Hacking USB Loader GX

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no, there's (currently?) no option to hide the buttons or the top-bar menu, except by using a theme file.
You can create your own theme by setting coordinate of every elements on screen. Just place them out of screen view.

download a theme using the theme browser, and check the .theme file, you will see all informations inside.
Try changing few things :)
 
Cyan, Banner support version looks great but I have 2 suggestions:
1. Instead of seeing the banner THEN see the Disc cover + Settings (takes lots of time); It'll be more conveniant to see the Disc cover first and have the option to see thebanner from there if needed.
2. Add this to rev1154 (the one with DML support)

One more thing for USBL-GX in general, it has 2D and 3D cover modes with 3D cover view only. The next release should have a Full cover mode as well.
New games added show in Favorites for 24 hrs only. This should be a bit longer like 1 week.
There should be an option to change the font color (very useful with Dark and White themes) since black won't show on Dark themes.

I love USBLGX

Keep the great work going :)
 
Cyan, Banner support version looks great but I have 2 suggestions:
1. Instead of seeing the banner THEN see the Disc cover + Settings (takes lots of time); It'll be more conveniant to see the Disc cover first and have the option to see thebanner from there if needed.
2. Add this to rev1154 (the one with DML support)

One more thing for USBL-GX in general, it has 2D and 3D cover modes with 3D cover view only. The next release should have a Full cover mode as well.
New games added show in Favorites for 24 hrs only. This should be a bit longer like 1 week.
There should be an option to change the font color (very useful with Dark and White themes) since black won't show on Dark themes.

I love USBLGX

Keep the great work going :)

Hpefully they though of this allready!
It would be sweet to combine the spinnng disc with the banner, together with the details.
I mean a screen fill wth all interactive info for that game!

Can;t wait!
 
Thanks for the answers, Cyan.

I guess if I had to request features those would be them.

Pointer scrolling and ability to auto/hide the menu buttons.
 
Thanks for the suggestions.

About the banner:
I didn't check what Dimok made this past two weeks (I was busy).
I don't know if he already thought how to add the banners.

I've read that he will maybe make an option to let the user decide if he want to see the banner OR the spinning disc when selecting a title.
The spinning disc may have more options, as the banner takes 2/3 of the screen and we can fit only 2 or 3 buttons to make it look like the real Wii system menu.


(return) (Start)
(settings)

Maybe an option to select when to see the banner would be better?
- never
- before spinning disc
- replace spinning disc
- after spinning disc but can't cancel the launch

Or we don't use a dialog with buttons, but just placing some text with some clickable text (like the game info text on the spinning disc) bellow the banner.
Game title, stars, nbr of launch, settings, start, back.


About the "new game":
I don't think it's useful to have it longer than 24h.
It's usually done to see quickly which game you just added (so you can try it or mark it as favorite right away).
PS: you can compile a version with a bigger delay if it's just for your own need.

About the font color:
I think some items already have a font color option.
I'm not sure, I'll have to check the theme file.
 
Thanks for the suggestions.

About the banner:
I didn't check what Dimok made this past two weeks (I was busy).
I don't know if he already thought how to add the banners.

I've read that he will maybe make an option to let the user decide if he want to see the banner OR the spinning disc when selecting a title.
The spinning disc may have more options, as the banner takes 2/3 of the screen and we can fit only 2 or 3 buttons to make it look like the real Wii system menu.


(return) (Start)
(settings)

Maybe an option to select when to see the banner would be better?
- never
- before spinning disc
- replace spinning disc
- after spinning disc but can't cancel the launch

Or we don't use a dialog with buttons, but just placing some text with some clickable text (like the game info text on the spinning disc) bellow the banner.
Game title, stars, nbr of launch, settings, start, back.


About the "new game":
I don't think it's useful to have it longer than 24h.
It's usually done to see quickly which game you just added (so you can try it or mark it as favorite right away).
PS: you can compile a version with a bigger delay if it's just for your own need.

About the font color:
I think some items already have a font color option.
I'm not sure, I'll have to check the theme file.


An idea: shrink the banner a little and have the side of the disc poking from the side, kind of like when you have a disc in the drive on the Wii menu. Or just have the disc in the corner of the banner.
 
Cyan, Banner support version looks great but I have 2 suggestions:
1. Instead of seeing the banner THEN see the Disc cover + Settings (takes lots of time); It'll be more conveniant to see the Disc cover first and have the option to see thebanner from there if needed.
2. Add this to rev1154 (the one with DML support)

One more thing for USBL-GX in general, it has 2D and 3D cover modes with 3D cover view only. The next release should have a Full cover mode as well.
New games added show in Favorites for 24 hrs only. This should be a bit longer like 1 week.
There should be an option to change the font color (very useful with Dark and White themes) since black won't show on Dark themes.

