Hello! I'm new here so my account is restricted right now, so please forgive the lack of links.
I recently started tinkering with Wii U homebrew and I've built and run some basic apps using both wut and Unity for Wii U. I've also managed to load Mii data from the console, so my current goal is to see if I can make this accessible to Unity via a native plugin. RPL is listed as a supported plugin format in the Unity documentation, and I was able to confirm that a test module (built with wut) does get loaded by the engine and
I recently started tinkering with Wii U homebrew and I've built and run some basic apps using both wut and Unity for Wii U. I've also managed to load Mii data from the console, so my current goal is to see if I can make this accessible to Unity via a native plugin. RPL is listed as a supported plugin format in the Unity documentation, and I was able to confirm that a test module (built with wut) does get loaded by the engine and
rpl_entry() is called. Unfortunately though, the console crashes before the loading screen finishes. To fix it, this raised a couple of questions:- Do I need a full emulator/debugger and understanding of the loading process?
- Does the plugin have to be built with the MULTI toolchain (like the rest of the game) rather than wut?
OSDynLoad_Acquire(), which always seems to fail with OS_DYNLOAD_MODULE_NOT_FOUND. I couldn't find any documentation on the default search paths for RPLs, but according to the Aroma patch notes, loading them from the SD card is supported. Loading the file from there with WHBReadWholeFile() works fine, as does loading the system RPLs. Now I have a couple more questions:- Am I missing something about where RPLs/RPXs can be located?
- Could
OS_DYNLOAD_MODULE_NOT_FOUNDbe a red herring, and perhaps there's something wrong with my build configuration that's causing the RPL to be malformed?






