (Japan only)
    • Shockwave/Adobe Flash
    • Sony PlayStation (forwarder; experimental)
    Emulator forwarders:
    • NES/Famicom:
      • Set custom palette
    • Nintendo 64:
      • Clear all preinstalled VC textures (*.T64)
      • Fix brightness (remove dark/epilepsy filter)
      • 8 MB extended memory (Expansion Pak detection)
      • Auto-allocation of ROM size (supports up to 56 MB; not available in later revisions)
      • Fix crashes (not available in later revisions)
    • Master System & Mega Drive/Genesis:
      • Emulator configuration editor
      • Controller mapping
    • PC Engine/TurboGrafx-16:
      • Emulator configuration editor
    • NEO-GEO:
      • Custom BIOS (*.zip/*.rom)
    • Shockwave/Adobe Flash:
      • Enable "Unsaved data" message in HOME Menu
      • Change SWF update rate (FPS?)
      • Enable save data; change total savedata size in KB
      • Strap reminder setting
      • Controller mapping to keyboard values
    • Forwarders:
      • Use Comex or Waninkoko NAND loader/WAD contents order
      • Use v12 or v14 forwarder.dol
      • Use vWii (Wii U) NAND loader
      • Load from USB instead of SD card
      • Show BIOS startup screen (PSX only)


    Requisites


    • OS: Windows 7 or newer
    • Redistributables:
      • .NET Framework 2.0 (needed for libWiiSharp)
      • .NET Framework 4.7.2 and Microsoft Visual C++ Redistributable for Visual Studio 2019 (needed for ccf-tools)
    • Required by HowardC Tools:
      • ActiveX Control Pad
        • Setup: run in Windows XP (SP3) compatibility mode
      • comdlg32.ocx, comctl32.ocx and mscomctl.ocx
        • Download these files, then register them using regsvr32.
    Additionally, you will also need WAD files to be added to the applications's bases folder.
    When first opening FriishProduce, select a platform, then go to the next page, click the "+" button and search for a WAD. If it is supported by the current version of the database, then the WAD file will be copied to the bases folder.
    The list provided below may currently not be up to date. Please check database.json (GitHub) for a full list of bases supported and further details.

    NES/Famicom
    • Kirby's Adventure (USA; EUR; JPN; KOR) - ROM CHR size: 32 x 8 KB; ROM PRG size: 32 x 16 KB
    • Ninja Gaiden (EUR/PAL60) - ROM CHR size: 16 x 8 KB; ROM PRG size: 8 x 16 KB
    • Super Mario Bros. 3 (USA; EUR; JPN; KOR) - ROM CHR size: 16 x 8 KB; ROM PRG size: 16 x 16 KB
    Your ROM size must not exceed the total of the base ROM embedded within the WAD.
    SNES/Super Famicom
    • Donkey Kong Country 2/Super Donkey Kong 2 (USA; EUR; JPN; KOR)
    • Mario's Super Picross (EUR/PAL60)
    Nintendo 64
    • Bomberman Hero (USA; EUR; JPN)
    • Custom Robo V2 (JPN)
    • F-Zero X (USA; EUR; JPN)
    • The Legend of Zelda: Ocarina of Time (USA; EUR; JPN)
    • Mario Golf (USA; EUR; JPN)
    • Mario Kart 64 (USA; EUR; JPN; KOR)
    • Mario Party 2 (USA; EUR)
    • Ogre Battle 64: Person of Lordly Caliber (USA; EUR/PAL60)
    • Sin and Punishment (USA; EUR/PAL60; JPN)
    • Star Fox 64/Lylat Wars (USA; EUR; JPN; KOR)
    • Super Mario 64 (USA; EUR; JPN)
    • Yoshi's Story (USA; EUR; JPN)
    Master System
    • Phantasy Star (USA; EUR) - emulator revision: v3
    • Sonic the Hedgehog (USA; EUR; JPN) - emulator revision: v2
    Mega Drive/Genesis
    • Comix Zone (USA; EUR; JPN) - emulator revision: v1
    • Pulseman (USA; EUR) - emulator revision: v3
    • Sonic the Hedgehog 3 (USA; EUR; JPN) - emulator revision: v2
    Shockwave/Adobe Flash
    • Flash Placeholder (USA; EUR) / Back to Nature (EUR)
    If you are using the Flash Placeholder, search for it at the MarioCube website > WADs > Flash Injects, then download the WAD corresponding to your Wii's region.

