Hacking USB Loader GX

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You need the UNEO 5.1 forwarder. (Wii link) What does it do when you launch it from the system menu?

BTW I got it working by installing IOS58 on my 4.2 Wii. I read that 4.3 Wii comes with IOS58.

Before I fixed it, tt just showed a black screen when I tried to load from the System Menu.
 
just found another "problem" for my car installed Wii. since its too close to the kid car seats, there is a sensor bar but it really can't be used from the sitting position.

in order to start a game in USB Loader GX you MUST press the start button, or at least I haven't found out how you can start the game without pressing that, if there is a way let me know

if not, is this a feature that could get implemented? maybe like if A+B is pressed when the banner is up it will start the game? i know + and - cycle through games so thats a def no go. arrow keys do the same thing, so i don't that is plausible as well.
 
why can't you press the Start button without a wiimote pointer ?
just use Dpad and buttons, or nunchuck and button
or set "quick launch" in the settings to launch game and bypass the animated banner.

But I don't understand; you are saying you can go up to the place where you have to press Start without using the wiimote, but how you can go up to the place? If you can go to that location, then you could select options on screen. Continue using the same method you used to select a game to select Start.
 
why can't you press the Start button without a wiimote pointer ?
just use Dpad and buttons, or nunchuck and button
or set "quick launch" in the settings to launch game and bypass the animated banner.

But I don't understand; you are saying you can go up to the place where you have to press Start without using the wiimote, but how you can go up to the place? If you can go to that location, then you could select options on screen. Continue using the same method you used to select a game to select Start.

I have it set to show the banner once game is selected, its in the list format (game list on the right, 3d cover on the left, default view). when i choose a game, i navigate up and down using the dpad, press A once I find the game.

Now the banner appears with two options "Settings" and "Start". In order to launch the game from this point, you have to point at the screen and put the pointer over "Start" and press A, I haven't found another way to actually start the game from this screen.

My problem is that pointing at the screen doesn't work (at least its VERY difficult) when in the car.

and preferably, this is using Wii Remote only. we have a nunchuk and classic controller in the car to use but primarily they use the Wii Remote.


EDIT: Quick boot is the solution but now I don't get the pretty banners :( j/k its cool, quick boot is what i needed. i might try to mod the loader myself and add in the press A+B to start game, on a side note - is there a source for rev1260 anywhere?
 
Last edited by VashTS,
So its back to Pokemon rumble...when I try to run it off of my Seagate GoFlex that uses a 3.0 USB, it fails and says the system files are corrupted. It is formatted as FAT32 64k cluster active and primary and MBR. I really think its an issue with 3.0 USB.

I've just uninstalled it and tried installing it and it is stuck at 100%. There's a pop up that shows before the 100% screen shows but it goes away too fast.

I took a video and it says Can't read file usb1:/nand/shared1/content.map

Maybe corrupt emunand. I'm going to try to create new nand.

Phew it was corrupt namd. I dumped new nand and was able to install and play again.
 
Last edited by goodeddie,
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sources are now on sourceforge to keep the revision number system. (git would break it as it rely on the revision number at compile time)
https://sourceforge.net/projects/usbloadergx/

If you happen to have time, could you update the OP with this info? Might help someone else once this gets buried. Its still listed as google code in the OP

also I'm getting a build error,
Code:
In file included from d:/Repo/USB_loader_GX/source/FreeTypeGX.cpp:23:0:
d:/Repo/USB_loader_GX/source/FreeTypeGX.h:27:22: fatal error: ft2build.h: No such file or directory

any ideas on what I'm missing? I've got the Portlibs and libogc libraries for R27
 
Last edited by VashTS,
It seems like a lot of homebrew are not USB 3.0 compatible...that's so dumb.
What do you mean? Neither the Wii or the Wii U have USB 3.0 ports.
Or do you mean they won't work with USB 3.0 hard drives connected to Wii (U)'s USB 2.1 ports?
Never had problems with that.
 
If you happen to have time, could you update the OP with this info? Might help someone else once this gets buried. Its still listed as google code in the OP

also I'm getting a build error,
Code:
In file included from d:/Repo/USB_loader_GX/source/FreeTypeGX.cpp:23:0:
d:/Repo/USB_loader_GX/source/FreeTypeGX.h:27:22: fatal error: ft2build.h: No such file or directory

any ideas on what I'm missing? I've got the Portlibs and libogc libraries for R27

Use the portlibs and libogc from this file.
 
I'll try again but I did use those

edit: dang, i had two devkitpro paths, one on my D: drive and one on my C: drive, turns out i updated the D drive not the C drive. thanks for the pointer!

