Virtual Console – TurboGrafx-16 CD – WAD Inject Guide

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!

Step 1:
- In the “Control Panel”, open “Folder Options” and click on “View”. Make sure “Hide extensions for known file types” is UNTICKED!
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Step 2:
- Download the “PC Engine CD - Wii Injection Tools” from this link: http://www.mediafire.com/?bayc2q91n23zcts)
- Extract the files to your computer using “Winzip” which can be downloaded from this website: http://www.winzip.com/index.htm
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Note: The download does not contain the "common-key.bin" file since that file is illegal to host on GBAtemp. You will have to find and download this yourself and place it inside the "PC Engine CD - Wii Injection Tools" folder. Make sure it is renamed as: common-key.bin
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- Please beware that these tools require a PC that uses “Windows” as the operating system.

- If the “Windows 7” operating system is the 64 bit version, then you will have to install “Windows Virtual PC” to run the 32 bit tools and install other programs. It can be downloaded from this website: http://www.microsoft.com/windows/virtual-pc/download.aspx

- Mac and Linux users will have to use vitalization software to run the programs or install “Windows” as a second operating system (don’t ask me how to do this I don’t have a Mac or Linux operating system).

Step 3:
- Download "Microsoft Forms 2.01" from this website: http://www.softpedia.com/progDownload/Micr...oad-89056.html
- Install it onto your computer.

Step 4:
- Download and install “DAEMON Tools Lite” from this website: http://www.daemon-tools.cc/eng/downloads
- Install onto your computer.

Step 5:
- Download and install “CDRWin” from this website: http://cdrwin.en.softonic.com/
- Install onto your computer.

Step 6:
- Download and install “MeowMultiSound” from this website: http://meow-prod.com/Ogg_to_mp3_to_wav_to_...er_en_100.html
- Install onto your computer.

Step 7:
- You will need to install the files for the East Asian Languages, otherwise the Japanese characters will be displayed as ? characters when you view, paste or type them in.
- For details on how to do this under Windows, check this website out: http://newton.uor.edu/Departments&Prog...llation_XP.html
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Step 8:
- To install Wii WADs (files that contain the Nintendo Wii Channel data) onto your Nintendo Wii, you will need to install the Homebrew Channel. For more details, check this website: http://hbc.hackmii.com/
- Once the Homebrew Channel has been installed onto your Nintendo Wii, you can then run a Homebrew application called "WAD Manger" to install Nintendo Wii WADs . "WAD Manger" can be downloaded from here: http://filetrip.net/file.php?id=11391

Step 9:
- Download the IOS53 WAD (GBAtemp won't allow links) and install it onto your Wii.

Step 10:
- Download a Virtual Console WAD (GBAtemp won't allow links) that runs a “TurboGrafx-16 CD / PC Engine CD” game. It does not matter what region (the Nintendo Wii console) the WAD is for.
- MAKE SURE THE WAD YOU DOWNLOAD IS A CD GAME, NOT A CARTRIDGE GAME. If unsure, check this website for a list of TurboGrafx-16 CD games: http://en.wikipedia.org/wiki/List_of_Turbo...Engine-CD_games

- I advise you go and install the WAD on your Wii, to make sure the WAD you downloaded works.

- If your Wii is PAL (Europe / Australia), please beware that the games run in PAL60, not in PAL50.

[titlebtaining the TurboGrafx-16 CD / PC Engine CD ISO]
Before you go and download a TuroboGrafx-16 CD / PC Engine CD game, I need to mention three things.

Important Mention 1:
There are three types of CDs used:
- CD-ROM²: Standard CD-ROM game.
- Super CD-ROM²: Requires a compatible system or upgrade card.
- Arcade CD-ROM²: Requires an upgrade card.

Without going into too much technically detail, the Nintendo Wii emulator can play both CD-ROM² and Super CD-ROM² games. The only different between them is CD-ROM² uses 64K of RAM while the Super CD-ROM² uses 64K of RAM and 192K of Extra RAM. The RAM for both the CD-ROM² and Super CD-ROM² were used for data storage which could be accessed directly. The current Nintendo Wii emulator on the Virtual Console at the moment has not been set up to run Arcade CD-ROM² games, due to the data from the RAM being accessed in a different way. There weren’t that many Arcade CD-ROM² games anyway and all of them only had a Japan release, so it’s not a big loss. You will notice that some support both CD-ROM² & Super CD-ROM² or Super CD-ROM² & Arcade CD-ROM². These should work fine on the Nintendo Wii as they will act like a Super CD-ROM².

