It is safe and you can use JGecko U there.
Does Homebrew apply to that, too?
It is safe and you can use JGecko U there.
Yes.

He is working on a codehandler. And yes, we do require a program running on the computer, called JGecko U to send the codes over local internet connection. But I do not know if we will need a computer program running for the new codehandler. Guess we'll have to wait and see@BullyWiiPlaza - I think I saw a comment of yours on youtube, you are making a code handler?
If/when it is released, does that mean we will be able to pick and choose codes on the console, to use on the console? And not need to use a computer?
Because from what I understand, we need an application to be running on a computer, in order to use codes - right? I hope now, but that is what it looks like.
Thanks
ah ok so the code handler doesn't mean it will be independent to the computer, it is just an alternative to cosmocourtney's handler.He is working on a codehandler. And yes, we do require a program running on the computer, called JGecko U to send the codes over local internet connection. But I do not know if we will need a computer program running for the new codehandler. Guess we'll have to wait and see


I'm trying to create new codes for BOTW. I'm on 5.5.2 and can connect my wiiu to my PC. I'm on 8 hearts so the value is 32. I get input it into the converter and I get a value of 50. I click search and it just keeps asking me if I want to perform a new sketch. What am I doing wrong? A step by step, idiots guide would be beneficial about now as I'm not sure what I'm doing is correct. Any help and advice on this will be much appreciated. Thank you in advance guys![]()
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It has nothing to do with not needing a computer. The reason why I started it was because it is written in C and it is much more maintainable/portable than PowerPC assembly. However, codes without a computer could be done quite easily actually. I just never bothered since I assumed everyone should have one available which is of course not really true nowadays.@BullyWiiPlaza - I think I saw a comment of yours on youtube, you are making a code handler?
If/when it is released, does that mean we will be able to pick and choose codes on the console, to use on the console? And not need to use a computer?
Because from what I understand, we need an application to be running on a computer, in order to use codes - right? I hope now, but that is what it looks like.
Thanks
Wow I didn't realize it would be that 'simple'! At least you make it sound simple.It has nothing to do with not needing a computer. The reason why I started it was because it is written in C and it is much more maintainable/portable than PowerPC assembly. However, codes without a computer could be done quite easily actually. I just never bothered since I assumed everyone should have one available which is of course not really true nowadays.
All SD loading would require is loading a codes file from the SD card, writing the codes into the memory on startup for the code handler and that's it. Check the title id, read the right file from a codes folder on the SD card. It's only a couple lines of code to write.

I could look into making a homebrew app that acts as you have described. I'm not the best at programming in the Nintendo API (:/) , but I could look into it. If anybody wants to help, tell me, I probably couldn't do this by myselfIt would be so so convenient to select codes on the wiiu itself, or even just load all the codes in a premade txt file and no choices on the wiiu, that would be better for the end user than what we have now.
It would be on a title-by-title basis so a code list will only be loaded if the respective title is being ran. That's my idea at least. You can try to implement that into the source and test. Anybody can do that and send a pull request. There is OSGetTitleID() and some function to load a file into RAM from the SD card. It's all there so I leave it to you guys.It would be so so convenient to select codes on the wiiu itself, or even just load all the codes in a premade txt file and no choices on the wiiu, that would be better for the end user than what we have now.

I've got a good idea as to how to do it. Just a minor tweakIt would be on a title-by-title basis so a code list will only be loaded if the respective title is being ran. That's my idea at least. You can try to implement that into the source and test. Anybody can do that and send a pull request. There is OSGetTitleID() and some function to load a file into RAM from the SD card. It's all there so I leave it to you guys.

Yes, it just writes bytes/characters.@BullyWiiPlaza just one question: how does JGecko U send codes? Does it take the codes, convert them to ASCII then write the string to 0x10015000? Or does it make an array of long number types then write that to 0x10015000? I'm thinking of making a program similar to codemanager.exe for the wii to mesh the title id and the codes into a .wiiugct (cringe) file. I'm thinking of converting the codes to ascii, so it writes that string to 0x10015000 and therefore the code has been written in hexadecimal (as the code is in hexadecimal) to 0x10015000. Here's an example of what I mean: if I want to send the code "D0000000 DEADCAFE", the codehandler.exe-like program converts it to ascii which means in the .wiiugct file it contains the string "Ð...Þ.Êþ". When written to 0x10015000, it will look like "D0000000DEADCAFE" in memory. That's my idea, do you think that would work?