  2. See the Wiki for a more detailed explanation on setup & usage. TL;DR:
    1. Select a target platform, then browse for a ROM, and select a base WAD.
      • Optionally, you can also browse for a *.bps/*.ips to be patched to the ROM before injection.
    2. (Optional) Toggle the "Customize" checkbox, then fill in the relevant fields with the game's title, a shortened version thereof if needed, its release year and the number of players.
      • An image of the title screen is also recommended, but may not be needed if you are injecting a non-cosmetic ROM hack (e.g. a randomizer, TAS hack, etc.). Left click on the image field to browse for a new file, and right/middle click to remove it.
    3. Enter a title ID and change any content options to your liking.
    4. Save the WAD and you're done!

    Make sure you have a (v)Wii NAND backup in case anything goes wrong!


  3. This program uses the following third-party components and apps:
    • libWiiSharp (orig. author: Leathl), forked by WiiDatabase.
    • Wii.cs library (part of Leathl's ShowMiiWads).
    • Floating IPS (Flips) by Alcaro.
    • ccf-tools (orig. author: paulguy) and BrawlLib (orig. author: soopercool101), both forked by libertyernie.
    • ROMC compressor by Jurai, with additional LZSS code by Haruhiko Okumura.
    • gbalzss by Andre Perrot, with additional LZSS code by Haruhiko Okumura.
    • WWCXTool by alpha-0.
    • lzh8_cmpdec by hcs.
    • HowardC's Tools (particularly, VCbrlyt).
    • For homebrew emulators compatiblity:
      • comex's NAND loader. (file renamed as "nandloader_wii_comex.app")
      • Waninkoko's NAND loader, retrieved from ShowMiiWads repo. (file renamed as "nandloader_wii.app")
      • FIX94's tiny-vwii-nand-loader. (file renamed as "nandloader_vwii.app")
      • Forwarder DOL generated from ModMii Classic (application author: XFlak) (file renamed as "forwarder.dol")
    I would also like to thank the following people:
    • SuperrSonic for reverse-engineering much of Wii software and official emulator code, and in particular, his fork of RetroArch Wii.
    • SaulFabre for archiving several tools and aiding in research & documentation.
    • sr_corsario for his work in disclosing NEO-GEO ROM injection methods.
    • Larsenv for his astounding work in the Wii homebrew community, and for originally disclosing a method for Flash WAD injection (GBAtemp thread).
    • And of course, the team at the 0RANGECHiCKEN release group, including lolsjoel, and the late G0dLiKe, without whose work this project would not have been possible.
    This application is distributed and licensed under the GNU General Public License v3.0.

Download


:download: Releases/Changelog (Github)
:arrow: Source code (GitHub)

Please note that this project is still in early beta stage and certain features may be subject to change or removal.
 
Last edited by CatmanFan,

CatmanFan

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Aaand already I have just released a new version (beta v0.11). Mostly bugfixes for now:
  • Some issues affecting compatibility with Japanese/Korean WADs
  • Language selection may not work correctly if list is not alphabetically ordered
  • Changed bitmap generation of TPL savedata to using new bitmap instead of loading from the original imagefile directly. This prevents any errors claiming that an image file is in use by another process
  • General system stability improvements to enhance the user's experience
Of course, I may not have checked fully for all potential bugs, so anyone is welcome to approach me on any that I may have missed. Lol
 

niuus

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Today I am rising out of the dead to announce a new project I've been working on for about a month now: introducing FriishProduce.