Important Mention 2:
Be carefully when picking games that use voices as audio (ogg) files, especially during cut scenes in games like “Puyo Puyo CD”, “Hellfire S” and “Final Zone II”. The main problem with the Nintendo Wii emulator is it plays the music about 2 seconds early. Usually in the cue file on the actually CD, it tells the game how much of a delay to give for each audio track used. The cue file used in the Nintendo Wii emulator doesn’t have this information and what you will find is the voices play first before the characters move their mouth, causing the voices not to be in sync in certain games. Check this Youtube video out and you can see for yourself that the voices during the “Puyo Puyo CD” cuts scene voices don’t sync:
[youtube]

It doesn’t stop the game from being playable and if you don’t mind this, then by all means go and inject that game. Games like “Bonanza Bros.”, “Lemmings” and “Rainbows Islands” only have background music and no voice files, so it won’t make a different if the music starts too early and you wouldn’t notice it either. Also a game like “Juuouki [Altered Beast]” does have some speech but is only telling the story while pictures are being displayed, so you won’t be able to notice that the audio file is playing two seconds early.

Important Mention 3:
Beware that not all injects are going to work correctly (not referring to the voice sync issue). Basically, be prepared for some games to have issues. Below is a list of some games that have issues:
- "Steam Heart's" audio (ogg) is good but in the game, audio doesn't work.
- "Valis" has no video during audio scenes.
- "Valis II" and "Valis III" audio sync is completely off. A lot of overlapping.
- "Last Alert" audio sync is completely off. A lot of overlapping.
- "Legion" has graphical errors, can't see the enemies.
- "Forgotten Worlds" screen isn’t central when you go into the shop.

Getting the ISO:
Now what you need to do is obtain the ISO and CUE files for the required game. There are two ways you can do this:
- Method 1: Dump the ISO and CUE files yourself (requires a CD / DVD drive)
- Method 2: Download the ISO and CUE files from the Internet


Method 1:
Step 1:
- Obtain a copy of the original “TurboGrafx-16 CD" / "PC Engine CD” game.
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Step 2:
- Open the CD / DVD tray.
- Insert the CD.
- Close the tray.
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Step 3:
- Open “CDRWin”.
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Step 4:
- Click on the top middle icon (see the blue circle in the image below).
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Step 5:
- Select the “CD Reader” drive that you inserted the CD into.
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Step 6:
- Click on the bottom “...” button (see the blue circle in image below).
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- Select a location to save the BIN and CUE files and give the file a name.
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- Then click the “Save” button.

Step 7:
- Make sure the “Extract Mode...” is set to “Disc Image/Cuesheet”.
- Press the “Start” button.
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- Let the computer do its magic. Just sit back and relax!
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- Once the data has been dumped, you will get this message.
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Step 8:
- Close “CDRWin”.

Step 9:
- Copy the BIN and CUE files to the “PC Engine CD - Wii Injection Tools” folder.
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Method 2:
Step 1:
- Download the full ISO / BIN and CUE files from the Internet.

Step 2:
- If you are really lucky, the download will contain the ISO and CUE files.
- If that is the case, skip to Step 4.
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- Sometimes the download will contain the BIN and CUE files.
- If that is the case, skip to Step 4.
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- Most of the time the download will contain the ISO and the audio files in ogg, mp3 or wav.
- If this is the case, you have extra work to do.
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- The first thing you have to do is check the music is in the right format. Most of the time it isn’t and you will have to convert it to the correct format.
- Anyway, open the “.cue” file in "Notepad".
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- The file that you have opened will show you what format the audio files are meant to be in.
- If they are the same, then skip the Extra Step.
- If not, then read the Extra Step.

Extra Step:
- If you are really lucky, the game you downloaded might have come with a “.bat” file which will convert them into the correct format. Just double click it.
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- Once the audio files have been converted to the correct format, press any button on the keyboard to exit the “Command Prompt”.
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- The audio files will now be in the correct format.
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- If not, then open “MeowMultiSound”.
- Change the “Output format” to the format mentioned in the “.cue” file.
- Click on the “Output Folder” button and select the same folder that the “TurboGrafx-16 CD / PC Engine CD” files are in.
- Select (hold left button on mouse and drag) all the audio files and then drag and drop them into the “Files to covert” area.
- Click on the “Convert” button.
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- Let the tool convert the files.
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- The audio files are now in the correct format.
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- Close “MeowMultiSound” tool.

