Hacking USB Loader GX

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sideskroll:
Only 1235 had stability issue.
1239 and 1241 are fine.

You can delete channels using the internal game deletion menu.
it will delete only games and files from the EmuNAND path.


There's currently no way to launch castlevania from this loader.
I've read neek2o for vWii is work in progress and should be released. But I don't know who is working on it or if it's true.
Neek for vWii is possible, so you can launch neek manually (for example, launch Nswitch channel or homebrew from USBLoaderGX) instead of selecting the game which will launch neek2o and autoboot that game.
Hi Cyan. Yeah I figured how to delete channels out. That's why I edited my post.
Thanks.
Regarding emunand, Will it ever be possible to implement something like a plugin or any way to launch the problematic titles DIRECTLY from your launcher? be it trough neek2o, uneek or whatever?
Also, (And yes. I've read the emunand compatibility list so I know it's not an "issue" per se) but how can I launch n64 games from GX? Mario KArt obviously works but Smash Bros for example freezes at the Classic controller screen.



sideskroll:
what is CCP?
when you exit a gamecube game, I guess it reloads USBLoaderGX by launching the forwarder.
The vWii is setting Widescreen automatically for channels with TitleID which doesn't match Virtual console's ID.
I didn't know it forced widescreen even if you didn't use widescreen setting.

If it takes you to system menu instead of returning to USBGX, you probably don't have the forwarder channel, or you didn't set "return to" to that channel in the loader's settings.
CCP is Classic Controller Pro :yaywii:
Yeah, I don't have the forwarder ATM (at the moment) will try to install it and see if it changes anything.
- Is it possible to install wads from USB? If so, which Wad manager do you recommend? I don't have an SD card with me ATM but I could get one if I had to.
The "issue" is with GC games only. What I meant ( and I'm not sure if I explained myself correctly so I'll try again) is that if I play a game like Mario Sunshine for instance. And I have Wiiu Widescreen set to "OFF" the game obviously launches in 4:3. But If I quit it and then relaunch it the game displays stretched out in widescreen.
I'm not sure what's causing this... Only thing I've changed in your loader settings it "Video mode" from auto to "System setting" or something like that... Can't remember the exact name right now. By the way, -- - Should I leave it at "Auto"? What does it actually do? I see no difference no matter which setting I choose...
Obviously Wiiu Widescreen isn't the issue cause it's the only setting that allows me to NOT have the image stretched.
Maybe a 4:3/16:9 explicit setting instead of Wiiu Widescreen would be more beneficial? Is it even possible?
Thanks man. It's very nice to see a dev as willing to help as you are.
That's why I wholeheartedly believe that someday GX will be the PERFECT loader. and You'll be able to retire from this :grog:
 
I've been experienced a problem in r1241, it load the banners in channel mode but at the time you scroll right or left you can see the banners are still loading, after awhile every time you scroll the banners are not fully loaded. I have banner cache on.
 
I think the channel loading always worked like that when scrolling. It deletes unseen channels from memory and reload them if you scroll.
not fully loaded mean that they are re-appearing when you change the page, or are they never displayed?
Or do you mean they are invisible but can be selected? (I had this bug once with an older revision, I don't know what caused it. Probably memory corruption)
I wish I could have help with all this memory thing. I'm not familiar with memory management, I know only how to edit or create simple functions.


sideskroll:
What you are asking is neek2o support.
I'm adding it to the loader, I started working on it but very few is done.
I still need to read how it works and test it with other loaders to see how it should behave.

For N64 virtual console channels with the current EmuNAND method, you need old cIOS, which is not possible on vWii.
You will have to wait for neek2o support on vWii, or use Nswith+neek vWii.

You can install wads from USB. any recent wad manager is good for that.
If you want to install wads to emuNAND, use the wad installer menu in the loader.

for the widescreen, I guess you are using nintendont, so there's an option to force widescreen OFF.
go to global setting and it will aply to all gamecube games launched using nintendont.
 
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Cyan That sucks. I got one for retail at bestbuy a month ago. Just stalk their stock more or less. I guess I will just keep using the unstable version sadly. It only errors out when I add games is the silly part. Well, That and the funky text on the bottom where it should say the available space. I like launching my gamecube games from their, and nintendont doesn't seem to hold settings if you launch it from usb loader sadly, So it launches without memory card emulation or usb HiD
 
I think the channel loading always worked like that when scrolling. It deletes unseen channels from memory and reload them if you scroll.
not fully loaded mean that they are re-appearing when you change the page, or are they never displayed?
Or do you mean they are invisible but can be selected? (I had this bug once with an older revision, I don't know what caused it. Probably memory corruption)


sideskroll:
What you are asking is neek2o support.
I'm adding it to the loader, I started working on it but very few is done.
I still need to read how it works and test it with other loaders to see how it should behave.
Great! Just tell me if I can help you in any way.

