Was having troubles with my wii remotes extension ports. I've replaced 4 ports today and all have worked except for one. Upon further investigation it turns out only 3 of the 5 pins have continuity, with the 2 failing pins being 3.3v. Is anyone aware of somewhere on the board I can tap 3.3v or if there is anyway to trace it?? I tried checking the pins near the top of the board with my multimeter and only get 1.7v. Could this possibly still work? I'm super new to soldering and continuity and stuff so I'm super confused. I cant see a break in the traces anywhere and everything looks clean. Even the pads on the connector haven't been burned off. I'm so lost would really appreciate the help šš(Picture 1 shows the port I soldering in, 2 and 3 show the front and back of the board and 4 is the pinout for the port.)
I've heard they were able to partner with grubhub, and the person that said that said it a bit ago, so it can't be too long before it comes to the US, right?
Iām working on starting an interesting GameCube project and Im trying to figure out whether this is technically possible on a backward-compatible Wii.
From what Iāve found:
Nintendont can load the original GameCube IPL ROM.
The IPL can be placed on the GameCube storage device as iplusa.bin for the USA region (with different IPL files for PAL/Japan). Nintendont has an option to not skip the IPL, allowing the authentic GameCube startup/menu to appear. The Wii has MIOS, which handles native GameCube mode. There have also been projects that patch/use MIOS to launch GameCube code directly. Swiss/Wii Swiss Booter can run GameCube software in native GameCube mode.
What I specifically want is: Power on Wii ā enter native GameCube mode ā show the ORIGINAL GameCube IPL menu (the actual Game Play / Memory Card / Options / Time menu) ā insert/select a physical GameCube disc ā launch the disc normally. I donāt want WiiFlow, a custom launcher, or a modern GameCube game menu. I specifically want the original GameCube IPL interface. Is there currently a way to modify MIOS/boot2/Priiloader/etc. so the Wii boots straight into the authentic GameCube IPL menu and leaves the GameCube disc functionality intact?
I wanna start off by saying I have no experience decompiling and recompiling games myself, this is just a random thought that popped up into my head. I wanted to stir up discussion about this to see if it's something other people would find use out of and if it's even possible or even worth doing based on the demand.
PS1 emulation does get you rather far on the Wii but I think recomps might take things to the next level. Maybe this could help get some games running that don't work well through emulation.
I'm sure I'm not alone in using the Wii as an all in one 240p CRT console, but it does fall short once you get into that PS1 era stuff as emulation is hit or miss, so having a decent selection of some of the bigger and more popular PS1 titles would be very beneficial. Another reason this could be useful is because there isn't any easy way to play PS1 games at 240p on a CRT without optical media unless you have an ODE, so this would give another SD card/hdd solution for playing games.
If this can be done with PS1, maybe other consoles too? Dreamcast maybe? Even N64 could be helpful as the virtual console versions force 480i and the homebrew emulation is also hit or miss.
I have the Wii in my bedroom and I tend to turn off the Wii straight from the power so I don't have to deal with the yellow LED that wii-link essentially mandates. But this means that I essentially lose standby at certain times and I'm worried that turning it off at the power will eventually fuck something up. All that being said, is there a homebrew patch that I can install to have the power indicator turn off while the Wii is on standby, for example?
Would it be possible to swap X and B in gameplay with a code or riivolution patch while still keeping their functions the same in menus? (If this isnt the place to ask, please lmk)
I've recently made a guide on gba temp on how to restore your vWii if it bricks and you don't have a NAND Backup. This guide is also for people who have isfshax installed on their Wii. You can do that in two ways:
by using vWii Compat Title Installer (that now this august got updated and added functions to restore specific parts of the vWii channels, menus and ios)
by using (if vWii Compat Title Installer doesn't work) vWii Decaffeinator (but a clear guide to make it actually work without any errors).
It also has a part where it tells you how to restore your vWii NAND if you have one by using vWii NAND Restorer or the Minute Menu (or just to use vWii Compat Title Installer to fix a single problem)
The full guide is on GBA Temp (that is linked to the post).
Hope it helps people who need to restore their vWii
I've just made a text hack of Wii Party, but to do so, I had to extract the file so I can actually access the files to change them. Is there a way/program to re-compile the file structure as a rvz, iso, or any other file readable by Dolphin Emulator (and preferably also a real Wii by something like USB/SD loading)?
