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Rockstar

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  1. In a landmark shift for the Grand Theft Auto and Red Dead Redemption modding communities, Rockstar Games—through its subsidiary Cfx.re—has officially launched the Cfx Marketplace. This new platform serves as a curated digital storefront where creators can sell their custom assets and scripts directly to server owners and fans. This move signals a major evolution in Rockstar’s relationship with the modding community, transitioning from a stance of cautious tolerance to active integration and monetization. What is the Cfx Marketplace?The Cfx Marketplace is described as the "Official Rockstar Modding UGC Marketplace for RedM & FiveM." It is designed to be a centralized hub where server owners can purchase high-quality, vetted content to enhance their roleplay servers. According to the announcement, the marketplace features a wide range of user-generated content (UGC), including: Vehicles and Characters: Custom models to diversify gameplay. Maps and Props: New environments and objects for world-building. Scripts: Code that introduces new mechanics and features to servers. By purchasing directly through this platform, server owners are promised a streamlined installation process and the security of buying from an official source. Launch Lineup and "Curated" CreatorsTo ensure quality control, Cfx.re has adopted a "gradual rollout" strategy, launching with a select group of established creators. This invite-only approach highlights Rockstar’s intent to keep the marketplace professional and high-quality from day one. Initial Launch Partners Include: Razed Mods: Known for the stunning NaturalVision graphical overhauls. London Studios: A prominent name in script development. The Ambitioneers, DirkScripts, Loaf Scripts, and rcore, among others. Coming Soon: The platform has already teased future partnerships with heavyweights in the roleplay scene, including NoPixel, the team behind the most famous GTA RP server in the world, as well as LB Phone and Wasabi Scripts. Why This MattersFor years, the modding scene for GTA V and RDR 2 has operated in a "grey market" via third-party sites like Tebex or Patreon. By launching an official marketplace, Rockstar is standardizing this economy. For Creators: It offers a legitimate, sanctioned revenue stream and protection for their intellectual property within the ecosystem. For Server Owners: It simplifies the process of finding compatible, high-quality assets without risking server stability or navigating shady websites. For Rockstar: It cements their control over the ecosystem surrounding their games, likely taking a commission on sales similar to other UGC models like Roblox or Minecraft Marketplace. How to Get InvolvedThe marketplace is currently live, though content creation is limited to the approved partners. However, Cfx.re has opened a registration portal for other modders to express interest in joining the program as they expand. As the lines between official game development and community creation continue to blur, the Cfx Marketplace represents the new standard for the future of Grand Theft Auto and Red Dead Redemption online.
  2. In a landmark shift for the Grand Theft Auto and Red Dead Redemption modding communities, Rockstar Games—through its subsidiary Cfx.re—has officially launched the Cfx Marketplace. This new platform serves as a curated digital storefront where creators can sell their custom assets and scripts directly to server owners and fans. This move signals a major evolution in Rockstar’s relationship with the modding community, transitioning from a stance of cautious tolerance to active integration and monetization. What is the Cfx Marketplace?The Cfx Marketplace is described as the "Official Rockstar Modding UGC Marketplace for RedM & FiveM." It is designed to be a centralized hub where server owners can purchase high-quality, vetted content to enhance their roleplay servers. According to the announcement, the marketplace features a wide range of user-generated content (UGC), including: Vehicles and Characters: Custom models to diversify gameplay. Maps and Props: New environments and objects for world-building. Scripts: Code that introduces new mechanics and features to servers. By purchasing directly through this platform, server owners are promised a streamlined installation process and the security of buying from an official source. Launch Lineup and "Curated" CreatorsTo ensure quality control, Cfx.re has adopted a "gradual rollout" strategy, launching with a select group of established creators. This invite-only approach highlights Rockstar’s intent to keep the marketplace professional and high-quality from day one. Initial Launch Partners Include: Razed Mods: Known for the stunning NaturalVision graphical overhauls. London Studios: A prominent name in script development. The Ambitioneers, DirkScripts, Loaf Scripts, and rcore, among others. Coming Soon: The platform has already teased future partnerships with heavyweights in the roleplay scene, including NoPixel, the team behind the most famous GTA RP server in the world, as well as LB Phone and Wasabi Scripts. Why This MattersFor years, the modding scene for GTA V and RDR 2 has operated in a "grey market" via third-party sites like Tebex or Patreon. By launching an official marketplace, Rockstar is standardizing this economy. For Creators: It offers a legitimate, sanctioned revenue stream and protection for their intellectual property within the ecosystem. For Server Owners: It simplifies the process of finding compatible, high-quality assets without risking server stability or navigating shady websites. For Rockstar: It cements their control over the ecosystem surrounding their games, likely taking a commission on sales similar to other UGC models like Roblox or Minecraft Marketplace. How to Get InvolvedThe marketplace is currently live, though content creation is limited to the approved partners. However, Cfx.re has opened a registration portal for other modders to express interest in joining the program as they expand. As the lines between official game development and community creation continue to blur, the Cfx Marketplace represents the new standard for the future of Grand Theft Auto and Red Dead Redemption online. View full article
  3. 22cans, the Peter Molyneux-led studio, has revealed the launch date of the Early Access version of its upcoming game, Masters of Albion. It is a "God game" genre that blends strategy, simulation, town management, and real-time defense. A new trailer accompanied the announcement: “Masters of Albion is the culmination of my life’s work, a game that owes so much to titles like Dungeon Keeper, Black & White, and Fable,"Peter Molyneux said in a press release."It’s a totally unique game that we hope will delight players, a game that brings God Games into the modern gaming landscape and puts the genre firmly back on the map.” Features of Masters of Albion include: Masters of Albion releases in Early Access via Steam on April 22nd at 6pm BST. It is available to wishlist on Steam.
