celcodioc, where exactly did you get an SARC file so you could figure out the format? Was it in the browser's resources on the filesystem or somewhere in memory?
Brawl has to be ripped to the external hard drive using 222/223 mload right?
So if the Wii U is not compatible with 222/223 mload, what's the best way to rip Brawl on the hard drive using Configurable USB loader?
" http://wiiu-hb.com/510 " give a error and say: "The resource you are looking for has been removed, had its name changed, or is temporarily unavailable." please... solve the problem ...
tanksYes, the reason is that we are working on a new system for the website, untill then so wont you be able to test the exploit via the website.
In file included from ../src/include/cafe/vpad.h:19:0,
from ../src/testing.c:2:
../src/include/cafe/os.h:199:34: error: unknown type name 'va_list'
void OSVReport( const char* msg, va_list list );
^
In file included from ../src/include/cafe/os.h:258:0,
from ../src/include/cafe/vpad.h:19,
from ../src/testing.c:2:
../src/include/cafe/os/OSFastCast.h:26:21: fatal error: ppc_ghs.h: No such file
or directory
#include <ppc_ghs.h>
^
compilation terminated.
I belive we, normal people, are very curious about pictures of this progress. Can be done?
Anyone gotten cafe_sdk to compile with the WebKit exploit?
I'm actually using booth the headers and the libs, which in theory should work. Just missing some files...Why are you trying to compile the SDK? It doesn't even have source code, it's just a collection of headers.
I'm actually using booth the headers and the libs, which in theory should work. Just missing some files...
yeah, but that requires me to rewrite a lot of code. with the header files so can I just include the header files and everything will work XDThe libraries are located on the filesystem and can be accessed through the OSDynLoad functions.
yeah, but that requires me to rewrite a lot of code. with the header files so can I just include the header files and everything will work XD
Including the header files isn't enough to access the libraries. You have to either dynamically link with them (as an RPX/RPL) or get the symbol addresses at runtime.
Shouldn't the included libs(*.a files) be enough?
I'm pretty sure the .a files modify your RPX's imports (in the .fimports section), so they'll only take affect if you link them into an RPX and have the RPL loader load it.