Virtual Console – TurboGrafx-16 CD – WAD Inject Guide

Discussion in 'Wii - Tutorials' started by RadioShadow, May 3, 2011.

  1. RadioShadow
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    Member RadioShadow GBAtemp Advanced Fan

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    Virtual Console – TurboGrafx-16 CD / PC Engine CD – WAD Injection Guide
    By RadioShadow

    Special thanks to 0RANGECHiCKEN/squidman for the tg16inject tool and HowardC for the Nintendo Wii WAD injection tools.
    I TAKE NO RESPONSIBILITY IF THE WAD YOU EDIT BRICKS YOUR WII WHEN YOU INSTALL IT ONTO YOUR NINTENDO WII.
    PROCEED TO FOLLOWING THE GUIDE AT YOU OWN RISK!

    Required Files

    Warning: Spoilers inside!

    Taking a Screenshot of the Title Screen

    Creating the Banner, Icon and Save Banner TPL files

    Dumping and Modifying the ISO

    Unpacking the WAD

    Editing and Modifying the Banner and Icon files

    Injecting the ISO and Save Banner files

    Warning: Spoilers inside!

    Screenshots of the injected WAD "Rainbow Islands"
     
    Margen67 likes this.
  2. Costello

    Administrator Costello Headmaster

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    thats a really nice guide you've got here!
    it's a shame that you put everything in spoilers though.
    Whenever text is hidden, Google doesn't reference it, so theres little chance that your tutorial will be found on search engines.
    I recommend using title sections (larger fonts) and putting your text outside of spoilers. But thats just my opinion, and this is your tutorial [​IMG]
     
  3. shyam513

    Member shyam513 GBAtemp Regular

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    I like this guide a lot - I was stuck on injecting wads for ages - nearly managed to brick my wii trying it once.
     
  4. SpewHole

    Newcomer SpewHole Newbie

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    This is a great guide. It has taught me a lot after thorough review. But I would like to improve it based on my additional research.

    Most importantly, "Important Mention #2" regarding the music playing early because of Nintendo's emulator not honoring the CUE pre-gaps.

    I decided to compare the .wad for the official Nintendo "Castlevania: Rondo of Blood" TGX-CD Japanese-import against an image of the original TGX-CD - to see how exactly Nintendo got the audio to line up so properly. I discovered that the official Nintendo .ogg files have been mastered in 48,000 Hz at 64 kb/s, whereas MeowMultiSound is outputting only in 44,100 Hz, although the bitrate can be adjusted. It appears that the frequency and/or the bitrate of the .ogg audio files must match that of the Nintendo model exactly. When .ogg files with the freqency/bitrate of 44,100 Hz / 80 kb/s are used, the sound plays at a slightly higher pitch than it should and thus executes faster than the visual which it's supposed to accompany. While MeowMultiSound is a simple and effective tool, it lacks some of the necessary features required for this project. I recommend using Audacity instead, although it does take a little while to get the hang of using it.

    Also, it should be noted that the .hcd file used in 00000005.app takes the place of the .cue file for the purposes of emulation. Instead of using seconds, it uses LBA (linear block addressing) to assign positions to each track. From what I can determine, 75 linear-blocks are equivalent to 1 second. Each line in the .hcd file follows this model: track #, type, name, starting LBA #, and LBA length. So when the sum of the two numbers on each line are added, it should equal the first number of the next line/track. In the Nintendo Castlevania model, there is a discernible pattern in the .hcd file when compared to the LTSA and LTS values of each track from the image of the original TGX-CD. I used IMGBurn to view my mounted image and quickly grab the LTSA and LTA values of each track.