For N64 virtual console channels with the current EmuNAND method, you need old cIOS, which is not possible on vWii.
You will have to wait for neek2o support on vWii, or use Nswith+neek vWii.
Some do work though...
I'll wait for neek2o... I prefer to launch everything from one place instead of switching nands etc...
Also, you could implement the "plugin" or whatever you're working on for neek2o for games like TinTin Adventures for Wii. That games needs to be ran from neek2o for it to work and not freeze at every check point.

You can install wads from USB. any recent wad manager is good for that.
If you want to install wads to emuNAND, use the wad installer menu in the loader.
When I installed the forwarders on my vWii I remember a wad manager not being able to run from USB...
Could you recommend one?
Also, yeah, I know how to install/uninstall from emunand.
Thanks.

for the widescreen, I guess you are using nintendont, so there's an option to force widescreen OFF.
go to global setting and it will aply to all gamecube games launched using nintendont.

Yes I am using Nintendon't through GX.
Thing is, I'm kinda using Widescreen on a per game basis. Meaning that games that natively support Widescreen on Gamecube (like TimeSplitters for instance) get the "Wiiu Widescreen" ON option and games that don't well,... I turn the option OFF on those :lol:
Is that the "right way" to do that?
Also, what does "video mode" do? I have it set to "System Default" instead of the "Auto" setting... (Talking about Nintendon't options in GX here)
Thanks again for your help.
 
modular511:
You are using PS3 controller?
if not, you don't need that revision as it doesn't allow you to use the Gamecube controller adapter in the loader. only the PS3 controller.

Nintendont doesn't keep the setting because you are using an old revision. Update to at least 1239.

sideskroll:

auto : let nintendo select the video mode based on the game region and used cable. (pal/ntsc/mpal/progressive/interlace)
system : use the system region. (if you have a NTSC wii, it will launch and force all games to NTSC, even pal games!). It will force progressive if you are in progressive on vWii.
game/disc : use the game's region (if you launch a NTSC game, it will launch nintendont in NTSC, if you launch a PAL game it will launch nintendont in PAL). this is about the same as Auto, but video selection is done by the loader instead of nintendont.
 
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I think the channel loading always worked like that when scrolling. It deletes unseen channels from memory and reload them if you scroll.
not fully loaded mean that they are re-appearing when you change the page, or are they never displayed?
Or do you mean they are invisible but can be selected? (I had this bug once with an older revision, I don't know what caused it. Probably memory corruption)
I wish I could have help with all this memory thing. I'm not familiar with memory management, I know only how to edit or create simple functions.
The bolded, I think it's more noticeable now that I use IOS58. Thanks =)
 
You are using PS3 controller?
if not, you don't need that revision as it doesn't allow you to use the Gamecube controller adapter in the loader. only the PS3 controller.

Nintendont doesn't keep the setting because you are using an old revision. Update to at least 1239.

Who, me?
Not, plain ol' Classic Controller Pro only.
And Nintendon't is keeping the settings AFAIK....
It's just the issue with Widescreen.
 
modular511:
You are using PS3 controller?
if not, you don't need that revision as it doesn't allow you to use the Gamecube controller adapter in the loader. only the PS3 controller.

Nintendont doesn't keep the setting because you are using an old revision. Update to at least 1239.

sideskroll:

auto : let nintendo select the video mode based on the game region and used cable. (pal/ntsc/mpal/progressive/interlace)
system : use the system region. (if you have a NTSC wii, it will launch and force all games to NTSC, even pal games!). It will force progressive if you are in progressive on vWii.
game/disc : use the game's region (if you launch a NTSC game, it will launch nintendont in NTSC, if you launch a PAL game it will launch nintendont in PAL). this is about the same as Auto, but video selection is done by the loader instead of nintendont.

So it has absolutely nothing to do with Widescreen settings, correct?
And one last thing before I stop bothering you :P :
Could you recommend a WAD manager that works from USB? And, whats the forwarders Title ID? (for the "return to" setting)
Thank you.
 
Cyan I will update, Where can I get r1241? So If I launch through usb loader it'll use my settings from nintendont so that I can use my gamecube adapter?
 
