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View Full Version : Wii NTSC to PAL ISO Patcher released - BUT BE CAREFUL!


Zeus
02-25-2007, 07:48 PM
Hacking group SYNDiCATE has just released an awesome new tool which patches NTSC game images and allows them to be playable on Wii units. The patcher now offers the same functions as offer by the Wiikey but will support any modified Wii unit. The patcher reportedly works on 70 percent of game images and EVEN works with Japanese NTSC games. The tool modifies a section of the game image that contains region information, interestingly the talked about section is UNENCRYPTED! Download and discuss this release <A href="http://forums.maxconsole.net/showthread.php?t=51009" target="_blank">here</a>. *WARNING* - Several forum members have ALREADY reported that this release is in actual fact crippling their mods, so use it with EXTREME CAUTION. We will not be held responsible for any potential damage caused.

tommasi
02-25-2007, 07:57 PM
great news :D

Rockman_Joey
02-25-2007, 07:57 PM
Amazing!!!!!

Friks
02-25-2007, 07:59 PM
Hay Caramba !! Thanks !!

ASSPOP
02-25-2007, 08:02 PM
I would definitely not use this, as to some forum members have had there wii stop playing backups... :(

montana90
02-25-2007, 08:19 PM
Nice release for us stuck with PAL.

Apparently if ur wii wont boot backups after you just have to unplug the wii for a bit and then restart and everything will be lovely jubbly after but i cannot personally confirm this as i havent tryed it yet.

Would of thought syndicate will fix this in their gui release tho...or maybe wab will hav a go.

CZroe
02-25-2007, 08:25 PM
Another scary thought: If these things *can* zap your mod chip, Nintendo can too. "Stealth" doesn't mean much.

ModderFokker
02-25-2007, 08:32 PM
I have to confirm that after you cycle the power a couple of minutes everything is working again.

However after I again insert a NTSC game into the wii it wont read any backups anymore (after you played the game).

So if it means i have to cycle the power from my wii everytime i want to play a ntsc game.........:rolleyes:

J-JONY
02-25-2007, 08:42 PM
I found the source code i think


#include <windows.h>
#include <stdio.h>


struct PARCHE {
DWORD offset;
char valores[17];
int nbytes;
} parche[]= {
{ 0x04E003, "\x02",0x01}, // Parche 1
{ 0x04E010, "\x00\x80\x80\x06\x03\x03\x04\x03\x07\x00\x00\x00\x 00\x00\x00\x00", 0x10 }, // Parche 2
};


void main(char *argv[],int argc) {

FILE *fichero;

system("cls");
printf("\n\n\t\t --------------------------------\n");
printf("\t\t| SYNDICATE Region Patcher | \n");
printf("\t\t| dissasembly reconstructed code | \n");
printf("\t\t --------------------------------\n");

if ( (fichero = fopen("backup.iso","rb+") ) != NULL) {

for (int i=0;i<(sizeof(parche) / sizeof(struct PARCHE));i++) {
fseek(fichero,parche[i].offset,SEEK_SET);
fwrite(parche[i].valores,parche[i].nbytes, 1,fichero);
}

printf("\n\t\t Us game is now Pal !\n\n\n");
}

else printf("\n\t\t No backup.iso found !\n\n\n");

system("PAUSE");
}



Thx to Glicer

CZroe
02-25-2007, 09:26 PM
I found the source code i think


#include <windows.h>
#include <stdio.h>


struct PARCHE {
DWORD offset;
char valores[17];
int nbytes;
} parche[]= {
{ 0x04E003, "\x02",0x01}, // Parche 1
{ 0x04E010, "\x00\x80\x80\x06\x03\x03\x04\x03\x07\x00\x00\x00\x 00\x00\x00\x00", 0x10 }, // Parche 2
};


void main(char *argv[],int argc) {

FILE *fichero;

system("cls");
printf("\n\n\t\t --------------------------------\n");
printf("\t\t| SYNDICATE Region Patcher | \n");
printf("\t\t| dissasembly reconstructed code | \n");
printf("\t\t --------------------------------\n");

if ( (fichero = fopen("backup.iso","rb+") ) != NULL) {

for (int i=0;i<(sizeof(parche) / sizeof(struct PARCHE));i++) {
fseek(fichero,parche[i].offset,SEEK_SET);
fwrite(parche[i].valores,parche[i].nbytes, 1,fichero);
}

printf("\n\t\t Us game is now Pal !\n\n\n");
}

else printf("\n\t\t No backup.iso found !\n\n\n");

system("PAUSE");
}



Thx to Glicer
Wow! That's super-simple. I only know a little VB and Java, but I understood every line of that.