Step 3:
- Open “DAEMON Tools Lite”.
- Right click the mouse on the “Device 0: [E:]” icon (please note the drive letter might be different to the one shown in the picture below) and select “Mount”.
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- Open the “.cue” file.
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- This box will appear. Once it disappears, then the CD ISO / BIN has been mounted to the Virtual Drive.
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- Open “CDRWin”.
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- Click on the top middle icon (see the blue circle in the image below).
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- Select the “CD Reader” as the Virtual Reader (DAEMON Tools Lite) drive. In my case it is the “E:” drive (please note the drive letter might be different to the one shown in the picture below).
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- Click on the bottom “...” button (see blue circle in image below).
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- Select a location to save the ISO and CUE files and give the file a name.
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- Then click the “Save” button.

- Make sure the “Extract Mode...” is set to “Disc Image/Cuesheet”.
- Press the “Start” button.
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- Let the computer do its magic. Just sit back and relax!
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- Once the data has been dumped, you will get this message.
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- Close CDRWin.

- Going back to the “DAEMON Tools Lite”, right click the mouse on the “Device 0: [E:]” icon (please note the drive letter might be different to the one shown in the picture below) and select “Unmount All Drives”.
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- Close “DAEMON Tools Lite”.

Step 4:
- Copy the ISO / BIN and CUE files to the “PC Engine CD - Wii Injection Tools” folder.
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Step 1:
- Rename both the “.iso” / ”.bin” and “.cue” files to “CDROM.iso” and “CDROM.cue”.
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Step 2:
- Open the “CDROM.cue” in "Notepad".
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Step 3:
- Rename the first line as: FILE "CDROM.ISO" BINARY
- Save changes to the file [File -> Save].
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Step 4:
- Open “DAEMON Tools Lite”.
- Right click the mouse on the “Device 0: [E:]” icon (please note the drive letter might be different to the one shown in the picture below) and select “Mount”.
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- Open the “CDROM.cue” file.
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- This box will appear. Once it disappears, then the CD ISO has been mounted to the Virtual Drive.
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Step 5:
- In the “PC Engine Wii Injection Tools” -> “Emulator” folder, open “pce.exe”.
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Step 6:
- Click the “OK” button.
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- Select “BOOT CD” and then open “[E:] PCE CD” (please note the drive letter might be different to the one shown in the picture below).
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Step 7:
- The default controls on the keyboard are:
#### Up Arrow = Up
#### Down Arrow = Down
#### Left Arrow = Left
#### Right Arrow = Right
#### D = Button I
#### S = Button II
#### Run = Enter
#### Select = Space
#### Pause / Resume Emulator = P
#### Screenshot = Backspace

- Find a suitable place to a take a screenshot and press the “Backspace” on the keyboard. Feel free to take more than one.
- If you want it to look official, a screenshot of the title screen is the best place.
- Don’t forget you can Pause/Resume the emulator [P on the keyboard]. Screenshots can still be taken while the emulator is in “Pause” mode.
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Step 8:
- Close the Emulator.
- Inside the “PC Engine Wii Injection Tools” -> “Emulator” -> “screenshots” folder are the screenshot(s) you have taken in “.png” format.
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- Select the screenshot you want to use and rename it to “image.png”.
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Step 9:
- Copy and paste the “image.png” into the “PC Engine Wii Injection Tools” -> “Image Maker” file.
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Step 10:
- Right click the mouse on the “Device 0: [E:]” icon (please note the drive letter might be different to the one shown in the picture below) and select “Unmount All Drives”.
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Step 11:
- Close “DAEMON Tools Lite”.

Step 1:
- In the “PC Engine Wii Injection Tools“ -> “Image Maker” folder, open “VC_Icon_Gen.exe”.
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Step 2:
- In the “Source:” textbox type: \image.png
- In the “Dest:” textbox, type: \created\
- In the “Select Console” dropdown box, select either:
#### “PC Engine” – If you are going to install the WAD on a Japan [NTSC-J] Wii.
#### “TG-16” – If you are going to install the WAD on an American [NTSC-U] Wii or Europe [PAL-E] Wii.
- If you want to see a preview of the Save Banner images and its animation, then press the “Make Preview” button.
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Step 3:
- Press the ‘Make’ button.
- Click the “OK” button to close the Message Box.
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- Then close the “VC Save Icon Maker”.

