Dynamic Linking Issue with wut

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X6Sire

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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 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?
Doing either of these required a lot of time investment, so at this point I figured I should try loading an RPL from scratch in a homebrew app, since this should be a lot easier to debug and learn. I built the "my_first_rpl" project in the wut samples, but I haven't been able to get it running. Unmodified, it crashes the console with the "There is a problem with the system memory" error. I changed it to load explicitly using 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_FOUND be a red herring, and perhaps there's something wrong with my build configuration that's causing the RPL to be malformed?
I can keep looking into it tomorrow, but there are a lot of potential rabbit holes I could get stuck down, so any pointers or recommendations could save me a huge amount of time. Thanks in advance!
 
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 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?
Doing either of these required a lot of time investment, so at this point I figured I should try loading an RPL from scratch in a homebrew app, since this should be a lot easier to debug and learn. I built the "my_first_rpl" project in the wut samples, but I haven't been able to get it running. Unmodified, it crashes the console with the "There is a problem with the system memory" error. I changed it to load explicitly using 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_FOUND be a red herring, and perhaps there's something wrong with my build configuration that's causing the RPL to be malformed?
I can keep looking into it tomorrow, but there are a lot of potential rabbit holes I could get stuck down, so any pointers or recommendations could save me a huge amount of time. Thanks in advance!
Hi there, I cant help myself when it comes to RPL stuff but I saw this on discord the other day which seemed related to your issues?


Building rpls with wut is currently fundamentally broken. There's a PR which makes them somewhat work (which is what CafeGLSL is built with), but even these have several limitations and issues (any fini code is not called at all for example)

If you're aware of the issues and limitations with wut RPLs I'd recommend checking out the PR, otherwise avoid using RPLs for now if possible
This was from Gary on the 4TU (For The Users) Discord, you may get more help there? :)
https://discord.gg/WBFmheH4
 
Hi there, I cant help myself when it comes to RPL stuff but I saw this on discord the other day which seemed related to your issues?



This was from Gary on the 4TU (For The Users) Discord, you may get more help there? :)
https://discord.gg/WBFmheH4
Thank you so much, you saved me a whole lot of time (and sanity)! It's kind of a relief the issue wasn't on me lmao. I'll check out the patch/Discord tomorrow for sure when I have time. Thanks again!
 
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