- Exclusive Machines -


BODY
PARTS
NAME: Galaxy Falcon Blood Raven Mad Bull Rage Knight Metal Shell
STATS: 250 kg - E rating 600 kg - C rating 900 kg - B rating 440 kg - D rating 950 kg - B rating
COCKPIT
PARTS
NAME: Rush Cyclone Hyper Stream Maximum Star Crazy Buffalo Round Disk
STATS: 300 kg - D rating 540 kg - B rating 680 kg - A rating 600 kg - A rating 380 kg - C rating
BOOSTER
PARTS
NAME: Velocity-J Mars-EX Shuttle-M2 Hornet-FX Crown-77
STATS: 420 kg - C rating 270 kg - D rating 520 kg - B rating 700 kg - A rating 260 kg - D rating

As some people know, there are a total of 15 exclusive machine parts in F-ZERO GX that could only be unlocked for a limited time shortly after the release of the game. There has been a misconception about these parts for a while, where they have been known as "Japanese exclusive machine parts". This is not true, because you cannot unlock these parts normally through any version of the game, including the Japanese version. These could only be obtained through special F-ZERO AX events held in Japan shortly after the release of the game.


If you're curious, you can read a little more about the machine parts and events at:
https://tcrf.net/F-Zero_GX#Exclusive_Custom_Parts


Obviously nowadays, the only way to acquire these machine parts is to either make use of a cheat device, such as Action Replay (AR), or homebrew. Homebrew is probably the most convenient method. As long as you have a Nintendo Wii, you can unlock them fairly easy. Below I have covered a rather easy method for obtaining the exclusive machine parts through the use of homebrew on a Nintendo Wii console. It's written in such a way that it should be easy to follow, even for the people not experienced at all with this kind of stuff.




- Preparations -


-Nintendo Wii (and the game and memory card, obviously)
-SD card (or FAT 32 USB device)
-Homebrew Channel installed on the Wii console
-GCMM application put onto the SD card


I will cover two methods which can be used to acquire the exclusive machine parts. Which method to use is dependent on the version of the game you have. The game disc has the version printed on it, but generally it goes like this:

NTSC-J = Japan, South Korea*
NTSC-U = USA, Canada, Mexico, Brazil, South Korea*
PAL = Europe, Australia

* South Korea is a special case in that it uses NTSC-U .GCI files stored in memory cards set to NTSC-J region.

Use method 1 if you have the NTSC-U version. Method 2 if either the PAL or NTSC-J version.
* (Although method 2 works for any version of the game)

Two things needed to be done for both methods:

First of all: Install homebrew onto your Nintendo Wii console. I won't cover how to install it, because there are a few methods available, and you want to pick which method works best for you. Just search on the Internet and you should be able to find out pretty quickly what you need to do to install homebrew.

With homebrew installed, you have to add an application which allows you to transfer files from-and-to a GameCube memory card. Preferably the application called GCMM is the one you should get. Find version 1.3 or above of GCMM, as it even has support to transfer GX's Main Game data. (1.3 or above required for NTSC-U users using method 1).




- Method 1 -


(NTSC-U ONLY) - Click -here- for method 2


Requires you to use the Dolphin emulator and have the NTSC-U game ISO file on your computer. You can search for a dump of it on the Internet, or create your own more legit game dump through yet another homebrew application: http://wiibrew.org/wiki/CleanRip

Also, certain DVD drives actually have the ability to dump GC discs. For more details, see this page:
http://www.dolphin-emulator.com/faq.html#Dump a Wii or Gamecube
*Remember that it has to be the NTSC-U version of the game.

Method 1 unlocks the exclusive machine parts into the Main Game data of your save file (yes, the one you have already created on console). This means you can change the parts as often as you'd like with the in-game garage mode once done.

The reason why this method only works for the NTSC-U version is because the emulator Dolphin does only have Action Replay support for that region.


