Homebrew SDCafiine

Maschell

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SDCafiine v1.4

What is SDCafiine

SDCafiine is a Homebrew Application for the Nintendo Wii U, that can be loaded with the homebrew launcher.
The main feature of this application is the on-the-fly replacing of files, which can be used used to loaded modified content from external media (**SD/USB**).
It hooks into the file system functions of the WiiU. Whenever a file is accessed, SDCafiine checks if a (modified) version of it present on the SD/US device, and redirect the file operations if needed.

Which games are supported

In the past SDCafiine only supported games which already had access to the SD Card (for example Super Smash Bros. for Wii U), but since version 1.4 all games are supported.
To achieve this, SDCafiine has a built-in a version of mocha, which is a Custom Firmware with libiosuhax] support. This allows support for any FAT32 device via libfat.

Features:

- On the fly file replacing of game files.
- Support for replacing files from downloadable content
- Built in libiosuhax support via mocha
- Supports loading files from SD and USB (FAT32)
- Support for multiple modpacks for as single game.

Installation of SDCafiine:

Like many other homebrew applications for the Wii U, it can't be installed.
The application is only installed temporarily, and has to loaded again after each reboot (or entering the system settings).
It is enough to copy the files on to the SDCard in a way it can be accessed by the homebrew launcher, or simply download it from the homebrew app store.

Example path of the elf on the SD:
Code:
SD:/wiiu/apps/sdcafiine/sdcafiine.elf

Starting SDCafiine:

When the files are on the SDCard, use your prefered method to get into the homebrew launcher and start SDCafiine. No starting of any CFW is required before you can use SDCafiine, it has a built in fork of mocha.
On success, the system menu should load. Now simply start any game and the mods should load.

Installation of the mods:

Before the mods can be loaded, they need to be copied to a SD or USB device. Since version 1.4 also USB devices (FAT32 only) are supported via libfat.
In the following "root:/" is corresponding to the root of your SD/USB device. The basic filepath structure is this:

Code:
root:/sdcafiine/[TITLEID]/[MODPACK]/content/  <-- for game files. Maps to /vol/content/
root:/sdcafiine/[TITLEID]/[MODPACK]/aoc/      <-- for downloadable content files. Maps to /vol/aocXXXXXXXX/
Replace the following:
  • "[TITLEID]" need to be replaced the TitleID of the games that should be modded. A list of can be found here (without the "-"). Example for SSBU has "0005000010145000". Make sure to use the ID of the fullgame and not the update title ID.
  • "[MODPACK]" name of the modpack. This folder name can be everything but "content" or "aoc".

Example path for the EUR version of SuperSmashBros for Wii U:
Code:
root:/sdcafiine/0005000010145000/SpecialChars/content/  <-- for game files. Maps to /vol/content/

For replacing the file /vol/content/movie/intro.mp4, put a modified file into:
Code:
root:/sdcafiine/0005000010145000/SpecialChars/content/movie/intro.mp4

Handling multiple mod packs:

SDCafiine supports multiple different mods for a single game on the same SDCard/USB. Each mod has an own subfolder.
Example:
Code:
sd:/sdcafiine/0005000010145000/ModPack1/content/
sd:/sdcafiine/0005000010145000/ModPack2/content/
usb:/sdcafiine/0005000010145000/ModPack3/content/
usb:/sdcafiine/0005000010145000/ModPack4/content/

When multiple folders are detected, you need to choose which one to use when starting the game. To swap to another mod, you need restart the game.

Building

Make sure you download the complete repo, including the submodules:

  • git submodule update --init --recursive

For building you need:

*note: when you change something in the mocha folder, you need to use make clean before building.*


Download

Binary: https://github.com/Maschell/SDCafiine/releases/tag/1.4
Source: https://github.com/Maschell/SDCafiine


Credits

HBL support, code rewrite and further improvements - Maschell
minor improvements - Zarklord
inital SDCafiine creation - golden45
Cafiine creation - chadderz (and MrBean35000vr ?)
mocha - dimok789
libfat - devkitPro team
 
Last edited by Maschell,

Maschell

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Huch, there was no thread for SD Cafiine so I decided to create one.

Last week @Zarklord figured out how to enable SD access for every game using a CFW, but SD Caffine didn't work for game like Mario Kart 8.
I decided to rewrite most parts, and now everything should work. At least Mario Kart 8 is working now without any issues.

note: the path on the sd card has changed!
 
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Don Jon

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so
does file size still matter? anyone know
or is it like riivo?
ive been gone for a while but this should work for loadiine games as well right?
 

Don Jon

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so this didnt work for me for custom music for mk8

1. run mocha fork thru homebrew channel. didnt mess with settings went straight to home screen.
2. run sdcafiine v1.1. went straight to homescreen, no indication it worked.

3. ran retail disc game nothing.

for mk8 i have

sd:/sdcafiine/000500001010EC00/content/audio/stream/(all the files)


--------------------- MERGED ---------------------------

holy crap it worked finally mk8 custom music
a stupid website gave me the wrong title id for mk8 and that is why it didnt work...
but now its all good
thanks man
the modding scene will just get better...
 
Last edited by Don Jon,

Don Jon

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1. can you program a confirmation that sd caffine worked when u load it thru homebrew
2. can the mocha fork you provided load sd cafiine altoghether

i dont use haxchi so tis a pain to enter web twice, well not really but you know what i mean
 

memoryman3

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WARNING. Do NOT use any other program when you are in an SD Cafiine enabled game! Like the internet browser! It will throw an Exception DSI!
 

Obnew

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Hello.

Everytime I try to launch SDCafiine from HBC, after launching Mocha previously, it freezes. I'm using CBHC on autoboot to System Menu first. The directories are all right.

EDIT: Nevermind, it works now after enabling "Use system.xml" in the Mocha settings.
 
Last edited by Obnew,

cucholix

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My 64gb SD will die with the big sized files :lol:
Already having space issues with Retroarch roms... Still want to mess around with XCX music.
 

Madridi

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Thanks for this @Maschell. I have a couple of questions:

- Using the mocha fork you made, do we lose anything by leaving dimok's original release? Or does this effectively replace it? (trying avoid having 2 mochas on hbl)

- Are there any other homebrew taking advantage of sd access?
 

Maschell

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At first: I didn't make the mocha fork, the patches are by @Zarklord so I don't take any credtis for it ;)
This version has the FAT32 support disabled, because I'm not really sure if it could cause any problems.
I'm pretty sure the changes will simply merged to the original release, once dimok comes online again.
But currently he is very busy, I only talked to him like twice this year..

I don't know of any other app that takes advantages of it, mainly because all apps have SD access in the HBL anywhere
 

Zarklord

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@Maschell @Zarklord, about this mocha fork, can we replace the standart mocha for it? Or there are difference between them aside from sd access?
yes... the only difference between this mocha fork and the "standard" fork is the sd access check patch...

also @Maschell the bootimage tga in the fork needs to get re-saved as a 16 bit no compression tga...
 

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