Homebrew Official 5.5.X ELF Loader

NWPlayer123

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Ok, so I'd like to know if it really isn't an compilation error on my side, so could some of you test this elf on their WiiU and post the results with there FW (including region)? The result on a 5.5.0E console is the most interesting one. :)
http://cmdj13.ddns.net/payload/wiiuhaxx.php?sysver=550
If you want to host it yourself, you can download it at http://cmdj13.ddns.net/dateien/boot.elf.
Works great on my end
https://twitter.com/NWPlayer1234/status/698610575635410944
 
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NWPlayer123

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I also got RPC working so it's easier to poke around and see how everything looks after IM_Close cleans it up
You can either recompile it or go to 0x44C in a hex editor and change it to your IP (0xC0A8 = 192.168, 0x0007 = .0.7). Works fine with the normal script
Screenshot_141.png
 

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cmdj13

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I also got RPC working so it's easier to poke around and see how everything looks after IM_Close cleans it up
You can either recompile it or go to 0x44C in a hex editor and change it to your IP (0xC0A8 = 192.168, 0x0007 = .0.7). Works fine with the normal script
View attachment 38735
When I load it, the script says "Connected by ('<IP address>', 4541), finishes and at the same time the GamePad keeps showing me this grayish screen.
 

NWPlayer123

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When I load it, the script says "Connected by ('<IP address>', 4541), finishes and at the same time the GamePad keeps showing me this grayish screen.
Yeah, it should do that, then you can do stuff like rpc.exit() in IDLE to exit out and get back to the home menu, and any of the functions defined
MEMGetBaseHeapHandle = rpc.get_symbol("coreinit.rpl", "MEMGetBaseHeapHandle")
MEMGetBaseHeapHandle(1) #Gets the Base Heap Handle for MEM Arena 2, 0x10EC474 on my end
 
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cmdj13

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Yeah, it should do that, then you can do stuff like rpc.exit() in IDLE to exit out and get back to the home menu, and any of the functions defined
MEMGetBaseHeapHandle = rpc.get_symbol("coreinit.rpl", "MEMGetBaseHeapHandle")
MEMGetBaseHeapHandle(1) #Gets the Base Heap Handle for MEM Arena 2, 0x10EC474 on my end
Thanks.

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

Yeah, it should do that, then you can do stuff like rpc.exit() in IDLE to exit out and get back to the home menu, and any of the functions defined
MEMGetBaseHeapHandle = rpc.get_symbol("coreinit.rpl", "MEMGetBaseHeapHandle")
MEMGetBaseHeapHandle(1) #Gets the Base Heap Handle for MEM Arena 2, 0x10EC474 on my end
Everytime I try to execute a command different to rpc.exit() I get this:
Code:
Traceback (most recent call last):
  File "<pyshell#0>", line 1, in <module>
    rpc.dump_mem(0x0, 10000, 'memdump.txt')
ConnectionResetError: [Errno 104] Connection reset by peer
Could you give me a valid command to test it?
 

SonyUSA

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Can someone who crashes when they _Exit() try this?

When the game is loaded just press Home. I aggressively clear all the buffers, both sides, then call exit... maybe it will help?

P.S. it happens about 8 seconds after the quit (Your final level) message.
 

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NWPlayer123

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Thanks.

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


Everytime I try to execute a command different to rpc.exit() I get this:
Code:
Traceback (most recent call last):
  File "<pyshell#0>", line 1, in <module>
    rpc.dump_mem(0x0, 10000, 'memdump.txt')
ConnectionResetError: [Errno 104] Connection reset by peer
Could you give me a valid command to test it?
0x0 is not mapped to anything AFAIK, try dumping from 0x10000000, however many bytes, should look like this
Screenshot_142.png
 
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SonyUSA

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I never got it to work before, but this version works perfectly fine for me :)

Great! I wrote a crash/no crash POC a few weeks ago when I was first learning C/WiiU coding and didn't know to clear the buffer before calling exit, and I did this accidentally... so thought maybe it would help people who are crashing on Exit lol

For anyone interested:
Just use the "for (ii; " fill screen code code twice, making sure to flipBuffers(); after each use, then immediately call _Exit(); -- Make sure you don't use any colors in your fill screen, leave it (0,0,0,0).
 
Last edited by SonyUSA,
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