Wii Wads Ntsc

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Console Hacking‎ ‎Wii Hacking‎ ‎Wii WADs‎ ‎ WiiWare To install these wads, you'll need the Wad Manager Homebrew App or channel and a custom IOS (cIOS). To install these wads, you'll need the Wad Manager Homebrew App or channel and a custom IOS (cIOS) Bold: Injected wad THIS PAGE IS FOR NTSC AND REGIONFREE/INJECTED WADS. Put the SD card in the sd card slot on the wii, then open up your preffered method of launching homebrew. Launch the wad manager, then press a untill it tells you to choose your wad file. Press plus to install, and minus to uninstall. Uninstalling is good if you get a banner brick. It is how to make your wii normal again so dont delete the wad file untill you are sure it works fine.

The major advantage NTSC has over the PAL Wii is the huge number of games. If you are able to find a way to disregard the region information, you can play both JP and US games on your NTSC Wii without any trouble. In this instructable, you will learn how to install a wad file onto your Nintendo Wii. A wad file is usually a file that, once installed, will become a channel, but can also be a patch or something else of the sort like the cios wad file. It is helpfull to know how to install wad files in case some of the channels you bought got deleted. It is very easy to play any region Wii games with Gecko. I use it to play Japanese games on my NTSC U/C Wii. If you need more information, watch this video. The only thing I would tell your cousin is to be careful installing WADs. I hear that out of region WADs can brick a Wii. Most of the Wii-ware / virtual console WADs I have found are NTSC U/C.


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This article is about Wii software packaging. For the data files used by Doom, see WiiDoom.
  • 1General info
  • 3WAD format

General info

The WAD file-format is a package that contains title information for the Wii, such as System Menus, IOS versions, and channels.

Piracy

Unfortunately, WAD files are often used to distribute pirated channels (both Virtual Console and WiiWare), due to the fact that they are also used by Nintendo and therefore easy to rip from the Wii and, for some WAD files, Nintendo's servers, and easy to create installers for. Wiibrew does not in any way endorse piracy, and as such these uses of WAD files should not be discussed.

If you wish to discuss legitimate WAD files, please ensure you make clear which file you are talking about and what you will use it for, to prevent people jumping to conclusions about your intentions.

System Menu

WAD files are often installed in the Wii System Menu to appear as channels, making launching easier. If a WiiBrew app isn't installed as a channel, it can usually only be launched from the Homebrew Channel itself. WAD file creation seems to be an intricate process and tools are difficult to locate, and most are based on the .NET framework. Associated with WAD file generation are forwarders, which when loaded simply load another arbitrary application. A common technique is to use a somewhat generalized WAD that can be easily customized to then forward to another WiiBrew application stored on the SD card.

Wii System Channel WAD files exist for WiiMC, ftpii, and numerous others.

Forwarders are somewhat easier to locate, a common one being the Narolez-NForwarder, for which source exists and is easily modifiable. One WAD generation system that still appears to be active is the CRAP system that appears to be .NET based. The Wadder system also seemed to be .NET based but it appears abandoned. Although these tools are often associated with piracy, there are clearly legitimate uses for them as well.

The WAD files themselves contain either still images or a collection of images to be animated, as well as sound data. In addition there is a .DOL file for the program to be run when launched.

WAD format

Installable WADs

Common format used for WAD files distributed in update partitions from Wii discs. Thanks to Segher for his source.

StartEndLengthDescription
0x000x030x04Header size. Always set to 0x20.
0x040x050x02WAD Type. 'ib' is used for boot2 WADs, 'Is' for everything else.
0x060x070x02WAD Version. Always set to zero.
0x080x0B0x04Certificate chain size.
0x0C0x0F0x04Reserved. Always set to zero.
0x100x130x04Ticket size.
0x140x170x04TMD size.
0x180x1B0x04Encrypted content data size.
0x1C0x1F0x04Footer size.
0x200x3F0x20Alignment to 0x40 bytes (padding).

Sections are stored in installable WAD files in the same order from their headers (certificate chain, ticket, TMD, content data). Each section is aligned to a 0x40-byte boundary.

The encrypted content data section is composed of content files, which are stored following the same order from the TMD content records. These are encrypted using the decrypted titlekey from the Ticket and the content index as the IV (first two bytes, followed by 14 zeroes). The SHA-1 checksum of the decrypted content must match the hash from its corresponding TMD content record. Each content is individually aligned to a 0x40-byte boundary.

The footer is an optional, unencrypted timestamp / buildstamp. It's usually the first decrypted 0x40 bytes from the first content file.

Ntsc-j

In a hex editor, the beginning of any installable WAD will be 00 00 00 20 49 73 00 00. This can be useful to extract an embedded installable WAD from an ELF binary.

Backup WADs

Format used by content.bin files to store content data from a channel copied or transferred to the SD card, which get saved to /private/wii/title/<low_tid_ascii>/content.bin.

Also used by downloadable content data stored in the SD card, which gets saved to /private/wii/data/<low_tid_ascii>/<index>.bin - in this context, <index> represents a specific content index value from a TMD content record, expressed as a 3-digit number in base 10 notation (e.g. 000.bin).

Savegames use the same exact header, albeit with different fields filled and with an entirely different structure for the rest of the file.

StartEndLengthDescription
0x000x030x04Header size. Always set to 0x70.
0x040x050x02WAD Type. Always set to 'Bk'.
0x060x070x02WAD Version. Always set to 0x01.
0x080x0B0x04Console ID.
0x0C0x0F0x04Savegame file count. Always set to zero (only used in savegames).
0x100x130x04Savegame file data size. Always set to zero (only used in savegames).
0x140x170x04TMD size.
0x180x1B0x04Encrypted content data size.
0x1C0x1F0x04Backup area size (total size from the start of this header to the end of the encrypted content data).
0x200x5F0x40Included contents bitfield.
0x600x670x08Title ID. Set to zero in backup WADs from content.bin files, set to parent title ID in DLCs (not the DLC title ID) and set to game title ID in savegames.
0x680x6D0x06MAC address. Always set to zero (only used in savegames).
0x6E0x6F0x02Reserved. Always set to zero.
0x700x7F0x10Alignment to 0x40 bytes (padding).

Sections are stored in backup WAD files in the same order from their headers (TMD, content data). Each section is aligned to a 0x40-byte boundary.

The included contents bitfield serves to determine which contents from the TMD are part of the backup WAD. Up to 512 different contents (bits) can be toggled, separated in groups of 8 contents (byte), where the LSB represents the first content from the group and the MSB represents the last content. Shared contents are usually not included. For example, the bitfield for a backup WAD that holds a TMD with 10 content records, where indexes 4 and 8 are both shared contents, would be EF 02 (11101111 00000010), followed by 62 zeroes.

The encrypted content data section is composed of content files, which are stored following the same order from the TMD content records. These are encrypted using the console-specific PRNG key and the content index as the IV (first two bytes, followed by 14 zeroes). The SHA-1 checksum of the decrypted content must match the hash from its corresponding TMD content record. Each content is individually aligned to a 0x40-byte boundary.

In a hex editor, the beginning of any backup WAD will be 00 00 00 70 42 6B 00 01. This can be useful to extract an embedded backup WAD from a bigger file (such as content.bin files).

Please note that, unlike content.bin files from channels, each <index>.bin file from transferred DLCs only holds a single encrypted content. This also means that a single bit from the entire included contents bitfield is enabled.

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