Hacking Post your WiiU cheat codes here!

  • Thread starter Thread starter LawnMeower
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That was already an issue few pages ago, you said you reached the maximum tag number.
We talked a little about it but didn't find the best method, unless someone creates and maintains a dedicated website, like geckocodes.org

as you are working on a PPC handler, it could be integrated in loadiine in the future and loadiine could also benefit having a website where it can download and generate the cheatcode file for the handler?
decicated_website.tld?dl=TitleID

if the dedicated website is not affordable for the moment, there's the solution of keeping the cheat list in a text file (or multiple text file, one per game) which you pack in a zip, and number the version.
Then link to it in the first post and update the link and increment the filename version every time you update a code.
On the first post, keep only track of existing cheat code effect, and not their values and addresses. just a list of possibilities for users, so they don't need to download/unpack to check if what they want is possible.

that's probably the easiest way without hosting them elsewhere.
There could be the choice of wiki, but there's no spoiler tag so it would be big page. multiple page (one per game) is not the cleanest way to manage code and will overflow the wiki for nothing.
 
So, I know code handling is going good right now, but what about save editors? For example, there's no checksum check on Bayonetta's autosave (data00), so you can change it however you like without worrying about corruption errors. Halos are stored at offset 0xEF44. Max value is 05 F5 E0 FF, any higher and the game rolls over the value to 0.

I think it would be pretty cool to have a modular save editor for loadiine saves though, seeing as there's no pygecko for loadiine GX2 yet, and many games don't work with loadiine V3 or V4+pygecko. I might have to re-learn C# if no one else is interested.
 
That was already an issue few pages ago, you said you reached the maximum tag number.
We talked a little about it but didn't find the best method, unless someone creates and maintains a dedicated website, like geckocodes.org

as you are working on a PPC handler, it could be integrated in loadiine in the future and loadiine could also benefit having a website where it can download and generate the cheatcode file for the handler?
decicated_website.tld?dl=TitleID

if the dedicated website is not affordable for the moment, there's the solution of keeping the cheat list in a text file (or multiple text file, one per game) which you pack in a zip, and number the version.
Then link to it in the first post and update the link and increment the filename version every time you update a code.
On the first post, keep only track of existing cheat code effect, and not their values and addresses. just a list of possibilities for users, so they don't need to download/unpack to check if what they want is possible.

that's probably the easiest way without hosting them elsewhere.
There could be the choice of wiki, but there's no spoiler tag so it would be big page. multiple page (one per game) is not the cleanest way to manage code and will overflow the wiki for nothing.
Well, I can post at least my own codes on my website.
But I lack the knowledge of PHP and Javascript to create a page like GeckoCodes.org where every use can submit codes. The only solution I could think of would be GameHacking.org.
 
Will u ever do a school of cheat coding?
I remember back in the days when i got to coding gecko codes. Internetexplore64 made some lessons live via join.me or xatchat if i rememver. Just wondering if u guys will ever consider something like this for newbies.
He also gave us homework
XD


It was pretty fun
 
So, I know code handling is going good right now, but what about save editors? For example, there's no checksum check on Bayonetta's autosave (data00), so you can change it however you like without worrying about corruption errors. Halos are stored at offset 0xEF44. Max value is 05 F5 E0 FF, any higher and the game rolls over the value to 0.

I think it would be pretty cool to have a modular save editor for loadiine saves though, seeing as there's no pygecko for loadiine GX2 yet, and many games don't work with loadiine V3 or V4+pygecko. I might have to re-learn C# if no one else is interested.

https://gbatemp.net/threads/bayonetta-save-hex-edits.415970/
 
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Is it possible to update the main page soon? I know there are heaps to do but would save a lot of searching ;)
 
Splatoon 2.6.0

999999 Points
12CD9DA0 000F423F

9999 Octovalley Orbs
12CDA1E0 0000270F

99 Super Sea Snails
12CD99F4 00000063

Inkling Gender
12CCF990 0000000X

0 Girl
1 Boy
2 Octoling

(Use Octohax to use online) *Note: With patch 2.2.0, the game sets players with gender id 2 back to 0 when joining a online match, so there's no more danger of stupid people trying to brake saves.

Inkling Eye colour
12CCF998 000000XX

02 Blue
04 Green
06 Yellopw
03 Orange
01 Pink
00 Brown
05 Black

Inkling Skin Colour
12CCF994 000000XX

00 Lightest
01
02
03
04
05
06 Darkest


Gears first addresses:

12CCF9A0 shoes
12CD29A0 clothes
12CD59A0 head
12CD89A0 weapon

Current Gear:

12CCF980 clothes
12CCF984 shoes
12CCF988 head
12CCF98C weapon
 
@CosmoCortney can your new code handler be used with loadiine GX2?
nope for 3 reasons: the kernel exploit for this loader does not mirror the physical memory to virtual memory, the pyGecko for loadiine would overwrite the mirroring, and most cheats won't work because a lot of addresses don't match between a legit copy and a backed up game
 
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nope for 3 reasons: the kernel exploit for this loader does not mirror the physical memory to virtual memory, the pyGecko for loadiine would overwrite the mirroring, and most cheats won't work because a lot of addresses don't match between a legit copy and a backed up game
Okay, thanks :)
 
Nice.

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

Also, I have some additonal quantity values for the TP HD bottle codes I'll upload later.
 

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