Hacking USB Loader GX

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hey all, i set up a brand new emunand on a friends wii, but when I select the option 'boot neek menu', the system just goes to the black screen instead of booting to the emunand. any tips? Thanks.
It could be a slow first boot from neek/sneek, or it might be due to an incompatible SD card or USB drive. I've personally experienced the latter.

That said, you shouldn't need to use neek/sneek anymore. As long as you're using d2x-v11-beta3 and the latest version of USB Loader GX, everything should work.
 
the last couple of weeks my girlfriend and me had a lot of fun with brandnewman's translated line attack heroes wad. I decided a few days ago to update the wii with modmii classic,but also usb loader gx and other hacks (p+, mario kart ctgp, etc.). Now the wad from emunand only shows a black screen and the wii cannot progress further. The wad works on the natural wii nand and also on dolphin. I already tried different cios 249-251, always with forced ntsc480 and full nand channels as suggested by the translator. I also tried reversing as much as possible, but no use. If you have the time, could you please provide any troubleshooting suggestions? Thanks for your time in advance.
 
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I made a post in this thread asking about trying to make forwarders for WiiWare in the Wii U Menu
https://gbatemp.net/threads/injecting-wiiware-wad-into-wii-u-menu.655598/post-10700114

It’s currently not very feasible to do many individual WiiWare forwarders like that because only channels on the NAND can have forwarders created, and the space is obviously limited. I was wondering if you had any idea if USB Loader GX had any functionality similar to those SRLs for emulators to where we could use a modified .dol that loads USB Loader GX off the SD Card and then automatically starts a specific game, in this way making it possible to do WiiWare forwarders on the Wii U. If not, no worries, as it’s not much trouble to just use a standard USB Loader GX forwarder. It’d just be nice if it were possible
 
I think this process should work but I haven't done so personally...

Create a forwarder using WiiGSC modmii edition, convert it to a hidden channel using modmii classic (simultaneously remove the banner to keep their size to a minimum), install it to vWii. Then you should be able to create a WiiU forwarder that points to the hidden forwarder channel on vWii
 
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I think this process should work but I haven't done so personally...

Create a forwarder using WiiGSC modmii edition, convert it to a hidden channel using modmii classic (simultaneously remove the banner to keep their size to a minimum), install it to vWii. Then you should be able to create a WiiU forwarder that points to the hidden forwarder channel on vWii
Appreciate you bro, I’ll look into this
 
Hi, i have it a problem with a friend. With 1283 version his hard drive working good but when he quit a game and go to menu and restart it usbloader, appear "USB device not initialized" and not working. I've tried change usb ports, deleting the app files, and pasting again, but nothing. I had to go back to the old version 1281. I hope you can fix it, thanks
 
Have you tried UWUVCI to see if it does what u need btw? My previous suggestion might be unnecessarily complicated
I tried UWUVCI and when I launched the Wii U icon, it gave me an error saying No Title TMD and then booted me back to the Wii U Menu. Seems like it only works for WiiWare installed on the nand based on some Googling, sadly.

I gave the method you suggested a try and am a little confused about how it works. I made the forwarder with ModMii GSC, but before hiding it, I tried installing it as a normal channel to see if it worked. And when I open it, it just loads USB Loader GX, and I have to manually click the game. I assume the issue is that the channel is supposed to be redirecting to some wad on the SD Card but I'm confused where it goes. I tried creating an emunand and installing the game there, and it launches from there just fine but the forwarder still just goes to USB Loader GX and no specific game. Am I doing this right? I just loaded the wad and created the channel

I also am a little confused on making a channel hidden with ModMii but I'll just wait for help on the rest first, haha.
 

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I tried UWUVCI and when I launched the Wii U icon, it gave me an error saying No Title TMD and then booted me back to the Wii U Menu. Seems like it only works for WiiWare installed on the nand based on some Googling, sadly.
I know that with WiiVC Injector you'll get that error if you give it a bad title ID, so maybe it's the same for UWUVCI?