Step 4:
- You now have all the required image TPL files. These are stored in the “PC Engine Wii Injection Tools “ -> “Image maker” -> “created” folder.
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Note: In Step 2, if the “Select Console” was “PC Engine”, you will notice one of the files that was created is called “banner.tpl”. Just simply rename it to “savedata.tpl”.

Step 1:
- Move the “CDROM.iso” and “CDROM.cue” file to the “PC Engine Wii Injection Tools“ -> “CD Tools” folder.
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Step 2:
- Open “CD_Dump.bat”
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- Let the tool dump the data to a new folder called “CDROM”.
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- Once the data has been dumped, press any button on the keyboard to exit the “Command Prompt”.
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Step 3:
- Delete the “CDROM.iso” and “CDROM.cue” files.
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- In the “PC Engine Wii Injection Tools“ -> “CD Tools” -> “CDROM” folder, cut and paste all the “.iso” file(s) into the “PC Engine Wii Injection Tools“ -> “CD Tools” folder.
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Step 4:
- Open “CD_Convert.bat” tool.
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- Let the tool compress the file(s).
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- Once the data has been compressed, press any button on the keyboard to exit the “Command Prompt”.
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Step 5:
- Move the “.iso” file(s) into the “PC Engine Wii Injection Tools“ -> “CD Tools” -> “CDROM” folder.
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Step 6:
- Rename the “.iso” file(s) to “.bin”.
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Note: The first ".ogg" file and the last ".bin" file don't actually get used by the Nintendo Wii Emulator. I myself just leave the files in there, but if you want to reduce the WADs size ("blocks" when installed onto the Nintendo Wii), then feel free to delete them.

Step 7:
- Open the “CDROM.hcd” file in "Notepad" which is located in the “PC Engine Wii Injection Tools“ -> “CD Tools” -> “CDROM” folder.
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- Click on “Edit” -> “Replace”.
- In the “Find what:” textbox type: iso
- In the “Replace with:” textbox type: bin
- Click on the “Replace All” button.
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- Save changes to the file [File -> Save].

Step 1:
- Place the Nintendo Wii WAD file in the “PC Engine Wii Injection Tools” folder.
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Step 2:
- Drag and drop the WAD file into the “WAD Unpacker.bat” file.
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- Once the data has been unpacked, press any button on the keyboard to exit the “Command Prompt”.
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Step 3:
- The date has been dumped to a folder which has been named with numbers and letters in the “PC Engine Wii Injection Tools” folder.
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- Rename the folder that has been created to “WAD”.
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Step 1:
- In the “WAD” folder, you should have these files:
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- Delete “00000000.app” file.
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- In the “PC Engine Wii Injection Tools” -> “VC Files” folder, copy:
#### “00000000 (JP).app” – If you are going to install the WAD on a Japan [NTSC-J] Wii.
#### “00000000 (US EU).app” – If you are going to install the WAD on an American [NTSC-U] Wii or Europe [PAL-E] Wii.
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- Paste the file you copied into the “WAD” folder.
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- Rename the file to “00000000.app”.
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Step 2:
- In the “PC Engine Wii Injection Tools” folder, open the “U8Tool.exe”.
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- Click on the top right “…” button and open the “00000000.app” inside the “WAD” folder.
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- Click on the “Extract” button.
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- This has created in the “WAD” folder a folder called “00000000_app_OUT”. Inside the folder is a “meta” folder. Inside that folder are three files:
#### banner.bin
#### icon.Bin
#### sound.bin
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Step 3:
- Do what you did in Step 2 but “Extract” the “icon.bin” file.
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- A folder in the “meta” folder called “icon_bin_OUT” has been created.
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Step 4:
- Inside the “icon_bin_OUT” folder, click on the “arc” folder.
- Then the “timg” folder.
- Copy and paste the “IconVCPic.tpl” file in the “PC Engine Wii Injection Tools” -> “Image Maker” -> “created” folder, replacing the one in the “timg” folder.
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Step 5:
- Click on the “Pack” button in the U8 Tool.
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Step 6:
- Do what you did in Step 2 but “Extract the “banner.bin” file.
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- A folder in the “meta” folder called “banner_bin_OUT” has been created.
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Step 7:
- Inside the “banner_bin_OUT” folder, click on the “arc” folder.
- Then the “timg” folder.
- Copy and paste the “VCPic.tpl” file in the “PC Engine Wii Injection Tools” -> “Image Maker” -> “created” folder, replacing the one in the “timg” folder.
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Step 8:
- In the “PC Engine Wii Injection Tools” folder, open “vcbrlyt.exe”.
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- Click on the “…” button and open the “banner.brlyt” which is located in the “banner_bin_OUT” -> “arc” -> “brlyt” folder.
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Step 9:
- Change the “Name” of the game you are injecting.
#### You can use ASCII, ASCII Extended and UNICODE characters.
#### For a list of ASCII and ASCII Extended characters, check this website: http://www.asciitable.com/
#### For a list of UNICODE characters, check this website: http://www.rikai.com/library/kanjitables/k...s.unicode.shtml
#### The title can use the maximum of 20 – 40 characters, which will vary depending on the width of the characters used.

