Hacking Wii U Hacking & Homebrew Discussion

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Thank you for teach me. I maybe understand.
In other words you can unlock any weapon on the list,but at this time you can't unlock any weapon of the future coming.
I had been thought you are only can connection.
Correct. You need to be on latest to go online but you can still edit it into your inventory and use the Equip menu and Shooting Range offline, and it's probably possible to swap out weapons in Octo Valley too but I haven't gotten that far yet.
 
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Any way of finding out the game id with TCP Gecko.NET? Is this even a thing anymore?
How big is the memory range of Wii U games? According to @CosmoCortney, it is from 10000000 to 3B000000. Am I guaranteed to capture all data if I dump this range?
Reading the FSA gives me the error message "Unsupported Wii U OS version". Can this please be implemented for codehandler 532?
 
Any way of finding out the game id with TCP Gecko.NET? Is this even a thing anymore?
How big is the memory range of Wii U games? According to @CosmoCortney, it is from 10000000 to 3B000000. Am I guaranteed to capture all data if I dump this range?
Reading the FSA gives me the error message "Unsupported Wii U OS version". Can this please be implemented for codehandler 532?

The size of the app data area varies between games. The .NET program doesn't make this easy, but if you use the pyGecko script interactively, you can use OSEffectiveToPhysical() to check if an address is mapped (if not, it will return 0).

The game ID probably isn't in PPC memory anymore, but there may be some API function (not sure). There is definitely a TCPGecko client with 5.3.2 FSA patches, NWPlayer123 probably has it.
 
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@nastys
So I run the GDNPreMerge.exe file? Since I already connected another instance before and it crashed, the TCP connection seems to stay open. Now when I try to connect again, it won't let me. How do I make sure that the TCP connection is closed when I exit a TCP Gecko.NET instance?
 
@nastys
So I run the GDNPreMerge.exe file? Since I already connected another instance before and it crashed, the TCP connection seems to stay open. Now when I try to connect again, it won't let me. How do I make sure that all TCP connections are cleanly wiped out when I exit a TCP Gecko.NET instance?
Run Gecko dNet.exe and ignore the errors (click Continue.)
 
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@NWPlayer123
Yeah, @nastys already linked it. It would be a good idea if you setup your own repository for TCP Gecko.NET if you're going to maintain it a bit more, wouldn't it? Also I'm still not happy about the unclosed TCP connections. It refuses to connect again after one instance got stuck or disconnected for some reason. How to solve this best other than rebooting? :/
 
Any way of finding out the game id with TCP Gecko.NET? Is this even a thing anymore?
How big is the memory range of Wii U games? According to @CosmoCortney, it is from 10000000 to 3B000000. Am I guaranteed to capture all data if I dump this range?
Reading the FSA gives me the error message "Unsupported Wii U OS version". Can this please be implemented for codehandler 532?
You can see the ID in Cafiine.
As said before, the used memory range varies by game. for example Wind Waker HD uses 10000000 - 4B?????? and then an area from 4C?????? - 4F??????.
The serial can be found on the disc and disc case like with gcn and wii games :)
 
Well the *recording* still exists, but I had fucked up and noticed that the "custom ported" cafiine that guy did was actually broken for me, when the 5.4.0 and 5.5.0 build fine for me.
 
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