  4. 22cans, the Peter Molyneux-led studio, has revealed the launch date of the Early Access version of its upcoming game, Masters of Albion. It is a "God game" genre that blends strategy, simulation, town management, and real-time defense. A new trailer accompanied the announcement: “Masters of Albion is the culmination of my life’s work, a game that owes so much to titles like Dungeon Keeper, Black & White, and Fable,"Peter Molyneux said in a press release."It’s a totally unique game that we hope will delight players, a game that brings God Games into the modern gaming landscape and puts the genre firmly back on the map.” Features of Masters of Albion include: Masters of Albion releases in Early Access via Steam on April 22nd at 6pm BST. It is available to wishlist on Steam. View full article
  5. Mega Man Wily Wars - Mega Hack has been updated to 2.0 status. The couple of game breaking bugs in the weapon refill patch have been worked out. Also an optional updated Weapon Master patch is included that works on retro-bit and genesis mini versions and some of the bugs have been worked out. A special thanx to Zeikar for his help in troubleshooting and a shoutout to MottZilla, Ar8temis008, ElwinBran, JackelZXA, Josephine Lithius and Woodfrog for without their work, none of this would be possible! Enjoy!! Mega Man - The Wily Wars (Mega Hack).zip
  6. Nintendo 64 decompilation projects have gained a lot of traction, and with tools like N64 Recomp available to the public, the process of creating a PC port and binary executable for any given Nintendo 64 decompilation project became easier thanks to it. While some games have proper PC ports yet to be made from scratch, other have seen the implementation of the Recompilation tool in order to be able to compile and create a running executable of the decompiled N64 game working in their computers, and the latest one to get a recompilation is the N64 exclusive RPG title, Quest 64. The recompilation project for Quest 64 by Rainchus is in very early stages, currently at v0.1, but the overall game is now playable as a PC port, with some new features added in, but still with some of those features being in alpha stages at the moment, with those alpha features being worked on and ironed out in the meanwhile, and surely more features will come down the line once the initial features are properly implemented. Here's some of the features that the Quest 64 Recomp has at the moment of writing: Borrows the launcher from Star Fox 64 Recomp, but plays the US version of Quest 64 Interpolation is not perfect, but mostly fine at 60hz (Brian's hair flickers when running) Widescreen is also not perfect but mostly fine Pressing F1 allows for changing a bunch of the settings Those interested in trying out this recompilation of Quest 64, can do so by visiting Rainchus' repository for the project, and compiling the project on their PC. As with each and every decompilation and recompilation project, the user is required to provide their own ROM of the game (Quest 64), in order to be able to extract all of the copyrighted assets from it for the compilation, as none of the repositories include any kind of copyrighted assets. ➡️ "Quest 64" Recompilation repository on GitHub
  7. Nintendo 64 decompilation projects have gained a lot of traction, and with tools like N64 Recomp available to the public, the process of creating a PC port and binary executable for any given Nintendo 64 decompilation project became easier thanks to it. While some games have proper PC ports yet to be made from scratch, other have seen the implementation of the Recompilation tool in order to be able to compile and create a running executable of the decompiled N64 game working in their computers, and the latest one to get a recompilation is the N64 exclusive RPG title, Quest 64. The recompilation project for Quest 64 by Rainchus is in very early stages, currently at v0.1, but the overall game is now playable as a PC port, with some new features added in, but still with some of those features being in alpha stages at the moment, with those alpha features being worked on and ironed out in the meanwhile, and surely more features will come down the line once the initial features are properly implemented. Here's some of the features that the Quest 64 Recomp has at the moment of writing: Borrows the launcher from Star Fox 64 Recomp, but plays the US version of Quest 64 Interpolation is not perfect, but mostly fine at 60hz (Brian's hair flickers when running) Widescreen is also not perfect but mostly fine Pressing F1 allows for changing a bunch of the settings Those interested in trying out this recompilation of Quest 64, can do so by visiting Rainchus' repository for the project, and compiling the project on their PC. As with each and every decompilation and recompilation project, the user is required to provide their own ROM of the game (Quest 64), in order to be able to extract all of the copyrighted assets from it for the compilation, as none of the repositories include any kind of copyrighted assets. ➡️ "Quest 64" Recompilation repository on GitHub View full article
