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Main - Wii U Game Mods-B-US - General WiiU Hacking Information
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shibboleet
Posted on 06-10-15 12:42 AM (rev. 4 of 06-10-15 01:25 AM by shibboleet) Link | ID: 85424
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I'm not too much of the WiiU exploiting guy, I'm the hacking guy. But if you're that exploiting type of guy, check out the thread at GBATemp for more information on how to mod your WiiU.
Here is the thread.

There's also the irc channel, #WiiU on Kafuka's own sever, irc.nolimitzone.com (6667)

Feel free to discuss anything there. :)

Danika
Posted on 06-10-15 01:38 AM Link | ID: 85428

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Is it possible to run a GameCube game using Virtual Wii mode? In theory, it should work but you would not be able to control the game?


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NWPlayer123
Posted on 06-10-15 01:39 AM Link | ID: 85429

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Posted by Dani
Is it possible to run a GameCube game using Virtual Wii mode? In theory, it should work but you would not be able to control the game?

Yes, Nintendont is one of the best pieces of v/Wii homebrew I've ever seen. Even supports the Gamecube adapter :P

Danika
Posted on 06-10-15 01:39 AM Link | ID: 85430

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(Can I still get Wii Homebrew Channel on the latest Wii U firmware? I want to add it to my Wii U :P)


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Marionumber1
Posted on 06-10-15 01:39 AM (rev. 2 of 06-10-15 01:40 AM by Marionumber1) Link | ID: 85431
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Posted by Dani
Is it possible to run a GameCube game using Virtual Wii mode? In theory, it should work but you would not be able to control the game?


Yeah, they have Devolution and Nintendont for that. Both of them let you use the Wii controllers, and I think Nintendont even supports the Wii U Pro controller.

EDIT: NWP is a ninja

Danika
Posted on 06-10-15 01:43 AM Link | ID: 85432

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What about GBA and NDS emulation on the Wii U? :)


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Marionumber1
Posted on 06-10-15 01:47 AM (rev. 2 of 06-10-15 01:47 AM by Marionumber1) Link | ID: 85433
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Posted by Dani
What about GBA and NDS emulation on the Wii U? :)


If you mean in vWii mode, there's DeSmuME and Visual Boy Advance GX as homebrew. For Wii U mode, it actually should be possible with the current browser exploits, but no one has done it yet.

Squiddy
Posted on 06-10-15 01:52 AM Link | ID: 85435
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Also, I believe Nintendont and Devolution both allow you play to GameCube games on the GamePad, if you're interested. :) Heh, the Hotel Lacrima hack (which I believe still needs to finished) for Super Mario Sunshine would be cool to play on the GamePad.

Anyway, I'd like to start custom Wii U game projects once one will be able to. There's Super Mario Sunshine U and Luigi's Mansion U, both of which are long dead and I'd love to restart. :P

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Trelior
Posted on 06-10-15 04:31 AM Link | ID: 85439
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Could someone explain how this works? At a cursory glance, I'm not understanding how you can make the console load the custom games.

I'm sure there's something I'm missing. If it's something as simple as putting a custom iso on a hard drive, running the exploit, then running the game disc and it hotpatching I may just talk to my friend about using the Wuu sans parts he bought for playing hacks and whatnot.

Is it possible to play the custom stuff online (in the case of Mario Kart 8 and such), or will doing that result in a console ban?


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NWPlayer123
Posted on 06-10-15 04:38 AM (rev. 2 of 06-10-15 04:41 AM by NWPlayer123) Link | ID: 85440

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Posted by Trelior
Could someone explain how this works? At a cursory glance, I'm not understanding how you can make the console load the custom games.

I'm sure there's something I'm missing. If it's something as simple as putting a custom iso on a hard drive, running the exploit, then running the game disc and it hotpatching I may just talk to my friend about using the Wuu sans parts he bought for playing hacks and whatnot.

Is it possible to play the custom stuff online (in the case of Mario Kart 8 and such), or will doing that result in a console ban?

Not sure if you're asking if we can load Wii U dumped discs (to which the answer is no) or how doing game mods works. Basically you go to a webpage which runs a kernel exploit and then exits out of the browser, then you go back in and run a different one to install Cafiine (chadderz' tool to replace Riivolution), which also exits out. Then you start up a program on your computer to serve files to the Wii U. Once you go in a game, it lists off every file being read, and if there's a file on your computer then it'll send it over the network. That's the nitty-gritty, here's a video or two:

To the part about online, dunno but probably not if you're not stupid. Stuff like music and texture hax, along with maybe custom characters should be fine, too costly to check that. Custom tracks with different layouts will get messy.

Trelior
Posted on 06-10-15 05:05 AM Link | ID: 85441
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Perhaps I'm being dense, but neither of those videos explained anything.


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NWPlayer123
Posted on 06-10-15 05:06 AM Link | ID: 85442

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Those are just examples of stuff you can do with it, if you want a technical video watch this:

Trelior
Posted on 06-10-15 05:26 AM Link | ID: 85443
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That's pretty neat. It was interesting to see everything in motion.

I may need to tinker with this a bit.


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Marionumber1
Posted on 06-11-15 09:29 PM Link | ID: 85597
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Hopefully, 5.3.2 code execution should come soon:



Thanks to Hykem and Mathew_Wi for their help.

Titan91
Posted on 08-11-15 12:46 AM Link | ID: 86925

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I really wish wudr-py would actually make some progress. Replacing your Gamepad with a PC with the potential of dumping the A/V stream and recording button inputs? Holy crap that would be sweet.

Trelior
Posted on 08-11-15 03:08 AM Link | ID: 86927
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Posted by Titan91
I really wish wudr-py would actually make some progress. Replacing your Gamepad with a PC with the potential of dumping the A/V stream and recording button inputs? Holy crap that would be sweet.
That would certainly make things like a Wuupad capture bridge unnecessary. Fuck spending $600 on that.

Especially with the fact that one of the only companies that will mod a Wuupad right now is yanking me around until kingdom come about my order for an N3DSXL.


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Marionumber1
Posted on 08-11-15 03:10 AM Link | ID: 86928
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I was actually planning a Wii U homebrew application to A/V capture, called UCap. The issue was that sending large buffers somehow crashed the Wii U's network stack, and breaking it up into chunks it would accept made the thing too slow. I'll have to fix the bugs in the network stack or dump to USB instead before that's feasible.

Trelior
Posted on 08-11-15 03:22 AM Link | ID: 86929
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The Wuu's network stack must not have much fidelity to it if it crashes when trying to intercept a standard definition video feed.

Seriously, it only needs a bitrate of 800Kbps since it only uses 854x480 resolution at 30fps on the high end. Of course, I'm going off of stream settings for OBS for going live at that low of resolution. There may be some kind of overhead I'm not noticing if it requires higher bandwidth.


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Marionumber1
Posted on 08-11-15 03:32 AM Link | ID: 86931
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My original plan was to send rows of the framebuffer at a time, but it turns out that the row size (864*4 bytes) was simply too much, and froze the system. And sending more small chunks seems to have so much overhead that it takes several seconds for one frame of video to arrive. By that time, the network stack seems to have crashed anyway.

Granted, some of the overhead may be due to my application (which is Python and not C, but using APIs that closely wrap OpenGL), but the Wii U's network stack is certainly a player in this.

Trelior
Posted on 08-11-15 03:52 AM Link | ID: 86932
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Do you think you'll be able to get something like this figured out eventually, or is it a foregone conclusion because of the console's limitations?


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