AFAIK the "res" folder have to be copied to the root of the sdcard (I did something similar to sm64 on Switch after building a NSP from a NRO file). When running the rpx from the HBC where do you copy the res directory?
I was able to compile a forwarder and it works great, but when I return to the wii u menu, it hangs on the
Wii U" Logo. Soooo if someone wants to help with that. I suppose I cannot post the installable forwarder as it does contain the rpx file.
Shouldn't really happen. When was the last time you downloaded the source code to compile it?I compiled a channel with NUSPacker and get the same problem. I used the resources from page 4 of this thread but always have to pull the plug when i want to exit.
Root of the sdcard, but here, I named it "sm64ex-res" for clarification.AFAIK the "res" folder have to be copied to the root of the sdcard (I did something similar to sm64 on Switch after building a NSP from a NRO file). When running the rpx from the HBC where do you copy the res directory?
I think it's a known issue which I think @AboodXD fixed in newer sources which may need to be updated@AboodXD.... Yeah.... I'm gonna come clean and say it's a precompiled version from reddit about a month old.... Can't get my head around the compiling on windows 10 with all that other linux virtualization... Sorry
As you obvs can't help with that.... Not sure if this info is helpful or not but when loading the rpx from hbl it exits back to hbl no problem. It's only when i boot from the channel i made it hangs on wii u menu....
Can i assume its looking to goto hbl but as it did not start from there, that's causing the freeze/wii u confusion?
Listen, it's not really a problem for me. My son and I have been playing non stop, its great and thanks for all your hard work on it man!
Development isn't to bad tbh games are still being released Emulators are still improving just shame there aren't any native Wii U emulators just Wii emu's that added Wii U support but it's cool to see there both alive and development is still going strongCongratulations on the port!
How is WiiU development nowadays? Can you debug and test your code with Cemu before deploying and testing on the WiiU?
Aw totally, that's what I get for taking the easy/lazy option!!
No major biggie tho as its quite nostalgic having to hard reboot after playing everytime!
@AboodXD
Can you please add the option to stay in level after getting a star?
I think that's important for quality of life on this dinosaur of a game.
Yes, but Cemu's JIT recompiler still looks to be incomplete (especially for instructions used often in homebrew), so I still test homebrew on Wii U.Congratulations on the port!
How is WiiU development nowadays? Can you debug and test your code with Cemu before deploying and testing on the WiiU?
you can with the 100 coin star. it's probably possible based on that.
Will see when I have the time (and actually remember to do it).@AboodXD
Can you please add the option to stay in level after getting a star?
I think that's important for quality of life on this dinosaur of a game.
py_build_sm64_wiiu.py [-h] [--install-devkitpro-pacman ]
[--install-dependencies ] [--skip-compilation ]
[--skip-download ] [-b BRANCH]
[-v {sm64-port,sm64ex}] [-d DIRECTORY]
[-r ROMFILE] [--add-build-opts [...]]
optional arguments:
-h, --help show this help message and exit
--install-devkitpro-pacman []
Try to install dkp-pacman .deb package
--install-dependencies []
Try to install needed build dependencies
--skip-compilation []
Dont compile source
--skip-download [] Skip download
-b BRANCH, --branch BRANCH
Specifiy branch to use (default: master)
-v {sm64-port,sm64ex}, --version {sm64-port,sm64ex}
Specifiy which version to use (sm64-port or sm64ex
default: sm64-port)
-d DIRECTORY, --directory DIRECTORY
Used directory (default: /tmp/SM64)
-r ROMFILE, --romfile ROMFILE
Base N64 Super Mario 64 Rom file (default
baserom.us.z64). use proper naming
--add-build-opts [ ...]
Specifiy build options (e.g. BETTERCAMERA=1
NODRAWINGDISTANCE=1 TEXTURE_FIX=1). (Check Makefile
after download or online for available options of
version and branch)
src/pc/gfx/gfx_whb_window.c:5:10: fatal error: coreinit/foreground.h: No such file or directory
5 | #include <coreinit/foreground.h>
| ^~~~~~~~~~~~~~~~~~~~~~~
compilation terminated.
make: *** [Makefile:859: build/us_wiiu/src/pc/gfx/gfx_whb_window.o] Error 1
make: *** Waiting for unfinished jobs....
I have just created some nice splash images and icons and got it installed as a channel
IMPORTANT: Do this at your own risk!!
How to create a channel to launch SM64 directly from the Wii U home screen:
***You need to be running custom firmware with signature patches for this to work!!***
1) Compile RPX according to the instructions on this thread. I can also confirm that WSL works perfectly. The attached file does NOT include the RPX!!!
2) The attached file contains the images and metadata to create the channel. You can modify the images as you want if you know what you are doing (important link!). You will also need NUSPacker
3) Place your compiled RPX in the "code" folder and rename it to "sm64.rpx"
4) Use NUSPacker to create the installation files (replace the zeros with the Wii U Common Key):Where "sm64dir" is the directory with all the required files.Code:java -jar NUSPacker.jar -in sm64dir -out "output\Super Mario 64 Wii U Port [SMWU01]" -encryptKeyWith 00000000000000000000000000000000
5) Install to USB with WUP Installer GX2 or similar (usually not a good idea to install to NAND)
6) Profit!
The startup sound is the Mario chime, I got it from here.
And for reference, these are the images used (customized by myself from images found on the Internet):
bootTvTex.tga (TV splash)
bootDrcTex.tga (Gamepad splash)
iconTex.tga (Channel icon)
Hope this is useful!