  8. Back in the 90's, Nintendo and Sony made an agreement to work on a CD-like console, with the prototype for this collaboration being a Super Nintendo with CD capabilities, with said prototype being found some years ago. However, that collaboration between Nintendo and Sony fell through, as Nintendo ended up partnering with Phillips, leaving Sony aside, and eventually, leading to Sony creating their own console, which eventually became the very first Sony PlayStation, and a major rival to Nintendo in the gaming market. Out of that partnership between Nintendo and Phillips, came several Nintendo licensed video games for the exclusive Phillips console at the time, the CD-i, with some of the most well-known characters from Nintendo appearing in the CD-i with games like Hotel Mario, Zelda: Wand of Gamelon and Link: Faces of Evil, with the later two titles focused on the Zelda franchise getting fanmade remasters a few years ago. However, there was still another Zelda title released for the CD-i that completed the Unholy Triforce for the console, with that being Zelda's Adventure, which sadly didn't get a remaster like the other two titles on the CD-i... Until today. Thanks to the efforts of developer JappaWakka, Zelda's Adventure is now getting a fanmade remaster to coexist alongside its unholy brethren, with the remaster now having a demo available for users to enjoy and test on their devices, with the latest demo version being v0.0.6. The remaster includes the following features: Remastered Mode, which includes several Quality of Life features and restored cut content. Classic Mode that plays similar to the original release Smooth 60fps gameplay Subtitles for cutscenes and ingame dialogue Rebindable controls Better looped ambience sound/music Stereo panned sound effects Localization options (currently only English and Dutch are available). Those interested in trying out this remaster for the obscure CD-i title, can do so by visiting JappaWakka's Itch.io website, or by compiling the source code for the game with GameMake Studio LTS 2022 from JappaWakka's GitHub repository. "Zelda's Adventure" Remastered source code on GitHub "Zelda's Adventure" Remastered Demo on Itch.io
  9. Back in the 90's, Nintendo and Sony made an agreement to work on a CD-like console, with the prototype for this collaboration being a Super Nintendo with CD capabilities, with said prototype being found some years ago. However, that collaboration between Nintendo and Sony fell through, as Nintendo ended up partnering with Phillips, leaving Sony aside, and eventually, leading to Sony creating their own console, which eventually became the very first Sony PlayStation, and a major rival to Nintendo in the gaming market. Out of that partnership between Nintendo and Phillips, came several Nintendo licensed video games for the exclusive Phillips console at the time, the CD-i, with some of the most well-known characters from Nintendo appearing in the CD-i with games like Hotel Mario, Zelda: Wand of Gamelon and Link: Faces of Evil, with the later two titles focused on the Zelda franchise getting fanmade remasters a few years ago. However, there was still another Zelda title released for the CD-i that completed the Unholy Triforce for the console, with that being Zelda's Adventure, which sadly didn't get a remaster like the other two titles on the CD-i... Until today. Thanks to the efforts of developer JappaWakka, Zelda's Adventure is now getting a fanmade remaster to coexist alongside its unholy brethren, with the remaster now having a demo available for users to enjoy and test on their devices, with the latest demo version being v0.0.6. The remaster includes the following features: Remastered Mode, which includes several Quality of Life features and restored cut content. Classic Mode that plays similar to the original release Smooth 60fps gameplay Subtitles for cutscenes and ingame dialogue Rebindable controls Better looped ambience sound/music Stereo panned sound effects Localization options (currently only English and Dutch are available). Those interested in trying out this remaster for the obscure CD-i title, can do so by visiting JappaWakka's Itch.io website, or by compiling the source code for the game with GameMake Studio LTS 2022 from JappaWakka's GitHub repository. "Zelda's Adventure" Remastered source code on GitHub "Zelda's Adventure" Remastered Demo on Itch.io View full article
  10. NX-Mod-Manager Latest Releases Updated to version 2.1.4 on September 17, 2025. This is a local MOD manager for the Nintendo Switch, similar to SimpleModManager. It also uses a copy-based strategy to manage local MODs according to predefined file paths. The reason for using copy instead of move is the same as the author of SimpleModManager: the mods2 folder must be preserved as a backup for MODs. The software supports multiple languages and can automatically switch according to the system language. However, please note that all languages except Chinese are machine-translated, since the author does not speak other languages. If you need to refine the translations, you can modify the files under assets/romfs/lang in the project and then compile directly using make. The plugin supports selecting MODs from fixed paths for configuration, and also allows