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That's what I have in mind. The Wii U can update the gamepad's firmware, and we'll make use of that 
Hey, we found something that could be very interesting for development purposes.
A while ago, Lazr drew my attention to these pads on the motherboard:
They are under the battery connector. They're exposed when you take off the battery cover.
Anyway, while looking at the gamepad's I/O registers, I found out that there are 3 distinct UARTs. UART2 is the one that is used for IR comm, while the service firmware uses UART1 as a debug output (and apparently also accepts input over it).
This got me thinking, and I did some testing and probing, and... turns out those pads are UART1!
So far, the pinout is as follows:
1 = RX
2 = ???
3 = TX
4 = Vcc (2.8V)
So this could serve as a handy debug output. I'd yet have to reverse-engineer the UART hardware properly, but the RX and TX pins can also be controlled directly with the GPIO registers (0xF00050D8 and 0xF00050D4, respectively).
Post automatically merged:
Hey, we found something that could be very interesting for development purposes.
A while ago, Lazr drew my attention to these pads on the motherboard:
They are under the battery connector. They're exposed when you take off the battery cover.
Anyway, while looking at the gamepad's I/O registers, I found out that there are 3 distinct UARTs. UART2 is the one that is used for IR comm, while the service firmware uses UART1 as a debug output (and apparently also accepts input over it).
This got me thinking, and I did some testing and probing, and... turns out those pads are UART1!
So far, the pinout is as follows:
1 = RX
2 = ???
3 = TX
4 = Vcc (2.8V)
So this could serve as a handy debug output. I'd yet have to reverse-engineer the UART hardware properly, but the RX and TX pins can also be controlled directly with the GPIO registers (0xF00050D8 and 0xF00050D4, respectively).
Last edited by Arisotura,











