Homebrew WiiU Homebrew Development

Ch0wW

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You'll need to put /opt/devkitpro/tools/bin on your PATH. One-liner in case you don't know how to do that:

I tried it, but I'm having another problem :
Code:
$ cmake ../
-- The C compiler identification is unknown
-- Check for working C compiler: /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc
-- Check for working C compiler: /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc -- broken
CMake Error at /usr/share/cmake-3.15.2/Modules/CMakeTestCCompiler.cmake:60 (message):
  The C compiler

    "/opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc"

  is not able to compile a simple test program.

  It fails with the following output:

    Change Dir: /p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeTmp

    Run Build Command(s):/usr/bin/make.exe cmTC_ed4c9/fast && /usr/bin/make -f CMakeFiles/cmTC_ed4c9.dir/build.make CMakeFiles/cmTC_ed4c9.dir/build
    make[1] : on entre dans le répertoire « /p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeTmp »
    Building C object CMakeFiles/cmTC_ed4c9.dir/testCCompiler.c.obj
    /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc  -I/opt/wut/include  -mcpu=750 -meabi -mhard-float -Wl,-q -D__WIIU__ -D__WUT__    -o CMakeFiles/cmTC_ed4c9.dir/testCCompiler.c.obj   -c /p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeTmp/testCCompiler.c
    make[1]: *** [CMakeFiles/cmTC_ed4c9.dir/build.make:66: CMakeFiles/cmTC_ed4c9.dir/testCCompiler.c.obj] Error 1
    make[1] : on quitte le répertoire « /p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeTmp »
    make: *** [Makefile:121: cmTC_ed4c9/fast] Error 2





  CMake will not be able to correctly generate this project.
Call Stack (most recent call first):
  CMakeLists.txt:4 (project)


-- Configuring incomplete, errors occurred!
See also "/p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeOutput.log".
See also "/p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeError.log".

This happened on both WSL and MSys2...
 
Last edited by Ch0wW,
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I tried it, but I'm having another problem :
Code:
$ cmake ../
-- The C compiler identification is unknown
-- Check for working C compiler: /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc
-- Check for working C compiler: /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc -- broken
CMake Error at /usr/share/cmake-3.15.2/Modules/CMakeTestCCompiler.cmake:60 (message):
  The C compiler

    "/opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc"

  is not able to compile a simple test program.

  It fails with the following output:

    Change Dir: /p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeTmp

    Run Build Command(s):/usr/bin/make.exe cmTC_ed4c9/fast && /usr/bin/make -f CMakeFiles/cmTC_ed4c9.dir/build.make CMakeFiles/cmTC_ed4c9.dir/build
    make[1] : on entre dans le répertoire « /p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeTmp »
    Building C object CMakeFiles/cmTC_ed4c9.dir/testCCompiler.c.obj
    /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc  -I/opt/wut/include  -mcpu=750 -meabi -mhard-float -Wl,-q -D__WIIU__ -D__WUT__    -o CMakeFiles/cmTC_ed4c9.dir/testCCompiler.c.obj   -c /p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeTmp/testCCompiler.c
    make[1]: *** [CMakeFiles/cmTC_ed4c9.dir/build.make:66: CMakeFiles/cmTC_ed4c9.dir/testCCompiler.c.obj] Error 1
    make[1] : on quitte le répertoire « /p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeTmp »
    make: *** [Makefile:121: cmTC_ed4c9/fast] Error 2





  CMake will not be able to correctly generate this project.
Call Stack (most recent call first):
  CMakeLists.txt:4 (project)


-- Configuring incomplete, errors occurred!
See also "/p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeOutput.log".
See also "/p/_SOURCECODE/Odamex/helloworld_wiiu/build/CMakeFiles/CMakeError.log".

This happened on both WSL and MSys2...
Yeah, this is another quirk of the tools on Windows. It needs some dll to run that doesn't get found automatically. Try sticking "/opt/devkitpro/devkitPPC/bin" on your path as well (same methods as my last post) and see if that fixes it.
 
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Ch0wW

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That fixes my issue ! Thank you very much !

I'd like to add too the fact I had to use
Code:
-DCMAKE_TOOLCHAIN_FILE="$WUT_ROOT/share/wut.toolchain.cmake"
instead of $DEVKITPRO/wut/share/wut.toolchain.cmake in order to properly compile.

EDIT : and that's not the correct solution for the latter, since it needs correct linking to 2 wut libraries...