macleodchang
02-25-2007, 10:03 PM
Does it mean that we can convert "PAL to NTSC" in the same way,
but use NTSC code? :D


#include <windows.h>
#include <stdio.h>

#define REGION_AREA 0x04E003 // 00: NTSC JAP, 01: NTSC USA, 02: PAL

struct PARCHE {
DWORD offset;
char valores[17];
int nbytes;
} parche[]= {
//{ 0x04E003, "\x02",0x01}, // Parche 1
{ 0x04E010, "\x00\x80\x80\x06\x03\x03\x04\x03\x07\x00\x00\x00\x 00\x00\x00\x00", 0x10 }, // Parche 2
};


void main(char *argv[],int argc) {

FILE *fichero;
char regstr[5];

system("cls");
printf("\n\n\t\t --------------------------------\n");
printf("\t\t| SYNDICATE Region Patcher | \n");
printf("\t\t| dissasembly reconstructed code | \n");
printf("\t\t --------------------------------\n");

if ( (fichero = fopen("backup.iso","rb+") ) != NULL) {

fseek(fichero, REGION_AREA, SEEK_SET);
fread(regstr, 1, 1, fichero);
printf("\n0: NTSC JAP, 1: NTSC USA, 2: PAL\n\n");
printf("Current: %d\n", regstr[0]);
printf("Set to : ");
gets(regstr);
regstr[0] -= '0';
fseek(fichero, REGION_AREA, SEEK_SET);
fwrite(regstr, 1, 1, fichero);

printf("Patch the rest? [y/n] ");
gets(regstr);

if(regstr[0] == 'Y' || regstr[0] == 'y')
for (int i=0;i<(sizeof(parche) / sizeof(struct PARCHE));i++) {
fseek(fichero,parche[i].offset,SEEK_SET);
fwrite(parche[i].valores,parche[i].nbytes, 1,fichero);
}

fclose(fichero);
printf("\n\t\t Patch completed !\n\n\n");
}
else printf("\n\t\t No backup.iso found !\n\n\n");

system("PAUSE");
}


Remove attachment, it makes ppl think as another release.
It's sure NOT.

orangeman
02-26-2007, 12:13 AM
Does it mean that we can convert "PAL to NTSC" in the same way,
but use NTSC code? :D


#include <windows.h>
#include <stdio.h>

#define REGION_AREA 0x04E003 // 00: NTSC JAP, 01: NTSC USA, 02: PAL

struct PARCHE {
DWORD offset;
char valores[17];
int nbytes;
} parche[]= {
//{ 0x04E003, "\x02",0x01}, // Parche 1
{ 0x04E010, "\x00\x80\x80\x06\x03\x03\x04\x03\x07\x00\x00\x00\x 00\x00\x00\x00", 0x10 }, // Parche 2
};


void main(char *argv[],int argc) {

FILE *fichero;
char regstr[5];

system("cls");
printf("\n\n\t\t --------------------------------\n");
printf("\t\t| SYNDICATE Region Patcher | \n");
printf("\t\t| dissasembly reconstructed code | \n");
printf("\t\t --------------------------------\n");

if ( (fichero = fopen("backup.iso","rb+") ) != NULL) {

fseek(fichero, REGION_AREA, SEEK_SET);
fread(regstr, 1, 1, fichero);
printf("\n0: NTSC JAP, 1: NTSC USA, 2: PAL\n\n");
printf("Current: %d\n", regstr[0]);
printf("Set to : ");
gets(regstr);
regstr[0] -= '0';
fseek(fichero, REGION_AREA, SEEK_SET);
fwrite(regstr, 1, 1, fichero);

printf("Patch the rest? [y/n] ");
gets(regstr);

