I remade JGecko U in Python using Qt5

Deleted member 571007

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So I made this thread in the past to ask for help testing it, but ultimately decided to delete it as I felt I could improve the base much more before entering an actual testing phase. But now that a bit of time has passed, the program boasts more stability and features.

That being said though, it's far from being finished and more user-based testing is required. The problem with this though is the fact that I'm unable to actually use most of the Connection based features myself. While I have enough knowledge to generally make those processes, actual testing is required to ensure further stability in wide variations of user-cases.

With that being said there are two reasons I'm remaking this thread. One: to get said testing from possible users who may be interested, and Two: to see if I can actually gain traction to the project. Now, with that out of the way here's a quick run-down of the project.

QtGecko

QtGecko aims to be an open-sourced implementation of JGecko U in Python using the Qt5 Framework.
This project is by no means finished, and is a MAJOR work in progress.

The original developer of JGecko U is BullyWiiPlaza
I do not take credit for his work, as this is a re-creation of the tool in another language.

Requirements
Those should be all the requirements that aren't installed by default, but just to be safe I'll list the other used modules in order to cover incomplete or custom Python Installations
All modules can be installed by using the command below.
pip install <module_name>

How to Run

python3 QtGecko.py

Working features!

  • Automatic XML and Config creation and parsing
  • Appends Code entries to Checkbox(es) for use in the GUI
  • Shows selected entry's Code, Comment, and other information in text fields
  • Adding code(s) to <file_name>.xml
  • Regex patterns to maintain proper formatting of Codes, IP Address, file validity, etc.
  • Data-Type Conversions (Ex: UTF-16 -> Hex, Hex -> UTF-16, etc)
  • TCP Socket Connection via user's IPv4
  • Code sending via TCP Connection (This still needs more testing from users as I'm unable to do so myself)
  • Formatting of code(s) to support undo-lines
  • Connection timeouts
  • Export and Import of GCTU Files
  • Code Tile searching (I.E: You can jump to a code's position in the GUI based on it's name)
  • Clean GUI Error handling
  • CLI Logging
  • GUI Themes
I also plan to add more in the future based on parity, stability, or user requests.

Images of the Program

MainApp.png
CodeCreator.png
Conversions.png
ErrorHandling.png

Download

You can find the page and code for the project here: https://github.com/Korozin/QtGecko

I've already set up the repository to accept issues and discussions- as well as hosting basic documentation. If anything else is needed, feel free to make an issue.
Anyways, I can't think of much more to add to this post, but if anyone has questions then feel free to comment.
 
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V800

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I always have problems with jar applications in my Pc so your translation is welcome 😁 The wii u is the only system where I haven't cheated yet because of how hard it is. However, since I can't run Cemu, I might try to do it using Qtgecko and tcp cafeiine. Do you know any good tutorial? Thanks.
 

Deleted member 571007

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I always have problems with jar applications in my Pc so your translation is welcome

What problems do you have with them? I'd be happy to help you troubleshoot if you need it.

The wii u is the only system where I haven't cheated yet because of how hard it is

In my opinion, it's actually one of the easiest systems to cheat with. Codes are easy to find, and applications already exist that let you send them hassle-free.

However, since I can't run Cemu, I might try to do it using Qtgecko and tcp cafeiine.

QtGecko is pretty self-explanatory as it works similarly to JGecko U, and the setup guide was also posted to the project page.

However with TCP Caffeine, I assume you mean something like Geckiine? Regardless, I don't actually recommend using that if all you plan to do is use cheats / codes. There's a button in the GUI that will link to the official TCP Gecko installer page and it will download a ZIP file. Open the ZIP file and take TCPGecko.elf and put it into the /wiiu/apps/ directory in it's own folder, so the directory holding the elf file would be akin to something like /wiiu/apps/tcpgecko/TCPGecko.elf/.

Once you load TCPGecko via the HBL, take note of the IP Address displayed as that's your Wii U's IPv4 address, then press A. Launch the game you'd like, and once everything is loaded up input your IPv4 into the IPv4 Address bar in QtGecko or JGecko U and press connect. If the connection was successful, it should then allow you to send the code(s).
 