Code:
    Run Build Command(s):/usr/bin/make.exe cmTC_d2f16/fast && /usr/bin/make -f CMakeFiles/cmTC_d2f16.dir/build.make CMakeFiles/cmTC_d2f16.dir/build
    make[1] : on entre dans le répertoire « /p/_SOURCECODE/Odamex/odamex_wiiu/CMakeFiles/CMakeTmp »
    Building C object CMakeFiles/cmTC_d2f16.dir/testCCompiler.c.obj
    /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc.exe  -isystem /opt/wut/include  -mcpu=750 -meabi -mhard-float -Wl,-q -D__WIIU__ -D__WUT__    -o CMakeFiles/cmTC_d2f16.dir/testCCompiler.c.obj   -c /p/_SOURCECODE/Odamex/odamex_wiiu/CMakeFiles/CMakeTmp/testCCompiler.c
    Linking C executable cmTC_d2f16
    /usr/bin/cmake.exe -E cmake_link_script CMakeFiles/cmTC_d2f16.dir/link.txt --verbose=1
    /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc.exe -mcpu=750 -meabi -mhard-float -Wl,-q -D__WIIU__ -D__WUT__   "-L/opt/wut/lib/stubs" -specs=/opt/wut/share/wut.specs  CMakeFiles/cmTC_d2f16.dir/testCCompiler.c.obj  -o cmTC_d2f16 "/opt/wut/lib/libwut.a"
    powerpc-eabi-gcc.exe: error: C:/devkitPro/msys2/opt/wut/lib/libwut.a: No such file or directory
    powerpc-eabi-gcc.exe: error: C:/devkitPro/msys2/opt/wut/share/wut.specs: No such file or directory
    make[1]: *** [CMakeFiles/cmTC_d2f16.dir/build.make:87: cmTC_d2f16] Error 1
    make[1] : on quitte le répertoire « /p/_SOURCECODE/Odamex/odamex_wiiu/CMakeFiles/CMakeTmp »
    make: *** [Makefile:121: cmTC_d2f16/fast] Error 2

LAST EDIT : Problem fixed : This also needed to be added :

Code:
export WUT_ROOT=$DEVKITPRO/wut

However, are there functions for proper network support ? I mean, since I don't seem to find a few functions here and there...
 
Last edited by Ch0wW,
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That fixes my issue ! Thank you very much !

I'd like to add too the fact I had to use
Code:
-DCMAKE_TOOLCHAIN_FILE="$WUT_ROOT/share/wut.toolchain.cmake"
instead of $DEVKITPRO/wut/share/wut.toolchain.cmake in order to properly compile.

EDIT : and that's not the correct solution for the latter, since it needs correct linking to 2 wut libraries...

Code:
    Run Build Command(s):/usr/bin/make.exe cmTC_d2f16/fast && /usr/bin/make -f CMakeFiles/cmTC_d2f16.dir/build.make CMakeFiles/cmTC_d2f16.dir/build
    make[1] : on entre dans le répertoire « /p/_SOURCECODE/Odamex/odamex_wiiu/CMakeFiles/CMakeTmp »
    Building C object CMakeFiles/cmTC_d2f16.dir/testCCompiler.c.obj
    /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc.exe  -isystem /opt/wut/include  -mcpu=750 -meabi -mhard-float -Wl,-q -D__WIIU__ -D__WUT__    -o CMakeFiles/cmTC_d2f16.dir/testCCompiler.c.obj   -c /p/_SOURCECODE/Odamex/odamex_wiiu/CMakeFiles/CMakeTmp/testCCompiler.c
    Linking C executable cmTC_d2f16
    /usr/bin/cmake.exe -E cmake_link_script CMakeFiles/cmTC_d2f16.dir/link.txt --verbose=1
    /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gcc.exe -mcpu=750 -meabi -mhard-float -Wl,-q -D__WIIU__ -D__WUT__   "-L/opt/wut/lib/stubs" -specs=/opt/wut/share/wut.specs  CMakeFiles/cmTC_d2f16.dir/testCCompiler.c.obj  -o cmTC_d2f16 "/opt/wut/lib/libwut.a"
    powerpc-eabi-gcc.exe: error: C:/devkitPro/msys2/opt/wut/lib/libwut.a: No such file or directory
    powerpc-eabi-gcc.exe: error: C:/devkitPro/msys2/opt/wut/share/wut.specs: No such file or directory
    make[1]: *** [CMakeFiles/cmTC_d2f16.dir/build.make:87: cmTC_d2f16] Error 1
    make[1] : on quitte le répertoire « /p/_SOURCECODE/Odamex/odamex_wiiu/CMakeFiles/CMakeTmp »
    make: *** [Makefile:121: cmTC_d2f16/fast] Error 2

LAST EDIT : Problem fixed : This also needed to be added :

Code:
export WUT_ROOT=$DEVKITPRO/wut

However, are there functions for proper network support ? I mean, since I don't seem to find a few functions here and there...
Odd that you couldn't get $DEVKITPRO/wut working, you might not be using the latest release? try running pacman -Syu in your msys2 install. That said, I guess it's not the end of the world.
For network functions, you'll want to include <nsysnet/socket.h> and <whb/libmanager.h>, call WHBInitializeSocketLibrary and WHBDeinitializeSocketLibrary as appropriate, then you should be able to use the standard BSD socket functions (socket/recv/accept/send). Don't try and use read/write on a socket, that hasn't been implemented in the libc yet.
 

