
#How to launch sdcaffiine 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. 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 text guide has been edited to fit splatoon) which you can find here*Splatoon can't be loaded with SDCafiine normally without the use of mocha. Fix and add pygecko auto-launching to Loadiine 4.*This is a text adaption of a video tutorial by SonicBrawler (about Mario Kart 8.
#How to launch sdcaffiine code
cover need to be 160x225 icone.tga placed in main game's folder (alongside the content, meta, and code folder) If you want to use KaraokeU you need to mount the game with Y to exit to the WiiU menu and then launch KaraokeU (or miimaker, or disc). A is still auto-booting the inserted disc (SSBU or Art atelier), and X is still auto-booting MiiMaker. Note: This new booting method are not using autoboot. Add supports to boot games with Art Atelier (disc) and KaraokeU (eshop) Version compatible with WiiU 5.0.0 and WiiU 5.1.0 Version compatible with WiiU 4.1 and WiiU 5.0.0 Game executable RPX+RPL combined size can't be bigger than SSBU RPL+RPX combined size (22MB).Works with SSBU (disc) or SSBU (eshop) only.game can then be launched manually from any compatible title (SSBU, Miimaker, etc.) Adds Y button to mount game without autobooting, and exit to system menu.sort of game list by name (case insensitive).No more RPX/RPL file size limit (65.7MB per file should be enough for all games).Adds supports to boot games with MiiMaker (app).Uses some default XML values if xml files are missing.Supports XML value parsing to fix lot of incompatible games (app.xml, cos.xml).To get the game's values needed for app.xml and cos.xml, you can use Loadiine XML Dumper. To dump the rpx and rpl files from the code folder, you can use Dumpiine. To dump the content folder, you can use TCPGecko or a modified version of Saviine. The savegames will be created automatically by Loadiine in sd:\wiiu\saves\ folder. SD:\wiiu\games\Yoshi's Woolly World\meta\ SD:\wiiu\games\Yoshi's Woolly World\content\ SD:\wiiu\games\Yoshi's Woolly World\code\ In the created game folder, copy the code, content and meta folders. The games are located on FAT32 SD card, in extracted file system format (not in. Home - Exit to miimaker with no game mounted. Launch Disc or Miimaker manually to boot the game. Y - Mount selected game and exit to WiiU System Menu (No auto-boot). X - Auto-boot selected game using MiiMaker mode. You need to set your computer's IP on the install screen.Ī - Auto-boot selected game using Disc mode. X - Install Loadiine with the log server enabled.
#How to launch sdcaffiine how to
If you want to host loadiine on your own local server, or to get more informations how to use Loadiine, you can refer to the release thread.Ī - Install Loadiine without the log server. Contains: Loadiine 4.0 (Dimok), Loadiine 4.1 (MLT), additional tools and some early homebrew games Contains: Loadiine v1.0 to v4.0, including many other modded versions and homebrew. The Kernel exploit and Loadiine can be found on public servers, for example: Launching the Kernel exploit for loadiine. Launching loadiine is done in two steps :

You need to use a browser exploit to launch it. Loadiine does not need an installation on SD card. Loadiine does NOT work yet on WiiU 5.4 or 5.5.x There are modded loadiine v3.0 and v4.0 which support 4.1, 5.0 and 5.1, see at the bottom of the page to get these versions. Loadiine v4.0 works on WiiU version 5.3.2.
