Hacking USB Loader GX

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So, this might sound like a noob question/comment, but whenever I try to load this up, no games show up! I formatted my flash drive (SanDisk 32GB) and added the games using Wii Backup Manager, but when I try putting it in the Wii, once again, no games show up... Help
 
Last edited by ComboOfWombo,
So, this might sound like a noob question/comment, but whenever I try to load this up, no games show up! I formatted my flash drive (SanDisk 32GB) and added the games using Wii Backup Manager, but when I try putting it in the Wii, once again, no games show up... Help

Click the categories button in the toolbar (it looks like a disc and cartridge) and make sure Wii games are turned on.
 
So, this might sound like a noob question/comment, but whenever I try to load this up, no games show up! I formatted my flash drive (SanDisk 32GB) and added the games using Wii Backup Manager, but when I try putting it in the Wii, once again, no games show up... Help

Click the categories button in the toolbar (it looks like a disc and cartridge) and make sure Wii games are turned on.
Someone vorrect me if I'm wrong but... I'm pretty sure USBGX doesn't load wii games from SD... IF he's trying to do that....
 
Click the categories button in the toolbar (it looks like a disc and cartridge) and make sure Wii games are turned on.
I tried that, and it said USB device not initialized. I can load homebrew apps off the flash drive, but none of the apps from the SD card recognize it...
 
I tried that, and it said USB device not initialized. I can load homebrew apps off the flash drive, but none of the apps from the SD card recognize it...

I am using a Wii, and the size of the forwarder is 882816 bytes and its SHA1 26BBE3A4BB59CB4FF641C8C4D15A48CFD8F87FDF[/QUOTE]

Never mind guys! Fixed it by using a different loader...

a loader is an app. You are contradicting yourself or you missed a large piece of info.
 
Does anyone have the right loader settings for Metroid Prime Trilogy? I lost mine and can't get it working again (it just hangs on "Loading..." after choosing which game to play).
 
Does anyone have the right loader settings for Metroid Prime Trilogy? I lost mine and can't get it working again (it just hangs on "Loading..." after choosing which game to play).
I think it has to do with the cIOS version you're using... It used to be that one had to manually choose the dol to launch. But not for a long time... Maybe your backup is corrupted? Or you're using a VERY old USBGX version? Check that auto ios reload is active in options.
 
I think it has to do with the cIOS version you're using... It used to be that one had to manually choose the dol to launch. But not for a long time... Maybe your backup is corrupted? Or you're using a VERY old USBGX version? Check that auto ios reload is active in options.

I have been updating and changing files so maybe something got corrupted on the way. For reference here are my settings:

Game IOS: Use global (set to 249 I think)
Block IOS Reload: Auto
cIOS Version: d2x v8final base56

I just tried the alternative DOL method and that works at least, but I'm sure I had it working where I didn't have to use this method but I can't remember what I changed since then (doh :P)

EDIT:

Working! Not sure what exactly made it work but steps I did: I installed d2x v8final base57 to 250 (not sure if it was already installed there before), then in the loader settings for MPT I set the IOS to 250 and Block IOS to Auto and it works as it did before!
 
Last edited by TheBroCode,
I have been updating and changing files so maybe something got corrupted on the way. For reference here are my settings:

Game IOS: Use global (set to 249 I think)
Block IOS Reload: Auto
cIOS Version: d2x v8final base56

I just tried the alternative DOL method and that works at least, but I'm sure I had it working where I didn't have to use this method but I can't remember what I changed since then (doh :P)
Verify the GLOBAL settings. Maybe you changed the default IOS and since the game is based on the global config it can't load...
Do you know if you have base57 installed? Most guides/modmii makes you install it on slot 250. You could try launching the game with it. It's supposed to have greater compatibility (at the expense of a tiny bit of speed).
The other thing you could try would be to reset the loader to its default config (if you don't have too many custom settings that is)
Go to settings, last page. restore defaults.
 
Thank you sideskroll! I just edited the post to say I got it working again, I think it must have been cIOS related like you said :D
Glad you got it working.
Verify your settings are correct though. My guess is that you've changed some GLOBAL settings and it might affect other titles etc.
 
I think MPT should work with base56, but if you fixed your issue by editing the slot to 250 (base57) that's good.
maybe your slot249 is not correctly installed? (but usually it unsync the wiimote if not correctly installed. Maybe there are different symptom of an incorrect installation)

To play games with multi dols (menu and multiple games to reload, like Metroid, sam & max, ssx blur, red steel, and any motion+ games ), you need d2x v7 or newer and set "block IOS reload" to Auto (or ON).
d2x v8 is the best choice.


@GreyWolf :
I'm not sure to understand your javascript implemention.
are you compiling ecma parsing and interpretation inside the loader?
where would it be used? what could be done with it? adding menus and options? would be great! but will need parsing in all possible location of the loader to add a proper plugin system (like firefox xul where you can add/edit content of each menus, linked to javascript)
Maybe it will be too much changes, we could reserve it for next major version (4.x)

what I wanted to do for plugins is a menu where you can list all installed plugins (or add new ones directly from the loader, to generate the ini/xml)
for each listed or created plugin, you could edit the content : rom path, dol path, etc. directly from the loader.
that was what I wanted to do AFTER the overall GUI modification (USBGX 4.x roadmap)
 
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I think MPT should work with base56, but if you fixed your issue by editing the slot to 250 (base57) that's good.
maybe your slot249 is not correctly installed? (but usually it unsync the wiimote if not correctly installed. Maybe there are different symptom of an incorrect installation)

To play games with multi dols (menu and multiple games to reload, like Metroid, sam & max, ssx blur, red steel, and any motion+ games ), you need d2x v7 or newer and set "block IOS reload" to Auto (or ON).
d2x v8 is the best choice.