manual configuration (more complex, see the README on GitHub). Here, the basic usage is briefly explained. Usage1. After installing the plugin, two folders will be automatically created on the SD card: /mods2/ – This is where properly configured MODs are stored. (Manual configuration is more complex; if you’re interested, you can check the tutorial on my GitHub.) /0000-add-mod-0000/ – This is where unconfigured MODs go. You can use the plugin to add and configure them. 2. MODs must be packed in .zip format. Inside the archive, the first-level directory must be either contents or exefs_patches, or both. 3. After placing the ZIP-MOD into the folder, simply open the plugin. Try it out yourself and you’ll quickly figure out how to use it. Installation and Uninstallation Speed 推荐使用zip格式的mod,后续的所有更新不会再维护文件类型的MOD了。 Using Lin Ke’er mod as an example (2700+ files, 500MB): File-based installation: 1:00–1:20 File-based uninstallation: 15–20s ZIP-based installation: 1:00–1:20 ZIP-based uninstallation: 15–20s Using Flower Princess mod as an example (13,805 files, 1.15GB): File-based installation: 7:10 File-based uninstallation: 1:30 ZIP-based installation: 4:50–5:03 ZIP-based uninstallation: 1:30 A Few WordsI’m not a professional developer — most of the code was done with the help of AI, so the overall code quality is quite low. If you find any bugs, I’ll try to fix them.As for the UI, some of you may recognize it: it’s based on ITotalJustice’s “untitled” project. At first, I modified his project into a version that supported 20 system caches,, and later built this project on top of that. Many thanks to ITotalJustice. The plugin will not support online features, because this requires managing servers and people to collect and manage MODs, too complex, unrealistic for me. Just managing MODs on the server alone is already not a small amount of work. This plugin will only focus on local management. I know most people think this kind of purely local manager is useless, and that is indeed the case. It’s just because I belong to that small group of people who like collecting MODs, haha, so there is this plugin. 2025. 9.17 update v2.1.4Home ScreenAdded favorite marking feature Added search function, supporting touch, pinyin, fuzzy, initials, and full spelling search Added MTP transfer option in the menu (known issue: LITE model has a high probability of freezing when creating large files.) Added Remove Game option in the menu; removed mods will be moved to the addmod folder Added View Location option in the menu Added pre-sorting: games are displayed in A–Z order when opening the plugin Add Game ScreenAdded search function Added a reminder when installing mods if the version does not match Mod ScreenAdded Remove Mod option in the menu Added View Location option in the menu OthersSimplified version comparison rules: now only compares the numeric part Added repeat input for Up/Down keys when held Adjusted the add function: it can only be used after the home scan finishes, to avoid blocking Removed the mod count display at the bottom left of the add-mod list, since long text in other languages caused overlap Adjusted some details to improve user experience (forgot the exact changes) More Screenshots
  11. I know there's an official remaster of this game, but somehow the original PS2 version is more nostalgic for me. I used only one texture from the official remaster, all the others (~16000 textures) are more detailed in my version. The project is 99.99% complete, only one superboss is missing, and the 90+ levels of the Trials. To Do list: - Improve the guest characters' portraits - Improve the widescreen UI - Find some missing textures It is important that the HD textures were made for the Japanese International - Zodiac Job System version (+ English translation)! Enable the Widescreen option in the game's config menu! Install: Download the latest Pcsx2 nightly build! (Important!) Extract the folder to the pcsx2 texture folder (...\Pcsx2\textures\SLPM-66750\replacements). SSD recommended!! Config > Graphics Settings > Advanced tab: Dump Textures: OFF | Load Texture: ON | Async Texture Loading: ON Have fun! Download: https://www.mediafire.com/file/5hh0jfmqqd2ww8x/SLPM-66750_FF12_zodiac_v1.0.7z/file ----- Credits: Panda Venom If you want to support me, please buy me a coffe! https://ko-fi.com/pandavenom Programs used: ChaiNNer, Gimp, XnConvert, NVcompress Models: 4xHDCube4, PixelPerfect, AnimeLite, Lollypop and many more BEFORE AFTER BEFORE AFTER MORE IMAGES
