I surrender, 4hrs in, trying to get it to work and I can't even get past the whole thing, one minute it connects, then reconnects, then it's a hang fiasco of 50% between WiiU or TCP app. Then the funniest thing happened. JGecko worked, then it asked me for Game ID and Title ID, I just pressed OK and it hung after "Unknown Game". If anything, that gave me more hope than trying to get TCP to work.
- Ports are open
- AVG Disabled
- WiiU Wired
- IP Address accessible via XBXTCP which is complete wtf.
- FW 5.5.1
Everything else I've tried and at this rate, I have a higher chance of winning the lottery than attempting to connect.
I surrender, 4hrs in, trying to get it to work and I can't even get past the whole thing, one minute it connects, then reconnects, then it's a hang fiasco of 50% between WiiU or TCP app. Then the funniest thing happened. JGecko worked, then it asked me for Game ID and Title ID, I just pressed OK and it hung after "Unknown Game". If anything, that gave me more hope than trying to get TCP to work.
- Ports are open
- AVG Disabled
- WiiU Wired
- IP Address accessible via XBXTCP which is complete wtf.
- FW 5.5.1
Everything else I've tried and at this rate, I have a higher chance of winning the lottery than attempting to connect.
Yes, including the recent one that was posted here and like two other builds from this thread. Like I know the stability is wobbly but it's insane how people are getting different results. One minute it's 100% success, the next it's barely even there.
For what it's worth, I just tried the new 5.3.2 Kernel Exploit that NWPlayer released and it worked fine with JGeckoU. Again that was on 5.3.2, but I thought it required a special modified Kernel exploit? I still used the same codehandler as before though, so maybe that's it.
I'd see no reason why not? The only thing I'd have to do is find the new addresses and it should work. I had to use TCP Gecko.net found from the first page in case anyone else tries. J Gecko U just didn't want to work for some reason.
Yes, including the recent one that was posted here and like two other builds from this thread. Like I know the stability is wobbly but it's insane how people are getting different results. One minute it's 100% success, the next it's barely even there.
I had to stop using TCP Gecko.Net because it would just drop connection constantly. Often times before I could do anything at all. The only recommendation I can give to you is to try installing Python 2.7 and using PyGecko instead, since unfortunately JGeckoU does not currently work on 5.5.x. PyGecko is a bit less user friendly, but it didn't seem to have the same issue as TCP Gecko.Net. I'm still on 5.3.2 so I can't really help beyond telling you how to use PyGecko to poke addresses or read memory.
I had no idea when I started, but I read the first post of this topic and got to know for a while now. Thus, my recommendation is to read the first post of this topic.
Ah I didn't see it on the first post or anything so I wasn't sure. Regardless I gained some experience and I'm just glad I can get past that horrible grind.
How did you find the codes for the materials? I was able to find some while I was adding badges (removing materials in the process) but the values would reset when I poked them.
Ah I didn't see it on the first post or anything so I wasn't sure. Regardless I gained some experience and I'm just glad I can get past that horrible grind.
How did you find the codes for the materials? I was able to find some while I was adding badges (removing materials in the process) but the values would reset when I poked them.
When I initially made them (I think it was on 1.6.0 or something) I used the apothecary and crafted potions, when I ported them to the new patches I just used the memory viewer in TCP Gecko.Net.
It sort of does, actually. The watch list can function like a code list, but getting TCP Gecko.Net to stay connected long enough seems to be a feat of immeasurable luck. Before JGeckoU (btw, I have a very minor suggestion for that, where should I post it?) I just used a python "script" (if you can call it that) to apply the codes I wanted and bound it to a macro button on my keyboard.
If anyone's interested you can get PyGecko here. It doesn't require any special codehandler or kernel exploit to work, but it does need Python 2.7 (here) it may work on Python 3, but I haven't tested it. It's command-line based so it doesn't have a GUI or anything, making it less user friendly than TCP Gecko.Net,
Here's my Hyrule Warriors script if anyone wants it. Python masters and programmers don't look. Scary things contained within. Well.. messy unformatted things anyway.
from tcpgecko import TCPGecko
tcp = TCPGecko("WiiU.IP.Goes.Here")
tcp.pokemem(0x1070E4DC, 0x00000000)
print("Damage Taken Set To 0")
tcp.pokemem(0x1070E56C, 0xFFFFFFFF)
print("Magic Meter Set To Maximum")
tcp.pokemem(0x3560DC24, 0x0098967F)
print("Rupees Set to 9,999,999")
tcp.pokemem(0x35621CC4, 0x06060606)
tcp.pokemem(0x35621CC8, 0x06060606)
tcp.pokemem(0x35621CCC, 0x06060606)
print("Adventure Map Items Set to 6")
tcp.pokemem(0x35626D1C, 0x06060606)
tcp.pokemem(0x35626D20, 0x06060606)
tcp.pokemem(0x35626D24, 0x06060606)
print("Master Quest Map Items Set to 6")
tcp.pokemem(0x35629548, 0x0606)
tcp.pokemem(0x3562954D, 0x0606)
tcp.pokemem(0x35629554, 0x06060606)
tcp.pokemem(0x35629558, 0x06060606)
print("Twilight Map Items Set to 6")
tcp.pokemem(0x3562BD74, 0x0606)
tcp.pokemem(0x3562BD7B, 0x06)
tcp.pokemem(0x3562BD88, 0x06060606)
tcp.pokemem(0x3562BD8C, 0x06060606)
tcp.pokemem(0x3562BD90, 0x06)
print("Twilight Map Items Set to 6")
JGecko U has realtime cheats which is way more powerful than the other inefficient approach of constantly sending what you want. By the way, it also supports all TCP Gecko codehandler features (the stuff you seem to be missing) but they are not made available to the end user on purpose because it's not supposed to be done that way. It is far less stable (you crash sometimes) and far less efficient (it will block the connection while sending) to use the two approaches you described (TCP Gecko.NET watchlist and PyGecko). People don't seem to realize this. If you keep sending you can only write or read once every about 200 milliseconds (!) but with real time cheats it's basically instant. It makes a huge difference. Button activators? Hahaha. Check out the input delay I was getting back then with a Mario Kart 8 moonjump non-realtime cheat:
Now you hopefully understand why you should be using JGecko U's code list feature. The makers actually knew a bit what they were doing so it's not just the same thing.
If anyone's interested you can get PyGecko here. It doesn't require any special codehandler or kernel exploit to work, but it does need Python 2.7 (here) it may work on Python 3, but I haven't tested it. It's command-line based so it doesn't have a GUI or anything, making it less user friendly than TCP Gecko.Net,