Emulator Issues #13225
openDolphin allows importing WADs into the Wii NAND even if they would overfill the NAND.
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Description
Or at least I think that's what's happening. We definitely occasionally run into people in Discord support who have a '0 blocks free' NAND (which can break the Wii Menu...) and it often turns out they have installed too much stuff.
Updated by DandelionSprout 7 months ago
I can't currently say I've been on the Discord server in question; I can however come up with up with some alternate ideas for this, but all of them are very long shots, and I acknowledge that it'd require substantial coding effort to accomplish:
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Set up a more-or-less hardcoded allowlist, for WADs (including homebrews) that do not need to be in NAND in order to be run from the game list, especially ones that can't show up in Wii System Menu even if they are in NAND. Off the top of my head, this would include AnyTitle Deleter, Savegame Manager GX, and arguably Photo Channel 1.1 (The latter for non-dumped NANDs only). The goal I imagine, is that the WADs in question would automatically be added to and removed from NAND after each use.
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Somehow increase the emulated Wii's internal storage. With the Wii's default being 512 MB, this could presumably be circa tripled to 1.536 GB (which'd also avoid any and all potential FAT32-related problems). I acknowledge that this could cause problems for system apps/WADs/saves that would very strongly depend on very high emulation accuracy (I know PCSX2 has struggled with it to some extent, in regards to larger memory cards), but since app and savegame storage rely solely on 'blocks' as far as Wii Menu's internal settings are concerned, I personally feel it could potentially be worth looking into.