What is this?​

FriishProduce is an automated WAD injector which allows for ROM/SWF replacement and customization in certain Wii VC channels. What's unique about it compared to other injectors? By handling many steps directly from the program's code, it bypasses several third-party assets & apps which may otherwise be required in Wii VC injection (such as Wii Common Key, and most of HowardC's tools). Some examples:
  • WAD/U8 handling using libWiiSharp
  • VC ROM injection through hex writing and/or file replacement - bye-bye AutoInjectuwad
  • Automatic banner/icon editing using VCBrlyt
  • Generates custom savedata image using original WAD's source TPL/WTE(s) - good riddance VCIconGen
  • Automatically edits savedata text where available using hex writing - Sayonara VCSaveInject
  • Additional content/emulator options for each platform where supported
This was actually based off of an earlier project that I worked on back in 2020, until it was left abandoned and eventually wiped after my hard drive failed. I started work on a preliminary revision of FriishProduce for around three weeks before my then-seven-month-old drive also ended up failing, after which I coded the current version in about a week or so.

Platforms/FeaturesHow-toCredits


  1. Currently supported as of the latest release:
    • Nintendo Entertainment System (NES) / Famicom (Virtual Console)
    • Super Nintendo Entertainment System (SNES) / Super Famicom (Virtual Console)
    • Nintendo 64 (Virtual Console)
    • Shockwave/Adobe Flash
    • NES/Famicom:
      • Set custom palette
    • SNES/Super Famicom: N/A
    • Nintendo 64:
      • Fix brightness (remove dark/epilepsy filter)
      • Extend RAM to 8 MB (Expansion Pak detection)
      • Allocate 32 MB for ROM (will not work for all bases)
    • Shockwave/Adobe Flash:
      • Enable "Unsaved data" message in HOME Menu
      • Change SWF update rate (FPS?)
      • Enable save data; change total savedata size in KB
      • Strap reminder setting
      • Controller mapping to keyboard values



    Requisites​

    • OS: Windows 7 or newer
    • .NET Frameworks:
      • .NET 2.0 (needed for libWiiSharp)
      • .NET 4.7.2
    • Required by HowardC Tools:
      • ActiveX Control Pad
        • Setup: run in Windows XP (SP3) compatibility mode
      • comdlg32.ocx, comctl32.ocx and mscomctl.ocx
        • Download these files, then register them using regsvr32.
    Additionally, you will also need WAD files to be added to the applications's bases folder.
    When first opening FriishProduce, select a platform, then go to the next page, click the "+" button and search for a WAD. If it is supported by the current version of the database, then the WAD file will be copied to the bases folder.
    NES/Famicom
    • Kirby's Adventure (USA; EUR; JPN; KOR) - ROM CHR size: 32 x 8 KB; ROM PRG size: 32 x 16 KB
    • Ninja Gaiden (EUR/PAL60) - ROM CHR size: 16 x 8 KB; ROM PRG size: 8 x 16 KB
    • Super Mario Bros. 3 (USA; EUR; JPN; KOR) - ROM CHR size: 16 x 8 KB; ROM PRG size: 16 x 16 KB
    Your ROM size must not exceed the total of the base ROM embedded within the WAD.
    SNES/Super Famicom
    • Donkey Kong Country 2/Super Donkey Kong 2 (USA; EUR; JPN; KOR) - original ROM size: 4 MB
    • Mario's Super Picross (EUR/PAL60) - original ROM size: 1 MB; can support ROMs at least 4 MB
    Nintendo 64
    • Bomberman Hero (USA; EUR)
    • Custom Robo V2 (JPN) - dark filter by default
    • Mario Golf (USA; EUR)
    • Mario Kart 64 (USA; EUR; JPN; KOR)
    • Ogre Battle 64: Person of Lordly Caliber (USA; EUR/PAL60)
    • Sin and Punishment (USA; EUR/PAL60; JPN)
    • Star Fox 64/Lylat Wars (USA; EUR) - dark filter by default
    • Super Mario 64 (USA; EUR)
    • The Legend of Zelda: Ocarina of Time (USA; EUR; JPN)
    Your ROM size must not exceed the total of the base ROM embedded within the WAD.
    Shockwave/Adobe Flash
    • Flash Placeholder (USA; EUR) / Back to Nature (EUR)
    If you are using the Flash Placeholder, search for it at the MarioCube website > WADs > Flash Injects, then download the WAD corresponding to your Wii's region.