@GreyWolf :
I'm not sure to understand your javascript implemention.
are you compiling ecma parsing and interpretation inside the loader?
where would it be used? what could be done with it? adding menus and options? would be great! but will need parsing in all possible location of the loader to add a proper plugin system (like firefox xul where you can add/edit content of each menus, linked to javascript)
Maybe it will be too much changes, we could reserve it for next major version (4.x)

what I wanted to do for plugins is a menu where you can list all installed plugins (or add new ones directly from the loader, to generate the ini/xml)
for each listed or created plugin, you could edit the content : rom path, dol path, etc. directly from the loader.
that was what I wanted to do AFTER the overall GUI modification (USBGX 4.x roadmap)

That was basically the idea. Half the loader isn't actually being used at any given time so I figured if a lot of it could be moved to dynamic scripts there would be a lot more free memory. I'm using a library called duktape that's ECMAScript-compliant and it's very small but I have to write bindings for custom functions so loader features like booting titles can be called from the JS files.

Since everything would be XML+JS you would theoretically be able to change the entire appearance of the loader without rewriting the C++, too.

Essentially you could make a new window by declaring it in an xml file and have a javascript file with it with the code-behind. (Like XAML from Windows Presentation Foundation)
 
Last edited by GreyWolf,
that looks nice and promising.
Not sure if it's really a good idea to adapt that loader with all this, as it's already in end of wii's life. Maybe focusing this feature on future homebrew would be nice (on WiiU for example).

or making USBGX working in WiiU mode to launch games in vwii mode? (ahah, just some ideas, not sure how it would work in wiiu mode, it will require a lot of rewrite)


Maybe it could be used to make the new GUI more easily ? I have ideas for new GUI, but nothing to make mockups (except photoshop and my own drawing skills)
And users could make their own GUI or menus. Maybe that could be useful yes.
binding to existing functions and variable will be required, indeed.
Well, let me know what you do, I'm curious to see how it works. But I don't know if I will merge it officially until I see how much it's different.
 
that looks nice and promising.
Not sure if it's really a good idea to adapt that loader with all this, as it's already in end of wii's life. Maybe focusing this feature on future homebrew would be nice (on WiiU for example).

or making USBGX working in WiiU mode to launch games in vwii mode? (ahah, just some ideas, not sure how it would work in wiiu mode, it will require a lot of rewrite)


Maybe it could be used to make the new GUI more easily ?
And users could make their own GUI or menus. Maybe that could be useful yes.
binding to existing functions and variable will be required, indeed.
Well, let me know what you do, I'm curious to see how it works. But I don't know if I will merge it officially until I see how much it's different.
Well, a lot of people still use their Wiis. And others (like myself) still use the vWii portion of the Wii U more than the Wii U itself :D
So I honestly don't think it's "wasted time" by any means...
But, like I said before the loader is fine. I'd iron out the bugs and issues before trying to update "the looks" of it.
 
I didn't mean that people don't use it anymore, just that most features are already there.
it's missing plugin, and maybe more option for neek2o.

But if it can help make new GUI or themes, that's great. just not required.
that addon system (let's call it addon instead of plugin, like for firefox adding new menus/features) could benefit new and future homebrew.
You know I'm also dev of a firefox addon? I know a little about xul/javascript being added to the main program. but it requires a lot of API to bind existing processes and variables. Mozilla is updating and deprecating their API faster than addon developers can work (at least, me ! as I'm alone and don't have a dev team, it's not my main job either). It's hard to follow and release updates to maintain the addon...
 
Here is an example xml that would generate a window:
Code:
<?xml version="1.0" encoding="utf-8"?>
<Window Name="TestWindow" Background="dialogue_box.png">
  <Window.Resources>
  <Triggers>
  <Trigger Name="trigA" TriggerType="ButtonOnly">
  <Trigger.Buttons>
  <TriggerButton ButtonCode="WPadA" />
  <TriggerButton ButtonCode="WPadClassicA" />
  <TriggerButton ButtonCode="PadA" />
  </Trigger.Buttons>
  </Trigger>
  </Triggers>
  </Window.Resources>
  <Button Name="testButton" Label="Test" HorizontalAlignment="Center" VerticalAligment="Bottom" Left="0" Top="-40" Trigger="trigA">
  <Button.Background>
  <Image Source="button_dialogue_box.png" />
  </Button.Background>
  </Button>
</Window>

You would put the code executed by the button when clicked in "TestWindow.js" and place a "trigA" function in it to handle the click.

Creating the UI this way should allow paring a lot of bulky code from the binary where it takes up memory permanently. When the window is closed the visual tree and script for it are freed.

I don't have a Wii U but this could theoretically make it easier to port. You wouldn't have to change any of the UI code, only the C++ bindings for it.
 
Last edited by GreyWolf,
You didn't mention if this bug was only if "custom banner" was enabled or if the issue was the gamecube covers (not banner!)

I though I answered, but maybe I did not correctly understand what you call custom banner. This bug occurs in all display mode (as mentioned below).

This bugs occurs in all display modes (custom banner, cover, list, etc). In list mode, I noticed the bug occurred even before I agreed to look for missing files. More precisely, I press 1, select the 5 media types, validate, and then the Wii and VC games disappear of the list and the pop-up mentioning the number of missing media and asking if I want to download them shows up.
 

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