  12. Warning This tutorial is only for advanced users and has aserious risk of bricking the console. Make sure you read it completely before executing any step and that you understand every step and its implications. With de_Fuse everything should be unbrickableif you know how. You should at leasthave a backup of the SLC, as we can’t rebuild it easily. (a backup can be done in minute_minute, so there is no excuse). We had two cases where the SLC corrupted for an unknown reason, so a backup is essential. What is this for?This tutorial goes into rebuilding the MLC from scratch on a clean media. This can become useful, if the MLC (eMMC) chip died or corrupted the filesystem the SCFM (SLC cache for MLC) became inconsistent you want to upgrade the capacity of the internal storage. you want to set up a redNAND without SCFM If you have a bad eMMC chip, but the recovery still works (which is most likely), then there are also ways to fix it without a complete reformat. If the LED isblinking blue, you have a SLC problem and not a MLC problem, so this tutorial won't help with that. It will format your MLC, so all data on the internal Wii U memory will be lost. Update 13.03.2024- The wafel_setup_mlc.ipx now uses a built in IOSU function to create system folders, that should make sure the permissions are right, which caused problems with game updates in the past. It will also recreate the update folder (so system updates won't be blocked by that) Prerequisites Have either ISFShax installed: https://gbatemp.net/threads/how-to-set-up-isfshax.642258/#post-10280366 OR de_Fuse 0.7.1 (or later): https://github.com/shinyquagsire23/wii_u_modchip/releases Defuse requires some soldering, so ISFShax is probably right for you (if you can still launch the installer). A 5.5.x firmware is expected and the only configuration tested. It might work on older firmwares or might be adoptable to those, but it will require special care. Backing up save games Do a backup of what you want to preserve, like savegames and Miis. For Backing up Save games, it is recommended to use SaveMii. That requires that you have Tiramisu or Aroma running. You can also move your savgames (or whole games) to USB, which should still be readable. When recreating the users after the rebuild, you just have to be carefull to create the users in the right order, to make the ID’s match.A backupby other means (Like savemii)is still recommended. If you are using this tutorial to fix a failing eMMC you might not be able to use the other Backup options. In that case use the Dump MLC option in the Recovery. You can extract your data from there using wfs-extract. Storage OptionsThe Wii U has two ways of connecting internal memory, each with its own drawbacks: SDIO – On retail consoles the internal memory is a eMMC chip connected through an internal SDIO bus to the Latte chip. This SDIO bus can also use SD cards (hence the name SD IO). Access to media connected on the SDIO is cached through a file on the SLC, presumably to reduce writes on the MLC. This cache is called SCFM and it is the reason why you always need to backup / restore SLC and MLC together and doesn’t allow easy swapping of multiple SDs. IOSU also only supports 3 sizes of media on this bus: <=8GB, 32GB and 64GB. The size will be limited to the biggest it fits, the rest is unusable. This bus is limited to 26MB/s (4bit@52Mhz). For replacing the eMMC with an micro SD you can use MLC2SD or a similar Interposer. Soldering and micro SD adapter using wires, works too. It is recommended to use a 64GB Sandisk Max Endurance card (But similar card should also be fine), since the Wii U is known for writing much. SATA – The Disc drive is connected through SATA, the connectors are different but the electrical signals are still the same. Some Kiosk consoles used this Interface to connect to a HDD. The type of the SATA device can be configured in the SEEPROM, so we can configure our retail consoles to also use a SATA HDD / SSD. NOTE: @QuarkTheAwesome is building an SATA adapter for that purpose, available soon™. The advantage of using this interface is, that the size isn’t limited (well WFS is limited to 2TB) and it doesn’t use SCFM, which makes some things easier and improves performance in some circumstances. The obvious disadvantage is that you can’t use your disc drive anymore. Without the Disc Drive vWii System Menu doesn't work. vWii Injectes / Wii VC from the eShop can still be used, but only when installed to USB. Also you still might need to disable the MLC on the SDIO bus, or else the wii u might still use the SDIO one if the SATA device takes too long to init. redNAND – redirects the read / writes to one or more of the internal storage devices to paritions on the SD card. You can create an arbitrary size MLC partition on the SD card and set it up using this tutorial. SCFM can be easily disabled for the redNAND. The 64GB limit does not exist for redNAND if the SCFM is disabled. For redNAND we have a dedicated Tutorial here: https://gbatemp.net/threads/fixing-...-soldering-using-rednand-with-isfshax.642268/ Does that mean we can’t get more than 64GB on the SDIO bus? No, BUT it requires ISFShax / defuse to boot the console every time.