  2. See the Wiki for a more detailed explanation on setup & usage. TL;DR:
    1. Select a target platform, then browse for a ROM, and select a base WAD.
      • Optionally, you can also browse for a *.bps/*.ips to be patched to the ROM before injection.
    2. (Optional) Toggle the "Customize" checkbox, then fill in the relevant fields with the game's title, a shortened version thereof if needed, its release year and the number of players.
      • An image of the title screen is also recommended, but may not be needed if you are injecting a non-cosmetic ROM hack (e.g. a randomizer, TAS hack, etc.). Left click on the image field to browse for a new file, and right/middle click to remove it.
    3. Enter a title ID and change any content options to your liking.
    4. Save the WAD and you're done!

    Make sure you have a (v)Wii NAND backup in case anything goes wrong!


  3. This program uses the following third-party components and apps:
    • libWiiSharp (orig. author: Leathl), forked by WiiDatabase.
    • Floating IPS (Flips) by Alcaro.
    • ROMC compressor by Jurai, with additional LZSS code by Haruhiko Okumura.
    • gbalzss by Andre Perrot, with additional LZSS code by Haruhiko Okumura.
    • WWCXTool by alpha-0.
    • HowardC's Tools (particularly, VCbrlyt).
    I would also like to thank the following people:
    • SuperrSonic for reverse-engineering much of Wii software and official emulator code, and in particular, his fork of RetroArch Wii.
    • SaulFabre for archiving several tools and aiding in research & documentation.
    • Larsenv for his astounding work in the Wii homebrew community, and for originally disclosing a method for Flash WAD injection (GBAtemp thread).
    • And of course, the team at the 0RANGECHiCKEN release group, including lolsjoel, and the late G0dLiKe, without whose work this project would not have been possible.
    This application is distributed and licensed under the GNU General Public License v3.0.



Download​

:download: Releases/Changelog (Github)
:arrow: Source code (GitHub)

Please note that this project is still in early beta stage and certain features may be subject to change or removal.
Sounds VERY nice if this aims to be the ultimate and most featured WAD injection tool.
 

RunningSnakes

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Awesome! Simply Awesome!!!

WAD Injection couldn't be any easier. This tool would have saved me weeks of time 10 years ago, injecting 250-300 games the old fashioned way.

@CatmanFan

I have a few questions...

1. Are there plans on adding more base wads, or is there no need? I'm mainly concerned about SNES Super Metroid. It seems i used SM as a base as often as DKC2.

2. Are there plans on adding injection support for TG16/CD, NEO, MSX, C64, Arcade?

3. Why so many base wads for N64? I never injected N64 so forgive my ignorance if they all serve a specific purpose.


Anyhow, i'd like to say congrats and thanks for this beautiful work.
 

Disorarara

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Awesome! Simply Awesome!!!

WAD Injection couldn't be any easier. This tool would have saved me weeks of time 10 years ago, injecting 250-300 games the old fashioned way.

@CatmanFan

I have a few questions...

1. Are there plans on adding more base wads, or is there no need? I'm mainly concerned about SNES Super Metroid. It seems i used SM as a base as often as DKC2.

2. Are there plans on adding injection support for TG16/CD, NEO, MSX, C64, Arcade?

3. Why so many base wads for N64? I never injected N64 so forgive my ignorance if they all serve a specific purpose.


Anyhow, i'd like to say congrats and thanks for this beautiful work.