I gave the method you suggested a try and am a little confused about how it works. I made the forwarder with ModMii GSC, but before hiding it, I tried installing it as a normal channel to see if it worked. And when I open it, it just loads USB Loader GX, and I have to manually click the game. I assume the issue is that the channel is supposed to be redirecting to some wad on the SD Card but I'm confused where it goes. I tried creating an emunand and installing the game there, and it launches from there just fine but the forwarder still just goes to USB Loader GX and no specific game. Am I doing this right? I just loaded the wad and created the channel
Installing the game shortcut to your NAND and the game to an EmuNAND should work with the latest version of USB Loader GX.

If your EmuNAND games are on your SD card then you'd use USB Loader GX (WAD) - SD to skip USB drive initialisation.
 
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Hi @blackb0x , I think I found a little bug. I recently tested some GC games with the GBA link cable. When I turn on native controller support, I consistently get the error message that the memory card is damaged and can't be used. The memory card is read just fine when I turn off native controller mode.
If I start Nintendont (6.503) from the HBC with native controller mode on, everything works fine.
Could you please have a look into that at some time? Thanks!
 
It could be a slow first boot from neek/sneek, or it might be due to an incompatible SD card or USB drive. I've personally experienced the latter.

That said, you shouldn't need to use neek/sneek anymore. As long as you're using d2x-v11-beta3 and the latest version of USB Loader GX, everything should work.

Hey there, thanks for your reply. I redid everything without neek files, and the wiiware/n64 games emunand work like normal. Does this mean I don't have to boot the emunand once for it to generate the necessary files, or does that happen automatically when I launch a game/forwarder from emunand?
 
@ecto I've sent you a DM.

UPDATE: It's a Nintendont bug that only occurs if you've got the BIOS installed, you enable the native controller setting, and then you press A during the boot animation.

Since the issue probably won't be fixed in Nintendont anytime soon, just don’t install the BIOS and it should work fine.

Hey there, thanks for your reply. I redid everything without neek files, and the wiiware/n64 games emunand work like normal. Does this mean I don't have to boot the emunand once for it to generate the necessary files, or does that happen automatically when I launch a game/forwarder from emunand?
When you create the EmuNAND, it includes all the necessary system files. And when you install a game to it, all the required game files are added too, so nothing extra needs to be generated for it to work.
 
Last edited by blackb0x,
Bug report: When you click the button to show the game information and view the box art, you can only use the Wii remote's D-Pad to rotate it, and not the GameCube controller's D-Pad.
 
Bug report: When you click the button to show the game information and view the box art, you can only use the Wii remote's D-Pad to rotate it, and not the GameCube controller's D-Pad.
The buttons differ depending on the controller. Like on a Wiimote you can rotate with the D-pad, zoom in with +, and out with -. But with a GameCube controller you rotate with the C-stick, zoom in with R, and out with L.
 
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I have an existential question 🫣

Why isn't GX compatible with the exFAT format, but Nintendont does? Is this due to hardware limitations, or is it simply a problematic format? Just out of curiosity, don't kill me 😳 😺
 
Because at this time it uses libfat, which integrates with the C standard library and allows use of C standard and POSIX I/O functions. Nintendont uses FatFs and does so directly.

Late last year devkitPro released libdvm as a replacement for libfat, which utilizes FatFs at its core and could enable exFAT support.

However, devkitPro hasn't made any effort to enable exFAT support, and this is currently only supported in the libogc2 fork.
 
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So it's something related to code libraries?
I thought it was due to hardware limitations :blink: Honestly, I'm not very familiar with this :wacko:
 
Blackb0x has said on a few occasions that the next (major?) update to ulgx will add exfat support and drop ntfs. I'm not 100% sure but I don't think he was planning on switching to libogc2 to do it

Edit: I could say more but I don't recall what was said publicly vs privately thus far
 

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