Teconmoon's WiiVC Injector will allow you to Play Wii and GCN games on the Wii U Gamepad! Automatically Downloads Artwork! GCN Injection Starts at 9:16.
Hello, Smashboards!Today, I present to you:Wii GCA Inject, a hack which will finally allow you to use gamecube controllers in Brawl/PM, through the official Wii U Gamecube Controller Adapter. I've been silently developing this for about a year, until my, causing me to come out of hiding, after years of lurking.Let me know how it worked for you!:DFeatures:. Seamlessly replaces behaviour of original gamecube controller ports. Supports hotplugging of adapters.
(Please, for the love of heck, don't try plugging in two adapters at once.). Works on vanilla Brawl, Project M (and smashladder edition), and probably most other mods!Known bugs:. PM debug mode doesn't work; this is because of the way the debugcodes get button input, and is not likely to be fixed any time soon.
(If ever). Around the time of the first match in any particular play session, the gameusually lags for up to a second or two. I haven't confirmed the cause of thisbug, or even if it's affecting anyone but me. (Again, this is a beta)Download / 'where's the gecko code?' NOTE: The current beta only works with a physical disc, when launched from Gecko OS. A GCT version is in the works, and already mostly functional. This post will be updated as soon as it's ready.
Still tracking down USB loader bugs!Download link:Source code repo:This hack doesn't use a gecko code yet!Rather, I've implemented this in the form of a GPF. This means that you can use this with other hacks (PM) without editing the GCT. It also means that you can install it with a single copy/paste.If you're curious about the technical details of the seemingly forgotten GPF format, check out the I made.Btw, Huge thanks to the hackers around here! You may not have realized it, but you (among others) pretty much mentored me throughout this entire hacking endeavor.:D(P.S. Since this is my first thread, I naturally have to say that I'm eternally sorry if this is the wrong forum.).
Huge thank you for making this! This is very helpful for people like me who use their Wii U more than their original Wii.I've used this patch with vanilla Brawl and it works perfectly but I am having issues getting Project M to load properly with Gecko OS. I tried using a clean install of PM 3.6 with the patch and Gecko OS folders added in but when I try launching the game with Gecko OS, it seems like it loads the GCT codeset and the controller patch but it doesn't load the custom game files that are in the projectm folder. This results in the game loading glitchy vanilla Brawl menus and the game crashing when attempting to start a match. I'm not sure what the issue is on my end since it seems like you were able to get Project M to load with this patch.I'm using Gecko OS 1931 which is the newest version and using the Homebrew Channel to load everything.
Huge thank you for making this! This is very helpful for people like me who use their Wii U more than their original Wii.I've used this patch with vanilla Brawl and it works perfectly but I am having issues getting Project M to load properly with Gecko OS. I tried using a clean install of PM 3.6 with the patch and Gecko OS folders added in but when I try launching the game with Gecko OS, it seems like it loads the GCT codeset and the controller patch but it doesn't load the custom game files that are in the projectm folder. This results in the game loading glitchy vanilla Brawl menus and the game crashing when attempting to start a match. I'm not sure what the issue is on my end since it seems like you were able to get Project M to load with this patch.I'm using Gecko OS 1931 which is the newest version and using the Homebrew Channel to load everything. Oh, goodness.
I wrote those notes so long ago! Forgive me if I go into too much detail.The dolphin build I tested that on is from March of 2017. (commit ) No idea whether or not they've fixed it by now, but I concluded at the time (June) that dolphin was screwing up in the same way as Wii GCA Inject.What I mean by 'screwing up,' is that the behaviour of the triggers seemed REALLY off at the time, when using the hack. Lightshielding was much touchier, making shielding strangely uncomfortable. I couldn't tell exactly what caused this, because ToadKing's wii-u-gc-adapter linux driver (which is what I based the code off of) seemed to be 'calibrating' things using uinput, which I'm not familiar with at all.The first solution I tried had some method of 'scaling' the analogue values based on the extrapolated purposes of some constants in wii-u-gc-adapter, as well as some investigation within dolphin. After some testing, I could feel that this wasn't correct.
I stared at the input values in dolphin, and concluded that I was missing something.Banging my head up against a wall for a solution, I tried to obtain samples of analogue input on several different environments, including dolphin's built-in adapter support, my code with and without it's attempted solution, and a real gamecube ports, via homebrewed wii. These results revealed that the default, no-attempted-solution version of my code was returning the same values as dolphin.It seemed that the flawed implementations were consistently about 35 units higher than the console results. (Only on the triggers though) My mind had been thoroughly blown; I immediately reviewed the source code for dolphin's adapter support, finding where they should be fixing this, but weren't. Anyway, I tried correcting this in my code, and was very pleased with the results. So, rather than scaling/interpolating the triggers' range, I needed to transpose their range.tl;dr the inputs were/are 35 units higher than they're supposed to be, and IDK if dolphin has fixed it since I tested this.And THEN there's the latency. I'll try to keep this one brief.Wii GCA Inject polls for controller input once every frame, in the function called adapterthread.
Originally, this was being run once every frame during the game's existing PADRead function. The exact place where it was being run seems to have been chosen rather tactlessly, in retrospect; latency was really bad. Once the time came for me to try optimizing the latency, the obvious fix was to find the ideal time in a frame to run adapterthread. Because the game waits a few milliseconds after drawing to the screen (for v-sync), I decided to try running the function just before this delay. Better, but not good enough.