- Tutorial (step-by-step) -


  1. Get the NTSC-U ISO of F-ZERO GX onto your computer.
  2. Install Homebrew Channel on your Wii console.
  3. Place the GCMM application and its folder into the "apps" folder located in the root of your SD card.
  4. Create a folder called "MCBACKUP" in the root of your SD card.
  5. Put the SD card back into the Wii and boot the GCMM application through the Homebrew Channel.
  6. In GCMM: Go to the option called "Backup". Backup your "Main Game" file of F-ZERO GX. This file then gets copied into the "MCBACKUP" folder located in the root of the SD card.
  7. Download the emulator called Dolphin.
  8. In Dolphin: Go into "Configuration", then "Path" and add the location of the F-ZERO GX NTSC-U ISO.
  9. Re-open Dolphin so that the game shows up in the start menu. Right click on the game and go into "Properties". Go into the AR tab and add the Action Replay code called "All Custom Parts Available".
    Code:

    All Custom Parts Available
    10PG-Z1AR-PCC11
    P2TH-UYT7-B2WH1
    UM2E-5UR2-JV6PV
    E82K-HX87-79B2N
    Y9R0-Y88Y-K2GNH
    8GRF-CM1G-603E8
    QY59-0AB0-GMHGT
    G381-2PRX-CMD24
    MBV1-4VJE-BBMKU
    E9FZ-A3QA-YCERP

  10. Go into "Configuration" and "enable Cheats".
  11. Now we need a memory card for Dolphin to load with "your" Main Game file on it. We therefore need to start F-ZERO GX once, in order for Dolphin to generate a memory card. This will be created into the folder \Dolphin\User\GC\ as soon as you enter a name in the game.
  12. With a memory card generated, go into "Tools" - "Memcard Manager (GC)". Browse for the memory card that we just generated in Dolphin. Delete the Main Game file on it. Next, click on "Import GCI", where you locate the Main Game file that you got in the "MCBACKUP" folder from using GCMM earlier on.
  13. Now you can boot F-ZERO GX one last time in Dolphin. If everything has been done correctly up to this point, you should have all of the custom parts available (including the 15 exclusive ones) in the garage mode of the game (not in the shop of the game). You now just need to save the game in Dolphin so that the machine parts will remain in the game once you transfer the file back on console. Configuring the controls in options is a quick way to save the game.
  14. After saving the game, we need to go back to "Tools" - "Memcard Manager (GC)", click on the Main Game file, then "Export GCI". This will export the file back to the format we had when we uploaded it to the SD card. When you specify the file name in this section, make sure that you end the file name with ".dat.gci", otherwise it will not be read as a .GCI file. Put the new .GCI file into the "MCBACKUP" folder on your SD card (and preferably remove the old one from earlier).
  15. Delete the Main Game file on your physical memory card. (We have a backup of it on the computer, so no worries)
  16. Boot the GCMM application through the Homebrew Channel yet again.
  17. In GCMM: Go to the option called "Restore". Upload the new .GCI file from the "MCBACKUP" folder. This will copy the Main Game file into your memory card. (Remember to not already have a Main Game file available on the memory card!)

And that's it. You now have the original file you created on console, but with the 15 exclusive machine parts included! Remember that the exclusive machine parts only shows up while making machines in the garage mode, not in the shop menu.




- Method 2 -


(Works for ANY version of the game)


Method 2 allows you to insert any machine into the four available garage data slots in-game. It does not actually unlock the parts in the garage, nor the shop, which means you cannot change the pilot nor machine parts in-game, since they don't exist in the Main Game data of your game. If you're lazy and only want the four most commonly used Time Attack machines that has the exclusive Maximum Star cockpit attached, I have made a file that you can put onto the SD card and just upload it with said preparations above.

The file I've made for each region was created with the help of Dolphin and its Action Replay support, and some additional hex-editing.

The machines included are: Gallant Star-G4, Omega Gantlet-V2, Omega Condor-V2, and Maximum Dragon.
If you are interested in constructing other machines that consist of certain special parts (or maybe another pilot than C. Falcon), then read more about it -here-.

Anyway, here are the download links for the Garage Data files:

NTSC-U version | NTSC-J version | PAL version


- File into Memory Card -


That's all you need to do for method 2.

Below is a tutorial on how to create your own Garage Data file to use for method 2, (in case you want different machines from the four I listed above).