Nintendo 64 VC used a unique emulator for every single game, so it's worth trying every single base wad until you come across something that perhaps might work.
 

CatmanFan

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Awesome! Simply Awesome!!!

WAD Injection couldn't be any easier. This tool would have saved me weeks of time 10 years ago, injecting 250-300 games the old fashioned way.

@CatmanFan

I have a few questions...

1. Are there plans on adding more base wads, or is there no need? I'm mainly concerned about SNES Super Metroid. It seems i used SM as a base as often as DKC2.

2. Are there plans on adding injection support for TG16/CD, NEO, MSX, C64, Arcade?

3. Why so many base wads for N64? I never injected N64 so forgive my ignorance if they all serve a specific purpose.


Anyhow, i'd like to say congrats and thanks for this beautiful work.
1. Depends on the specific console, some will likely only need one or two base WADs at least. Interesting that you mentioned Super Metroid, because up until now I only considered bases with the maximum ROM size available to fit most games. If that is an option to be looked into, then I may consider also adding it to the list

2. Neo-Geo, TG-CD and C64 require additional tools (Custom Frodo, CDRWin or DAEMON Tools Lite, ...), so it's going to be significantly harder to get them to an automated process. For TG-16 HuCard and MSX it is only a matter of replacing the ROM & savedata files in the 00000005.app contents folder. As for Arcade, I'm not sure exactly how the injection process works yet and so haven't considered any plans for including it. The most immediate plans would be on getting TG-16 & C64 support implemented in the near future.

3. As Disorarara mentioned there are many different emulators for each game released (later revisions use a compressed ROM format instead of storing it raw). Some games may work on certain WADs but have graphical or audio issues in others.

Thanks in advance!
 

SaulFabre

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Unfortunately on the latest release I get an exception error when selecting Nintendo 64, is there anything else I should install or update?
@CatmanFan same issue here.
Also, could you also support FCEUX TX/Snes9x TX/Not64/my mod of Wii64 1.3?

On this thread i have documented the meta.xml arguments of almost every argument-supported emulator i've messed up with: https://gbatemp.net/threads/my-coll...-for-some-best-wii-homebrew-emulators.591509/

Besides that, great job with this simple tool, also i'm positive this can make complete VC channels and Single ROM Loaders! :)
 

CatmanFan

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Unfortunately on the latest release I get an exception error when selecting Nintendo 64, is there anything else I should install or update?

@CatmanFan same issue here.
Crap, must be something with how the app handles platform-specific options, and I forgot to implement a failsafe there. Should be fixed on Github now.

Try replacing the FriishProduce.exe with this one and see if it works
 

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niuus

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Currently supported as of the latest release:
  • Nintendo Entertainment System (NES) / Famicom (Virtual Console/FCE Ultra GX)
  • Super Nintendo Entertainment System (SNES) / Super Famicom (Virtual Console/Snes9x-GX)
  • Nintendo 64 (Virtual Console/mupen64gc-fix94)
  • Sega Master System (Virtual Console)
  • Sega Mega Drive/Genesis (Virtual Console)
  • Shockwave/Adobe Flash

Snes9x RX and FCEU RX in the horizon?
 

SaulFabre

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Snes9x RX and FCEU RX in the horizon?
Same :)
Post automatically merged:

Crap, must be something with how the app handles platform-specific options, and I forgot to implement a failsafe there. Should be fixed on Github now.

Try replacing the FriishProduce.exe with this one and see if it works
That fixed the problem, thank you so much!
Post automatically merged:

@CatmanFan
I sent you some documentation of NeoGeo VC romset handling and structure that @sr_corsario sent me time ago, for the first NeoGeo VC game bases which uses a simple game.bin ROM file, before Nintendo moved at game.bin.z (which i made a improved tool for make/injecting custom game.bin.z too)

I sent you that documentation on my Discord server.
 