- Change the “Year” the game was released. If you’re not sure, www.gamefaq.com is the best place to find out.
#### Use ASCII Characters if editing the US / EU 00000000.app file.
#### Use UNICODE Characters if editing the JP 00000000.app file.

- Change the number of “Players”. Just enter an ASCII number between 1 - 5.

- Set the “Padding (fixes corrupted images)” ASCII number as:
#### 12000 if editing the US / EU "00000000.app" file.
#### 11600 if editing the JP "00000000.app" file.
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- Then press the following buttons that are circled blue in the below image:
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- Press the “Save Changes” button.
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- Close the VC “brlyt Editor”.

Step 10:
- Click on the “Pack” button in the U8 Tool.
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Step 11:
- Click on the top right “…” button and open the “00000000.app”.
- Click on the option button: IMET(Banner Info)
- Untick the “Clone to all titles” tick box.
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- In the “Titles” frame, enter a title in each of the text boxes that just contain text. The ones that are blank, must be left blank.
#### You can use ASCII, ASCII Extended and UNICODE characters.
#### For a list of ASCII and ASCII Extended characters, check this website: http://www.asciitable.com/
#### For a list of UNICODE characters, check this website: http://www.rikai.com/library/kanjitables/k...s.unicode.shtml
#### The title can use the maximum of 20 characters, which will vary depending on the width of the characters used.
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- Click on the “Pack” button.
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- Close the “U8 Tool” open.

Step 1:
- In the “PC Engine Wii Injection Tools” folder, open “U8Tool.exe”.
- Click on the top right “…” button and open the “00000005.app” in the “WAD” folder.
- Then click on the “Extract” button.
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- This has created a “00000005_app_OUT” folder in the “WAD” folder.
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Step 2:
- Delete all the “.bin”, “.ogg” and “.hcd” files.
- Delete the “html.arc” / “LZ77_html.arc” file.
- Delete the “savedata.tpl” file.
- Delete the “syscard3P.pce” file.
- Delete the “TITLE.TXT” file.
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Step 3:
- Copy and paste the “savedata.tpl” file in the “PC Engine Wii Injection Tools” -> “Image Maker” -> “created” folder into the “00000005_app_OUT” folder.
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Step 4:
- Open the “config.ini” file in Notepad.
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- What you have to do is modify these settings. You can add settings and/or remove settings. Basically, each line represents a setting and they can be put in any order. Below I have mentioned what these settings do:

“Name=”
This option does not do anything. Just put the title of the game’s name here (keeping it short and using ASCII characters only).
Make sure you KEEP this setting!

“ROM=”
Tells the emulator which “.hcd” to load. Replace the option with “CDROM.hcd”.
Make sure you KEEP this setting!

“BACKUPRAM=”
Saves data (if game uses a save feature) so if the power is turned off (not using the Wii VC Save State), the data won’t get loss.
0 = Doesn’t backup save data
1 = Does backup save data

“MULTITAP=”
The "TurboGrafx 16" / "PC Engine" only had one once controller port and in order for multiplayer (up to five players) to work, a multitap has to be connected.
0 = No Multitap connected (only 1 Controller is connected)
1 = Multitap is connected (4 Controllers are connected)

“PAD5=”
Use this option if the “MULTITAP=” option is set to 1 and the game you are injecting supports 5 Players.
If activated, when you start the game, an option appears which will allow you to set which “Wii Remotes” / “Gamecube Controllers” to use.
0 = Controller 5 is not connected to Multitap
1 = Controller 5 is connected to Multitap

