Hacking USB Loader GX

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I think hes experiencing the MC creation issue.
Try to use the "mod" that fixes it and tell us if it's any better. You can find it over the nintendont thread. Just look for it.

*Edit* here you go https://github.com/GerbilSoft/Nintendont/raw/v4.428/loader/loader.dol

--------------------- MERGED ---------------------------


1263?? When did that happen? Does it fix the "supposed" bugs/issues 1262 had (which is why I didn't get it)
It's definitely not memory card creation causing it since the games I've tried already had saves created, unless it's attempting to create them again? Nonetheless I'll try the mod you linked and see what happens.
 
Try to update to the newer version, roght now is r1262.
The drive is formatted on fat32, ntfs, or wbfs?
I just re-checked, and i was actually on r1262 and my usb is formatted fat32 with a wbfs folder inside it with the isos. The funny thing is however, configurable usb loader works fine but not usb loader gx.
 
stephano : try using IOS58 (like the other loaders)
USBGX > settings > Loader settings > Loader's IOS : 58
reboot with your drive connected, and it should be detected.

It seems some drives need the official USB driver (from Nintendo, located in IOS58) to be initialized correctly.

@Cyan once you get usbloader gx on github i could make a fork of it for my plugin mod and update it whenever you update the official usbloader gx. if thats ok with you.
but i would have to figure out to keep it up with the official version.
yes, I guess that would be nice to have an updated branch reflecting updates done on the official project, so users could use the one they want.
I will also make some changes to that github, I'll have to learn how to merge different github copy together so we don't make the same changes on 2 different github.

I will have to learn a little git first. but that should be fine to work together.

If that's fine with you that I don't commit your patch to the official project right now, I'd like to continue working on git for that mod until I'm done with other things first.
I was feeling a little pressure to have to merge it to the official project as you made a nice patch and worked on it, I didn't want it to go to waste or ignore it completely.


for information, I would like to make a proper "loaderType" option, located in the 4th icon menu.
users could enable plugins or homebrew from here.
Maybe the plugin icon in the menu would be displayed only when plugin is selected in the 4th menu (maybe not, to be determined later).
And I will make both compatible with two things you disabled : Banner layout, and multi-listing (gamecube + plugin, etc.) with searchable/fav option.
Maybe I'm looking too much ahead of my own knowledge, but I'll try.
 
stephano : try using IOS58 (like the other loaders)
USBGX > settings > Loader settings > Loader's IOS : 58
reboot with your drive connected, and it should be detected.

It seems some drives need the official USB driver (from Nintendo, located in IOS58) to be initialized correctly.


yes, I guess that would be nice to have an updated branch reflecting updates done on the official project, so users could use the one they want.
I will also make some changes to that github, I'll have to learn how to merge different github copy together so we don't make the same changes on 2 different github.

I will have to learn a little git first. but that should be fine to work together.

If that's fine with you that I don't commit your patch to the official project right now, I'd like to continue working on git for that mod until I'm done with other things first.
I was feeling a little pressure to have to merge it to the official project as you made a nice patch and worked on it, I didn't want it to go to waste or ignore it completely.


for information, I would like to make a proper "loaderType" option, located in the 4th icon menu.
users could enable plugins or homebrew from here.
Maybe the plugin icon in the menu would be displayed only when plugin is selected in the 4th menu (maybe not, to be determined later).
And I will make both compatible with two things you disabled : Banner layout, and multi-listing (gamecube + plugin, etc.) with searchable/fav option.
Maybe I'm looking too much ahead of my own knowledge, but I'll try.
Whatever you decide is fine. Go ahead and work on the other things you want to get done. I dont mind keeping my plugin mod a separate project.

I too am not familiar or crazy about git. Svn is easier and I think nicer to look at instead of all those hashes. And SourceForge has a nice downloads page which I have yet to find on github
 
Whatever you decide is fine. Go ahead and work on the other things you want to get done. I dont mind keeping my plugin mod a separate project.

I too am not familiar or crazy about git. Svn is easier and I think nicer to look at instead of all those hashes. And SourceForge has a nice downloads page which I have yet to find on github

It's on the "Releases" tab. :)
 
thanks but how or can i make a zip file and upload it to github for users to download?

Yes, just click "Draft a new release" at the top of your release list then drag the zip file of the binaries onto the page. GitHub will automatically create source archives for the current commit when you click Publish.
 
1263 was just a switch to tinyxml I think. Dropped dol size by about half a meg. Nothing major.

Can send you my copy if you want. Made a few minor personal changes, but functional ly the same as official.

Sent from my Nexus 5 using Tapatalk

Whatever you decide is fine. Go ahead and work on the other things you want to get done. I dont mind keeping my plugin mod a separate project.

I too am not familiar or crazy about git. Svn is easier and I think nicer to look at instead of all those hashes. And SourceForge has a nice downloads page which I have yet to find on github
Guys, would either of you be interested in adding the wiiu widescreen option on a per game basis? Like for instance, a couple if wii games like house of the dead and resident evil SHOULD display in 4:3 but they don't. And most (all?) VC games should default to 4:3 etc.
@Cyan doesn't want to implement this feature cause he thinks it would confuse wii users (since it only works on wii u). I don't agree, but... He has the right to refuse.
Anyway, I'm sure some folks would apprrciate that option.
It should be possible to implement that since the loader already has a wiiu widescreen mode and it can also pass the arguments to nintendont for example.
 