I love USBLGX

Keep the great work going :)

It has ths allready under the details of the game.it's realtime 3d also.
 
Just wanted to share a few thoughts with you.
First of all, I'd like to thank the authors of this program which is, simply put, amazing.

It has come to my attention that the most compatible cios with emu nand channels is, surprisingly, the old cios38 rev17a. Now i still have that cios installed in my system in slot 249, using the old Triiforce MCR v10b to boot the channels. As I said, compatibility using this configuration is very, very high. I've installed the rest of d2x cios in other slots and, as USB Loader GX can choose which ios slot to use, everything is working like a charm to me.

Here are a couple of thougts:

1. Could it be possible for USB Loader GX to use Waninkoko's cios38 rev17a to boot emu nand channels? I think compatibility would improve a lot.
2. Even better, could it be possible to install old cios38 rev17a in another slot other than 249, and then choose that ios slot with the loader to boot the emu nand channels?

Thanks a lot for reading my message. I don't know much about this so I could be very wrong. Please forgive my lousy English, as it's not my language.

Best regards!
 
You can tell USBloader to use a different IOS slot for each titles and games (either a global setting, or a per-title setting).
so, you can install cios38 rev17 in a different slot (but you need either modmii, or cIOSinstaller+bluedump+showMiiWad to change the installed slot).

Though, rev17 and d2x don't use the same File system for FAT32 incompatible characters, so we decided to use only a d2x cIOS for emulated NAND.
If you compare the compatibility with rev17 and d2x, then you see that d2x has a far better compatibility, so you shouldn't use rev17 to access EmuNand with USBloaderGX. (And based on that difference, you should create a dump with the included Nand Dump feature so you are sure your dump is using the correct file system naming convention).

Rev17 is useful only for Triiforce/mighty.
If triiforce and Mighty require rev17 in slot 249 (I never tried these homebrew), then keep it and install d2x in other slots and tell USBloaderGX to use that slot.


If you found better compatibility in rev17 than d2x, you should report it in the d2x thread (where there's already a comparison list and a known bug list).
 
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And a crazy idea : a Riivolution IOS patching method to replace the MIOS only in memory? (but maybe there's not enough RAM to do that as 100% of the content is different? or a hardware restriction in GC mode?).
Well, it's not DML thread :P
 
I got some errors when I tried to compile r1154 myself. (devkitPPC r24+libogc 1.8.9)
Code:
linking ... boot.elf
gui_imagedata.o: In function `GuiImageData::LoadPNG(unsigned char const*, int)':
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:136: undefined reference to `gdImageCreateFromPngPtr'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:141: undefined reference to `gdImageDestroy'
gui_imagedata.o: In function `GuiImageData::LoadGIF(unsigned char const*, int)':
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:156: undefined reference to `gdImageCreateFromGifPtr'
gui_imagedata.o: In function `GuiImageData::LoadBMP(unsigned char const*, int)':
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:166: undefined reference to `gdImageCreateFromBmpPtr'
gui_imagedata.o: In function `GuiImageData::LoadGIF(unsigned char const*, int)':
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:161: undefined reference to `gdImageDestroy'
gui_imagedata.o: In function `GuiImageData::LoadJpeg(unsigned char const*, int)':
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:146: undefined reference to `gdImageCreateFromJpegPtr'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:151: undefined reference to `gdImageDestroy'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:146: undefined reference to `gdImageCreateFromJpegPtr'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/GUI/gui_imagedata.cpp:151: undefined reference to `gdImageDestroy'
TextureConverter.o: In function `GDImageToRGBA8':
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/ImageOperations/TextureConverter.c:485: undefined reference to `gdImageAlphaBlending'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/ImageOperations/TextureConverter.c:486: undefined reference to `gdImageSaveAlpha'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/ImageOperations/TextureConverter.c:510: undefined reference to `gdImageCreateTrueColor'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/ImageOperations/TextureConverter.c:511: undefined reference to `gdImageAlphaBlending'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/ImageOperations/TextureConverter.c:512: undefined reference to `gdImageSaveAlpha'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/ImageOperations/TextureConverter.c:513: undefined reference to `gdImageCopyResized'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/ImageOperations/TextureConverter.c:515: undefined reference to `gdImageDestroy'
D:/Wii/Program/ULGX/usbloader-gui-read-only/source/ImageOperations/TextureConverter.c:536: undefined reference to `gdImageGetPixel'
collect2: ld returned 1 exit status

Can someone help to advise if I miss anything ?
 
reinstall your devkit r24 and try again, i cant use the same libs for the seperate loaders so im confused how you can, i have seperate libogc folders
 

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