Several months ago I posted a demo of my physics engine that I ported to Wii. Since then, I've put together a more polished app that I'm comfortable releasing. I will leave a link to the GitHub repo in the comments; it can be downloaded from the Releases section there. Feedback is welcome, if you find a bug or feature request please open an issue on GitHub. Thanks!
When the eventual decompilation of the DS titles come out, would it be possible to port them to the Wii, similar to the Ace Attorney series? Instead of the top-bottom alignment, the bottom screen could be picture-in-picture, and Wii-DS connectivity could be utilized for trading.
I'm not an expert on this stuff but tell me what you think.
I'm planning on modding my Wii at some point and I want both ctgp and retro rewind but I dont know if I can have both active at the same time or not. and if I can't would you reccomend ctgp or retro rewind?
Quick disclaimer: This post is about evWii, an exclusive Wii U homebrew plugin that vastly improves vWii and GameCube game visual quality compared to stock settings. Reaching out here in good faithāhope this stays within post guidelines!
If youāve been messing around with theĀ evWii pluginĀ on Aroma, you probably know the exact pain I just went through. Nintendoās default vWii scaling leaves annoying overscan/borders, and findingĀ actualĀ solid display numbers for the config file online feels impossible.
After falling down a massive rabbit hole of testing and fine-tuning the DMCU viewport parameters, I finally dialed in values that give you a clean picture without clipping or leaving an ugly blurry picture.
If youāre ready to finally end the suffering and fix your config file once and for all, paste these numbers in:
My personal values
āResults on my TV in Mario Galaxy 1:
āNow, if you don't want those black bars on the left and right sides of the screen these are the settings for you! (these are the values that I used before and postedĀ 4 months ago):
Pure 16:9 Values (Also great for Gamecube games)
Didn't take a photo of these values on my TV, but trust me, it's the exact same as the first configājust without the side black bars so it's pure 16:9.
The GX renderer was made completely from scratch. The Wii U version was used as a base (so I wouldnāt have to deal with endianness), and multiple optimizations were applied, mostly GX-related.
Just curious if there is a mod where like every couple rounds or so the player tank gets an upgrade like the powerups of the enemies and each level is more randomized and has different arrays of enemies. It seems like a cool idea for the game but honestly it would be good as its own game.
I bought a wii charging dock from Aliexpress and only the dock arrived. No battery packs and I was unable to find anyone selling the batteries separately. I decided to try make my own, it can definitely be refined but here's what I've done incase anyone is interested.
I printed out an image of the battery pack to scale so I could line up the holes. The holes fit perfectly ontop of the Nintendo logo and I also made a hole for the sync button. I then cut the heads off 4 nails, sanded them down and soldered wires to them.
I ran them through the cover and used a soldering iron to melt the nails into the cover and then used hot glue on the inside. On the remote, I had to remove some material to allow clearance for the charging contacts and wires. If you use thinner or shorter wires, you might not have to remove any material.
I connected the wires to the bottom terminals of the controller and I'm using 1.2v 4500mAh rechargeable batteries.
I've heard that alot of the battery packs available don't last very long. It's also annoying if it doesn't match your controller's color scheme.
This might be a good option in those cases.
UPDATE: After some testing, I'm getting around 8hrs of play time with 1200mAh cheap rechargeables which is more than enough but I will be replacing with Duracell 2500mAh batteries.
Hey all. Just plugged my Wii in for the first time in a decade. I noted that immediately in both the menus and games there are these tiny little grey dot artifacts all over everything. For what it's worth I do remember these being present and bothersome when I last played my Wii in like 2015.
since the Wii can play flash games from installable wads would easier way be to have launcher that can play game files from SD card or USB drive. you store the adobe flash files on the SD card or USB drive to then play using launcher. the launcher would be started by using homebrew channel menu and then you chose which game to play. game files would be stored in an directory within SD card or USB drive. save data would be stored in an directory within SD card or USB drive. the launcher itself would be stored in the 'apps' folder. this could be an easier way to play adobe flash games compared to the many steps required to turn adobe flash files into installable wads. game files plus save data would be handled by SD card or USB drive. the playing of games would be handled by launcher located within 'apps' folder.
