Homebrew File Manager Wii U?

godreborn

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the cbhc hack to the system.xml in the config folder of slc may be one way to get failst to run at boot. the system.xml only contains a title id, no location like mlc or usb, so I think it's hard coded to read the mlc only. I think that's why you need the ds game on internal storage to get it detected. though, there may be a safer way if another coldboot hack exists, which I think there are several, some just not practical or something.
 
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Sowden

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I'm glad this thread came back and people started talking about WiiUShell. I have no coding background to help jump in on this, but it would be amazing if Wii U Pro Controller support could be added to this. Thanks for working on it again.
 

ploggy

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Laf111

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can you see if you can add procui into Retroarch too?
Hi Ploggy,

I'm still working on the robustness of WiiuFtpSever (Masana helps me on that matter). There are still some disconnections issues when uploading a large numbers of files.

I had a first look to the RetroArch code.
It seems that there's a lot of work to do because the WUT library is not really used (only makefile rules that come with i think) and i dont know the amount of work needed to use to the WUT library instead of the initial RetroArch code (RetroArch/wiiu/include/wiiu/procui.h is older than the WUT version proc_ui/procui.h).

I'm still busy on WiiuFtpServer then i have to validate Cemu2WiiU.
Maybe after that, i'll have a further look !
 

ploggy

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Hi Ploggy,

I'm still working on the robustness of WiiuFtpSever (Masana helps me on that matter). There are still some disconnections issues when uploading a large numbers of files.

I had a first look to the RetroArch code.
It seems that there's a lot of work to do because the WUT library is not really used (only makefile rules that come with i think) and i dont know the amount of work needed to use to the WUT library instead of the initial RetroArch code (RetroArch/wiiu/include/wiiu/procui.h is older than the WUT version proc_ui/procui.h).

I'm still busy on WiiuFtpServer then i have to validate Cemu2WiiU.
Maybe after that, i'll have a further look !
Thank You, again, I'm sorry for asking, but there is a reason a working procui would be good for Retroarch ;)
 

Laf111

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Thank You, again, I'm sorry for asking, but there is a reason a working procui would be good for Retroarch

The main reasons i used it for WiiuFtpServer is because it allows :
  • a socket memory optimization
  • channel RPX file generation using WUT rules
  • ability to exit to the Wii-U Menu when launched in Channel mode
  • better controllers handling
I'm not an expert and an advanced user of WUT but i understand that procui handle the app exit process (make it goes in background while in Channel mode).

RetroArch for WiiU seems to use only WUT rules to produce a "Channel like" RPX (that's why a channel can exist) but do not use WUT functions (last proc_ui definitions and that's why it does not exit as expected).

The work would consist in :
  • linking libWut (and not only use its rules)
  • replacing the calls to RetroArch code by WUT ones
  • removing the original dead code
 

ploggy

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The main reasons i used it for WiiuFtpServer is because it allows :
  • a socket memory optimization
  • channel RPX file generation using WUT rules
  • ability to exit to the Wii-U Menu when launched in Channel mode
  • better controllers handling
I'm not an expert and an advanced user of WUT but i understand that procui handle the app exit process (make it goes in background while in Channel mode).

RetroArch for WiiU seems to use only WUT rules to produce a "Channel like" RPX (that's why a channel can exist) but do not use WUT functions (last proc_ui definitions and that's why it does not exit as expected).

The work would consist in :
  • linking libWut (and not only use its rules)
  • replacing the calls to RetroArch code by WUT ones
  • removing the original dead code
Yes, the current Retroarch Forwarder Channel is a major hack job built years ago, before Channels were the norm, that's why procui code in RA is so old/not working.
There was talk about updating WUT for RA but so far nothing came of it.
Even If you could just do the bare minimum to get the Channel to exit right without having to fully upgrade the WUT in RA that would great, no need to completely implement new WUT if you dont have to :)
 
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OzKenny1983

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Hey @ploggy, apologies for the lateness of my reply but I've been flat out with other commitments for the past month. Laf's code did help but wasn't the entire solution to our woes, so I'll try to get back into WiiUShell tomorrow. For now I mainly just wanted to reply to your last post in this thread. You said:

Even If you could just do the bare minimum to get the Channel to exit right without having to fully upgrade the WUT in RA that would great, no need to completely implement new WUT if you dont have to :)

Unfortunately it's probably not that simple. I haven't looked myself so I'm just presuming from what Laf said, but it seems as though a complete rewrite of the code would be necessary just to get the most basic of missing features working.