@GaryOderNichtscreated a patch to remove the limits and always use the maximum size of the SDIO media and it also disables SCFM, because SCFM doesn’t work with more than 64GB and disabling SCFM improves performance and reduces wear on the SLC, at the cost of increasing wear of the MLC media. I packaged this patch in wafel_unlimit_mlc. Rebuilding the MLCNow that you decided what media you want to use as MLC, we can start with the actual process: Download all the mlc system titles for your region from NUS. This can be done conveniently with MLCRestorerDownloader by @Xpl0itU. Copy the otp.bin from the SD to the folder with the MLCRestorer Downloader so it can get the common key from there. You will get the output/MLC/{region} directory, which then contains a directory for each title. In total there should be 52 titles totaling ~1.1GiB. If your console has an old firmware it might also be necessary to get the latest SLC titles. On the root of your SD card (the one that will go in the front slot, not the MLC replacement) create a folder wafel_install. Then copy all 52 titles to the wafel_install folder, so it now contains the 52 subfolders, one for each title. If you want to reinstall / update SLC titles, you would also put them there. [not needed if you just reinstall to the existing eMMC] Attach your MLC media of choice. (If you are using SATA got to Backup and Restore, then at Set SATA Device in SEEPROM select GEN2-HDD (Kiosk CAT-I with HDD)). For installing MLC2SD look here: https://gbatemp.net/threads/using-n...emmc-fix-160-0103-system-memory-error.636361/ at the Soldering section. If you install to eMMC / MLC2SD, got to Backup and Restore and select Erase MLC and Delete scfm.img. If the Erase MLC fails, you can ignore that if it wasn't formatted as MLC before (from a failed install or so). Put the wafel_setup_mlc.ipx on the SD card in /wiiu/ios_plugins. If you want more than 64GB on SDIO you also need to put the wafel_unlimit_mlc.ipx there. If you install with wafel_unlimit_mlc.ipx, it will be permanently required and therefore also permanently requires ISFShax or defuse. [Optional, only when using defuse] Open the serial monitor on the PC (Putty / minicom) for defuse to see the setup progress. There will be no display output in the Wii U itself. I attached the whole serial log of a successfull install as a reference. Select Patch (sd) and boot IOS (slc) in minute to start the setup of your fresh MLC.During the setup you won't see anything on the screen. You have to go by the power led. The power LED will flash blue, while it is installing the titles. if something goes wrong the LED will turn orange, but it will continue as long as it is blinking. The LED will become static once it finished. You can now power off the console. If the led is blinking red, something fatal happend. Ask for help. During the setup a short log gets written to the SD: wafel_setup_mlc.log. In the end it will enable the initial setup on the next boot. Check that the wafel_setup_mlc.ipx deleted itself from /wiiu/ios_plugins folder on the SD. Boot the console. Patch (sd) and boot IOS (slc) If everything worked, the initial setup should launch. (Optional) delete the wafel_install folder to free up space ISFShax only: Finalizing If you are using thewafel_unlimit_mlc.ipxyou need to keep ISFShax installed. If you haven't done already complete the "Booting without SD" step form the ISFShax tutorial but also add thewafel_unlimit_mlc.ipxrenamed to9unlimit.ipxto the/storage_slc/sys/hax/ios_pluginsdirectory. If you are not using thewafel_unlimit_mlc.ipxyou can either uninstall ISFShax or keep it as a brick protection. If you keep it complete the "Booting without SD" step form the ISFShax tutorial. The Wii U should now boot automatically if you don't have an SD in. You probably also want to enable the autobooting now. See Also https://gbatemp.net/threads/wii-u-internal-storage-upgrades-are-possible.635629/ Pictures512 GB SD card: @QuarkTheAwesome120 GB SSD: serial-log.txt
  13. Warning This tutorial is only for advanced users and has aserious risk of bricking the console. Make sure you read it completely before executing any step and that you understand every step and its implications. With de_Fuse everything should be unbrickableif you know how. You should at leasthave a backup of the SLC, as we can’t rebuild it easily. (a backup can be done in minute_minute, so there is no excuse). We had two cases where the SLC corrupted for an unknown reason, so a backup is essential. What is this for?This tutorial goes into rebuilding the MLC from scratch on a clean media. This can become useful, if the MLC (eMMC) chip died or corrupted the filesystem the SCFM (SLC cache for MLC) became inconsistent you want to upgrade the capacity of the internal storage. you want to set up a redNAND without SCFM If you have a bad eMMC chip, but the recovery still works (which is most likely), then there are also ways to fix it without a complete reformat. If the LED isblinking blue, you have a SLC problem and not a MLC problem, so this tutorial won't help with that. It will format your MLC, so all data on the internal Wii U memory will be lost. Update 13.03.2024- The wafel_setup_mlc.ipx now uses a built in IOSU function to create system folders, that should make sure the permissions are right, which caused problems with game updates in the past. It will also recreate the update folder (so system updates won't be blocked by that) Prerequisites Have either ISFShax installed: https://gbatemp.net/threads/how-to-set-up-isfshax.642258/#post-10280366 OR de_Fuse 0.7.1 (or later): https://github.com/shinyquagsire23/wii_u_modchip/releases Defuse requires some soldering, so ISFShax is probably right for you (if you can still launch the installer). A 5.5.x firmware is expected and the only configuration tested. It might work on older firmwares or might be adoptable to those, but it will require special