Hacking JGecko U Setup Guide

  • Thread starter Thread starter BullyWiiPlaza
  • Start date Start date
  • Views Views 416,275
  • Replies Replies 1,143
  • Likes Likes 27
Fixed :D

It happened because the address was treated as signed int hence 0x80000000 is suddenly negative and invalid. Kinda stupid but I never made or used it with Wii memory dumps anyway. Still, this was necessary to fix.
Haha thanks dude :D
 
Last edited by HackingNewbie,
  • Like
Reactions: BullyWiiPlaza
Hey @BullyWiiPlaza, JGecko U and the TCP Gecko installer are working a treat, so no problem there.

I do have a quick dev question for you, though, about the communication protocol between the Gecko client on the PC and the code handler on the WiiU: is it documented anywhere? I went through the thread and found cosmocortney's docs for the codetypes, but not much on the protocol for transmitting them. I figured I'd ask you first before I had to set about doing it the hard way (reversing it from Wireshark and probably PandaOnCrack's BOTW trainer source).

Either way, thanks for the project. It's good stuff.
 
Fixed :D

It happened because the address was treated as signed int hence 0x80000000 is suddenly negative and invalid. Kinda stupid but I never made or used it with Wii memory dumps anyway. Still, this was necessary to fix.
I wish I had mentioned this while you were fixing the pointer searcher but the same issue occurs in Jgecko. You cannot use the Watch List nor the Follow Pointer button for addresses above 0x80000000 normally that's not a problem but I guess some games like LOZ OOT I know use the E8000000 to EA000000 range.

Viewing addresses is fine and everything, it doesn't hinder/restrict anything but it's something worth mentioning I guess.

Also I don't know if you got around to fixing the integer register load/store code wizard format but there's another thing.


...I feel like a mother handing out chores to do.
 
  • Like
Reactions: BullyWiiPlaza
@BullyWiiPlaza btw, how did you learn to deveop wii/wii u homebrew? Is there some online tutorial or something?
I learned C programming before so it wasn't too difficult to pick up on programming Wii U homebrew. C++ can be used as well. You only need to install devkitPro and you can start writing some code with the Nintendo API and such. It's best to study what others did to better understand everything.
 
  • Like
Reactions: HackingNewbie
I learned C programming before so it wasn't too difficult to pick up on programming Wii U homebrew. C++ can be used as well. You only need to install devkitPro and you can start writing some code with the Nintendo API and such. It's best to study what others did to better understand everything.
thanks mate :)
 
None of them are done yet because I'm busy but you're saying it takes too many efforts to use the code wizard? Any ideas on how to make it more efficient then? :P
No no no no. The code wizard is amazing and very efficient already. The problem I'm talking about is just within the Register Operation section of the code wizard. The data size box needs to have "64 bit" and "96 bit" removed since you can't load/store a 64 or 96 bit integer. And it needs to be programmed so when you select 8,16,32 bit data sizes, the resulting code that is copied to the clipboard changes accordingly. Right now it doesn't matter what data size you select, it will always copy the code of 10000000 as a load, and 11000000 as a store operation. Which are always 8bit load/store operations.

But honestly take your time. It's certainly not a priority to fix. You deserve a break anyways :3
 
I learned C programming before so it wasn't too difficult to pick up on programming Wii U homebrew. C++ can be used as well. You only need to install devkitPro and you can start writing some code with the Nintendo API and such. It's best to study what others did to better
understand everything.
Is there a documentation of the nintendo api?
 

Site & Scene News

Popular threads in this forum