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V800

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What problems do you have with them? I'd be happy to help you troubleshoot if you need it.



In my opinion, it's actually one of the easiest systems to cheat with. Codes are easy to find, and applications already exist that let you send them hassle-free.



QtGecko is pretty self-explanatory as it works similarly to JGecko U, and the setup guide was also posted to the project page.

However with TCP Caffeine, I assume you mean something like Geckiine? Regardless, I don't actually recommend using that if all you plan to do is use cheats / codes. There's a button in the GUI that will link to the official TCP Gecko installer page and it will download a ZIP file. Open the ZIP file and take TCPGecko.elf and put it into the /wiiu/apps/ directory in it's own folder, so the directory holding the elf file would be akin to something like /wiiu/apps/tcpgecko/TCPGecko.elf/.

Once you load TCPGecko via the HBL, take note of the IP Address displayed as that's your Wii U's IPv4 address, then press A. Launch the game you'd like, and once everything is loaded up input your IPv4 into the IPv4 Address bar in QtGecko or JGecko U and press connect. If the connection was successful, it should then allow you to send the code(s).
Thanks for the clarification. I meant to say TCPGecko but I mix it up with Cafiine (so many homebrew app names to remember 😖).
When I try it, I'll let you know how it goes 👌 I hope there'd be no need for pestering you with my struggles with computers 😁
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Another quick question, pal: do you know where can I find wii u cheat codes? Many websites like wiiucodes.ddnss.eu are down :(
 
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Deleted member 571007

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Another quick question, pal: do you know where can I find wii u cheat codes?

That really depends on what game you're looking for codes on. There's a cheatcode request and share thread for Wii U on GBATemp that you can find rather quickly, and with the download codes button in the GUI I linked to one of the code archive repositories that me and a friend host.

Many websites like wiiucodes.ddnss.eu are down :(

Iirc correcly that website actually required you to be over IPv6, not IPv4, as well as visiting the PHP link directly, not allowing the mother URL. So a regular connection to it wouldn't work.

I just visited the link here using Tor for an easy IPv6 Bridge connection and it worked. Here's image proof below.

Screenshot_2023-03-19_12-22-21.png
 
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Deleted member 571007

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Shouldn't all modern OSes prefer IPv6 over IPv4 ? I'm able to browse the site without Tor. ;)

It comes down to your ISP which they often refuse IPv6 connections while prefering to force IPv4. Where I live at least most ISPs don't even offer IPv6 connection unless you do something like VPN, SSH Tunnel, etc.

I just used Tor because I already had it installed, and wanted to see if the site worked without any set up.
 

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Where I live at least most ISPs don't even offer IPv6 connection
That's a bummer with IPv4 adresses running out. I know the exact opposite: Where I live some ISPs give you DS-Lite which means an IPv6 connection only and IPv4 gets tunneld and NATed on the ISPs side (so you share the IPv4 address with multiple other customers).

Anyway, we go a bit off-topic here, sorry.
 

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Updates!
  • revised the majority of the codebase to be more stable, and easier to read (Classes are now imported into the main file instead of everything being written in the same file)
  • added new features such as an overhauled code title search menu, displaying Wii U OS and TCP Server version
  • Updating the TCP Library to use uGecko for its more stable and feature-rich environment
  • New experimental code sending processes which involve proper memory ranges for RAM Write / Kernel Write codes, and restore points assigned to Cafe Codes. (experimental, so testing is needed)
  • Most (if not all) the XML errors have been eliminated by writing manual functions to parse content instead of relying on rigid and inflexible XML libraries.
  • GUI Rendering problems have been fixed (IE: codes not always showing up after they've been added)
  • New Datatype Conversion method which combines all use-cases into one easy to use window instead of having 8 separate windows.
  • Overall improvements to stability and user experience.
Download

You can find the page for the project here. If requested I'll also make a Windows binary for those who don't want to (or can't) install Python.
 
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