if(regstr[0] == 'Y' || regstr[0] == 'y')
for (int i=0;i<(sizeof(parche) / sizeof(struct PARCHE));i++) {
fseek(fichero,parche[i].offset,SEEK_SET);
fwrite(parche[i].valores,parche[i].nbytes, 1,fichero);
}

fclose(fichero);
printf("\n\t\t Patch completed !\n\n\n");
}
else printf("\n\t\t No backup.iso found !\n\n\n");

system("PAUSE");
}


Run this app to patch NTSC games to run on PAL, and now NTSC-J
on NTSC (note we have not tested this, but people requested). You
could patch PAL games to NTSC as well, but since they dont boot
at all don't bother even trying.

Heres the GUI version as promised.

Have fun and dont support rip-off chips!

Stevemaster
02-26-2007, 12:15 AM
Does it mean that we can convert "PAL to NTSC" in the same way,
but use NTSC code? :D


#include <windows.h>
#include <stdio.h>

#define REGION_AREA 0x04E003 // 00: NTSC JAP, 01: NTSC USA, 02: PAL

struct PARCHE {
DWORD offset;
char valores[17];
int nbytes;
} parche[]= {
//{ 0x04E003, "\x02",0x01}, // Parche 1
{ 0x04E010, "\x00\x80\x80\x06\x03\x03\x04\x03\x07\x00\x00\x00\x 00\x00\x00\x00", 0x10 }, // Parche 2
};


void main(char *argv[],int argc) {

FILE *fichero;
char regstr[5];

system("cls");
printf("\n\n\t\t --------------------------------\n");
printf("\t\t| SYNDICATE Region Patcher | \n");
printf("\t\t| dissasembly reconstructed code | \n");
printf("\t\t --------------------------------\n");

if ( (fichero = fopen("backup.iso","rb+") ) != NULL) {

fseek(fichero, REGION_AREA, SEEK_SET);
fread(regstr, 1, 1, fichero);
printf("\n0: NTSC JAP, 1: NTSC USA, 2: PAL\n\n");
printf("Current: %d\n", regstr[0]);
printf("Set to : ");
gets(regstr);
regstr[0] -= '0';
fseek(fichero, REGION_AREA, SEEK_SET);
fwrite(regstr, 1, 1, fichero);

printf("Patch the rest? [y/n] ");
gets(regstr);

if(regstr[0] == 'Y' || regstr[0] == 'y')
for (int i=0;i<(sizeof(parche) / sizeof(struct PARCHE));i++) {
fseek(fichero,parche[i].offset,SEEK_SET);
fwrite(parche[i].valores,parche[i].nbytes, 1,fichero);
}

fclose(fichero);
printf("\n\t\t Patch completed !\n\n\n");
}
else printf("\n\t\t No backup.iso found !\n\n\n");

system("PAUSE");
}


Its The new version??

Anyone have problems with this program same ModderFokker??

nsdothack
02-26-2007, 12:38 AM
I dont believe any of these methods work when it comes to NTSC JAP because I have Naruto EX and it only shows the display screen on the wii dash and when you select to play the game you get a black screen. There must be something else to look for in the hex when it comes to NTSC Jap titles because I have tried everything. Im not wasting anymore disc I will wait for my WiiKey to arrive now.

Perkele
02-26-2007, 12:58 AM
For those that would rather just hex edit their ISO's, offset 0x04E003 contains the region code...

00 = NTSC JAP
01 = NTSC USA
02 = PAL

Offsets 0x04E010 to 0x4E01F need to contain the 16 bytes from any other game in your region.

Pacotera
02-26-2007, 01:10 AM
I dont believe any of these methods work when it comes to NTSC JAP because I have Naruto EX and it only shows the display screen on the wii dash and when you select to play the game you get a black screen. There must be something else to look for in the hex when it comes to NTSC Jap titles because I have tried everything. Im not wasting anymore disc I will wait for my WiiKey to arrive now.