care. Backing up save games Do a backup of what you want to preserve, like savegames and Miis. For Backing up Save games, it is recommended to use SaveMii. That requires that you have Tiramisu or Aroma running. You can also move your savgames (or whole games) to USB, which should still be readable. When recreating the users after the rebuild, you just have to be carefull to create the users in the right order, to make the ID’s match.A backupby other means (Like savemii)is still recommended. If you are using this tutorial to fix a failing eMMC you might not be able to use the other Backup options. In that case use the Dump MLC option in the Recovery. You can extract your data from there using wfs-extract. Storage OptionsThe Wii U has two ways of connecting internal memory, each with its own drawbacks: SDIO – On retail consoles the internal memory is a eMMC chip connected through an internal SDIO bus to the Latte chip. This SDIO bus can also use SD cards (hence the name SD IO). Access to media connected on the SDIO is cached through a file on the SLC, presumably to reduce writes on the MLC. This cache is called SCFM and it is the reason why you always need to backup / restore SLC and MLC together and doesn’t allow easy swapping of multiple SDs. IOSU also only supports 3 sizes of media on this bus: <=8GB, 32GB and 64GB. The size will be limited to the biggest it fits, the rest is unusable. This bus is limited to 26MB/s (4bit@52Mhz). For replacing the eMMC with an micro SD you can use MLC2SD or a similar Interposer. Soldering and micro SD adapter using wires, works too. It is recommended to use a 64GB Sandisk Max Endurance card (But similar card should also be fine), since the Wii U is known for writing much. SATA – The Disc drive is connected through SATA, the connectors are different but the electrical signals are still the same. Some Kiosk consoles used this Interface to connect to a HDD. The type of the SATA device can be configured in the SEEPROM, so we can configure our retail consoles to also use a SATA HDD / SSD. NOTE: @QuarkTheAwesome is building an SATA adapter for that purpose, available soon™. The advantage of using this interface is, that the size isn’t limited (well WFS is limited to 2TB) and it doesn’t use SCFM, which makes some things easier and improves performance in some circumstances. The obvious disadvantage is that you can’t use your disc drive anymore. Without the Disc Drive vWii System Menu doesn't work. vWii Injectes / Wii VC from the eShop can still be used, but only when installed to USB. Also you still might need to disable the MLC on the SDIO bus, or else the wii u might still use the SDIO one if the SATA device takes too long to init. redNAND – redirects the read / writes to one or more of the internal storage devices to paritions on the SD card. You can create an arbitrary size MLC partition on the SD card and set it up using this tutorial. SCFM can be easily disabled for the redNAND. The 64GB limit does not exist for redNAND if the SCFM is disabled. For redNAND we have a dedicated Tutorial here: https://gbatemp.net/threads/fixing-...-soldering-using-rednand-with-isfshax.642268/ Does that mean we can’t get more than 64GB on the SDIO bus? No, BUT it requires ISFShax / defuse to boot the console every time.@GaryOderNichtscreated a patch to remove the limits and always use the maximum size of the SDIO media and it also disables SCFM, because SCFM doesn’t work with more than 64GB and disabling SCFM improves performance and reduces wear on the SLC, at the cost of increasing wear of the MLC media. I packaged this patch in wafel_unlimit_mlc. Rebuilding the MLCNow that you decided what media you want to use as MLC, we can start with the actual process: Download all the mlc system titles for your region from NUS. This can be done conveniently with MLCRestorerDownloader by @Xpl0itU. Copy the otp.bin from the SD to the folder with the MLCRestorer Downloader so it can get the common key from there. You will get the output/MLC/{region} directory, which then contains a directory for each title. In total there should be 52 titles totaling ~1.1GiB. If your console has an old firmware it might also be necessary to get the latest SLC titles. On the root of your SD card (the one that will go in the front slot, not the MLC replacement) create a folder wafel_install. Then copy all 52 titles to the wafel_install folder, so it now contains the 52 subfolders, one for each title. If you want to reinstall / update SLC titles, you would also put them there. [not needed if you just reinstall to the existing eMMC] Attach your MLC media of choice. (If you are using SATA got to Backup and Restore, then at Set SATA Device in SEEPROM select GEN2-HDD (Kiosk CAT-I with HDD)). For installing MLC2SD look here: https://gbatemp.net/threads/using-n...emmc-fix-160-0103-system-memory-error.636361/ at the Soldering section. If you install to eMMC / MLC2SD, got to Backup and Restore and select Erase MLC and Delete scfm.img. If the Erase MLC fails, you can ignore that if it wasn't formatted as MLC before (from a failed install or so). Put the wafel_setup_mlc.ipx on the SD card in /wiiu/ios_plugins. If you want more than 64GB on SDIO you also need