Hacking How to install game Wii U created by Unity?

Rabisco

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How to generate WUP of the game created by Unity?
I am trying to create the WUP file with NUS Packer, to test on a retail Wii U, but I get the error.

03.jpg

I have the folders:
- code
- content
- meta

Cemu error:

01.jpg

Error when trying to create WUP with NUS Packer:

02.jpg

I'm using:
- Unity 2017.2.3p2
- Cafe SDK 2.13.01
- MULT 5.3.27
- NDI 2.5.2
- Cemu 1.19.1b

Hardware
- Wii U Deluxe

 
Last edited by Rabisco,

Rabisco

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HOW TO USE NUS PACKER?

- Extract the compressed file NUS Packer (rabisco).zip

- I place the content of the game (code, content, meta) inside the "inputDir" folder.

nuspa.jpg


- Add Wii U commom key after -encryptKeyWith:

Code:
java -jar NUSPacker.jar -in "inputDir" -out "outputDir" -skipXMLParsing -encryptKeyWith "wii u commom key"

- Open the CMD inside the NUS Packer folder

- Execute the command below (paste and press ENTER)

- If all goes well, the WUP game will be inside the "outputDir" folder.

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

I still need help ... :nayps3:
 
Last edited by Rabisco,

Rabisco

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I managed to create a WUP



Export from Unity:
  1. Build Debug Level = Master [not network]
  2. Build output = Download Image
  3. Boot mode = NAND



I process it:
1 - CDecrypt
2 - NUS Packer

I used a Ninja Gaiden 3 NES game on Loadiine to check if there were errors with the conversions, everything is ok.

I'm pretty sure the problem is with the game compiled with Unity. I try to run on Cemu, and it causes an error. But with Ninja Gaiden it's working.

I also tested it on my standard Wii U, the Tecmo game works.
The one created with Unity appears the message:

uc
 
Last edited by Rabisco,

MikaDubbz

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Shouldn't the third folder be titled meta and not goal? I dunno how bringing a game over from unity to Wii U works exactly, but everything else on the system has the folders: code content and meta
 

Rabisco

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My Wii U is up to updated and only installs WUP games, Loadiine doesn't work anymore!

I don't have a Title ID provided by Nintendo, because they no longer support Wii U. So I need a way to use an ID from another game. Or some modification to the XMLs.

When I try to use XML: meta, app and cos, from other games, I get errors.

Even if I put the original name "Unity-master.rpx" in cos.xml, it doesn't work.

3666.jpg



So I would like help with this problem. If resolved I will post a tutorial so that others can create homebrew games.
 

E1ite007

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What's the format of the title id and the title code you're inputin'?
Also remember you have to put the title id both in app.xml and meta.xml.

EDIT: So... yeah, I've checked the download link you putted above, and I see the error now... as far as I know, you shouldn't have .elf or .rpl files on the code folder. You should have essencial files, as app.xml, cos.xml, and the main .rpx format. That's why WUP Installer also recognizes it as a Unity thing and not an installable WUP.
And... oh yeah, you're missin' all other files on the meta folder. It should look like this as this:
upload_2020-6-1_10-52-38.png
The images are the boot, screen, logo and icon .tga files. You should be capable of creating this with this tutorial.
The bootMovie.h264, I actually don't know if you can create it, but you can dump it from any installable homebrew as... Homebrew Launcher. You should be able to do this with FTPiiU Everywhere.
bootSound.btsnd is actually pretty simple to get, you just have to create it in .wav format (48000 khz, 16 bit stereo) and then convert it with wav2btsnd.
The Manual.bfma you can also dump it from other installable homebrew.
And... that's it.

EDIT No. 2: Wait... did the WUP version of your game you putted the link above, still uses CafeSDK?
 
Last edited by E1ite007,
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Rabisco

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What's the format of the title id and the title code you're inputin'?
Also remember you have to put the title id both in app.xml and meta.xml.

EDIT: So... yeah, I've checked the download link you putted above, and I see the error now... as far as I know, you shouldn't have .elf or .rpl files on the code folder. You should have essencial files, as app.xml, cos.xml, and the main .rpx format. That's why WUP Installer also recognizes it as a Unity thing and not an installable WUP.
And... oh yeah, you're missin' all other files on the meta folder. It should look like this as this:
The images are the boot, screen, logo and icon .tga files. You should be capable of creating this with this tutorial.
The bootMovie.h264, I actually don't know if you can create it, but you can dump it from any installable homebrew as... Homebrew Launcher. You should be able to do this with FTPiiU Everywhere.
bootSound.btsnd is actually pretty simple to get, you just have to create it in .wav format (48000 khz, 16 bit stereo) and then convert it with wav2btsnd.
The Manual.bfma you can also dump it from other installable homebrew.
And... that's it.