It's a common problem in software development; from a user perspective it seems as though features A and B are not linked at all but within the code they are. This is a bad way to write code in the first place, since it causes problems such as this, but nevertheless it happens every day in the dev world for various unfortunate but understandable reasons.

The most prominent reason I've seen is simply lack of time; i.e. users/bosses/other stakeholders are desperate to have the finished product yesterday, so that added pressure leads the devs to do things as quickly as possible, just to get a final product that "works". The trade off is that the project becomes a maintainability nightmare, as we are now seeing with RetroArch for the Wii U...and, incidentally, Wii U Shell as well ;-)
 
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ploggy

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Hey @ploggy, apologies for the lateness of my reply but I've been flat out with other commitments for the past month. Laf's code did help but wasn't the entire solution to our woes, so I'll try to get back into WiiUShell tomorrow. For now I mainly just wanted to reply to your last post in this thread. You said:



Unfortunately it's probably not that simple. I haven't looked myself so I'm just presuming from what Laf said, but it seems as though a complete rewrite of the code would be necessary just to get the most basic of missing features working.

It's a common problem in software development; from a user perspective it seems as though features A and B are not linked at all but within the code they are. This is a bad way to write code in the first place, since it causes problems such as this, but nevertheless it happens every day in the dev world for various unfortunate but understandable reasons.

The most prominent reason I've seen is simply lack of time; i.e. users/bosses/other stakeholders are desperate to have the finished product yesterday, so that added pressure leads the devs to do things as quickly as possible, just to get a final product that "works". The trade off is that the project becomes a maintainability nightmare, as we are now seeing with RetroArch for the Wii U...and, incidentally, Wii U Shell as well ;-)
It's ok, a more stable WiiUShell is probably more desired by most people anyway :) A RA Wut upgrade is always being talked about so hopefully its just a matter of time before its picked up :)
 
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Laf111

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@Laf111 thank you for your input :) can you do the same thing for Retroarch?
While Retroarch does have a Channel it doesn't support exiting like other official Channels, it uses HBL code to load/unload the RPX, which means it doesn't have the ability to bring up the Home Menu. :/
A real Channel (that can exit correctly) will allow us to do cool things.
I've just installed the official retroArch channel (from Wii-U USB Helper) and exiting to the Wii-U menu works.
I have the retroarch folder on the SDCard too or maybe it is my last settings that remains i duno but it works.

I'll have a closer look later.
Have a nice day.
 
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ploggy

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I've just installed the official retroArch channel (from Wii-U USB Helper) and exiting to the Wii-U menu works.
I have the retroarch folder on the SDCard too or maybe it is my last settings that remains i duno but it works.

I'll have a closer look later.
Have a nice day.
The official Retroarch channel isn't a "real channel" it is a hacked together channel that uses some trick to load the RPX.
The Retroarch RPX doesn't have the required code to exit properly when made into a channel... and when ever we try to make a Channel with any of the Retroarch RPX's the chan is never able to exit correctly :/ It's due to ?the procui loop? never being implemented into Retroarch correctly in the first place. Once that is done then a true channel can be made that can exit properly.. then we can have other nice things ;)
 
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Laf111

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The official Retroarch channel isn't a "real channel" it is a hacked together channel that uses some trick to load the RPX.
Ah yes, it is just a launcher for retroArch when installed on the SDCard (as i understood).


when ever we try to make a Channel with any of the Retroarch RPX
From what i understand... :

The RetroArch_rpx package from https://buildbot.libretro.com/nightly/nintendo/wiiu/ does not contain a "RPX" version of RetroArch. It contains an installation of RetroArch to put on the root of the SDCard. The RPX (HBL executable) given in wiiu/apps are only the cores (emulators) executables compiled to run on the Wii-U.

So it is supposed to be installed on the SDCard (maybe you can put your roms elsewhere with using playlist files but i'm not even sure of that...)

If you update RetroArch and keep it on your SDCard, it works (exit successfully to Wii-U Menu when launched using the official retroArch channel) :

IMG_0837.JPG
 

Aintnowayfam

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Is there a file manager for the Wii U, one that will let me move delete files off a sd card or move files from a USB to the SD Card.

My sd slot is a bit temperamental and it doesn't like being take out and put back in so I was thinking about just copy files from a usb to the sd or deleting files directly from the sd
you could try to use wiixplorer on the vwii to see if that works.
 

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