Thx 4 feedback... fixed.This is awesome, thanks
There is a grammar mistake. " Games loader for Wii U ". Please fix it
@dimok, your template for an elf file will not work on 5.5, at least not with the sections you have in the link file. This will work for 5.5:Then you set up the stack for 5.5 in your loader.c, making sure to include "coreinit.h".Code:OUTPUT(boot.elf); ENTRY(_start) SECTIONS { . = 0x01808000; __rx_start = .; .start : { loader.o(*) } .text : { *(.text) } .rodata : { *(.rodata .rodata.*)} __rx_end = .; . = 0xF4C00000; __rw_start = .; .data : { *(.data) } __bss_start = .; .bss : { *(.bss) } __bss_end = .; . = ALIGN(0x40); .stack : { . += 0x8000; _stack_top = .; } __rw_end = .; }
Putting this here for anyone on 5.5 that wants to make an elf file.
Alright, here's a shot in the dark at the elf porting, since I'm on 5.5 and can't actually test.. Can someone tell me if the attached app folder successfully loads and runs space game in HBL?
I put the source code for this elf port on github. As was done in the pong port, I replaced the OS methods with ones from dynamic_libs and used the new makefile.
@dimok Thanks for the pong port. Also, is OSGetTime missing from os_functions.c?
Code:unsigned int coreinit_handle; OSDynLoad_Acquire("coreinit.rpl", &coreinit_handle); int64_t (*OSGetTime)(); OSDynLoad_FindExport(coreinit_handle, 0, "OSGetTime", &OSGetTime);
Thanks, simply deleted using Terminal.It's because you had the SD Card in your MacBook.
It stored the hidden Apple files for indexing.
HBL "thinks" the hiddenfile for the .ELFs is a real .ELF
try to remove the hidden files and folders either on a Linux or Windows machine or use a hidden files remover on MacOS like BlueHarvest and put an exception to not create those files on removable media.
BlueHarvest http://www.zeroonetwenty.com/blueharvest/
Cheers, CableLeecher
Yeah, the addresses for HBL won't work for my apps, at least not on 5.5, and that's what I have, and no way to test. It's hard enough testing on my actual firmware. I'm sorry, but there is zero motivation to even bother with anything other than what I can use on my own system. Whenever 5.5 has Kernel access, I'll worry about porting anything.Hi brienj,
sorry to say that but this is just wrong what you do, at least if you want to make the application run in HBL. This is the setup you need for browser exploit only. It is not gonna work with HBL. HBL loads the application like a real WiiU application with the stack setup from coreinit (good stack) and many other hardware initialisations that are preparing real WiiU applications inside coreinit to run properly, such as the FPU and network. Your entry address 0x01808000 probably wont even work either in the Mii Maker application, though I didnt try it. Its very sloppy to setup "own" stack on top of already existing one and ignore the existing good stack (the one specificly for the application setup and bigger stack). Own stack setup is needed in the browser exploit because you hook some position (ROP) and jump to your code from where there is no good stack (stack pointer is pointing somewhere unknown) but its not needed on HBL method. You will break the launch and the return to HBL and especially the return to Mii Maker code which will cause a freeze on every exit of the application.
The linker file I provided will work for any firmware. The problem you have on 5.5 (or any firmware other than 5.3.2 or 5.4.0) is that you dont have a kernel exploit or dont have the addresses I hook to setup IBATs and DBATs for the application code and data. If people provide the addresses inside kernel, that we need to hook for DBAT and IBAT setup, we can make homebrews almost completely firmware independent with HBL.
Without setting up own DBAT and IBAT you are very limited in program memory and data memory. The way HBL works you have up to 8 MB of memory (currently) for your application and it can be extended. The browser exploit way is only a way to start some payload inside the browser application. You dont have full potential of a WiiU application inside the browser exploit, its very limited, especially with heap memory.
My point is, that this is not how HBL is intended to be used. HBL uses out the entry point of mii maker main() which is a good start for almost any application and where you have the full potential of a WiiU application in it.