EDIT No. 2: Wait... did the WUP version of your game you putted the link above, still uses CafeSDK?


See the file I send you by PM. This is the original exported file.

uc


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

NOTE: Unity exports the game to run on a CAT-R DEV, so some folders are different from the "final retail version" game version.

Imagem by google:
lAsguqP.jpg

PwVppEW.jpg
 

E1ite007

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Yeah, normally you have to make the dev build compatible with the retail model... not even dev programs as SysConfigTool will make the dev version run on a retail model I'm guessin'.
The thing is... normally, for ex. in 3DS to use some personal homebrews made with Unity, you have convert your console to a Panda unit, or just trick the system into thinkin' you're runnin' a Panda system. Luma3DS allows it by the feature "Set developer UNITINFO" which changes some parameters onto the NAND to make appear form a software side, that you're runnin' a dev unit.
I see that your build looks more akin to a dev build, with all those .rpl dependencies, and well... a retail version doesn't use that in that location as far as I'm concerned. I don't know if you can trick a Wii U into thinkin' is a CAT unit.
I think you could use the export plugin for Unity that Nintendo gives to their devs as all of their tools: https://developer.nintendo.com/, of course it's only for applicants, but as far as I know, the tools and all of that is free... the thing is that you could not made it for use in the homebrew scene and only as a Nintendo developer.
Anyway, I'm sorry if all of this doesn't help you any much, I'm no dev, I'm begginin' to learn how to use devkitpro to compile apps; but I wish you at least got anythin' useful.
 

Rabisco

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Yeah, normally you have to make the dev build compatible with the retail model... not even dev programs as SysConfigTool will make the dev version run on a retail model I'm guessin'.
The thing is... normally, for ex. in 3DS to use some personal homebrews made with Unity, you have convert your console to a Panda unit, or just trick the system into thinkin' you're runnin' a Panda system. Luma3DS allows it by the feature "Set developer UNITINFO" which changes some parameters onto the NAND to make appear form a software side, that you're runnin' a dev unit.
I see that your build looks more akin to a dev build, with all those .rpl dependencies, and well... a retail version doesn't use that in that location as far as I'm concerned. I don't know if you can trick a Wii U into thinkin' is a CAT unit.
I think you could use the export plugin for Unity that Nintendo gives to their devs as all of their tools: https://developer.nintendo.com/, of course it's only for applicants, but as far as I know, the tools and all of that is free... the thing is that you could not made it for use in the homebrew scene and only as a Nintendo developer.
Anyway, I'm sorry if all of this doesn't help you any much, I'm no dev, I'm begginin' to learn how to use devkitpro to compile apps; but I wish you at least got anythin' useful.

I'm using all official tools, but I don't have a development kit, so I need to know if the game created by Unity is really working.
I don't have a Title ID provided by Nintendo, because they no longer support Wii U.
 

E1ite007

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I'm using all official tools, but I don't have a development kit, so I need to know if the game created by Unity is really working.
I don't have a Title ID provided by Nintendo, because they no longer support Wii U.
As you said it, Nintendo doesn't support the Wii U anymore, so create your own title id as all homebrew sceners do, also your own product code, that's the first step.
 

Rabisco

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I really believe that there are no tools to convert ".wumad" files to run on retail Wii U.

Unfortunately I have to leave that ... and look for other consoles..:( :hateit:
 

juanKme

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I managed to create a WUP



Export from Unity:
  1. Build Debug Level = Master [not network]
  2. Build output = Download Image
  3. Boot mode = NAND



I process it:
1 - CDecrypt
2 - NUS Packer

I used a Ninja Gaiden 3 NES game on Loadiine to check if there were errors with the conversions, everything is ok.

I'm pretty sure the problem is with the game compiled with Unity. I try to run on Cemu, and it causes an error. But with Ninja Gaiden it's working.

I also tested it on my standard Wii U, the Tecmo game works.
The one created with Unity appears the message:

uc


How did you get to work the NUSPacker? I keep getting errors in the cmd for "invalid key" and/or the "Unity-master.dla not assigned" ... what you did with CDecrypt en step 1?
 
D

Deleted User

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I used Nuspacker, it just give me files with lots oa .app
how do I get the wup file
upload_2020-8-10_23-28-54.png
 

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