I don't know a lot of managers as I don't use them. The only one I used was wad manager 1.5, and 1.5mod GUI (that's old :lol:)
The ModGUI is patching IOS on the fly silently, so You shouldn't consider it to use on vWii as it's more picky with patched titles. I don't know if it is also patching Channels or only IOSes.

you could try :
Wad manager 1.7 : you need cIOS. I don't know if it works with wiimote+
Yet another wad manager mod
MultiModManager (even if criticized for being closed source)
That's the only manager's name I know.

Cyan I will update, Where can I get r1241? So If I launch through usb loader it'll use my settings from nintendont so that I can use my gamecube adapter?
The setting you want is called "HID USB" and is present in the loader since the beginning on Nintendont support.
It has nothing to do with PS3 support inside USBLoaderGX possible on 1235.
Set the HID setting either in the global setting to work with all games, or individually, to tell nintendont that you want to enable USB controllers for Gamecube games.

just update using the internal revision, it's good enough.
r1241 is in my signature.
 
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I don't know a lot of managers as I don't use them. The only one I used was wad manager 1.5 (that's old :lol:)

you could try :
Wad manager 1.7 : you need cIOS. I don't know if it works with wiimote+
Yet another wad manager mod
MultiModManager (even if criticized for being closed source)
That's the only manager's name I know.
I remember having some issues regarding ios236? maybe?
I'm not planning on installing any other IOSs to my vWii.
Any wad manager that doesn't need anything but dx2?
Thanks again man.
 
WiiMod Lite in my sig. has Wii U support, HDD access, and UStealth.

Thanks.
*Gracias ;)
Wad manager 1.7 works with IOS249 exclusively.
the last 2 I listed should all work with either cIOS249 or IOS58+AHB.
Hi, just an update:
Launching the loader from the forwarder channel seems to fix all issues at once. (the 4:3 GC games reverting to widescreen, the return to path etc)
What I'd like to know is why if I launch the loader from HBC the options in the "return to" menu appear as "unknown" (for example UNEO: Unknown) but if I launch the loader from the forwarder everything appears as it should (UNEO: USBLoader GX) what's the difference there?
Also, I tried changing WiiU Widescreen in "settings> features" (I'm ALMOST sure... the one that changes the way the LOADER displays, not Nintendon't)
and everything seemed "sharper" like if that was the original aspect ratio. (not squished at all but PROPERLY displayed)
Is the loader originally made for 4:3 screens and most of us are just stretching the image to fill our screens? Is there a "true" 16:9 version of USBLOADER GX?
Thanks again for everything.

PS: I'm game for helping you test neek2o support (or however you choose to launch titles like castlevania and/or N64 VC) I'm willing to try, test and report. Not like *some* people who download betas just because... So there you have it. Just let me know.;)
 
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any idea why since the last few revisions, UsbLoaderGx no longer loads Nintendont correctly? I read in the Nintendont thread that it has to do with using HID devices. anyone know?

Edit: the interesting i notice is that if i load a gamecube game through usbloader gxi get the following message on Drive size inside nintendont = nanGB Section size: -1
 
sideskroll:
....
Sorry, I never saw your reply. I just went to that PM and see that you edited your PM to add a reply instead of posting a new reply, so I never got an alert that you replied.

So, thank you for all the test you did. It seems stable, so I will release my r1242.
You didn't notice any changes because there weren't visual changes, it's only a library update. But as the file is bigger, I was afraid it would become unstable, like 1235 was (as I suspected either RAM issue or file size).
...
It's alright, I'm sorry I was rude to you but I been having serious emotional issues since the other day, you do stuff trying to help out, which not only wastes your time and energy but also can cause family issues and what not, hoping to be a helpful member and try to pay back some of the great things you get, but only to realize people don't want your help and find it annoying and "nagging" I wish there was another way I could support the projects on here but I'm not a coder, I guess I better just be a regular member in this case.
 
It's alright, I'm sorry I was rude to you but I been having serious emotional issues since the other day, you do stuff trying to help out, which not only wastes your time and energy but also can cause family issues and what not, hoping to be a helpful member and try to pay back some of the great things you get, but only to realize people don't want your help and find it annoying and "nagging" I wish there was another way I could support the projects on here but I'm not a coder, I guess I better just be a regular member in this case.


Sorry to hear about your emotional issues but try to stay clam and don't bring emotion to work. Best wishes.
 
Thank you for your message.
No harm taken, I tried to not put oil on the fire and just let it go.
At my work I'm also confronted with a lot of anger and unhappy people, it's sometime hard for me to keep calm too. My work emotions also often reflect here. after a hard day, I'm easily irritated.


