The loader will now map some (hopefully) unused memory into userland using the segement registers. Currently we can get ~ 65mb of extra memory. At the moment, none if this memory is used, at first it needs to be checked if it's really unused.
Press MINUS in the plugin loader to map the memory, this can take a moment. Check the UDPLogger for the mapping information. When the memory was mapped, values will be written to the PHYSICAL memory addresses, and read from the effective addresses as an test..
Now more sd swapping for ftpiiu while developing plugins!
Simply use the normal wiiload to send a plugin (.mod) file to the Wii U while the plugin loader in running.
This requires zlib, don't forget to add it to your portlib. It can be found in the "libs" folder.
By including the Padscore functions, the modpack selector now also supports the Wii U Pro Controller, Wiimote, Wii Classic Controller and Wii Classic Controller Pro. This allows users to choose modpacks without being forced to use the Gamepad.
- Split up the WUPS includes into multiple seperate files, renamed some structs
- Added the hooks functions. (INITIALIZE_PLUGIN, DEINITIALIZE_PLUGIN, ON_VYSNC, ON_APP_STATUS_CHANGED, ON_APPLICATION_ENDING). INITIALZE is now "ON_APPLICATION_START". See the example for more information.
- Updated all plugins to fit the new hook. Some profit of the new hooks and are simpler now. (For example SwipSwapMe doesn't need to check if it's the first boot)
- arguments of the ON_APPLICATION_START have changed. It's not a pointer anymore and now has the boolean fields sd_mounted/usb_mounted which indicate if the device was mounted and it available via sd:/ or usb:/
- Some minor cleanups and formatting.
- Improved the overlay example. It's now using the wups api.
- Not working on TV when the game is rendered in 1080p. (Maybe add option to force screen to 720p?)