Trying more possibilities, I ended up running adapterthread right at the beginning of PADRead, just before the inputs are normally delivered to the game. This seemed theoretically perfect, and it certainly made waveshining perfectly comfortable, so I figured that was enough.Oh, and if you're wondering, the USB communications were really never the bottleneck here, and there's no realistic way to make that part of it any faster anyway. ( and asyncronous transfers come to mind, but probably neither would be very practical.)Phew.
Sorry for the super-lengthy explainations. I should really just have a blog for this sort of thing.EDIT: Formatting fixed; the paragraph separation looked WAY better in the editor. Hello, found this thread today, when you will be done get it working for USB loader like WiiFlow?
I plan to start hacking Wii U soon this week, I have all item I needed including 2 GB sd card, 32 GB sd card, 500 GB hard drive. I plan use this to host smash bros event at friend house this summer and I plan bring Wii U with Melee, Brawl, Wii U, Smash 4, 4xM installed. (I checked that will meet issues if Wii and GameCube into hard drive so use SD card instead so I'm looking to get 128 gb soon if it don't work.)I own real brawl disc and modded few of Wii before for PM, nintendont, etc so I have knowledge for hacking Wii but not yet for Wii U but Isaw it is similar.Do 32 GB sd card is fine for launching programs which I needed? Like Gecko OS. All SD will be formatted as FAT32 of course.I have downloaded your program for the adapter inject. But I'm unsure for GitHub so I downloaded master file but I think I'm wrong, as alot files in the file for development.Is there good basic tutorial for to do this, as I never seen gecko os patch before.
And where to find 'patch' file? It took me what felt like an eon to finally get this working. I tried different SD cards, hook types, nothing worked. Game would lock up once I ran Gecko and it got to the loading screen.
Narrowed it down to only happening with the patch. On a hunch, I realized I had my external drive hooked up to the Wii U (I own Smash 4 digitally), so when I removed it I was able to run the patch no problem.If anyone has been having issues running this and they use a USB drive for their Wii U games, try unplugging that before running the patch. That's probably the source of your issue.Anyways, this is great stuff! Glad to have it working. I'm trying to avoid needing to bring out my CRT as much as possible these days since space is limited and I only go to a few tournaments a year (mainly Wii U outside of Smash Con) anyways.
Wii GCA Inject v0.12? Wii GCA Inject v0.12? This mini-beta-of-sorts-hence-the-question-mark will still only work when launching a physical disc from Gecko OS. If you try to use the PM launcher or a USB loader, it (probably) won't work due to IOS issues.
(Unless the USB loader is launching a physical disc) Also, this release isn't very different from the previous one; it's simply release-worthy because it can now be used as a gecko code. Once the latest changes are stable, however, we'll probably see a v0.2.Other than that, the list of known bugs in the OP is still applicable.Thank you for your patience! Ah ok makes sense. I have another question, though, this one may be related to issues further over here on my end, but I attempted to load Gecko OS witht the physical Brawl Disc copy in my vWii. 1.9.3 Gecko told me that I may have been using too many codes. Haven't tried vPM without the code in the codeset, so that may be a workaround but other than Legacy TE being a modified version of PM I can't see what the problem for loading 'too many codes' would be. Thanks in advance and Mods if this question is asked in the wrong thread, move it or notify me of where this question should be appropriated.
The WiiU has hit that £150 price sweet spot I was waiting for, so I think I'm ready to jump in.Just to be clear.1. In order to hack the vWii do I need to be on a particular firmware?2. How easy can I find the exploited games?3. Do Wii and GameCube games look significantly better on the WiiU than they do on the original Wii? I've always thought about saving some unplayed Wii and Gamecube games until I get a powerful gaming rig, but I don't think that will be anytime soon, so is the WiiU a good compromise? The WiiU has hit that £150 price sweet spot I was waiting for, so I think I'm ready to jump in.Just to be clear.1. In order to hack the vWii do I need to be on a particular firmware?2.
How easy can I find the exploited games?3. Do Wii and GameCube games look significantly better on the WiiU than they do on the original Wii? I've always thought about saving some unplayed Wii and Gamecube games until I get a powerful gaming rig, but I don't think that will be anytime soon, so is the WiiU a good compromise? Yes, it looks nicer on Wii U than letting your TV upscale the Wii. Everything appears sharper and the color is richer.
At the end of the day it's still an upscaled 480p image either way, but it's enough of an improvement that I enjoy the experience of playing Wii games much more (not to mention Gamecube)I feel like if the Wii had an HD upscaler like this in 2006, much of the complaining about its SD graphics would have disappeared. The resolution wasn't the problem so much as the scaling on most TVs made everything look especially ugly. Yes, it looks nicer on Wii U than letting your TV upscale the Wii. Everything appears sharper and the color is richer.
At the end of the day it's still an upscaled 480p image either way, but it's enough of an improvement that I enjoy the experience of playing Wii games much more (not to mention Gamecube)I feel like if the Wii had an HD upscaler like this in 2006, much of the complaining about its SD graphics would have disappeared. The resolution wasn't the problem so much as the scaling on most TVs made everything look especially ugly.