Sold my wiiU a long time ago so I couldn't even test it. Wii's are that cheap now days I don't know why you'd even bother with vwii mode and its quirks personally.

Sent from my Nexus 5 using Tapatalk
 
Sold my wiiU a long time ago so I couldn't even test it. Wii's are that cheap now days I don't know why you'd even bother with vwii mode and its quirks personally.

Sent from my Nexus 5 using Tapatalk
Cause its better imho. Picture is more crisp, clean digital signal. And theres the added benefit of video "flags" which can set thr aspect ratio automatically.
Also, better upscaling (at least better than my tv set)
 
Cause its better imho. Picture is more crisp, clean digital signal. And theres the added benefit of video "flags" which can set thr aspect ratio automatically.
Also, better upscaling (at least better than my tv set)
Ahh Fair enough. I cant stand upscaling in general and use an SD CRT via component cables so I don't have to worry about such shenanigans. :)

I can't see it being hard to add though. Even hide the option from normal Wii users. But my PC is on the fritz and I couldn't test anyway unfortunately.

Sent from my Nexus 5 using Tapatalk
 
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Kind of unrelated but is it risky to install forwarders for homebrew and have them on the system menu? i'm currently running snes9xgx, vbagx, usbloadergx and nintendont all from the HBC.
Also, what is the best NES emulator for the wii? I imagine the wii can't really emulate n64/psx all that well so i'm skipping those.

is the only method to install a channel via .wads? are these unsafe?
Would you recommend that before doing anything like this i create an emunand?

Also, what kind of use does priiloader has? I can't install it as boot2 because my wii does not allow it. So...

USBloaderGX is working like a charm after i fixed the custom path on nintendont.
 
Guys, would either of you be interested in adding the wiiu widescreen option on a per game basis? Like for instance, a couple if wii games like house of the dead and resident evil SHOULD display in 4:3 but they don't. And most (all?) VC games should default to 4:3 etc.

Mmm... maybe i'm drunked but today while testing the 480p and Widescreen patches in something like 50 GC PAL games to update the compatibility list i saw the wiiU widescreen patch in a per game base. It was "WiiU widescreen", right below the normal "Force widescreen".
 
Last edited by Zonta85,
Mmm... maybe i'm drunked but today while testing the 480p and Widescreen patches in something like 50 GC PAL games to update the compatibility list i saw the wiiU widescreen patch in a per game base. It was "WiiU widescreen", right below the normal "Force widescreen".
Yeah, for GCN games. I'm talking about the same toggle but for every game/source.
 
Yeah, for GCN games. I'm talking about the same toggle but for every game/source.


Ohhh right! Forgive me, you talked about passing arguments to Nintendont and today i've tested so many GC games that i instantly thinked that your issues was about them :)
 
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Ahh Fair enough. I cant stand upscaling in general and use an SD CRT via component cables so I don't have to worry about such shenanigans. :)

I can't see it being hard to add though. Even hide the option from normal Wii users. But my PC is on the fritz and I couldn't test anyway unfortunately.

Sent from my Nexus 5 using Tapatalk
Yeah, on a CRT upscaling probably only hurts the image. On digital displays though... Also, video flags !
Again, on a digital 16:9 display it's a huge benefit.
 
Ah. If I change Global GX settings will these be applied to Channel launches?

EDIT:
I am running via a composite cable to an old 4:3 monitor, so the Wii is already set to (and can only be set to) 4:3 and 480i/EDTV.

I tried changing various settings in GX global settings to try:
force NTSC
force 4:3
differing cIOS as global loaders: dx2 v10 rev52 base 56 and base 57, and old rev21

I tried Black Tiger, a non-Neo Geo arcade game with the above. Same error message (error reading/writing to System memory) every time.

I chose Black Tiger as I noticed on old post by @nakata6790 where he attached games and settings that worked for him which included black tiger, so I assume it is something on my setup:
https://gbatemp.net/threads/usb-loader-gx.149922/page-839#post-4573716

EDIT2:

Just sorted out neek2o v96 for testing. Booted direct into a working VC game (Altered beast) fine, exited back to the emulated Nand system menu, started Black Tiger - same error screen.

So currently Black Tiger for me works on real nand only, fails on EmuNand and neek2o.

I'll test some more titles but these seems strange from what I've read.


Can I just confirm that if I am launching into my Neek System Menu (via GX feature menu), then encountering compatibility issues with some VC this has basically ruled out any issues with USB loader GX?

I'm currently experiencing identical compatibility between Neek and GX's inbuilt EmuNand channel launcher. (e.g. 1942, Space Harrier, Black Tiger, Metal Slug X etc all not working when launched from Neek system menu - other games fine?)

Clearly something odd as people seem to report 100% compatibility with Neek. (I'm using Neek2o off USB drive for clarity)
 

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