Hacking Wii U Hacking & Homebrew Discussion

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Hey guys, I'm having problems running the Homebrew Launcher. I'm on 5.5.1E and every time I try to run from loadiine.ovh I get a black screen saying the exploit is running, then a white screen with the Wii U logo and then nothing happens. Tried about 10 times now, same thing every time. Anyone know what I'm doing wrong?

EDIT - Figured it out, had to format in 32Kb clusters, not 64Kb.
 
Last edited by stereowax,
There's a GameBoy Advance emulator, I believe, and there's a retroarch port being worked on
Probably there will be no GameBoy Advance Emulator; after doing some research I found out that there are only few gameboy emulator in C/C++/[Other that is not Java/Javascript] (10 or so) and only 2 of them are working well (correct me if I'm wrong): VisualBoy Advance (+derivates) and NoGBA. Also my original code was based on an emulator thatt then I found out not to be working even on Linux (:glare:). Unfortunately NoGBA is not opensource and VisualBoy Advance is too much more complex than other emulators. I still want to port some emulator so I will probably move to another emulated console. *Maybe* going for GameBoy color
 
Last edited by rw-r-r_0644,
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Probably there will be no GameBoy Advance Emulator; after doing some research I found out that there are only few gameboy emulator in C/C++/[Other that is not Java/Javascript] (10 or so) and only 2 of them are working well (correct me if I'm wrong): VisualBoy Advance (+derivates) and NoGBA. Unfortunately NoGBA is not opensource and VisualBoy Advance is too much more complex than other emulators. I still want to port some emu but now I will have to search what
What about mGBA?
 
Still the most likely and suitable candidate for a port.

Would probably be included in any Retroarch port.
 
1. Check your computer IP (ipconfig)
2. Put cafiine_server.exe (you can find it in cafiine repo on github) in a folder and in the same folder create a folder named cafiine_root; inside the cafiine_root folder create a folder named with the title id (enter the title id without '-')you want to mod and inside that folder create a folder named vol
3. Put the modded files in the correct path inside vol folder inside the correct tile id folder
4. Start cafiine_server.exe
5. Launch cafiine on your wii u (first the kernel exploit mapped 0xA0000000 and then MrRean's cafiine payload
6. Enter the computer IP and press A to install cafiine
7. Launch the game to mod
8. Enjoy!

Hope it helps :)
Thx ill try it soon[emoji2]
 
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Thx ill try it soon:D
1. Check your computer IP (ipconfig)
2. Put cafiine_server.exe (you can find it in cafiine repo on github) in a folder and in the same folder create a folder named cafiine_root; inside the cafiine_root folder create a folder named with the title id (enter the title id without '-')you want to mod and inside that folder create a folder named vol
3. Put the modded files in the correct path inside vol folder inside the correct tile id folder
4. Start cafiine_server.exe
5. Launch cafiine on your wii u (first the kernel exploit mapped 0xA0000000 and then MrRean's cafiine payload
6. Enter the computer IP and press A to install cafiine
7. Launch the game to mod
8. Enjoy!

Hope it helps :)

So i Have the folder filepaths and all that junk, but i downloaded a smash pack. Inside the 00050000-10144F00 folder it had patches, not vol. Should i put patches inside vol? Or should i rename patches to vol?
 
Ahh... the good old C-64, a 300 Baud Hayes modem, dot matrix printers and BBS's.. I remember them all well.

(And that explains where you learned to write such good programs with so little space) :)

--------------------- MERGED ---------------------------

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Ahh yes my poor old Volks 300 baud modem. It took me a whole night to upload one game to Big Dog in Houston, we must have really pissed off AT&T.
 
Hey, stupid question, only because I havent seen an answer in the stickies (or I may be blind) but if I run kexploit10, then loadiine, then shut down the console, and boot back up, do I need to run kexploit10 before loadiine? Basically, does kexploit persist through power cycling?
 
Hey, stupid question, only because I havent seen an answer in the stickies (or I may be blind) but if I run kexploit10, then loadiine, then shut down the console, and boot back up, do I need to run kexploit10 before loadiine? Basically, does kexploit persist through power cycling?
You need to use it on every boot.
 
Without having to search through countless threads and pages, I haven't read any updates for a while. Is there an IOSU exploit yet? I ask because I'm too lazy to have to do the kernel exploit everytime I boot the console.
 
Without having to search through countless threads and pages, I haven't read any updates for a while. Is there an IOSU exploit yet? I ask because I'm too lazy to have to do the kernel exploit everytime I boot the console.
If you're on <5.2.0 and got some programming skills, naehrwert explained how they exploited the IOSU here : https://nwert.wordpress.com/2016/05/03/ioctlvhax/
 
We already have piracy what more could you want
Boot time exploit ala arm9loaderhax to have a basically unbrickable console and be able to update without being patched out, custom themes so I can prettify everything, custom firmware to add more fancy features, a good homebrew SDK and a proper installer for custom titles
Big wishlist, I know :P
 

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