Hacking USB Loader GX

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i'm having the same kind of issue but the whole console locks up :S using USBLoaderGX 3.0 downloaded from the OP signature. also after following the guide for replacing the channel i have 2 channels for it now :S

a heads up i'm still learning the basics here so some terms are lost to me
update the CIOS's to Rev10 Beta52
 
Is there a way to stop usbloader gx from changing to nand channels if it can't load a usb? I want it to stick to wii games, even if the USB isn't plugged in. Obviously it would be blank because no games, but that's fine.
 
Quick question
Is there a way to make usbloadergx accept wii games stored using a custom parent folder name structure? like
Code:
./[GAMEID] Game Name/GAMEID.wbfs
instead of the default
Code:
./Game Name [GAMEID]/GAMEID.wbfs
 
Longtime lurker here and huge fan of USB Loader GX. Thank you to all who worked on it over the years! I have enjoyed following the code development on this project for a while now and have a few development oriented questions:

1. Since the original source of this project is based on Waninkoko SD/USB Loader v1.1, what challenge is this project facing to integrate features from Waninkoko SD/USB Loader v1.5 such as SD loading? From a novice coder perspective, much of the core remains unaltered. Does the challenge lie with integrating the feature into the GX libwiigui?

2. Similarly, what challenges are faced in integrating USB-HID support for the loader?
 
The latest USB Loader GX is r1262. My fork says at least 5 times on one page that it is not USB Loader GX. :/

I'm not implying you shouldn't use it or Badablek shouldn't try to update it with tab mod again but I've rearranged a lot of the source code and it might be more difficult.
 
Last edited by GreyWolf,
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The latest USB Loader GX is r1262. My fork says at least 5 times on one page that it is not USB Loader GX. :/

I'm not implying you shouldn't use it or Badablek shouldn't try to update it with tab mod again but I've rearranged a lot of the source code and it might be more difficult.
Oh yeah .. alright, maybe I should wait or conform myself .. thanks for responding
 
Oh yeah .. alright, maybe I should wait or conform myself .. thanks for responding

Check about 3-5 pages back on this thread. There is a tab mod based on my build that was updated for the latest Nintendont settings and upgraded to the latest devkitPro. I haven't really committed any significant changes since then.
 
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Check about 3-5 pages back on this thread. There is a tab mod based on my build that was updated for the latest Nintendont settings and upgraded to the latest devkitPro. I haven't really committed any significant changes since then.
I love the multi tab mod! Being able to see a separate section for Wii, WiiWare, and, Game cube games. I like to separate, rather than smash it all together.

Any way you could add another section for emulators?

Sent from my SM-G955U using Tapatalk
 
Is ocarina not working at the moment? I'm getting an error downloading any cheatfiles. Also I have to say the tab mod is really great, with a little polish to clean up the interface it would look wonderful. What was the reason you (greywolf) and cyan aren't in favor of adding it or a similar feature to your fork(s?)? Keep up the great work guys!
 
Sorry for the double post, I figured out how to get ocarina working, though the fix is very temporary. Re-init network on the homebrew screen seems to fix the problem- allowing cheatfiles to be downloaded for a game or two before it stops working again. Is this a bug or have I goofed something up, I'm using the latest greywolf forked version.

EDIT: I just found the edit button, apologies again.
 
Last edited by Toyskyline,
Cyan isn't working on USB Loader GX right now. I haven't added anything like that to mine yet because I'm in the middle of refactoring the loader's code right now to make it a bit easier to maintain.

The network module is on my list, too. :) It's got a few issues. For example, canceling a download may make it stop working until the loader is restarted.
 
Last edited by GreyWolf,
I finally switched to USB Loader gx after many years of using CFG Loader and ran into some problems while trying to load Xenoblade Chronicles. All other games seem to work fine all these years with CFG Loader under cIOS 249 but it seems Xenoblade Chronicles gives me an error with USB Loader gx.

"An Error has occurred. Press the Eject Button, Remove the Game Disc, and turn off the power to the console...."
and it seems that after this error happens I can only disconnect the Wii U to get it to start up again. Also, USB Loader gx will be stuck at Loading USB drive screen forever.

Do I need a different cIOS for some games? Will this affect my old Xenoblade Chronicles Save file?
Can somebody point me in the right direction of a cIOS Games compatibility list for the latest USB Loader gx?
Please and thank you.
 
Hi guys, haven't logged in for a long time, having a bit of an issue here with usb loader, so I haven't updated for like a year now and I totally forgot about this issue, last night I wanted to play Star Fox 64 on Real NAND and I wanted to use the cheat code to pick any level but it turns out I can't use cheat codes with EmuNAND channels either, was this fixed yet or not?

