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Can someone put tutorial how to code or make projects. Or create codes from IDAPro. I have nus OSv10 for 5.5.0-5.5.1. Thanks.

Programming is a profession, not a quickly picked up past-time. If you want to learn, there's plenty of resources all over the internet that can help you learn, as well as your local college I'm sure.Can someone put tutorial how to code or make projects. Or create codes from IDAPro. I have nus OSv10 for 5.5.0-5.5.1. Thanks.

I did look at source of other projects but looks hard but I wii learn. I have IDAPro from here and disassemble rpl, rpx, and kernel but don't know how to put in C codeProgramming is a profession, not a quickly picked up past-time. If you want to learn, there's plenty of resources all over the internet that can help you learn, as well as your local college I'm sure.
If we were reading you wrong, and instead you're a seasoned programmer looking for the tools to get started with programming specifically on the Wii U platform, well, it's kind of a mash of C and assembly right now. Your best bet would be to read the source code for Loadiine GX2 and start building out from there. I do believe there's a complete IDA symbol package made up around here somewhere though, but I don't remember where it is at the moment. I personally have some basic code examples for save editors in C# in one of my threads, but that would be common, amateur level code to someone able to program on the Wii U properly right now. Else, I don't know what to tell you other than read the threads here with projects in development and read their source code. That's always the best way to learn how programming works for a certain platform when it's still in early development.

I did look at source of other projects but looks hard but I wii learn. I have IDAPro from here and disassemble rpl, rpx, and kernel but don't know how to put in C code
I did look at source of other projects but looks hard but I wii learn. I have IDAPro from here and disassemble rpl, rpx, and kernel but don't know how to put in C code
Does it have save files? There is no tutorial but after learning C (or if you already know it) and looking at wiiubrew.org you could try to port it yourself by replacing functions with custom functions for wii u; the only problem is that a lot of homebrews require access to some hardware resources that we still don't have access to, like nand for save files (if the game doesn't save file to sd; in that case, with kernel access on 5.3.2 you could get access to it)Is there also a tutorial for porting homebrew games?
The Legend of Zelda: Return of the Hylian is for the PSP.
How can this be ported over to the 3DS and Wii U?
Thanks.

With kernel you have SD access ?Does it have save files? There is no tutorial but after learning C (or if you already know it) and looking at wiiubrew.org you could try to port it yourself by replacing functions with custom functions for wii u; the only problem is that a lot of homebrews require access to some hardware resources that we still don't have access to, like nand for save files (if the game doesn't save file to sd; in that case, with kernel access on 5.3.2 you could get access to it)
Yes, the kernel has sd access; like loadiine, through 'hyjacking' code into apps that have sd access like mii makerWith kernel you have SD access ?
Or am I missing something ?
