Does Pretendo issue it’s own error codes?

In the topic mentioned above this text, does this imply that Pretendo issues their own error codes independent of Nintendo’s?

Yes, I believe.
I’ve encountered custom error codes on Juxt Wii U before.

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It depends on where the error comes from. For the most part, errors on Pretendo are the same as errors on Nintendo because the error code is either generated by the client in cases like connection failures or sent by the server in cases like authentication errors. Pretendo’s goal of accurate server emulation means that the correct Nintendo error codes should be used when possible. The error code lookup uses the Nintendo error codes with our own custom explanations and solutions.

Juxtaposition is a special case, though, because it supports using custom error text from the server.

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Why is Juxtaposition a special case? Shouldn’t it share the same error codes with Miiverse just like the rest of Pretendo is to Nintendo?

Juxt is a web application, and there is a JavaScript API that allows displaying custom error codes: wiiuErrorViewer.openByCodeAndMessage() (see the Juxt source code). Juxt doesn’t send the error code, it displays the error box itself using that API. In other cases, it’s just the error code itself that gets sent by the server, not custom JS code.

It is entirely possible for us to serve custom errors outside of web apps like Miiverse, through hooking the error handling functions. A PoC of this was made by shutter a while ago to display a users ban message. However as @MatthewL246_PNID said at the moment only Juxt has custom error codes because it’s the only place that natively allows this. All other instances of error codes are handled by the systems error handler, which generates the error popup from the error code sent by the server (of which there are pre-defined errors the error handler knows how to handle)

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