Hacking USB Loader GX

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I forgot to ask, but how is the Wii connected to the TV? It matters because if you're using a HDMI converter then the overscan settings most likely won't do much for you.

I have my Wii connected to a 1080p TV via the official component cables and when I start the loader it acts as if overscan is enabled, so I need to set the loaders overscan settings to -19 so that everything fits on my screen correctly and it looks a little sharper.

If you use the carousel view and press the home button on your Wiimote then it'll help you to align everything correctly so that the loader looks like this instead of something like this.
Yes i use a hdmi2wii adapter. Everything looks great, wii menu, games, banner, the only ugly and blurry thing ist the USB loader. Same problem on 2 wii consoles.

Pics: https://imgchest.com/p/ne7bx29ky53
 
@cjuni Here it is. I had to tweak a little bit "StartUpProcess.cpp" in order to be able to compile it. I tried it quickly, with Wii, Gamecube and Wiiware. Everything seems to work fine.
binary (boot.dol) + sources provided.

A little reminder : this build is NOT, in any way, official nor supported in any way by the official developer(s). So, if something is not working as intended, don't even try to bother the official developer(s) about it, just wait until a tab build is officially made !
Thath build fix the random softlocks?
 
If that's a 4K TV then it's first being upscaled by the converter to 1080p and then by the TV to get it to 4K, so it's always going to look rather blurry.

Your pictures show that the Wii system menu uses some larger icons and fonts for things like the date and time, so of course that stuff will upscale better. But if you look at the text in most of the banners then you'll see that it's just as blurry as anything in USB Loader GX.

Could you try using the sWiich theme? It's got simple clean looking icons, so in theory it should upscale better.


Thath build fix the random softlocks?
If my r1272 release randomly softlocks for you then yes, the tabbed version will also softlock as I haven't pushed my changes to GitHub yet.
 
Last edited by blackb0x,
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in games I use 16:9 screen codes and there are also codes for 4K screens, I downloaded them here from the system even for when I buy my 4K TV, but how do I rename these codes in the system?
You can rename cheats from a PC by editing the correct cheats file. For example, if I wanted to use the 16:9 patch for Resident Evil Code: Veronica X then I'd edit GCDE08.txt to add the following.

Code:
Widescreen
04488170 3F619368

Remove Door Animations
04169FAC 60000000
04169FB4 60000000
 
@cjuni Here it is. I had to tweak a little bit "StartUpProcess.cpp" in order to be able to compile it. I tried it quickly, with Wii, Gamecube and Wiiware. Everything seems to work fine.
binary (boot.dol) + sources provided.

A little reminder : this build is NOT, in any way, official nor supported in any way by the official developer(s). So, if something is not working as intended, don't even try to bother the official developer(s) about it, just wait until a tab build is officially made !
Does it work with cheats?
Post automatically merged:

Does it work with cheats?
If not is there a tabmod version of the mod 7 version of the app?
 
@Kallim why wouldn't it work with cheats ?
What is tab mod : take vanilla sources (from Cyan or from blackb0x), take tab mod sources, shake it, compile it, done. So :
  • everything that works with USBLoader GX (from Cyan or blackb0x), will work with tab mod too
  • everything that doesn't works with USBLoader GX (from Cyan or blackb0x), will not work with tab mod too
  • every bug present in USBLoader GX (from Cyan or blackb0x), will be in tab mod too
And as blackb0x said, some downsides :
  • no theme support (tweaks were made for the official theme, and I can't ask anyone to include the changes in their skins, as it is not official and won't be anytime soon)
  • no 4/3 support (will add it, for fun)

FYI I tried my build (latest public sources from blackb0x + tab mod) with Donkey Kong Country Returns, with Classic Controller cheat, and everything worked fine. So I guess cheats are working...BTW it's not that hard to try it by yourself, don't you think ? :unsure:


ps : Anybody that wants official "quick game switching" (it won't be with tabs obviously, so we can't use this word :moogle:, I'm curious and excited to see what it will be) with corrected bugs should wait for the official blackb0x build, when it's done. I only put my tab mod build here because some people asked for it (I'm no developer, don't expect anything from me :teach:).
 
@Kallim why wouldn't it work with cheats ?
What is tab mod : take vanilla sources (from Cyan or from blackb0x), take tab mod sources, shake it, compile it, done. So :
  • everything that works with USBLoader GX (from Cyan or blackb0x), will work with tab mod too
  • everything that doesn't works with USBLoader GX (from Cyan or blackb0x), will not work with tab mod too
  • every bug present in USBLoader GX (from Cyan or blackb0x), will be in tab mod too
And as blackb0x said, some downsides :
  • no theme support (tweaks were made for the official theme, and I can't ask anyone to include the changes in their skins, as it is not official and won't be anytime soon)
  • no 4/3 support (will add it, for fun)