    Here's the .hcd contents:
    track01,audio,KMCD3005_01.ogg,000150,003890
    track02,code ,KMCD3005_02.bin,004040,010149
    track03,audio,KMCD3005_03.ogg,014339,007999
    track04,audio,KMCD3005_04.ogg,022323,004744
    track05,audio,KMCD3005_05.ogg,027067,007217
    track06,audio,KMCD3005_06.ogg,034284,006277
    track07,audio,KMCD3005_07.ogg,040561,004849
    track08,audio,KMCD3005_08.ogg,045410,013375
    track09,audio,KMCD3005_09.ogg,058785,007768
    track10,audio,KMCD3005_10.ogg,066553,012052
    track11,audio,KMCD3005_11.ogg,078605,007628
    track12,audio,KMCD3005_12.ogg,086233,011285
    track13,audio,KMCD3005_13.ogg,097518,011076
    track14,audio,KMCD3005_14.ogg,108594,016482
    track15,audio,KMCD3005_15.ogg,125076,010909
    track16,audio,KMCD3005_16.ogg,135985,014671
    track17,audio,KMCD3005_17.ogg,150656,006723
    track18,audio,KMCD3005_18.ogg,157379,007670
    track19,audio,KMCD3005_19.ogg,165049,009001
    track20,audio,KMCD3005_20.ogg,174050,018112
    track21,audio,KMCD3005_21.ogg,192162,019250
    track22,code ,KMCD3005_22.bin,211412,010000​

    And here is the copy-and-paste from ImgBurn with calculations tallied on the right:
    -> Track 01 (LTSA: 0, LTS: 3890, LRA: 0) +150 0
    -> Track 02 (LTSA: 3890, LTS: 10299, LRA: 0) +150 -150
    -> Track 03 (LTSA: 14189, LTS: 7984, LRA: 0) +150 +15
    -> Track 04 (LTSA: 22173, LTS: 4744, LRA: 0) +150 0
    -> Track 05 (LTSA: 26917, LTS: 7217, LRA: 0) +150 0
    -> Track 06 (LTSA: 34134, LTS: 6277, LRA: 0) +150 0
    -> Track 07 (LTSA: 40411, LTS: 4849, LRA: 0) +150 0
    -> Track 08 (LTSA: 45260, LTS: 13375, LRA: 0) +150 0
    -> Track 09 (LTSA: 58635, LTS: 7768, LRA: 0) +150 0
    -> Track 10 (LTSA: 66403, LTS: 12052, LRA: 0) +150 0
    -> Track 11 (LTSA: 78455, LTS: 7628, LRA: 0) +150 0
    -> Track 12 (LTSA: 86083, LTS: 11285, LRA: 0) +150 0
    -> Track 13 (LTSA: 97368, LTS: 11076, LRA: 0) +150 0
    -> Track 14 (LTSA: 108444, LTS: 16482, LRA: 0) +150 0
    -> Track 15 (LTSA: 124926, LTS: 10909, LRA: 0) +150 0
    -> Track 16 (LTSA: 135835, LTS: 14671, LRA: 0) +150 0
    -> Track 17 (LTSA: 150506, LTS: 6723, LRA: 0) +150 0
    -> Track 18 (LTSA: 157229, LTS: 7670, LRA: 0) +150 0
    -> Track 19 (LTSA: 164899, LTS: 9001, LRA: 0) +150 0
    -> Track 20 (LTSA: 173900, LTS: 18112, LRA: 0) +150 0
    -> Track 21 (LTSA: 192012, LTS: 19250, LRA: 0) +150 0
    -> Track 22 (LTSA: 211262, LTS: 10000, LRA: 0) +150 0

    So before packing up the .wad, it's important to make sure the .hcd file has been correctly generated - or it may need to be adjusted following the official Nintendo example. Thankfully, the conversions are pretty simple. Add 150 to the LTSA value for each track and put the sum as the start value for each respective track in the .hcd. Then make sure all of the the LTS values match the length-values in the .hcd, except for tracks 2 and 3: the LTS for track 2 should have 150 minused from it and track 3 should have +15 added for some reason. I understand all of the 150's (as 2 seconds) but I'm not sure why about the +15, which equals something like .1 of a second. But it must be significant because the other injected wads I analyzed for Turbo-CD games also have this +15 when compared to the original CD images.

    Anyway, good luck to anyone who is brave enough to give this a try. Happy gaming.
     
  5. BITBURGER

    Member BITBURGER GBAtemp Regular

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    Hey Radioshow is it possible to make wad files of wii or gamecube or maybe dreamcast iso.?
     
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