The only problem is that it doesn't show up in the My Music display menu, but it takes effect.
I was able to add a 2nd song to the Results Display Screen table, so I currently have it swapping between the default song, and the new SSB Credits remix with equal probability. My Music tables are editable, and there are slots for menus as well. The only huge difference is that Snake's sound ID (S) is now Megaman's. The song IDs are mostly retained from Brawl, so they've been adding onto it. I'm working on a script in Python to inject these NUS3Banks, but I would be more than happy to give specs to someone that wants to work on a GUI for this. The music archives contain only 1 IDSP file, but the SFX, Announcer, Palutena's Guidance, and Starfox conversations have multiple IDSP streams contained in one archive. These IDSP files are all stored in NUS3Bank archives. The music and SFX format for Smash U/3DS is Namco's IDSP variant of Nintendo's DSP ADPCM codec. I will write a BRSTM to Smash NUS3Bank converter for ()less porting of songs, since that's exactly what I implemented into BCM. The music was the easy part, and the format has been downloadable on Brawl Custom Music for most of this year (same format in both 3DS and Wii U music). I am also appending the patchlist file with any custom files I'm inserting.
SDCAFIINE 5.5.2 LOADIINE PATCH
I am editing the resource(us_en) file in a Smash update's patch folder to have the correct file sizes, and also flags to load files outside of those "packed" archives. Q2: How are you getting around Smash's dt00 and dt01 archives?Ī2: I'm using the game's patch engine to do this. I can test hacks for you in the meantime. I'm on the testing team for the exploits, and I'm not allowed to hand it off to others right now. You also need a kernel exploit for your Wii U, which is currently closed source and private. The entire game compressed is under 12 GB, so a 16 GB SD card will be useful in the future. I'm looking into adding SD card loading support, since Smash seems to be the only game that actually mounts it (for pictures), and because loading through the network takes ages depending on what you're loading. I WILL take this down if sonicbrawler wants it to be trashed or does not want it up on the site.Q1: How are you able to load custom files?Ī1: There is a program called Cafiine written by Chadderz that can load custom files through a network connection. Goto internet browser and repeat the Homebrew Launcher process, but instead load SDCaffiine.īoot up Mario Kart 8 after loading SDCaffiine. If you see no screen, proceed to the next step.
If a screen pops up, set redNAND to off if it is not already off and continue. Tap submit and load up the mocha app by tapping on it and hitting load. Now you should see a box saying Homebrew Launcher 1.2 and a Submit button next to it. Type in loadiine.ovh with no spaces or spelling mistakes. Now put your SDCard in your Wii U, restart the console and open the browser.
SDCAFIINE 5.5.2 LOADIINE INSTALL
Open it and create a folder named vol, then inside of vol make a folder named content, (should be sdcafiine/gameIDnumber/vol/content) and install mods from here by placing them in the spot they should be according to said README of the mod (for example, skins for drivers should go in vol > content > driver >) Inside of sdcafiine you will need to create a folder that is named depending on region:Ĭopy your specified region titleID number and name the folder inside sdcafiine it. Now make a folder on your sdcard (not inside the wiiu folder, on the root.) Name it sdcafiine, with no spaces or commas. That's why I bring you this tutorial, which will include mocha in the important files pack.Ĭopy the wiiu folder to the root of your sdcard. *This is a text adaption of a video tutorial by SonicBrawler which you can find here*Mario Kart 8 can't be loaded with SDCafiine normally without the use of mocha.