[How-To] Playing Customs on Wii
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September 25, 2013 at 8:42 pm #406783Getting RB3 fully functional in an emulator means we can TAS it.
No need for any other sorts of ware?
September 26, 2013 at 12:23 pm #406801Getting RB3 fully functional in an emulator means we can TAS it.Does Dolphin support frame-by-frame advances and re-recording?
September 26, 2013 at 3:42 pm #406803People have done speed runs on Dolphin, so yes. But sure, I guess it is possible to perfectly play everything at 1/10th the frame rate and record in real time, but its a hassle.
I like it more for testing if things crash or not.
September 27, 2013 at 12:24 am #406833I can’t get the new packer to create .bins ” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” />
I noticed it did not have a few of the files the old packer had, so i added them back in and the .bins were created, however RB3 tells me the files are corrupt and deletes them off my SD card. I AM sticking my console ID in the right place. These are the files I seem to have to add back in:
Adding title.tik and replacing title.tmd makes the wad file name RB2_DLC_52_203.wad instead of title.wad
Adding common-key and 000001d2.app make the .bins appear, so long as the above two files were added
And then these .bins don’t work.
Help please?
September 28, 2013 at 11:15 am #406942i decided to finally make an account here ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />
well first of all i’d like to say, thank you koetsu/StackOverflow0x for all your work.
and I would like to give some advice to the .app file users. If you use Wiimms SZS Tools to create your .app(.u8) files you can create files bigger then 400mb. Wiimm has create his tools mainly for Mario Kart Custom Tracks, but they work also for RB3 Customs and he still updates his tools.
For Example in my emu nand, i have only 10 .app files all around 1gb big. My official DLC is also in this files. Now the Game starts really quick and the song loading times are faster then from sd card.
The Commandline is
wszst C 052_00000034_testsong_meta --no-compress -D 00000034.app
wszst C 053_00000035_testsong_song --no-compress -D 00000035.app
and the dl link http://szs.wiimm.de/
September 28, 2013 at 8:48 pm #406964I can’t get the new packer to create .bins ” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” />I noticed it did not have a few of the files the old packer had, so i added them back in and the .bins were created, however RB3 tells me the files are corrupt and deletes them off my SD card. I AM sticking my console ID in the right place. These are the files I seem to have to add back in:
Adding title.tik and replacing title.tmd makes the wad file name RB2_DLC_52_203.wad instead of title.wad
Adding common-key and 000001d2.app make the .bins appear, so long as the above two files were added
And then these .bins don’t work.
Help please?
Yeah, I’m getting that problem too. I was led to believe the new one would work. I’m looking into it. But yeah, the common key file is missing and I’ll put that part back in the guide.
i decided to finally make an account here ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />well first of all i’d like to say, thank you koetsu/StackOverflow0x for all your work.
and I would like to give some advice to the .app file users. If you use Wiimms SZS Tools to create your .app(.u8) files you can create files bigger then 400mb. Wiimm has create his tools mainly for Mario Kart Custom Tracks, but they work also for RB3 Customs and he still updates his tools.
For Example in my emu nand, i have only 10 .app files all around 1gb big. My official DLC is also in this files. Now the Game starts really quick and the song loading times are faster then from sd card.
The Commandline is
wszst C 052_00000034_testsong_meta --no-compress -D 00000034.app
wszst C 053_00000035_testsong_song --no-compress -D 00000035.app
and the dl link http://szs.wiimm.de/
Thanks for joining. I really needed your help in that section of the packing side since I wasn’t too familiar with it.
October 3, 2013 at 12:20 am #407207I am now an emulated NAND convert ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />
To anyone wanting to try it out: make sure to plug in your peripherals BEFORE TURNING ON YOUR WII. I kept trying different things to get it working for 12 hours and just figured out what I did wrong now.
Please add this warning to your post, StackOverflow0x, in the hope that it saves some poor hapless soul the trouble I went through. Thank you.
October 12, 2013 at 7:01 pm #407802how come the tmd and the .tik in the packer are sZWE and not sZFE? and if sZWE is correct, how does one get that ticket and tdm into the real nand?
October 15, 2013 at 5:32 pm #407965how come the tmd and the .tik in the packer are sZWE and not sZFE? and if sZWE is correct, how does one get that ticket and tdm into the real nand?Sorry, I’m in the middle of trying to get the custom sZWE stuff working, but I haven’t had time to finish it. I decided to not continue sZFE because of problems that were arising. I hope to have that settled soon.
You can still continue to use the old sZAE DLC packer which works without much of a problem.
I am now an emulated NAND convert ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />To anyone wanting to try it out: make sure to plug in your peripherals BEFORE TURNING ON YOUR WII. I kept trying different things to get it working for 12 hours and just figured out what I did wrong now.