CORE

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I would really like to get coding and writing applications for the WiiU in particular.

N64 Emulation with latest GlideN64 and features you can pretty much play everything.

32X SS DC. Would be awesome.

My own Games utilising the Gamepad and features.

So what is the status if Wii/WiiU for that matter since things could be ported or maybe ran through C2W.

Have people Devs just moved on I mean with CEMU surely things could be a bit better for Testing / Debugging now and developing for WiiU in general.

DevkitPro a good IDE with decent dictionary autocomplete etc best place to get started tutorials info guides.

Surely not everyone has just tossed WiiU Development it is just the best Nintendo ever albeit underpowered yet very capable and unique game experience with gamepad.
 
D

Deleted User

Guest
I would really like to get coding and writing applications for the WiiU in particular.

N64 Emulation with latest GlideN64 and features you can pretty much play everything.

32X SS DC. Would be awesome.

My own Games utilising the Gamepad and features.

So what is the status if Wii/WiiU for that matter since things could be ported or maybe ran through C2W.

Have people Devs just moved on I mean with CEMU surely things could be a bit better for Testing / Debugging now and developing for WiiU in general.

DevkitPro a good IDE with decent dictionary autocomplete etc best place to get started tutorials info guides.

Surely not everyone has just tossed WiiU Development it is just the best Nintendo ever albeit underpowered yet very capable and unique game experience with gamepad.

C2W doesn´t work well. It´s "buggy". It might work in N64-games but e.g. in Retroarch it doesn´t. And in "WiiSXR" it fails, too.People are trying to fix it...But: It´s not easy. Development on WiiU is more complex than you think.

C2W currently seems to just unlock the Ghz. but that is useless if the ppc-cpu locks the bandwidth (cpu-interface) to that of Wii-mode. S o it´s not really a bug, but the cpu has some kind of "protection" from unlocking it easily.
 
D

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Guest
Yeah I figured it difficult it such a damn shame the console is capable of so much more.

That´s why i said, they´re trying to fix it. It just will take some months (spring 2020), until it fully works. You gotta show some patience.
They know what has to be done now. Concepts have been made. From now it´s just about coding it & how much it´ll cost to program it.
The problem without it is you have no big Ram to use.It´s not easy for these guys to find out how it works.
 
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PrisonMike

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Would it be possible for someone to patch the 300 games limit. Me and my friend share an apartment and both like different stuff, but we like having one system for a lot of games.

But i actually like the Wii U menu and would want to keep it. Folders make a lot of games easy to organize and look nice. Mabye you could reprogram the menu to where it looks and runs the same, but there's no 300 game limit, with custom themes?
 
D

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Prison Mike: Even if it were possible: Logging them wouldn't work. Remember game-log? Everything is limited dude. Logging game-launch-time, how often you opened them etc costs a lot of performance. It has all to be logged 24/7. Sounds easy? Well, it isn't, since it means your system has to constantly juggle around files. E.g. it has to write into it: "was last accessed 2 hours, 37 minutes & 59 seconds ago" ;) So yeah. Complicated stuff. Which need a complex OS. Windows cannot handle second-accurate guesses...!
So what just is known as "game logging" in reality is a complex databank. Each time you open a game/app, everything has to be actualized, then the databank has to be stored & closed...until you open another app/game ;)

Because this is something Windows cannot do (posix-compliance needed), it's limited to a certain number.

If it wouldn't be limited, each time you d' open it, and modify it & close it again, it would take longer. Until one day you d' take 1 hour to open it, modify it & store it, before closing it again...xD

--------------------- MERGED ---------------------------

Prison Mike: Even if it were possible: Logging them wouldn't work. Remember game-log? Everything is limited dude. Logging game-launch-time, how often you opened them etc costs a lot of performance (I/O). It has all to be logged 24/7. Sounds easy? Well, it isn't, since it means your system has to constantly juggle around files. E.g. it has to write into it: "was last accessed 2 hours, 37 minutes & 59 seconds ago" ;) So yeah. Complicated stuff. Which needs a complex OS. Windows cannot handle second-accurate guesses...!
So what just is known as "game logging" in reality is a complex databank, which is 24/7 running in background. Each time you open a game/app, everything has to be actualized, then the databank has to be stored & closed...until you open another app/game ;)

Because this is something Windows cannot do (posix-compliance needed), it's limited to a certain number.

If it wouldn't be limited to e.g. ~300, each time you d' open it, and modify it & close it again, it would take longer because it grows & also gets fragmented more & it would take longer to search for necessary files. Until one day you d' take 1 hour to open it, modify it & store it, before closing it again...
 

MikaDubbz

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Ok, so say I know nothing about programming and am starting from square one, and have an end goal of one day, after much studying, learning and practice, being able to make homebrew for the Wii U, what would be the programming language(s) I would need to learn?
 

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