The ft2build.h it said was missing should be in /devkitPro/portlibs/ppc/include. It's in the archive.
 
I didn't try compiling with PPC r28 yet
And I'll have to test updating the libraries too, as dimok provided his libogc/portlib folders for WiiU homebrew, I don't want to mess USBGX with different versions without proper testing.

Yes, I'll have to update the first post, and even add the latest changelog since 3.0, there's a lot of new features.
I'll try to do it this weekend.
 
Would you please make USB Loader GX properly use CHANS Scripts?

These are present in certain Wii Channels to properly display stuff. Otherwise, they won't display right along with the other Channels like right now.

Like in the Wii Fit Plus Channel, it displays the last time you've taken your Body Test.

I can give you some more information on this format if you would like to code this in.
 
Today I randomly decided I wanted to play some Ninja Gaiden on NES Virtual Console. I've never beaten the game before because it is so freaking difficult so I decided to cheat. I used the Ocarina option to download the cheats, enabled invincibility, generated the gct file and turned Ocarina on in settings. But when I started up the game the code wasn't working. After a quick search I found this post:

I couldn't make them work either :(

You have two different way to launch the channels (VC/WiiWare channels, not the layout mode).
Go into the settings > Loader Settings > Channel launching method : you have "content" or "boot.dol".
Try both settings, it could help, but it's not guarantee.

I couldn't find that option under the per game settings but I did find it in the global settings. It was originally set to Main Dol and I changed it to the other option (can't remember exactly what it said but I don't believe it said just "content". Maybe "Channel Load"? I forget). After loading the game back up the invincibility cheat was working.

So my questions are what are the differences between the 2 options? Since there is no per game setting for that option, how will that affect all my other games? Thanks.
 
What do you mean? Neither the Wii or the Wii U have USB 3.0 ports.
Or do you mean they won't work with USB 3.0 hard drives connected to Wii (U)'s USB 2.1 ports?
Never had problems with that.

The hard drive has a male USB 3.0. I'm fine when loading ISO and installing WADs with USB Loader GX but I can't use Wad manager 1.7 or FCE nintendo emulator.
 
So my questions are what are the differences between the 2 options? Since there is no per game setting for that option, how will that affect all my other games? Thanks.
I'm not sure what's the differences as I never checked that part.
I think it's something like loading the "main.dol" directly from the loader (loading the .app in the folder), or launching the channel the "normal way" (by calling the titleID from the NAND loader).
In both cases, it should work the same, except that cheat's addresses are different because in one case it's loading the dol directly and loading the file in a different location than if the NAND loader was loading the game the default way.

But, what I explained is maybe wrong. don't keep that as true, just the idea in general.

If the other option is better, I can make it the default value on new loader install or setting reset.

Would you please make USB Loader GX properly use CHANS Scripts?
I can give you some more information on this format if you would like to code this in.
I didn't code that part of the loader, it was Dimok and Giantpune who reversed engineered the format.
I'm not saying I can't do or fix it, maybe I can, but I don't know how it works. it would require lot of time for me to understand and fix that.
There are other issues with channels (like incorrect language displayed in channel data) which would be nice to fix, but it's not very important. it doesn't break game compatibility. it's only visual element which would be better if fixed.

I think I have other priority first (like fixing the HDD detection issue, and no, I haven't started working on it)
 
I'm not sure what's the differences as I never checked that part.
I think it's something like loading the "main.dol" directly from the loader (loading the .app in the folder), or launching the channel the "normal way" (by calling the titleID from the NAND loader).
In both cases, it should work the same, except that cheat's addresses are different because in one case it's loading the dol directly and loading the file in a different location than if the NAND loader was loading the game the default way.

But, what I explained is maybe wrong. don't keep that as true, just the idea in general.

If the other option is better, I can make it the default value on new loader install or setting reset.

I don't know if the other option is better. Just that for the one game that I tried to use cheats with that other option worked. Next time I have time I will try a few more Virtual Console games and see how their cheats work between the 2 options.

There are other issues with channels (like incorrect language displayed in channel data) which would be nice to fix, but it's not very important. it doesn't break game compatibility. it's only visual element which would be better if fixed.

Is that why on some games that I thought I had a USA release for have Japanese writing in their banner when I click on them?

I think I have other priority first (like fixing the HDD detection issue, and no, I haven't started working on it)

Take all the time in the world. Even with all these very minor imperfections I am totally 100% satisfied with my Wii and Wii U's vWii setup. And while I may not know anything about coding the Wii (or any kind of coding in general. lol) if there is anything I can do to help you out just let me know.
 

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