- Custom Garage Data Files (Any Version) -


This requires you to download the emulator called Dolphin and have the NTSC-U game ISO file on your computer. You can search for a dump of it on the Internet, or create your own more legit game dump through yet another homebrew application: http://wiibrew.org/wiki/CleanRip.

Also, certain DVD drives actually have the ability to dump GC discs. For more details, see this page:
http://www.dolphin-emulator.com/faq.html#Dump a Wii or Gamecube
*Remember that it has to be the NTSC-U version of the game.

  1. Once that has been done, open Dolphin.
  2. In Dolphin: Go into "Configuration", then "Path" and add the location of the F-ZERO GX NTSC-U ISO.
  3. Re-open Dolphin so that the game shows up in the start menu. Right click on the game and go into "Properties".
  4. Go into the AR tab and add the Action Replay code called "All Custom Parts Available". Code:

    All Custom Parts Available
    10PG-Z1AR-PCC11
    P2TH-UYT7-B2WH1
    UM2E-5UR2-JV6PV
    E82K-HX87-79B2N
    Y9R0-Y88Y-K2GNH
    8GRF-CM1G-603E8
    QY59-0AB0-GMHGT
    G381-2PRX-CMD24
    MBV1-4VJE-BBMKU
    E9FZ-A3QA-YCERP

  5. Go into "Configuration" and "enable Cheats".
  6. Now start F-ZERO GX in Dolphin and allow Dolphin to generate a memory card (which will be located in \Dolphin\User\GC\)
  7. Go to the Garage Mode of the game and create whichever four custom machines you would like to transfer to your memory card on console.
  8. Once you have made the desired machines, go to "Tools" - "Memcard Manager (GC)", browse for the memory card located in \Dolphin\User\GC\, click on the Garage Data file, then "Export GCI". This will export the file back to the format we had when we uploaded it to the SD card. When you specify the file name in this section, make sure that you end the file name with ".dat.gci", otherwise it will not be read as a .GCI file.
    NOTE: NTSC-J and PAL users must follow an additional step written below these steps before proceeding to the next ordered steps. NTSC-U users can go on with the next steps just fine.
  9. Create a folder in the root of your SD card called "MCBACKUP" and put the new .GCI file into it.
  10. Delete the Garage Data file on your physical memory card. (Backup on your computer can be made with GCMM).
  11. Boot the application GCMM through the Homebrew Channel on your Nintendo Wii console.
  12. In GCMM: Go to the option called "Restore". Upload the new .GCI file from the "MCBACKUP" folder. This will copy the Garage Data file into your memory card. (Remember to not already have a Garage Data file available on the memory card!)

- Additional step required for NTSC-J and PAL users -


(NTSC-U users won't have any need of this)


This step is needed to do because the file we made was made with the NTSC-U version of the game. We need to edit an offset so that the file will be read as either a PAL or NTSC-J file, otherwise the game will tell you that the file is corrupt, although it isn't.


Download a hex-editor software needed for this. Search on the Internet and you'll find several of them.


Open the .GCI file we just made from earlier into the hex-editor program. The offset which determines the region of the file is located at the start, as seen in this image:


This is the very first line of the file, very easy to find. Edit the offset 45 to either 50 (for PAL), or 4a (for NTSC-J).


These are the correct values when displayed as hex, so just make sure it is set to that.
(Probably displayed as hex values by default)

Now you can save the file as a .GCI file. Remember that the file name has to end with ".dat.gci". For convenience it should be named "GFZX_fzc.dat.gci", X being the region; "J, E, or P".


And with that, you can scroll up to step 9 to finish the remaining process.




That's pretty much all I have for this kind of tutorial. However, something that's worth to give a mention is that you can in fact get Action Replay on your Wii through homebrew, and then unlock the parts through that. This makes it possible to unlock the parts in the Main Game file of both the NTSC-U and PAL versions.

I have actually tried this myself, but have no interest in making a tutorial. The reason for that is because you have to overwrite stuff on your Wii, which causes certain Wii games to not boot without an official update. And if you update, you have to go back to modify stuff through homebrew to make AR function again. On top of it all, you also need to have an extra memory card available to store the Action Replay data on, so it's not that great of a solution, in my opinion.


But yeah, letting the word out there to those who would perhaps like to give it a try regardless.




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inserted by FC2 system