“RASTER=”
I’m not a 100% sure but I think this option is to allow scrolling backgrounds to display correctly.
I know “Star Parodier” uses this option and in “Puyo Puyo CD” (inject Nintendo Wii Channel, not official Nintendo Wii Channel), it fixes a tiny 'glitch' in the scrolling of the high score screen.
You will just have to experiment with this option as I don’t know which games are programmed to use it.
Also beware that games that don’t support “raster” might slow down. I had to disable it in “Rainbow Islands” because the game slowed down when too many enemies were on the screen.
0 = Raster affect is off
1 = Raster affect is on

Below I have quoted what Wiki says about “Raster”:
Code:
“Some display systems have only one layer. These include most of the classic 8-bit systems (such as the Nintendo Entertainment System, the original Game Boy, and the PC Engine). The more sophisticated games on such systems generally divide the layer into horizontal strips, each with a different position and rate of scrolling. Typically, strips higher on the screen will represent things farther away from the virtual camera or one strip will be held stationary to display status information. The program will then wait for horizontal blank and change the layer's scroll position just before the display system begins to draw each scanline. This is called a "raster effect" and is also useful for changing the system palette to provide a gradient background.”

“NOFPA=”
No idea what this option does. It is always activated in official Wii Channels.
Make sure you KEEP this setting!
0 = NOFPA is off
1 = NOFPA is on

“IRQMODE=”
No idea what this option does. It is activated in “Gradius 2: Gofer No Yabou”.
0 = IRQMODE is off.
1 = IRQMODE is on.

“CD_VOLUME=”
“ADPCM_VOLUME=”
“PSG_VOLUME=”
Adjust the CD (.ogg music), PSG (music playing from the .bin files) and ADPCM volume.
Used in “Gradius 2: Gofer No Yabou”.
Use 1 decimal point for the volume value, for example: 0.8

“HDS=”
“POPULUS=”
“SPRLINE=”
No idea what those options do. These settings are not activated in official Wii Channels.
0 = Disable setting.
1 = Activate setting.

“EUROPE=”
Disable if installing on a Japan Wii, activate if installing on an American or Europe Wii.
Make sure you KEEP this setting!
0 = If installing WAD on a Japan [NTSC-J].
1 = If installing WAD on a USA or an American [NTSC-U] Wii or Europe [PAL-E].

“PATCH=”
No idea what this option does but it is activated in “Gradius 2: Gofer No Yabou” - Europe version.
0 = PATCH is off.
1 = PATCH is on.

“HIDEOVERSCAN=”
By default, this is set to “off”. It is set to “on” in “Castlevania: Rondo of Blood”.
An over-scan is an extra image around the four edges of a video image, which is not meant to be seen by the viewer.
Turning this on basically puts a small Black Border around the image. Depending on the type of TV you have will depend if you can see them or not.
I’ve no idea when you need to use this option, so will you just have to experiment.
0 = HIDEOVERSCAN is off.
1 = HIDEOVERSCAN is on.

“YOFFSET=”
Used in “Castlevania: Rondo of Blood”. It moves the screen down (y axis) to centre the image.
If you get any injected ISO’s that do not display in the centre of the screen like “Bonanza Bros.” (inject Wii Channel, not official Wii Channel), try using this.
Use whole positive numbers like 0, 3, 7, 9 etc.

“ARCADE=”
“CHASEHQ=”
“PADBUTTON=”
These are options that don’t get used in any official WADs.
No idea what these options do.
0 = Disable option
1 = Activate option

- Now you should have something like this:
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- Save changes to the file [File -> Save].

Step 5:
- In the “PC Engine Wii Injection Tools” -> “VC Files” folder, copy:
#### “TITLE (JP).TXT” – If you are going to install the WAD on a Japan [NTSC-J] Wii.
#### “TITLE (US EU).TXT” – If you are going to install the WAD on an American [NTSC-U] Wii or Europe [PAL-E] Wii.
107.png


- Paste the file into the “00000005_app_OUT” folder.
- Rename the file to: TITLE.TXT
108.png


- Open the “TITLE.TXT” file in Notepad.
109.png


- Edit the Save Banner title in the first line.
#### You can use ASCII, ASCII Extended and UNICODE characters.
#### For a list of ASCII and ASCII Extended characters, check this website: http://www.asciitable.com/
#### For a list of UNICODE characters, check this website: http://www.rikai.com/library/kanjitables/k...s.unicode.shtml
#### The title can use the maximum of 20 – 40 characters, which will vary depending on the width of the characters used.
110.png


- Save changes to the file [File -> Save].
- Close Notepad.