Sideskroll:
I'll try to answer everything, but most options are specific and you might not know what they are used for, that's why you think things are not working correctly, or not expectedly.

First, about the Channel name.
internal Channel's names are read at loader's launch. To access the NAND you need AHB access.
when launching from the forwarder, it's using IOS58+AHB which grants NAND access to the loader.
The loader then read the channel's list and titles, then reload to cIOS if requested by the user.

If you launch from HBC, AHB is not always granted.
It depends on your Meta.xml, it must contains <ahb_access/> tag to get NAND access at launch.
If you don't have it, the loader can't read the channels names, so they are either undefined, or listed based on their TitleID ("UNEO" or the ASCII number).

It should read the channel title correctly if you set your meta.xml correctly.


About video now:

On Wii, there's no "real" 16:9.


All games and application running in Wii mode are using a stretched picture.
To looks like the game is widescreen, the game is squeezing the picture (compressing, and losing pixel informations, details etc.) to fit more data on the picture.
Then the TV is stretching that squeezed picture to fit the full 16:9 area as if it was a real 16:9 picture. the circles looks like circle again, you see more data on the side, but you lost elements on the screen.

All wii games and gamecube games are rendered to 640*480p, 640*528, 640xHeight. everything is 640 width, even on widescreen setting. there's no more pixels rendered.
One resolution allows up to 708*480, which USBLoaderGX uses if the user has widescreen set (to enable more pixel on screen instead of fake stretched widescreen, but it's still not a real widescreen ratio).

It's hard to explain without a picture.


WiiU, on the contrary, has a real widescreen mode, with full resolution.
1920×1080, or 1280x720, or 854×480

Like you noted, games looks sharper when using 4:3, because they are rendered to their original size, the way they were designed.
There's no streched effect.
As the WiiU allows proper widescreen setting, or proper 4:3 setting by adding black borders (instead of setting the TV to output a 4:3 picture, it's done by the console, as some TV can't force 4:3 when using hdmi1080p).
So, nintendont added a setting to select if a game should use the WiiU 4:3 or 16:9 setting.

That setting is passed as argument from the loader to nintendont.
It's located in the nintendont settings section (global settings > loader settings > Gamecube > nintendont > WiiU widescreen)
This is the setting wich will affect the game's ratio when using nintendont.
If you don't enable WiiU widescreen, nintendont will always render in 4:3, it doesn't check the current video mode used by the console. It's a setting that the user choose in nintendont or in the loader.


As this setting could become useful for Wii games played on WiiU, I also added the ability to switch widescreen on/off inside the loader so the user can launch a Wii game with the video mode selected.
Wii games are not forcing the video mode, there's no setting, it's doesn't even know there is a real widescreen setting as wii never had such a setting, so it's keeping the current widescreen setting set by the user in the loader.

It's in features and not in "per game" setting because not all wii games benefit from 4:3. (resident evil, mario party)


I don't know if I made myself clear, as there are a lot of different element to take in account with video mode.
the game rendering mode is different than the console's output mode, and different than the TV mode.
You have 3 different thing to "play" with when rendering a picture. without understanding the one you are affecting it's difficult to display your picture correctly.

In addition to this 3 possibilities, Nintendont has a "widescreen patch", which fake the viewport to output even more data on screen.
It's the same setting that Wii game are using to fake the ratio setting based on the System menu video setting (the one used to squeeze and fake 16:9 by rendering more data on screen)


just remember that Wii doesn't have a real 16:9 and games looks better in 4:3, but you see less elements on screen.
you have to choose what you prefer. It could depend on the game you play too, how the ratio is affecting the sharpness etc.

USBLoaderGX is using a little more pixels in width, but it also looks better in 4:3, the fonts are nicer, as it's still not a full 16:9 but the TV is fitting the picture in full area so it's a little stretched.


One day, I'll try to make a visual representation of all I explained.

any idea why since the last few revisions, UsbLoaderGx no longer loads Nintendont correctly? I read in the Nintendont thread that it has to do with using HID devices. anyone know?

Edit: the interesting i notice is that if i load a gamecube game through usbloader gxi get the following message on Drive size inside nintendont = nanGB Section size: -1
Since Nintendont r303, Autoboot+HID is not working.
If you want to use HID, you need to disable autoboot.

Nobody tried to set a different setting for "nintendont setting file" ?


I didn't have time to check why it's doing it.
A user reported that using Autoboot directly from HBC doesn't create this issue, so it's something from this loader. I will have to check what's wrong.
 

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