The setting is just for the emulated NAND whether you choose "Partial" or "Full". But choosing "Partial" will just store game saves to the EmuNAND while other functions of the Wii (wii remote sync, network, etc.) will be read from the real NAND. If you choose "Full" then everything will be read from the EmuNAND so the real NAND does not get touched (if this is correct).
Running EmuNAND in "Full" you can install whatever you throw at it without the risk of damaging the real NAND. If something screws up then just dump the real NAND and start over again on the EmuNAND.
That's very good to know. That explains why whenever I go into USB Loader the Wiimote player numbers scramble predictably. I will try setting it to "partial" and see what that accomplishes.
I haven't tried the extract feature to be honest because I am running everything through EmuNand but I know WiiFlow has this feature too. Perhaps you can try it in WiiFlow just for the sake of proving out a bug with USB Loader GX?
If I had to add another program to the Wii I think I'd rather something dedicated to what I am trying to do.
Also have you tried the latest revision and not just 3.0? I am using r1208 at the moment.
Yes, I have the same. USB Loader GX 3.0 revision 1208. I also managed to get UNEEK+Dl and the NEEK2o channel to load it WiiWare that USB Loader can't handle, but don't have any revisions installed for that because I don't know where to put the files for it.
Yes, it is a physical limit of all NAND memory. The first NAND memory was limited to 10,000 writes, but each time they make it more compact the number of Writes decreases. The size used by the Wii has a limit of 5,000 writes and the next generation of NAND chips will be limited to 3,000 writes. (See
here.) In practice this means that after the same block of memory has been overwritten 5,000 times by the Wii it becomes impossible to write to the same section of memory again so unless the Wii has an internal mechanism to detect when a block has become bad (and not just the list of bad blocks from the factory) it will become very buggy and will gradually get worse. Since playing WiiWare games from the SD card (officially) writes to the NAND every time you load it up pulling up a big game like "My Life as a King" 5,000 times will almost certainly break your Wii.
NAND chips were designed to be replaced by the end user when they go bad, but Nintendo didn't implement them that way (Since every NAND in a Wii has a unique key it's next to impossible for the average consumer to replace). The projected lifespan of the NAND chips exceeds the projected lifespan of the Wii console's marketability so from Nintendo's perspective it doesn't matter that they made it next to impossible to swap the NAND. That's why they set up the Wii-U to accept NAND transfers from the Wii. When your Wii begins to break down the Wii-U would be out and you would be compelled to buy one. It's a good example of planned obsolescence where the Wii is designed to break.
The Wii has 512 MB NAND, and the Wii-U has either a 8 GB or 32 GB NAND. With larger NAND the chance of having to reuse the same block of memory is lower so less of an issue so at least in that regard the Wii-U is better, but I can't find out if the type of NAND in the Wii-U is the older 5,000 writes or the newer 3,000 writes. In any case I still would want to wait until all modding is possible on the Wii-U before I switch so in the mean time I am trying to extend the life of my Wii as much as possible which I can only do by limiting usage of the real NAND.
EDIT: I found
a thread where a NAND Chip has been replaced with a "NAND ZIF Socket" to hot swap a Wii NAND. In theory I imagine with the right set up and if your original Wii keys were intact on the original Wii Chip you could make a set up to indefinitely replace NAND chips, but that seems like it would be a great deal of work especially since the bad blocks on each NAND chip from the factory won't exactly line up.
Legally, yes only via real nand or sd channel (I also think i've heard that forwarders like wad2iso will cause online to work, but i am not sure. Ditto about neek2o as well).
Just so you know, you can simply install the dlc wad to the same emunand as the game.
I did just that for the Phoenix Wight, Puzzle Bobble and Bubble Bobble DLC and it works flawlessly.
Oh, I have the DLC correctly installed. I was able to confirm that through Neek2o. It's just that the DLC doesn't want to work with USB Loader GX, at least not with the "Full" setting. Will try partial and see if that helps.
About the savegame management, i recommend SaveGame Manager GX. It transfers saves between real NAND, emunand and SD folder.
Can this program manage WiiWare saves?