FYI I tried my build (latest public sources from blackb0x + tab mod) with Donkey Kong Country Returns, with Classic Controller cheat, and everything worked fine. So I guess cheats are working...BTW it's not that hard to try it by yourself, don't you think ? :unsure:


ps : Anybody that wants official "quick game switching" (it won't be with tabs obviously, so we can't use this word :moogle:, I'm curious and excited to see what it will be) with corrected bugs should wait for the official blackb0x build, when it's done. I only put my tab mod build here because some people asked for it (I'm no developer, don't expect anything from me :teach:).
No it's not hard to try I'm away from home. Last time I tried the official usb loader it wasn't working with cheats.... It rather it would work if you already had the codes and textcodes folders with the cheats in. It still pointed to the old gekocodes website and didn't have the new location... But I downloaded the mod7 version and it points to the new location.
Post automatically merged:

@Kallim why wouldn't it work with cheats ?
What is tab mod : take vanilla sources (from Cyan or from blackb0x), take tab mod sources, shake it, compile it, done. So :
  • everything that works with USBLoader GX (from Cyan or blackb0x), will work with tab mod too
  • everything that doesn't works with USBLoader GX (from Cyan or blackb0x), will not work with tab mod too
  • every bug present in USBLoader GX (from Cyan or blackb0x), will be in tab mod too
And as blackb0x said, some downsides :
  • no theme support (tweaks were made for the official theme, and I can't ask anyone to include the changes in their skins, as it is not official and won't be anytime soon)
  • no 4/3 support (will add it, for fun)

FYI I tried my build (latest public sources from blackb0x + tab mod) with Donkey Kong Country Returns, with Classic Controller cheat, and everything worked fine. So I guess cheats are working...BTW it's not that hard to try it by yourself, don't you think ? :unsure:


ps : Anybody that wants official "quick game switching" (it won't be with tabs obviously, so we can't use this word :moogle:, I'm curious and excited to see what it will be) with corrected bugs should wait for the official blackb0x build, when it's done. I only put my tab mod build here because some people asked for it (I'm no developer, don't expect anything from me :teach:).
I've just got in... It works perfectly thanks. I used an older tab mod version years ago which deleted my codes if I (or kids) tried to update in the ocarina menu.

I'm buzzing now I've got a working tab mod version again.
 
Last edited by Kallim,
Is it possible someday to implement a feature to map the Gamecube controller to be used in Wii games? Like RVLoader's GC2Wiimote. I know this is dreaming big but this would probably be one of the best additions to usblgx.
 
Is it possible someday to implement a feature to map the Gamecube controller to be used in Wii games? Like RVLoader's GC2Wiimote. I know this is dreaming big but this would probably be one of the best additions to usblgx.
Obviously Wii games are designed to work with Wii controllers. So why would you want to do this?
 
Last edited by fandango,
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Obviously Wii games are designed to work with Wii controllers. So why would you want to do this?

Why not? This is possible with Rvloader (bbloader), but installing this loader on a conventional wii is not a good idea. For those who have had the chance to test it, you know that it is much more comfortable to play Wii games with Gamecube controls. It also has the advantage of not spending on batteries with the wired controller. There are many Wii games that would work perfectly with conventional controllers but have not officially supported them. The only thing we currently have is hacks to use the Classic controller in a few games that don't support it originally.
 
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Good Morning.:)
Hello,my Friend,long Time no see.💖😉
I hope you are well and Life is good on your Side.😉

I'm no developer, don't expect anything from me :teach:
Hopefully NOW everybody can SEE it AND notice it finally....🙄



Thank you very much for your Update and your Help.
I really appreciate your Help in this Thread and I am very sorry that you now are being bombarded with questions like "Is this working now? or "Has this and that been fixed?" *sigh*
You only want to help,my Friend.💖💖💖

Thank you very much.😉👌
 
It also has the advantage of not spending on batteries with the wired controller. There are many Wii games that would work perfectly with conventional controllers but have not officially supported them.
There exists fakemote and allows to connect a DS3 or DS4 to the wii usb port and using them instead wiimote with nunchuck to play any Wii game.
 
Would it be possible to add a toggle button that allows you to switch between Gamecube and Wii&Ware quickly, without having to go to the top menu and untick the ones you dont want to see? that way you dont have to see wii and gc games all mixed together and could do a quick flip between types like Wiiflow.
 
Would it be possible to add a toggle button that allows you to switch between Gamecube and Wii&Ware quickly, without having to go to the top menu and untick the ones you dont want to see? that way you dont have to see wii and gc games all mixed together and could do a quick flip between types like Wiiflow.
There's a tabmod version
Post automatically merged:

That's point of the tabmod version? Are you using the standard version?
 
Yes, the standard version as it has the 480p fix in it

You do realize that the tabmod is actually the latest (public) sources from blackb0x + the tweaks to add tabmod.
So, everything that is in official build IS also in the tabmod build...there is really no point in saying you're using the official build because of the 480p fix (which can be interpreted as : it's not included in tabmod build)...:ph34r:


ps : I'm not trying to convince anybody to use tabmod, but, I repeat, I'm NOT removing anything from the official build (NOR adding anything except tabmod).
 