People here confirmed JAP games working on NTSC USA wii's with this

splattered
02-26-2007, 01:19 AM
Sweet! I was hoping that it would make ntsc-j work on ntsc... how many people out there said it is working properly on US consoles?

orangeman
02-26-2007, 01:22 AM
for some reason i cant get the 2nd version of this running always comes up with an unknown error and something about an unknown file :confused:

nsdothack
02-26-2007, 01:37 AM
People here confirmed JAP games working on NTSC USA wii's with this

Where is this source because Im the owner and admin of BitTorment.net one of the biggest GameCube and now Wii BitTorrent oriented sites on the net and my network of users have tried all of their JAP titles ranging from 5-10 titles and none work being converted from NTSC-J to NTSC-US. What people are you talking about? I seen one guy that got cooking mama to work I believe.

fledina
02-26-2007, 01:37 AM
for some reason i cant get the 2nd version of this running always comes up with an unknown error and something about an unknown file
Reply

yes, the 2nd version is a little bit suspicious :)

http://img168.imageshack.us/img168/1876/bild2df8.th.jpg (http://img168.imageshack.us/my.php?image=bild2df8.jpg)

version 1 and 3 is ok

i have Metal Slug Anthology and the dragon ball z game turn with the first version. and i have no problem with other pal backup. everything works fine.

Xboxmodder999
02-26-2007, 02:47 AM
Where is this source because Im the owner and admin of BitTorment.net one of the biggest GameCube and now Wii BitTorrent oriented sites on the net and my network of users have tried all of their JAP titles ranging from 5-10 titles and none work being converted from NTSC-J to NTSC-US. What people are you talking about? I seen one guy that got cooking mama to work I believe.
Isn't this to make ISO's to PAL, not NTSC-U? If so, NTSC-J games would not work on NTSC-U systems. Do they work on PAL systems though?

By the way, I found your site the other day and love it :)

EDIT: NeverMind, the GUI by Syndicate is supposed to make NTSC-J games work on NTSC-U systems...

alkaizer
02-26-2007, 04:30 AM
cool program
my wii is J so would you add NTSC-US + PAL to NTSC-J :D

naruti
02-26-2007, 04:33 AM
anyone tried bleach and naruto on pal?

malik
02-26-2007, 04:51 AM
I tried to patch naruto NTSC-J to NTSC-U using syn-rfp3 but it didnt work :mad:

I wasted 4 DVDs and still no luck


PLEASE I REALLY WANNA PLAY THIS GAME

retiredjerk
02-26-2007, 06:07 AM
I also tried using syn-rfp3 to patch cooking mama NTSC-J to NTSC-U and i couldnt get it to work. Im using TY DVD-R 8x Media and burning with Nero at 4x on pioneer 111D.

vgopal
02-26-2007, 06:11 AM
use imgburn instead of nero.

ModderFokker
02-26-2007, 06:32 AM
Ingnorant as i am...........

Still testing some games the problem is that i still have to power cycle the wii.

Will try next game with the v3 version of the app and post result afterwards.

This will take some time 'cause im waiting for my wii to start "working" again :D

Xenogears V
02-26-2007, 06:50 AM
a small footstep...:rolleyes:

Pacotera
02-26-2007, 07:02 AM
Tried pokemon NTSC-J to NTSC-U with syn-rfp3.rar and no luck booting

dont even appear on the channel screen

naruti
02-26-2007, 07:37 AM
bleach and naruto on pal?

ModderFokker
02-26-2007, 07:41 AM
whats the filename for naruto ?

infinity2005
02-26-2007, 07:43 AM
syn-rpf3 wasnt a real release... use the real new syn-rpf3 from the new topic http://forums.maxconsole.net/showthread.php?t=51080

ntsc-j patching was fixed so maybe more luck now

ODDNAME
02-26-2007, 08:46 AM
This **** works flawlessly with my 1st Gen Cyclowiz and DMS-chipset,
no need to turn power of to regain pal-booting.
Maybe this is a chip-specific issue?

Colmino
02-26-2007, 08:52 AM
Much rejoicing.

