Hacking [Release] Super DevClicker! 5.3.2/5.5/5.5.1

SonyUSA

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Got it to work. I had to butcher the libwiiu repo locally a bit so the build.py wouldn't compile the hello world example, and instead use your code.bin. Worked first try after that. Should I upload the html it made for 5.3.2? Alternatively, maybe share the source code, so we can recompile it properly for all firmwares supported by libwiiu (up to you though).

All the files needed should be in the .rar I attached to the OP, are they the same files?

If you could share that would be great :3
 
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daxtsu

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Are you planning to create a 2D game like A Link to the Past?
Would be really cool and see how far we can get in userland!

I really wouldn't expect much beyond text-based homebrew or very simple graphics, since we're still limited to 32K of code. That's not really a lot to do much of anything with these days. You could maybe code a cool graphics demo (think those old scroller demos on Gameboy, or various scene cracktros/etc.), but actual homebrew games or emulators that load files and have menus and such? That's still a ways off. We need either A) an ELF loader or B) an open-source tool to convert homebrew ELFs to RPX/RPL so we can load homebrew from Loadiine.
 
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eliboa

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I really wouldn't expect much beyond text-based homebrew or very simple graphics, since we're still limited to 32K of code. That's not really a lot to do much of anything with these days. You could maybe code a cool graphics demo (think those old scroller demos on Gameboy, or various scene cracktros/etc.), but actual homebrew games or emulators that load files and have menus and such? That's still a ways off. We need either A) an ELF loader or B) an open-source tool to convert homebrew ELFs to RPX/RPL so we can load homebrew from Loadiine.

Yes the payload limit is the main problem. I guess we can make some nice homebrew by using GX2 API for example.
Would it be possible to load binary data (such as an RGB image bin) from USB/SD storage into RAM and then use the data to create texture using GX2 API ?
We have a read/write access (restricted maybe) to USB/SD storage in Cafe OS, no (i didn't test it yet) ?
 

daxtsu

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Yes the payload limit is the main problem. I guess we can make some nice homebrew by using GX2 API for example.
Would it be possible to load binary data (such as an RGB image bin) from USB/SD storage into RAM and then use the data to create texture using GX2 API ?
We have a read/write access (restricted maybe) to USB/SD storage in Cafe OS, no (i didn't test it yet) ?

You can only get access to SD via hijacking Mii Maker or Smash Bros (maybe Karaoke U? I think that's the game in EUR that has access to SD also), like Loadiine does. USB access requires IOSU as far as I understand. So with userland only, it's pretty limited, at least through the browser.
 

eliboa

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You can only get access to SD via hijacking Mii Maker or Smash Bros (maybe Karaoke U? I think that's the game in EUR that has access to SD also), like Loadiine does. USB access requires IOSU as far as I understand. So with userland only, it's pretty limited, at least through the browser.
Okay, so how about downloading the data from a remote point using socket or curl library ?
 

hashcheck1

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I really wish this scene would take off :) wish i had the knowledge.. those idea above sound good but wont 5.5 at least need kernel exploit for anything useful
 

thekarter104

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I really wouldn't expect much beyond text-based homebrew or very simple graphics, since we're still limited to 32K of code. That's not really a lot to do much of anything with these days. You could maybe code a cool graphics demo (think those old scroller demos on Gameboy, or various scene cracktros/etc.), but actual homebrew games or emulators that load files and have menus and such? That's still a ways off. We need either A) an ELF loader or B) an open-source tool to convert homebrew ELFs to RPX/RPL so we can load homebrew from Loadiine.

Damn, so we still need IOSU...
 

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