Last edited by Badablek,
New question, hello, everyone. When compiling GX, I will prompt the following
If you have time, can you help me?
=====================================================================================================
D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.cpp: In member function 'wbfs_t* Wbfs_Fat::OpenPart(char*)':
D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.cpp:700:59: error: invalid conversion from 'int (*)(void*, u32, u32, void*) {aka int (*)(void*, long unsigned int, long unsigned
int, void*)}' to 'rw_sector_callback_t {aka long int (*)(void*, long unsigned int, long unsigned int, void*)}' [-fpermissive]
&split, hdd_sector_size[usbport], split.total_sec, 0, 0);
^
In file included from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs.h:4:0,
from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.h:7,
from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.cpp:24:
D:/wii/usbloadergx-plug/trunk/source/libs/libwbfs/libwbfs.h:139:9: note: initializing argument 1 of 'wbfs_t* wbfs_open_partition(rw_sector_callback_t, rw_sector_callback_t, void*, int, int
, u32, int)'
wbfs_t*wbfs_open_partition(rw_sector_callback_t read_hdsector, rw_sector_callback_t write_hdsector,
^~~~~~~~~~~~~~~~~~~
D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.cpp: In member function 'wbfs_t* Wbfs_Fat::CreatePart(u8*, char*)':
D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.cpp:786:116: error: invalid conversion from 'int (*)(void*, u32, u32, void*) {aka int (*)(void*, long unsigned int, long unsigned
int, void*)}' to 'rw_sector_callback_t {aka long int (*)(void*, long unsigned int, long unsigned int, void*)}' [-fpermissive]
part = wbfs_open_partition(split_read_sector, split_write_sector, &split, hdd_sector_size[usbport], n_sector, 0, 1);
^
In file included from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs.h:4:0,
from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.h:7,
from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.cpp:24:
D:/wii/usbloadergx-plug/trunk/source/libs/libwbfs/libwbfs.h:139:9: note: initializing argument 1 of 'wbfs_t* wbfs_open_partition(rw_sector_callback_t, rw_sector_callback_t, void*, int, int
, u32, int)'
wbfs_t*wbfs_open_partition(rw_sector_callback_t read_hdsector, rw_sector_callback_t write_hdsector,
^~~~~~~~~~~~~~~~~~~
D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.cpp:786:116: error: invalid conversion from 'int (*)(void*, u32, u32, void*) {aka int (*)(void*, long unsigned int, long unsigned
int, void*)}' to 'rw_sector_callback_t {aka long int (*)(void*, long unsigned int, long unsigned int, void*)}' [-fpermissive]
part = wbfs_open_partition(split_read_sector, split_write_sector, &split, hdd_sector_size[usbport], n_sector, 0, 1);
^
In file included from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs.h:4:0,
from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.h:7,
from D:/wii/usbloadergx-plug/trunk/source/usbloader/wbfs/wbfs_fat.cpp:24:
D:/wii/usbloadergx-plug/trunk/source/libs/libwbfs/libwbfs.h:139:9: note: initializing argument 2 of 'wbfs_t* wbfs_open_partition(rw_sector_callback_t, rw_sector_callback_t, void*, int, int
, u32, int)'
wbfs_t*wbfs_open_partition(rw_sector_callback_t read_hdsector, rw_sector_callback_t write_hdsector,
====================================================================================================
The attachment is the file with the problem
Is there a problem with the file libwbfs.h?


Thank you,a friend from China!
 

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You do realize that the tabmod is actually the latest (public) sources from blackb0x + the tweaks to add tabmod.
So, everything that is in official build IS also in the tabmod build...there is really no point in saying you're using the official build because of the 480p fix (which can be interpreted as : it's not included in tabmod build)...:ph34r:


ps : I'm not trying to convince anybody to use tabmod, but, I repeat, I'm NOT removing anything from the official build (NOR adding anything except tabmod).
Apologies, I must be using an older version?
The version of tabmod I could find does not have the 480p option in the loader menu
https://gbatemp.net/attachments/usblgx1271_tabmod-7z.152671/
This is the version I could find linked from page 1 of this thread. in this version is it on by default and not switchable?

If there is a newer version that you are referring to, please link it and I will switch right over.

Also in tab mod, how would I go about moving some of the icons. the SD card icon seems a little high, id like to move it down slightly if possible to not overlap the border

Thanks
 
@LDigital I'm not the OP of this thread...my build in first page, as it's written, was compiled...in 2018. But one page back (1406) → https://gbatemp.net/threads/usb-loader-gx.149922/page-1406#post-9959920


if you want to move icons, you will have to tweak the sources and compile it yourself. Tabs are taking a lot of space, so I had to move icons, I know it's far from perfect, but tabs are most important (IMO) than those icons :moogle:
 
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@Badablek If I put to display wiiware games and nand channels on the Wiiware tab, change the tab (wii or gamecube for example) and go back to the Wiiware tab, it resets the configuration and displays only the wiiware games again. Is there a way to keep the view chosen for each tab?
 
Last edited by cjuni,

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