Step 6:
- Copy the “RLmessages.bin” in the “PC Engine Wii Injection Tools” -> VC Files into the “00000005_app_OUT” folder.
- If the “RLmessages.bin” file is already in the 00000005.app, then skip this step.
111.png


Step 7:
- In the “PC Engine Wii Injection Tools” -> “VC Files” folder, copy:
#### “syscard3P (JP)” – If you are going to install the WAD on a Japan [NTSC-J] Wii.
#### “syscard3P (US EU)” – If you are going to install the WAD on an American [NTSC-U] Wii or Europe [PAL-E] Wii.
112.png


Note: If the game you are injecting is Juuouki (Altered Beast), then copy “syscard3P (Use only if game is Juuouki [Altered Beast]).pce”. This is because the game will crash after completing the first level if the other system cards are used.

- Paste the file into the “00000005_app_OUT” folder.
- Rename the file to: syscard3P.pce
113.png


Step 8:
Move all the files in the “CD Tools” -> “CDROM” folder into the “00000005_app_OUT” folder.
114.png


Step 9:
- Going back to the “U8 Tool”, click on the “Pack” button.
115.png


- Close the “U8 Tool”.

[titleacking the WAD]
Step 1:
- Copy and replace the “00000004.app” in the “PC Engine Wii Injection Tools” -> “VC Files” into the “WAD” folder.
116.png


Step 2:
- Drag and drop the “WAD” folder into the “WAD Packer.bat” file.
117.png


Step 3:
- You will be given an option about changing the IOS (Wii System File) to use. Just press Enter.
118.png


- Next you will be given an option about region freeing the WAD. Type in 3 and press Enter.
119.png


- Type in Y and press Enter to confirm the change.
120.png


- Next you will be given an option to change the WAD’s ID. Enter four ASCII letters with your choice. Just use the ASCII letters A-Z and 0-9. Press Enter.
Note: Beware that using the same ID as other Nintendo Wii channels is not a good idea. If you install the WAD onto your Nintendo Wii with the Wii Channel that has the same ID, it will get deleted and replaced with the one you are installing. It is best to make a note of the ID you are giving the injected WAD.
121.png


- Type in Y and press Enter to confirm the change.
122.png


- Next you will be given an option about changing the target version. Just press Enter.
123.png


- Next you will be given an option about giving it fake tickets. Just press Enter.
124.png


- Next you will be given an option about patching the games language, region, video mode etc. Just press Enter.
125.png


- Once the WAD has been made, press any button on the keyboard to exit the “Command Prompt”.
126.png


Step 4:
- The new created wad will be in the “PC Engine CD Injection Tools” folder.
- It should be called: WAD [Patched][RegionFree][TitleID].wad
127.png


- Rename the WAD so you know what game you just injected. I would advise putting the WAD's ID in the file name.
128.png



Step 5:
- Go and install it on your Nintendo Wii!

Just a couple of scrrenshots showing the injected game "Rainbow Islands" on my Nintendo Wii:
129.png
130.png

131.png
132.png

133.png
134.png
 

Costello

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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
wink.gif
 
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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.
 

bikerspade

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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.
Did you ever determine the reasoning behind +15?
 

SaulFabre

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Hey RadioShadow, thanks again for your tutorial. With your tutorial, I injected Bomberman: Panic Bomber and Bonanza Bros. games that are TurboGrafx-16 CD / PC Engine CD games successfully as Wii Virtual Console games. Thanks very much!!!! :) :) :)
 

SaulFabre

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@RadioShadow a question abot this...

Anyone have been trying to inject PCE Arcade CD-ROM games (example, Ginga Fukei Densetsu Sapphire, Ryuuko no Ken, Garou Densetsu 2) to Wii VC by also modifying config.ini or messing up for try it work in the 00000001.app file?

Tried enabling the ARCADE=1 option in config.ini file, and also putting arcade,1 at the end of the HCD file and also replacing syscard3P.pce file with Japanese BIOS but still have problems because it freezes the message "Put an Arcade Card"...

Anyone have been tried to do that?

Thanks a lot! (Please sorry for necrobumping this thread... But I still need help) :P
 

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