Hi yeah I fully understand that. I would have no motivation to do it for some other firmware that you personally are not on either. You cant test stuff and just have to code blindly. I hope that the kernel exploit for 5.5.0 and 5.5.1 is gonna be released someday. As far as I know one person (dont know if I am allowed to name him here) has already the necessary kernel addresses which can be hooked to have this all running on 5.5.0 and 5.5.1. Though until the exploit is public there is little you or other people can do.Yeah, the addresses for HBL won't work for my apps, at least not on 5.5, and that's what I have, and no way to test. It's hard enough testing on my actual firmware. I'm sorry, but there is zero motivation to even bother with anything other than what I can use on my own system. Whenever 5.5 has Kernel access, I'll worry about porting anything.
Yeah, my new game is closed source, at least for now. Since I am not constrained by file size for now, I am slowly re-writing it so it is more organized, and then I will probably release the source at that time. While I am still working on it though, the re-writing won't happen as fast. I've been working on adding the rest of the letters, to complete the alphabet and going to implement a high score list using the network, which I hope to add as an easy for the end user to use addition.Hi yeah I fully understand that. I would have no motivation to do it for some other firmware that you personally are not on either. You cant test stuff and just have to code blindly. I hope that the kernel exploit for 5.5.0 and 5.5.1 is gonna be released someday. As far as I know one person (dont know if I am allowed to name him here) has already the necessary kernel addresses which can be hooked to have this all running on 5.5.0 and 5.5.1. Though until the exploit is public there is little you or other people can do.
Thanks for your time for it though. I could help you port the code if you want but for that I would need to see the code and I guess you want to keep it closed source right(?), which is completely ok.
He didn't develop the Homebrew launcher @dimok developed itCyan, I just wanted to say this.
You sir, are an absolute king.
I didn't code anything, dimok did all the work.
I did some beta tests only, and did the design/pictures (probably not very professional, but that was in a hurry too). we did it all in two days.
I just thought I'd add to the mix. Trying to keep it classic...Ok, I put the submitted icons to the same place.
what do you think about them?
submitted icons for HBL
(me. I can change the font but I like the bg)
(wiiunator)
(Plasma shadow)
(filfat)
(dechad)
dechad asked for my BG and might submit another icon soon. I'll add it here.
Icons for loadiine
(wiiugold)
(wiiunator 1)
(wiiunator 2)
I like the current icon (made from eclipsesin avatar). I got used to see it here and on website exploit hosting. other users are also probably used to associate it to loadiine, maybe we could keep it.
FTPiiU
(wiiunator)
(sin is in)
note: please, use the proper aspect ratio, or submit it directly at the correct size.
I resized two icons and they weren't good ratio so I deleted/added borders.
@vgmoose found a failure , does not work well on TV , attached video:
the game works well , all right , only fault screen tv .
Hi, can you test this application with the following ELF of homebrew launcher:
http://www52.zippyshare.com/v/h0VEeqol/file.html
I think I fixed the issue now.
Also I wanted to inform everyone that HBL officially now supports firmware 5.0.0 and probably 5.1.0 with the current GIT version thanks to @z0mb3. He implemented the port and provided a pull request. He did that for loadiine gx2 too actually.
If the issue above with the console applications on the TV is confirmed fixed I will create a new release version 1.1 of HBL.
I think it is that small because the game sets only those pixels for TV. It has to set more pixels on TV with the OS pixel set function than on DRC. It is probably expected to look like that.
Does it look any different when you launch the original game code with the browser?
Awesome!
Yes, the resolution is the same as the gamepad but on the TV, so that is how it has always looked. I can work on fixing/scaling that another time, but it's not a new issue. It's working properly, thanks @dimok!
Thanks for confirming it.Awesome!
Yes, the resolution is the same as the gamepad but on the TV, so that is how it has always looked. I can work on fixing/scaling that another time, but it's not a new issue. It's working properly, thanks @dimok!