Hacking USB Loader GX

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So does this game specifically have disc verification? Should I be able to run any other game fine? Trying to launch any other ripped game doesn't work so I'm confused.
 
I have an NTSC backup of xenoblade chronicles. It works fine but I use wbfs files. Also try a different drive, if you use a sata - USB case then it very well may be your adapter.

I modded a black wii last year and it didn't have issues except when it came to diosmios the sata to USB adapter was at fault if I plugged my hard drive to it I couldn't load gc games but switch my drive back to my adapter and it played fine.
 
I can't make USB Loader GX read my GCT files under USB1:/codes/ ....there's some problem with it?
...don't know if my loader is a outdated one, or if it would even matter (I'm using r1215)

I mounted the GCT files myself with Ocarina Cheat Code Manager
 
you are using this path with wii games, gamecube games, or channels?
Channels have issues with ocarina when using emunand.

I usually set my GCT path to sd:/codes/, and if it requires to be on USB (for nintendont and DM) the loader makes a copy to usb1 root, and load it.
For me, it's correctly loading the gct file on the root when using Gamecube games, and it used to be able to find them when I used usb1:/codes/ path too.

I can test and see if there's a path issue.
 
Cyan I use USB1:/codes/ but most people don't realize that you don't edit a gct file it reads what cheats are turned on and applies them.

Selecting codes out of a loaders ocarina tool is just copying the codes from a txt to gct
 
you are using this path with wii games, gamecube games, or channels?
Channels have issues with ocarina when using emunand.

I usually set my GCT path to sd:/codes/, and if it requires to be on USB (for nintendont and DM) the loader makes a copy to usb1 root, and load it.
For me, it's correctly loading the gct file on the root when using Gamecube games, and it used to be able to find them when I used usb1:/codes/ path too.

I can test and see if there's a path issue.
I load USB Loader from the Homebrew Channel and all the GCTs are for wii games (some games are on usb1, others in usb2 ...but I can't load cheats for any). Cheats are at USB1:/codes/, but I could try loading them from the sd card.
I'll test that and reply back
Cyan I use USB1:/codes/ but most people don't realize that you don't edit a gct file it reads what cheats are turned on and applies them.

Selecting codes out of a loaders ocarina tool is just copying the codes from a txt to gct
Don't know if I got what you mean very well...
maybe should I make a cheat on a txt and put it on usb1:/txtcodes/ ?

BTW, when USB Loader didn't find the GCT, I let it try downloading the cheats ...it created the txtcodes folder normally, but the txt file it made was full of scrambled text ( like it had problems connecting to the cheats server or something?).
Not really that relevant to me, since I'm fine mounting the cheat files myself, but just to inform the full thing..
 
Cheat codes are essentially memory address hacks which is why you didn't make sense of the txt. There is no editing a gct file.

Download code manager for windows make a gct with cheats enabled.

Use the id6 tag of the game for the file name for example super smash bros. Brawl = "RSBE01.gct"

Transfer the .gct file to your codes folder.

Go to USB loader gx settings -> page 2 -> custom paths -> change gct folder path to where you stored the .gct

Go to the game you are enabling cheats for go to it's settings turn ocarina on turn hooktype to VBI save settings. Start your game and enjoy
 
Cheat codes are essentially memory address hacks which is why you didn't make sense of the txt.
nah ...for me it was more like this issue. And USB Loader could not generate a GCT out of the txt file by itself.

Download code manager for windows make a gct with cheats enabled.
Use the id6 tag of the game for the file name for example super smash bros. Brawl = "RSBE01.gct"
Transfer the .gct file to your codes folder.
Go to USB loader gx settings -> page 2 -> custom paths -> change gct folder path to where you stored the .gct
Go to the game you are enabling cheats for go to it's settings turn ocarina on turn hooktype to VBI save settings. Start your game and enjoy
I had followed this basic steps right from the beginning.. (didn't touched Hooktype though, but AFAIK, VBI is the default option)
 
I usually set my GCT path to sd:/codes/, and if it requires to be on USB (for nintendont and DM) the loader makes a copy to usb1 root, and load it.
For me, it's correctly loading the gct file on the root when using Gamecube games, and it used to be able to find them when I used usb1:/codes/ path too.
I can test and see if there's a path issue.

nope ..the loader couldn't find the GCTs even from the sd...
my settings seem fine...
- correct id for the files
Global settings:
-Ocarina: Off
-Hooktype: VBI (Default)
-Wiird Debugger: Off
per-Game settings:
-Ocarina: On
-Hooktype: Use global
-Wiird Debugger: Use global

weirdly, if I create a txt cheat file with Ocarina Cheat Code Manager and move it to the usb1:/txtcodes/, the loader kinda opens the cheat file (but shows no cheats :p ..just like if the file was blank ...probably the txt file generated is not compatible in this case..) ..but at least it sees and load the file ...differently from the GCTs..
 