Once this gets ironed out and a chip surfaces which is able to handle this for NTSC-J -> NTSC, I will finally take the plunge. I've been holding out because I have absolutely, positively got to have imports working. Need Kororinpa and Forever Blue so the Wii can stop collecting dust.

ruudsloot
02-26-2007, 09:50 AM
Nice work thanks

LaNcom
02-28-2007, 01:27 PM
Quick and dirty Linux/ UNIX port, untested:

#include <stdio.h>

#define REGION_AREA 0x04E003 // 00: NTSC JAP, 01: NTSC USA, 02: PAL
#define DWORD unsigned int

struct PARCHE {
DWORD offset;
char valores[17];
int nbytes;
} parche[]= {
//{ 0x04E003, "\x02",0x01}, // Parche 1
{ 0x04E010, "\x00\x80\x80\x06\x03\x03\x04\x03\x07\x00\x00\x00\x 00\x00\x00\x00", 0x10 }, // Parche 2
};


int main(char *argv[],int argc) {

FILE *fichero;
char regstr[5];

printf("\n\n\t\t --------------------------------\n");
printf("\t\t| SYNDICATE Region Patcher | \n");
printf("\t\t| dissasembly reconstructed code | \n");
printf("\t\t --------------------------------\n");

if ( (fichero = fopen("backup.iso","rb+") ) != NULL) {

fseek(fichero, REGION_AREA, SEEK_SET);
fread(regstr, 1, 1, fichero);
printf("\n0: NTSC JAP, 1: NTSC USA, 2: PAL\n\n");
printf("Current: %d\n", regstr[0]);
printf("Set to : ");
fgets(regstr, 2, stdin);
regstr[0] -= '0';
fseek(fichero, REGION_AREA, SEEK_SET);
fwrite(regstr, 1, 1, fichero);
printf("Patch the rest? [y/n] ");
fgets(regstr, 2, stdin);

if(regstr[0] == 'Y' || regstr[0] == 'y')
for (int i=0;i<(sizeof(parche) / sizeof(struct PARCHE));i++) {
fseek(fichero,parche[i].offset,SEEK_SET);
fwrite(parche[i].valores,parche[i].nbytes, 1,fichero);
}

fclose(fichero);
printf("\n\t\t Patch completed !\n\n\n");
return 0;
}
else printf("\n\t\t No backup.iso found !\n\n\n");
return 0;

}

I've also fixed two potential overflows - not that important for an application like that, but it makes the compiler happy... :)

letten
04-01-2007, 07:45 PM
It didn't work for me..Tryed to use it on my rayman game(ntsc) but it didn't make a differents..Still that black picture when i start it:(

davepsp
04-02-2007, 06:43 AM
any1 tried trauma centre, ssx, super swing golf and rayman ntsc?

davepsp
04-02-2007, 06:09 PM
Much rejoicing.

Once this gets ironed out and a chip surfaces which is able to handle this for NTSC-J -> NTSC, I will finally take the plunge. I've been holding out because I have absolutely, positively got to have imports working. Need Kororinpa and Forever Blue so the Wii can stop collecting dust.

erm you know that kororinpa has been released in the us now dont you?

A|ex
04-22-2007, 05:57 AM
zelda ntsc to pal - no luck boots but drive doesnt spin.

One thing i found interesting is the pal region code on the zelda disc differs from the region code set by the applicatino. I am wondering if i hex edit the offset to equal the one on the pal zelda it will work but i dont really want to waste more dvds. i think i may need to invest in rw discs for testing purposes

mclaen
05-21-2007, 03:16 AM
did any1 get naruto ex jap to work in diffrent region:confused:

stevenborgess
11-23-2007, 06:02 PM
Doesnt work with manhunt2 fyi, just says unknown error occured

manias
11-24-2007, 07:47 AM
Doesnt work with manhunt2 fyi, just says unknown error occured

this tool is kind of obsolete with the latest modchips and this thread is too old. read http://wiki.gbatemp.net/index.php?title=Wii_Region_Patcher_Compatibility_L ist

HOUS
05-31-2008, 07:28 AM
oh yes
tahats very good men

Team PARADOX
05-31-2008, 08:17 PM
you could always just use Wiu1.1

didineedthis
06-01-2008, 02:45 AM
this thread is dead and out of date and wants closing .

didineedthis

michaellien
08-18-2008, 02:30 PM
is it true that it is done in 1 second ?
don't mind my english .
i'm dutch :P

emir1990
09-25-2008, 05:23 AM
hi friens can you say about it : how can i use ntsc/pal converter prog. for play station 1 and play station 2 can you help me