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Disorarara

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Crap, must be something with how the app handles platform-specific options, and I forgot to implement a failsafe there. Should be fixed on Github now.

Try replacing the FriishProduce.exe with this one and see if it works
Works like a charm! Fantastic work, this is the easiest tool for injecting N64 games ever

Is it possible to add Pokemon Snap as a base wad in the next release?

Also somewhat related but does anyone know why audio is broken on some N64 injections? I have tried wetrix, mace the dark age and ISS 64 and the audio is broken on NTSC but if you force PAL speed at 50hz the audio is correct - I wouldn't mind it but the speed is slower!

EDIT 2: I figured it out - Wetrix with Mario Party 2 will render proper sound on NTSC as well as run the game at correct speed - super important as F-Zero X would run the game just a tad too fast which lead to more unnecessarily difficult gameplay

Mace the dark age will run with Ocarina of Time Star Fox 64 with proper sound on NTSC

It's so easy to mass test each base wad now with how fast this tool works!
 
Last edited by Disorarara,

steval_beaning

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would there be a way to apply gameshark codes to injected roms? i say this because pilotwings 64 works almost perfectly when injected, aside from the infamous shadow bug. project64 elects to fix this by applying a gameshark code, so if there were some way to apply this code to an injected WAD or to convert it to a gecko code, then this game would work perfectly, which would be useful since both Wii64 and Not64 struggle with it iirc.
 
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Disorarara

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would there be a way to apply gameshark codes to injected roms? i say this because pilotwings 64 works almost perfectly when injected, aside from the infamous shadow bug. project64 elects to fix this by applying a gameshark code, so if there were some way to apply this code to an injected WAD or to convert it to a gecko code, then this game would work perfectly, which would be useful since both Wii64 and Not64 struggle with it iirc.

The way I look at it, there's two options here

1) That gameshark would need to be converted into an ocarina code for your wad injection - that way you just apply the ocarina code using a loader like triiforce or

2) You directly inject the gameshark into the rom before injection using this tool:
https://www.romhacking.net/utilities/1659/

And then inject that rom into the wad - I have no idea how viable this is but I'm testing pilotwings right now with sin and punishment with my patched rom and hopefully it will work and run

EDIT: No success, just crash on classic controller screen. I had a similar issue trying to inject a patched Mace the dark age rom which normally works fine with most wads so maybe virtual console just doesn't like it when codes are patched direct to rom - try it out for yourself and see if you have any more success
 

SaulFabre

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steval_beaning

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The way I look at it, there's two options here

1) That gameshark would need to be converted into an ocarina code for your wad injection - that way you just apply the ocarina code using a loader like triiforce or

2) You directly inject the gameshark into the rom before injection using this tool:
https://www.romhacking.net/utilities/1659/

And then inject that rom into the wad - I have no idea how viable this is but I'm testing pilotwings right now with sin and punishment with my patched rom and hopefully it will work and run

EDIT: No success, just crash on classic controller screen. I had a similar issue trying to inject a patched Mace the dark age rom which normally works fine with most wads so maybe virtual console just doesn't like it when codes are patched direct to rom - try it out for yourself and see if you have any more success
yeah I didn't have any success with patching gameshark into the rom - converting the code to gecko might be viable but I've no clue how you'd do it
 

Disorarara

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yeah I didn't have any success with patching gameshark into the rom - converting the code to gecko might be viable but I've no clue how you'd do it
My patched roms didn't work either in wad injection or not64, there's a thread on gc-forever talking about this too

https://www.gc-forever.com/forums/viewtopic.php?t=4657

It seems the general takeaway is that injecting codes for WAD usage has an extremely low chance of working due to how the virtual console emulator hates injected code, and a higher but still low chance of working on Not64 or Wii64 rice, though I see Wii64 apparently did at one point have a gamehack for pilotwings 64 to remove the black box so that might be worth investigating further
 

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