Hacking Retroarch port?

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Can anyone make this. I mean really it is on all other hacked consoles and the wii u is missing out. What is holding this process? The wii u has been hacked for a while and now that the latest firmware is hacked their should be no reason this isn't at least being worked on. Also don't tell me that since it is for the vwii that their is no need for it but what about those who bricked vwii? Or doesn't have the right stuff to hack it? Or doesn't want to void their warranty by the permanent softmod?
 
The guys from RetroArch already said that they have interest on making RetroArch compatible with the Wii U.
Some of the developers are already working on it, but this kind of thing takes time.
Give them a while, they might be able to pull it off evetually.

@aliaspider might be able to tell you more in detail
 
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Bump. Can someone please explain to me why it hasn't happened yet?
No-one has done it yet, probably due to the lack of resources, even through the ELF loader. If I recall correctly, the ELF loader only has 32MB of free memory to play around with, and I'm not too sure if that is sufficient enough for a fully-functional emulator.

Which is why I think we first might need to wait for someone to make a Wii U toolchain for devkit pro that can create RPXs/RPLs so that we can load them through Loadiine and get even more memory and resources to play around with.
 
What is holding this process?

Just look at the forum. While rom injection is a big deal, it seems that piracy is WAAAAAAAAAAAAY more relevant.

At least we don't have apps that downloads titles from the eShop for free.

I'm seriously pumped for a Retroarch port. It's going to be good.
 
Would it be very noticeable comparing a vwii emu to something outside of the virtual wii environment?
Is it worth while modding the vwii to try out their emus or just hold off?
 
Would it be very noticeable comparing a vwii emu to something outside of the virtual wii environment?
Is it worth while modding the vwii to try out their emus or just hold off?
if you want emus now then mod vwii. if you want faster speeds then wait till retroarch is on the wii u
 
Pfft nobody needs the ELF Loader, Homebrew Launcher gives you access to all available memory that an RPX has access to, no need to go thru loadiine or have any limitations, you just gotta start coding and away you go, the only difficult part is making it all without documentation cause GX2 is the only way anything is going to work
 
Pfft nobody needs the ELF Loader, Homebrew Launcher gives you access to all available memory that an RPX has access to, no need to go thru loadiine or have any limitations, you just gotta start coding and away you go, the only difficult part is making it all without documentation cause GX2 is the only way anything is going to work

Though to my knowledge, RetroArch is being ported using C given the complexity and frustration caused by GX2 asm.
 
Though to my knowledge, RetroArch is being ported using C given the complexity and frustration caused by GX2 asm.
why are you using assembly, they give you all the functions in gx2.rpl just use them instead of doing it manually, and C is nice but C++ lets you organize everything into classes and use private/public data and a whole bunch of other stuff, basically every program written for the system uses it
 
why are you using assembly, they give you all the functions in gx2.rpl just use them instead of doing it manually, and C is nice but C++ lets you organize everything into classes and use private/public data and a whole bunch of other stuff, basically every program written for the system uses it

I'm not the one making the port though, QuarkTheAwesome is last I heard, I'm pretty sure he mentioned using C as GX2 was proving to be a pain, I don't know, I'll need to ask him. As for me, I don't know anything about asm or programming, if I did, maybe I could figure out how to enable and disable filtering on Snes VC by editing the asm in the ELF files, but that ain't gonna happen anytime soon :P I'd ask for extra help but people are busy and I don't want to bother them.

Unless you could give us (me, QuarkTheAwesome and Shutterbug2000) some insight? But again, that's on my VC hacking thread.
 
Last edited by the_randomizer,
Would it be very noticeable comparing a vwii emu to something outside of the virtual wii environment?

We're talking about a whole lot of aviable power. Just look at the state of Retroarch on 3DS vs N3DS. Having more power is always welcome when it comes to emulation, with more stability and more emulable consoles.
 
A @QuarkTheAwesome would be nice. ;3

Yes, I'm trying my hand at a RetroArch-style emulator (not RetroArch itself, mind you - this is from the ground up). The Wii U has more than enough power to do this efficiently and well - for this reason I'll take my time with it.

Right now I'm working on real dynamic library loading, which is proving more of a pain than GX2 ever was (at least with Dimok's classes). @NWPlayer123 if you want to check the other forum (the one with Datalogger) and see if you could help that would be awesome. I'll also update the git repo for that when I get the chance. (Update: Done, code that needs work is here, issues are here) This work is needed since all libretro cores are in their own files and I need to load more than just their entry points.

The whole thing's in C right now but I might move it to C++ later depending on how things go. Although some Assembly loops could be a good learning experience ;D

As usual with this sort of thing, it's best to pretend it doesn't exist until it's officially released. I can't guarantee any finish dates and I may not be able to post stuff all the time, but I will try to keep the git updated so you all can see how it's going and maybe help out :3

No, I'm not even thinking about GX2 yet and I'm dreading the day I have to.

@Voxel Studios - LiteNESU ;D

Edit: Okay, git's all good now. If looking at UDynLoad please help with the "broken" branch
 
Last edited by QuarkTheAwesome,

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