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Nintendo Wii U
[RELEASE] Phacox's Injector (NES/SNES/N64/GBA/NDS for Wii U)
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<blockquote data-quote="phacox_cll" data-source="post: 8930141" data-attributes="member: 483619"><p>I know that Wii U, 3DS, NES/SNES Classic and Switch use the same formats for NES/SNES ROMs, which consists of a metadata wrapper (header and footer) and the original ROM itself (although the metadata differs slightly between ROMs of NES (fcrom?) and SNES ROMs (sfrom)), I don't know if the emulator is the same, but I doubt it since the architectures are different (Wii U is PowerPC while 3DS, NES/SNES Classic and Switch are ARM), however I'm going to investigate it.</p><p></p><p>I read the whole thread of "the_randomizer" before publishing my injector looking just how to remove the filters from the NES virtual console and used the research they did on that thread as a starting point to do my own research... without results.</p><p></p><p>The structure of each Wii U virtual console is very different. On the one hand, there is NES/SNES, where the ROM and the display configuration are inside the executable file. Then for N64 the executable file is independent of the folder structure where the ROM is associated with a ".ini" configuration file and where the display configuration is in the "FrameLayout.arc" file (where the dark filter is a layer over the game layer). Then for GBA the ROM (and the display configuration) are encapsulated in an encrypted data structure composed of two files ("alldata.psb.m" and "alldata.bin") and respective independent executable. And on the other hand for NDS the executable is also independent from the ROM that is compressed in a simple ".zip" file and the display configuration is in the "configuration_cafe.json" file (where the dark filter is actually a parameter 80% brightness). This is a consequence of the fact that each emulator was developed by a different team (it seems to me that NES/SNES for NCL, N64 for NST, GBA for M2 and NDS for NERD).</p><p></p><p>I have yet to finish a program that allows you to edit the files "configuration_cafe.json" (I intended to integrate it into my program "DSInject" as was "VCN64Config" for "64Inject"), and I also have pending to publish in my github a program that allows reading the header of ELF files, decompress and recompress RPX files, and read the metadata of the NES/SNES RPX files. With this last one I made the file "<a href="https://gbatemp.net/attachments/phacoxsinjector_vc_lists-zip.190362/" target="_blank">NES_SNES_VC_Characteristics</a>" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="phacox_cll, post: 8930141, member: 483619"] I know that Wii U, 3DS, NES/SNES Classic and Switch use the same formats for NES/SNES ROMs, which consists of a metadata wrapper (header and footer) and the original ROM itself (although the metadata differs slightly between ROMs of NES (fcrom?) and SNES ROMs (sfrom)), I don't know if the emulator is the same, but I doubt it since the architectures are different (Wii U is PowerPC while 3DS, NES/SNES Classic and Switch are ARM), however I'm going to investigate it. I read the whole thread of "the_randomizer" before publishing my injector looking just how to remove the filters from the NES virtual console and used the research they did on that thread as a starting point to do my own research... without results. The structure of each Wii U virtual console is very different. On the one hand, there is NES/SNES, where the ROM and the display configuration are inside the executable file. Then for N64 the executable file is independent of the folder structure where the ROM is associated with a ".ini" configuration file and where the display configuration is in the "FrameLayout.arc" file (where the dark filter is a layer over the game layer). Then for GBA the ROM (and the display configuration) are encapsulated in an encrypted data structure composed of two files ("alldata.psb.m" and "alldata.bin") and respective independent executable. And on the other hand for NDS the executable is also independent from the ROM that is compressed in a simple ".zip" file and the display configuration is in the "configuration_cafe.json" file (where the dark filter is actually a parameter 80% brightness). This is a consequence of the fact that each emulator was developed by a different team (it seems to me that NES/SNES for NCL, N64 for NST, GBA for M2 and NDS for NERD). I have yet to finish a program that allows you to edit the files "configuration_cafe.json" (I intended to integrate it into my program "DSInject" as was "VCN64Config" for "64Inject"), and I also have pending to publish in my github a program that allows reading the header of ELF files, decompress and recompress RPX files, and read the metadata of the NES/SNES RPX files. With this last one I made the file "[URL='https://gbatemp.net/attachments/phacoxsinjector_vc_lists-zip.190362/']NES_SNES_VC_Characteristics[/URL]" ;) [/QUOTE]
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[RELEASE] Phacox's Injector (NES/SNES/N64/GBA/NDS for Wii U)
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