Oh, and while we're at it, I also failed to download new cheat files as well as new covers for a new game I got (Xenoblade, never played it before, figured I just might) so yeah it appears downloading covers and cheats is broken for ne too, anyone with an updated usb loader here can confirm if they work? Thanks.
 
I tested this fork of USB Loader GX and it is very good, great job!
But unfortunately, the same issue of emuNAND and physical media still occurs.
emuNAND works flawlessly with installed games and channels, but it doesnt work at all when a game disc is inserted.
The last version that emuNAND worked without issues is 1247. I'm still using it on my Wii, unfortunately many new features for Nintendont were added and this version doesnt have them.
 
I think maybe you're having the same problem of mine...
I just use the 2D images with 316x224 dimension and works like a charm (the very ones from Mastershoes "Cover Collections for Emulators With Cover Support" thread). About the 3D covers - since I don't use - I really can't tell you nothing about it, sorry.
In my case the covers just show up correctly when I put the "coverfolder=" on the same line of the "magic=", for example: magic=46434555coverfolder=Apps/usbloader_gx/Images/2D
I said that in my previous post and you can try this out if you're - actually - running out of options.
i think i figured out why putting coverfolder= on the same line as magic= works for you.

because you are putting your 2D covers in Apps/usbloader_gx/images/2D. and by moving covefolder= up with the magic= line the code only reads the magic= 's magic number and everything after it is ignored so the coverfolder value is set to nothing and thus the code gets the covers from Apps/usbloader_gx/images/2D.

coverfolder was meant to be used as a subfolder to put all the covers for that plugin into and keep them separated from the rest making things more organized and readable and easier to find when you view them in windows.

so say you were using fceugx plugin and inside it you set coverfolder=fceugx. then all your 2D covers would go in Apps/usbloader_gx/images/2D/fceugx
so your coverfolder line was wrong but by moving it up with magic= it was never read and the coverfolder was set to nothing. so now all of your covers are mixed in with your wii, gc, and vc coves. which is alright if you want it that way.

ALSO FOR ANOTHER PLUGIN ISSUE
if you are using wiiflow plugins for my usbloader gx plugin mod. make sure you change all the names to the left of the '=' to lowercase.
i used strcmp instead of strcasecmp in the code which means the code is case sensitive and it's looking for lower case names.

so change this:
[PLUGIN]
magic=46434555
coverColor=ff0000
coverFolder=fceugx
fileTypes=.nes|.fds|.nsf|.unf|.nez|.unif|.zip|.7z
romDir=roms
dolFile=fceugx-mod11.dol
bannerSound=nes.ogg
displayname=FCEUltraGX
consoleCoverID=nintendo
arguments={device}:/{path}/|{name}|{loader}

to this:
[PLUGIN]
magic=46434555
covercolor=ff0000
coverfolder=fceugx
filetypes=.nes|.fds|.nsf|.unf|.nez|.unif|.zip|.7z
romdir=roms
dolfile=fceugx-mod11.dol
bannersound=nes.ogg
displayname=FCEUltraGX
consolecoverid=nintendo
arguments={device}:/{path}/|{name}|{loader}

they will still work in wiiflow in lower case so it won't effect wiiflow.
 
I tested this fork of USB Loader GX and it is very good, great job!
But unfortunately, the same issue of emuNAND and physical media still occurs.
emuNAND works flawlessly with installed games and channels, but it doesnt work at all when a game disc is inserted.
The last version that emuNAND worked without issues is 1247. I'm still using it on my Wii, unfortunately many new features for Nintendont were added and this version doesnt have them.

Using emuNAND with a real game disc would require the game be launched under a cIOS, not the one the game expects originally.
 
so i was trying to load a GC game from SD in usbloader gx and this showed up...
what does this mean?

zUfe9vn.jpg
 
it means what is written, really.
the answer IS in the text :

You need to select a different gamecube mode !


Settings > loader settings > gamecube mode

by default, it's set to "IOS" (which is used to launch official gamecube games from disc).
if you want to use SD or USB, you need to select a different method, such as : Nintendont or Devolution, AND you need to install that additional loader executable (boot.dol or loader.bin) on your SD or USB.

if you put these external loaders in the "usual" location, you don't need anything to setup. (nintendont in /apps/nintendont, devolution in its own default folder, etc.)
but if you put them in a random folder, you will have to tell USBGX the correct path :
settings > user path > Nintendont loader path
settings > user path > devolution loader path
 
Last edited by Cyan,
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