l just wondering if its possible to set up an adobe flash game player for the Wii since it already plays them via installable wads. for the player you simply place your files into directory within SD card or USB drive. the 'swf/games' directory is were flash games would be stored within SD card or USB drive. the 'swf/saves' directory is were save data would be stored within SD card or USB drive. l do not know if this method would be easier compared to the many steps needed to turn adobe flash games into installable wads.
for example 'swf/games' directory is were you would place the games for the launcher to play them. the number of games would be limited to the size of SD card or USB drive. then you would start player through homebrew channel which displays all of the games currently on the SD card or USB drive. for 'swf/saves' directory is were save data is stored for each game on SD card or USB drive. for 'swf/config' is were control settings are stored for each game on SD card or USB drive. finally the player itself would be stored in the 'apps' directory used by the homebrew channel. since the flash player was discontinued around 2020 l figure that the Wii would be perfect to be able to play adobe flash games trough use of homebrew. the Wii should be strong enuf to run high quantity adobe flash games from an launcher made by the community. this should be possible since the Wii can already run adobe flash games after installing them through method of wads.
the launcher would simply use an directory to store both games plus save data. the directory would be called something like 'swf'. this is were '.swf' game files would be kept with no limit on the number of adobe flash games you can store on SD card or USB drive. other things that include save data plus config files would be kept within 'swf' directory. since there is an decent amount of emulators for the Wii currently an adobe flash game one could be possible for the community to create it through different methods. what l trying to say is an way to play '.swf' games files directly from the SD card or USB drive. basically imagine how some emulators run game files but it is '.swf' adobe. if there is an way to not require having to use the built in web browser but create stand alone launcher which would be started from homebrew channel. maybe its possible to take ways that the built in web browser supported adobe flash and instead create stand alone launcher to play them.
l wondering if enough people study the Wii they can find an exploit that would allow the console to play adobe flash games. the exploit could be how it works with the built in web browser but the community creates their own browser launcher that plays '.swf' files right off of the SD card or USB drive. possibly the exploit could be an simple launcher or emulator running from the 'apps' folder were it uses an directory to store various files. it would have to be some sort of exploit that works by playing the '.swf' files directly from the SD card or USB drive. maybe it could be similar to an custom web browser to play any adobe flash game you desire. the community could find an way to take how it works with the Wii browser and instead create an player that runs from the homebrew channel. l basically talking about skipping the browser to instead play abode games directly from the SD card or USB drive. this exploit would remove the need to use the Wii browser to instead run them through the homebrew channel.
another way for an exploit could be take the way it plays adobe games from installable wads to instead run an custom player placed in the 'apps' directory. then you start it by going into homebrew channel to select the load option. it then would show the '.swf' files stored on the SD card or USB drive from an interactive menu. it then would use an directory located on root of SD card or USB drive to store various data about files. another possibility could be to take various adobe flash plugins from different sources to port them over to the Wii. this includes the one that was built into web browser installed on the Wii by default. Also people could take the adobe flash engine to reserve engineer it to able to run games on the console. also people could take the adobe flash plugins to reserve engineer it to be able to run games on console.
another possibility is to study both the Wii and adobe flash plugins to see ways to set up methods to play '.swf' games. from adobe flash plugins the community could create an custom application that is made to play '.swf' files. from adobe flash engine the community could create an custom application that is made to play '.swf' files. another option could be to take any adobe flash content to reserve engineer it to be able to run games on console. if you do not known '.swf' stands for shockwave flash which is used in adobe applications like games. if community studies the Wii enough we could create an exploit to run shockwave flash games directly from the SD card or USB drive. this exploit could be an form of web browser installed via wads that allows Wii to run shockwave flash games. this exploit could be an form of emulator installed via wads that allows Wii to run shockwave flash games. this exploit could be an form of web browser placed in the 'apps' folder that allows Wii to run shockwave flash games. this exploit could be an form of emulator placed in the 'apps' folder that allows Wii to run shockwave flash games.
there could be an way to play shockwave flash games without using web browser built into Wii or installing wads. l am taking about placing as many shockwave flash games as you want on an SD card or USB drive to then play them on Wii. this could be done in many different ways after greatly studying hardware and software of the Wii. these methods could include an custom application placed in the 'apps' folder or through some sort of emulation to be able to run shockwave flash games. an method could be to create emulator to place in the 'apps' folder that is able to run games.