Please add this warning to your post, StackOverflow0x, in the hope that it saves some poor hapless soul the trouble I went through. Thank you.
Yeah, I’ll make sure to get to this when I finish this up. I hope to make further revisions soon.
Also, I may have found a way to at least restore some animating venue to the custom tracks. It’s as easy as using any random post-RB3 milo file in place of the custom song’s file. I think you lose lip sync this way, but at least the camera isn’t stationary anymore. Try it and let me know if it works consistently enough so all C3 Wii converts start using that file instead.
October 23, 2013 at 10:51 pm #408415Hi StackOverflowOx
A couple of questions if I may……
What is the significance of the 052 and 34 from your decimal and hex value example ?
I have 905 songs in my wii song list, do I have to choose a specific number ?
You hint in one of your previous posts that someone could in theory add these new songs on a virgin wii. As in un-modded ? I don’t have a softmodded wii but would relish an opportunity to add new songs to my library. Is this possible ?
October 24, 2013 at 2:03 pm #408430Also, a few more please…..
Using a .bin file from a previously downloaded song, I loaded it into HxD. See the image….
As you can see, at 0x08 it highlights 9 characters on the right…..yet you say in the tutorial just to add the 8. So in my case, do I just leave off one full stop from the end ?
in the packdlc.bat, the final line is “wadpacker 52 203”
I’m assuming the 52 is there because of the “052_00000034 in the line above”, but what is the 203 in reference to ?
(this is because, if I make more than 1 pack, I assume I need different pack/bin numbers.
I’m also in the UK, how am I affected by this tutorial ?
Thanks in advance kind Sir
I’m desperate to play new Nightwish !
October 24, 2013 at 3:51 pm #408433When it says “at 0x08”, that means starting from that blue 08 above. Sorry if that was confusing. Your id would be 05ecbb22.
Right now, since you’re on PAL DLC generations, you would need different save, TMD, and ticket files. Get these for sZAP off your Wii in place of the provided files. Your free songs also start at a different place.
This will hopefully be fixed by the custom sZWE generation which hasn’t worked on my console yet but should work on any region after I get it working.
Finally, that wadpacker question you had about 203. It refers to how many app files will be packed, if possible. Its more manageable this way because it will always work if your adding more songs later.
October 24, 2013 at 4:38 pm #408435Thank you kindly for your response….
My wii isn’t softmodded and I was hoping that I could try loading custom songs (as in downloaded C3 versions) by creating the .bin files successfully. I suppose a question would come out of this….. is this sensible to do, is it dangerous to the wii or would it simply either work or not ?
I have a copy of the SDHC contents – if I go into the sZAP folder, there are only .bin files, no save, TMD or ticket files which you refer to. Can I get these files without softmodding ?
Say I create .bin files succesfully that includes 8 songs. Later on, if I want to add more, is it a case of simply repeating the process but changing the 052_00000034 etc to different numbers, as in like 054_00000036 & 055_00000037 ?
If I then add them to this sZFE folder from the tutorial, it would read again like new downloads ?
Apologies for a flurry of questions, but I’d rather get this stuff straight as I’m a novice to it all.
Much appreciated.
October 25, 2013 at 3:15 pm #408481Thank you kindly for your response….My wii isn’t softmodded and I was hoping that I could try loading custom songs (as in downloaded C3 versions) by creating the .bin files successfully. I suppose a question would come out of this….. is this sensible to do, is it dangerous to the wii or would it simply either work or not ?
I have a copy of the SDHC contents – if I go into the sZAP folder, there are only .bin files, no save, TMD or ticket files which you refer to. Can I get these files without softmodding ?
Say I create .bin files succesfully that includes 8 songs. Later on, if I want to add more, is it a case of simply repeating the process but changing the 052_00000034 etc to different numbers, as in like 054_00000036 & 055_00000037 ?
If I then add them to this sZFE folder from the tutorial, it would read again like new downloads ?
Apologies for a flurry of questions, but I’d rather get this stuff straight as I’m a novice to it all.
Much appreciated.
I haven’t tries, but it may be possible to simply load songs even on an unmodified system. Unless the fame still spits out songs packed with this method. You may need at minimum a USB loader. But then at that point, you’re on homebrew and can reset the cache anyways. I probably have the files you’ll need for sZAP, but sZFE is a lost cause.
October 25, 2013 at 3:45 pm #408487Thanks for your response.
So it’s not dangerous as such ? If I manage to create a song pack and the wii reads it and loads the songs…
What’s the cache reset in aid of ? Is that if I ever decide to delete the songs that I’d need to do that ?
Could I bother you please then to obtain those 3 files I need ?
Assuming then that all I’d need to do is to replace any reference to sZFAE with sZAP from your tutorial – and indeed, place my packed bin files into the sZAP folder…. !?
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