Hacking Post your WiiU cheat codes here!

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do I need to dump the whole bound of the game? and name the file the address of the code
in the case of Bully's pointer searcher, yes. JGeckoU can tell you the memory bounds. if it's 0x10000000 - 4E1FFFFF You can dump it from 0x10000000 to 0x4E000000 (the last bit might be empty)

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

btw, I was about to make my own Pointer Searcher in C++ and x64 assembly but gave it up because I can't figure out how to bind x64 assembly into my QT project :/
I wanted to write the search process in assembly to ensure to use as less RAM accesses and instructions as possible. It also allows some hacky branching a compiler would never do
 
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Great codes, they all seem to work, but if you ground pound while still holding B with this one, you keep flying up. Forever. And the only way to get out is to run out of time or restart the software.

EDIT: Also, the Mystery House time reset code doesn't work on the Mystery House Marathon Course. But thank you so much for these great codes!


Does it not work on save 1? I tested it on all Mystery Houses including Marathon. Save 2 and 3 i posted a additional code as an addon it helps but i dont think its fully working but on save 1 it should work!

Also try adding the addon code aswell and disable all other codes. I found if you turn too many cheats on at the same time some stop working. Please let me know if it works.
 
Last edited by rheir,
in the case of Bully's pointer searcher, yes. JGeckoU can tell you the memory bounds. if it's 0x10000000 - 4E1FFFFF You can dump it from 0x10000000 to 0x4E000000 (the last bit might be empty)
It has a dump starting address that you can specify, so the whole memory bounds isn't needed. For example there's no pointers before 0x3F000000 in MK8, so I start the dump at 3F000000 and end at 49000000 all the time
 
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Does it not work on save 1? I tested it on all Mystery Houses including Marathon. Save 2 and 3 i posted a additional code as an addon it helps but i dont think its fully working but on save 1 it should work!

Also try adding the addon code aswell and disable all other codes. I found if you turn too many cheats on at the same time some stop working. Please let me know if it works.
I'm on save slot 1, but even with all other codes disabled, it doesn't work on Marathon. It does, however, work on all of the other Mystery Houses.
 
It has a dump starting address that you can specify, so the whole memory bounds isn't needed. For example there's no pointers before 0x3F000000 in MK8, so I start the dump at 3F000000 and end at 49000000 all the time
ofc you can do that when you have a vague idea where the pointers are :)
 
Tried MH3U codes on US version of the game and it doesn't work :c
Someone know of the US version of the codes?

Thanks!
 
in the case of Bully's pointer searcher, yes. JGeckoU can tell you the memory bounds. if it's 0x10000000 - 4E1FFFFF You can dump it from 0x10000000 to 0x4E000000 (the last bit might be empty)

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

btw, I was about to make my own Pointer Searcher in C++ and x64 assembly but gave it up because I can't figure out how to bind x64 assembly into my QT project :/
I wanted to write the search process in assembly to ensure to use as less RAM accesses and instructions as possible. It also allows some hacky branching a compiler would never do
Realized that the game resets eyes, food on new levels. So I guess there's not going to be any pointers
 
do I need to dump the whole bound of the game?
in the case of Bully's pointer searcher, yes.
No. You can dump any range and make a pointer search. That's what the "memory starting offset" is for. Not only for being universal.
I wanted to write the search process in assembly to ensure to use as less RAM accesses and instructions as possible. It also allows some hacky branching a compiler would never do
That is pretty pointless, you won't do better than the compiler most likely and if you do, it still takes you 10 times longer writing the assembly pointer searcher program. This is actually pretty hard to write just in assembly. :D Also, C++ compilers can also optimize by themselves. Who cares if you have to wait like 10% longer in Java for example and you won't get it "way" faster. Java being "clearly" slower than C++ is a myth though. If you optimize the code like I did it will be fast. Actually, I had another idea to make it even faster than it is right now but since it works so well already I can care less about restructuring a lot of the code to try it out :)
 
Last edited by BullyWiiPlaza,
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Is there a port that can be forwarded if your router's firewall is blocking the wii u from connecting? I'm having trouble getting the JGecko U to connect and can't find much else that might be affecting its connection.

Also, does TCPGecko and Codehandler.bin have to be launched/reinstalled every time you turn on your Wii U?

Thanks much for any and all help!

Edit: So I got it to connect, but now I'm getting this error message after it does and the program freezes when I try to send the codes.
 

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Last edited by Derpncheez,
No. You can dump any range and make a pointer search. That's what the "memory starting offset" is for. Not only for being universal.

That is pretty pointless, you won't do better than the compiler most likely and if you do, it still takes you 10 times longer writing the assembly pointer searcher program. This is actually pretty hard to write just in assembly. :D Also, C++ compilers can also optimize by themselves. Who cares if you have to wait like 10% longer in Java for example and you won't get it "way" faster. Java being "clearly" slower than C++ is a myth though. If you optimize the code like I did it will be fast. Actually, I had another idea to make it even faster than it is right now but since it works so well already I can care less about restructuring a lot of the code to try it out :)
Speaking of the pointer searcher... does it work on wii dumps???
 
Edit: So I got it to connect, but now I'm getting this error message after it does and the program freezes when I try to send the codes.
That's interesting, it tries to update the memory range bounds but fails? This is the first time I saw this happening. Which game is this?
Speaking of the pointer searcher... does it work on wii dumps???
It should but it's untested
 
That's interesting, it tries to update the memory range bounds but fails? This is the first time I saw this happening. Which game is this?

It's for Splatoon, but maybe I should see if it does this for other games? Figures that I would somehow mess things up (I've got bad luck with all computers/programs it seems. :P).

Edit: I tried opening it on other games and still got the same error.
 
Last edited by Derpncheez,
I see jgeckou has pretty recent commits whereas geckodot net hasn't been changed since last year. Should just stick with jgeckou? Also what codehandle should use on Wii U side? I believe my .elf is out to date...
 
Do you need add a line before the adress you want to change? I always have this problem with HBL app where JGeckoU connects to the game, display the name correctly but can't apply the code...

With old browser method never happened it.
 
Last edited by cucholix,
Look at the cafe codetype documentation
I'm looking it, but the code is not mine lol, have no idea how the guy got the addresses. This the code:

2F448B80 00FF01F4

It's basically change the amount of the item asociated to that slot in the inventary (MH3U). But couldn't apply, only with the browser method.
 
I'm looking it, but the code is not mine lol, have no idea how the guy got the addresses. This the code:

2F448B80 00FF01F4

It's basically change the amount of the item asociated to that slot in the inventary (MH3U). But couldn't apply, only with the browser method.
This is the code:
Code:
00020000 2F448B80
00FF01F4 00000000
 
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I'm looking it, but the code is not mine lol, have no idea how the guy got the addresses. This the code:

2F448B80 00FF01F4

It's basically change the amount of the item asociated to that slot in the inventary (MH3U). But couldn't apply, only with the browser method.
The addresses change between the browser and homebrew launcher method. You can't carry over the codes without fixing them.
 
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