to put the wafel_unlimit_mlc.ipx there. If you install with wafel_unlimit_mlc.ipx, it will be permanently required and therefore also permanently requires ISFShax or defuse. [Optional, only when using defuse] Open the serial monitor on the PC (Putty / minicom) for defuse to see the setup progress. There will be no display output in the Wii U itself. I attached the whole serial log of a successfull install as a reference. Select Patch (sd) and boot IOS (slc) in minute to start the setup of your fresh MLC.During the setup you won't see anything on the screen. You have to go by the power led. The power LED will flash blue, while it is installing the titles. if something goes wrong the LED will turn orange, but it will continue as long as it is blinking. The LED will become static once it finished. You can now power off the console. If the led is blinking red, something fatal happend. Ask for help. During the setup a short log gets written to the SD: wafel_setup_mlc.log. In the end it will enable the initial setup on the next boot. Check that the wafel_setup_mlc.ipx deleted itself from /wiiu/ios_plugins folder on the SD. Boot the console. Patch (sd) and boot IOS (slc) If everything worked, the initial setup should launch. (Optional) delete the wafel_install folder to free up space ISFShax only: Finalizing If you are using thewafel_unlimit_mlc.ipxyou need to keep ISFShax installed. If you haven't done already complete the "Booting without SD" step form the ISFShax tutorial but also add thewafel_unlimit_mlc.ipxrenamed to9unlimit.ipxto the/storage_slc/sys/hax/ios_pluginsdirectory. If you are not using thewafel_unlimit_mlc.ipxyou can either uninstall ISFShax or keep it as a brick protection. If you keep it complete the "Booting without SD" step form the ISFShax tutorial. The Wii U should now boot automatically if you don't have an SD in. You probably also want to enable the autobooting now. See Also https://gbatemp.net/threads/wii-u-internal-storage-upgrades-are-possible.635629/ Pictures512 GB SD card: @QuarkTheAwesome120 GB SSD: serial-log.txt View full article
  14. Decompilation projects not only open the doors for older and beloved video games to be ported natively to PC, but they also open the doors for those same decompiled games to be ported to other consoles, with developers tackling the special hardware of the specific target console and finding workarounds to bring the decompiled game's coding quirks to the new console's hardware. Such was the case for the debut and most iconic Nintendo 64 video game, Super Mario 64, and thanks to the initial and completed decompilation from years ago, developer jnmartin84 was able to finish a native port of the game to the SEGA Dreamcast, and while Super Mario 64 did have a Dreamcast port before, the port was incomplete, with it having certain audio and visual glitches, as well as missing VMU support. Now, with the latest work by jnmartin84, the Dreamcast port of Super Mario 64 is now feature-complete, with full audio and running at full speed at the Dreamcast's 480p resolution: Those interested in trying this out, can visitjnmartin84's repository for the projectand compile the game manually to play in their own Dreamcast, or through a Dreamcast emulator. As with other decompilation or port projects, the user is required to bring their own Super Mario 64 ROM in order to dump the copyrighted assets from the ROM itself, as the repository doesn't contain any copyrighted assets. The repository contains the full instructions to be able to compile the game for Dreamcast play. "Super Mario 64" Dreamcast port GitHub repository
  15. Decompilation projects not only open the doors for older and beloved video games to be ported natively to PC, but they also open the doors for those same decompiled games to be ported to other consoles, with developers tackling the special hardware of the specific target console and finding workarounds to bring the decompiled game's coding quirks to the new console's hardware. Such was the case for the debut and most iconic Nintendo 64 video game, Super Mario 64, and thanks to the initial and completed decompilation from years ago, developer jnmartin84 was able to finish a native port of the game to the SEGA Dreamcast, and while Super Mario 64 did have a Dreamcast port before, the port was incomplete, with it having certain audio and visual glitches, as well as missing VMU support. Now, with the latest work by jnmartin84, the Dreamcast port of Super Mario 64 is now feature-complete, with full audio and running at full speed at the Dreamcast's 480p resolution: Those interested in trying this out, can visitjnmartin84's repository for the projectand compile the game manually to play in their own Dreamcast, or through a Dreamcast emulator. As with other decompilation or port projects, the user is required to bring their own Super Mario 64 ROM in order to dump the copyrighted assets from the ROM itself, as the repository doesn't contain any copyrighted assets. The repository contains the full instructions to be able to compile the game for Dreamcast play. "Super Mario 64" Dreamcast port GitHub repository View full article

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