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Overview

This wiki page is providing some notes regarding the wut usage with plugins. See also: How to use system functions.

To use wut you can either grab a pre-compiled version version, or compile it yourself.

Unix / OSX

Using it wut on unix is pretty straight forward.

  • When using the pre-compiled version, simply extract the archive and set WUT_ROOT environment variable. See this
  • See the official guide.

Windows

On Windows it’s gets a bit more complicated. It is not possible to compile wut directly with Windows. While it is still possible to use wut libraries on windows, while using (unix) wut executables is not possible (without WSL(Windows Subsystem for Linux)).

Precompiled libaries on Windows

The libraries built on Unix can also be used on Windows, this does not include the wut binaries like (elf2rpl) (Which are not need for the Wii U Plugin System). Grab the latest pre-compiled libraires / header from the wut release page (linux 64 version). Extract it somewhere on your disk and set the WUT_ROOT envrionment variable to this folder.

Note: You may also need other wut libraries (like libutilswut), which also can’t be compiled on windows. These may not provide a pre-compiled version. See the readme of the libraries for more information.

Compiling wut under Windows using WSL.

To be able to compile wut under Windows, you need to do it via WSL (Windows Subsystem for Linux).
It has been tested successfully using the Ubuntu 18.04 distribution, which can be downloaded via the Windows Store. Make sure to actually download the version with “18.04” in the name, the one called “Ubuntu” does not work.
When inside the WSL bash you can simply follow the Unix instructions.

Here a few tips that will simplify your workflow regarding the plugin development.

  • Install wut in a directory that’s accessible from Windows (example /mnt/c/devkitpro/wut). This allows you to use Windows for the actual plugin development. Only for updating/compiling wut (or compile any wut library) you’ll still need WSL.
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