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- #MARIO KART WII DOWNLOAD FOR USB LOADER HOW TO#
- #MARIO KART WII DOWNLOAD FOR USB LOADER MOD#
- #MARIO KART WII DOWNLOAD FOR USB LOADER PATCH#
I've left the old code conversion modules I made in the post below, if you happen to be interested for whatever reason. I can't really say I can take credit for it though, IPG basically make the code for me, and while I managed to figure out a good bit of it on my own before that I wouldn't have gotten anywhere without her, so big shout outs to InvoxiPlayGames! Its ended up being really simple (much simplier than coverting codes into modules lol), and it works for any game too. Thankfully InvoxiPlayGames dropped me some great info in this thread, and helped me out in Discord DMs, and I was able to make a complete Gecko codehandler module that loads GCTs right from the SD card. For what it was worth, it did its job fine enough, but it left ASM/C2 codetypes unusable, and still had a lot to be desired tho.
#MARIO KART WII DOWNLOAD FOR USB LOADER HOW TO#
Originally I had no clue how to pull off making a Gecko codehandler module, and in this guide's original form I had instead just figured out how to do basic RAM writes directly to convert basic 00/02/04 codes into stand alone modules. If I'm getting cheats to run with the LAN Mod, its going to be in BSlug module form. Nothing changed at all even though no vanilla dol was available! Well, I guess BrainSlug just wacks off extra hooks or something, and there ain't much to change about that.
#MARIO KART WII DOWNLOAD FOR USB LOADER PATCH#
Finally, I simply tried to patch the codes into the game's main.dol with wstrt, and again nothing. In the same vein as the last problem, I also tried to see if I could get BrainSlug to load GeckoOS or the other way around, and then load into the game, but I just couldn't find any way to do this. The first thing I tried was turning on Ocarina codes in USB Loader GX, and no dice. The biggest effort I had to put in was not having Gecko Codes of course. I can't believe I didn't think to do that before, but now I don't have to worry about spending tons to get 6 copies of Mario Kart Wii. dol according, and the USB loader will load BrainSlug, and then BrainSlug will load its modules and then the game. Well, it just so happens I lucked, out: You can go into your game settings and simply enable alternate dol and place the BSlug. I've got to use the BrainSlug boot.dol no way around it. I already knew it couldn't be ISO patched at all, and while its not impossible for BrainSlug module support to be added into a USB loader directly, no one has done it. I set to work first to figure out how to get it to USB load. Well, I managed to find solutions to both how to USB load it, and how to run Gecko codes alongside the LAN mod, making it much easier to set up a LAN party without nearly as much fuss.
![mario kart wii download for usb loader mario kart wii download for usb loader](https://i.ytimg.com/vi/hb4DztCMvAs/maxresdefault.jpg)
#MARIO KART WII DOWNLOAD FOR USB LOADER MOD#
The reasons I hadn't used it then were pretty simple: I couldn't USB Load with it (big deal breaker, this game is like $40 a pop!), I couldn't run any Gecko codes with it (I need my 150cc), and it doesn't work in Dolphin (which is through no fault of the mod as far as I know, its an issue with Dolphin, sadly). So, I wanted to find a better solution that wasn't "Fuck it, I'mma just use Wiimmfi", so I turned my attention back to the MKW LAN mod made by Chadderz and MrBean35000vr.
![mario kart wii download for usb loader mario kart wii download for usb loader](https://i.ytimg.com/vi/Jjx9GMxsnK4/maxresdefault.jpg)
So, I had a MKW LAN party late last year using DWC emulator, and while it went great, I don't think I'll ever bother to set up (or maintain/keep around) DWC emulator again, since its honestly kind of a pain in the ass, and it doesn't seem to have been maintained in a few years now, so it'll only continue to be more and more of a pain in the ass as time goes on.