If you go to the settings go to page 2 go to custom paths select gct browse to where the files are hit ok and it will then look there for the gct files and apply them, I use this method myself
 
update the loader and download cheat codes from the ocarina menu.
Old version of the loader doesn't work with new version of geckocodes.org

when you'll download the cheat list, enable the codes you want and click on generate gct.
It will use the correct format and be placed in the correct folder.


I don't know why your manually generated txt or gct is not found (or not recognized?), probably wrong file/path/content.
 
For the past few weeks I've been having trouble with Dios Mios 2.11 to load Gamecube backups off a USB drive through USB Loader GX. It was going on with Dios Mios 2.10 as well. Every few power cycles the games won't load, and the system will turn off when trying to start the GC backups. If I reinstall Dios Mios on IOS's 248-250 with MMM everything works again.

Anyone have any ideas what could possibly be changing and causing this to happen?
 
update the loader and download cheat codes from the ocarina menu.
Old version of the loader doesn't work with new version of geckocodes.org

when you'll download the cheat list, enable the codes you want and click on generate gct.
It will use the correct format and be placed in the correct folder.


I don't know why your manually generated txt or gct is not found (or not recognized?), probably wrong file/path/content.

The path should be fine... the loader can see the folders if I manually select them in the Custom Paths menu... but It only interact with the txt files, not the gct..

Downloading the codes would not solve it for me, since I use codes for NSMBW and DKCR where some of them had button assignments swapped manually ..(but I guess I could download the txt files with the loader and then, change them up on the pc using the patterns of the original..)

BTW, just to illustrate, here is a piece of a txt code generated by Ocarina Cheat Code Manager, just so you can see if it should be working or not by default with the loader:
Code:
[...]
SMNE01
New Super Mario Bros
 
CC Basic
* C21EB5B8 00000020
* 38210050 7C0802A6
* 80BA0060 48000041
* 809A0000 7CA52378
* 90BA0000 80BA0064
* 4800002D 809A0004
* 7CA52378 90BA0004
[...]

The version I should download is r1226 right?
 
They ARE interactive.
A lot of codes require the user to edit the content to put values such as specific items to add to inventory, etc.
That's what he is talking about, he has codes where he needs to edit the code manually.

exemple
Have Powerups [Bully@Wiiplaza]
C205FBFC 00000004
3EC0803A 82D61AC8
72D60A00 4182000C
3A60000X 92640000
7C04282E 00000000
*All-Players*
*hold 1 + A when entering a level*
*X Values*
1 = star invincibility
2 = have Yoshi
3 = have Yoshi + star invincibility
*Credits to Thomas83lin*

About the format:
Why did you put [...] on the first line?
There's something before the TitleID? You should not have anything before that line.
The first list of the file is the TitleID, second line the Game's Title. then separate each block of codes by a newline+Title+codes

Also, the loaders don't use the asterisk in front of the lines to remember which codes are enabled, they are using the GCT file to determine which one you enabled/disabled.
You could see the file format by downloading a .txt directly from USBLoaderGX's Ocarina menu. then edit it on your computer. Don't add the asterisks to enable codes. Use Ocarina menu to select the code you want and let the loader generate the gct.
The asterisks are actually used to mark commented lines!
the Asterisks used to tell "enable this code" is only an option in WiiRd.

Code:
SMNE01
New Super Mario Bros
 
CC Basic [Name of the user who created it]
C21EB5B8 00000020
38210050 7C0802A6
80BA0060 48000041
809A0000 7CA52378
90BA0000 80BA0064
4800002D 809A0004
7CA52378 90BA0004

All Worlds Unlocked [Bully@Wiiplaza]
C20CE354 00000002
38000001 98030032
60000000 00000000
*Works on ANY profile*
*Credits to Thomas83Lin*

Title [dev]
codes

etc.

I want to add a cheat.txt editor, but it will require a lot of work and time (I often miss time).
 
Why did you put [...] on the first line?
There's something before the TitleID? You should not have anything before that line.
ugh, I'm sorry Cyan ...I putted [...] at the beginning and end on auto-pilot I think (there's nothing before TitleID).

The asterisks are actually used to mark commented lines!
That's actually what I thought the loader was thinking about them when loading nothing out of the files.
I didn't added them myself ...Ocarina Cheat Code Manager puts them when generating a txt file by default, that's why I thought initially that the loader would be able to deal with them without considering them a symbol for comments .

About the cheat.txt editor, don't know if lots of people usually edit/change them.. for me, editing them on the pc is fine.

I will reply back after updating the loader and trying the things.

Cyan I meant with gct files generated by code manager on a pc
I never said that I was modifying gct files, just the txt files.
Even though, you're wrong... I can change gct files or create txt code files out of them ...you just needs to know how. Google "GCT to TXT", for example.. there's a exe to make just that.
 
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Yes but throw something like a project:m gct that has more then 256 lines of code that gct to txt app will lock up

This how I use ocarina codes
Download text codes from geckocodes
Make a new cheat file using code manager export the codes to a gct put gct in "usb1:/gct/"
Go to loader game settings turn on ocarina and change hooktype to vbi and cheats are enabled

I used this method to connect to altwfc before cyan added the alt-servers option
 
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