It's not anymore.I thought PyGecko is the most... common method here?
Last edited by BullyWiiPlaza,
It's not anymore.I thought PyGecko is the most... common method here?
I know that JGeckoU uses realtime cheats, I was simply stating that Unstable.Net has a similar feature to a code list is all. As for the stuff I'm missing I'm not sure what you're referring to. The only request I have to be added to JGeckoU is scroll bars in the add a cheat menu so you don't have to add several trillion entries for one long ass code like my materials code. As I said, it's very minor. The only reason I bring up why I used to use PyGecko with a macro is because JGeckoU didn't exist at that time, and currently does not function for users on 5.5.1. So their options are unfortunately Crashy.net and PyGecko.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.
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.
The only thing that makes it better is that it has a GUI and is more userfriendly.dnet is better
Please don't do that, Nintendo will not update the game just to change the adresse.Howdy everyone!
I have some pretty advanced item hacks code for Mario Kart 8. It allows you to spawn any item you want by the touch of a button. It's almost flawless, working at 99%, and brings in a lot of fun!
I'd like to change the code in order to improve the gameplay experience, but I got tired and stalled my research because I was spending my life on it. So far I've gathered a good deal of unreleased values to poke, and I'm pretty comfortable writing Cafe code to use with JGeckoU thanks to the ever so supportive CosmoCortney.
The reason of my post is to gather a team of collaborators that are willing to improve existing code and create new one for this game. I have the feeling that everybody is working on their own, which results in very slow to no progress, whereas I think this game is immensely popular and will provide a lot of fun for years like MK64 did.
Of course we are all concerned with the fact that releasing code that is usable online may be counterproductive because Nintendo may change the addresses used in return if they so wish, and we'll have to get back to work again. But maybe the question of whether to release the results is not relevant yet as we can always decide later once we've made some interesting code in the first place.
So anybody who wants to get on board just PM me. Been feeling lonely on this research![]()
Don't.I don't know if I should post here all of my Splatoon stuff since Nintendo use an cheat detector for this game.
And why a team ?Howdy everyone!
I have some pretty advanced item hacks code for Mario Kart 8. It allows you to spawn any item you want by the touch of a button. It's almost flawless, working at 99%, and brings in a lot of fun!
I'd like to change the code in order to improve the gameplay experience, but I got tired and stalled my research because I was spending my life on it. So far I've gathered a good deal of unreleased values to poke, and I'm pretty comfortable writing Cafe code to use with JGeckoU thanks to the ever so supportive CosmoCortney.
The reason of my post is to gather a team of collaborators that are willing to improve existing code and create new one for this game. I have the feeling that everybody is working on their own, which results in very slow to no progress, whereas I think this game is immensely popular and will provide a lot of fun for years like MK64 did.
Of course we are all concerned with the fact that releasing code that is usable online may be counterproductive because Nintendo may change the addresses used in return if they so wish, and we'll have to get back to work again. But maybe the question of whether to release the results is not relevant yet as we can always decide later once we've made some interesting code in the first place.
So anybody who wants to get on board just PM me. Been feeling lonely on this research![]()
I agree, it seem very stupid to release a thing like this.Please don't do that, Nintendo will not update the game just to change the adresse.
Everyone will hate you
Not really that but people would ruin the online experience so please don't post anything publicly.Of course we are all concerned with the fact that releasing code that is usable online may be counterproductive because Nintendo may change the addresses used in return if they so wish, and we'll have to get back to work again.
There's a tutorial on how to find known and unknown values in the first post, but pointers will require some extra work.I'm 5.5.1 user and totally noob, sorry to derail the thread but is there any tutorial that explain how modify a game? Like invincibility, items unlocked, etc? I'm looking to cheat in Bayonetta 2, I'm stuck with Rodin.
Not sure what route should take, inject a save, modify my save, poke ram in real time?
Yes but it will be "ported" to 5.5.1 but I'm not sure how @CosmoCortney will feel like for porting the codehandler. It might be a severe issue at this point since it's written in assembly directlyThe only reason I bring up why I used to use PyGecko with a macro is because JGeckoU didn't exist at that time, and currently does not function for users on 5.5.1. So their options are unfortunately Crashy.net and PyGecko.
There's no doubt in my mind about it. If I knew what I was doing, I would help, but I don't so I can't. It's not like you guys need my help anyway, lol.Yes but it will be "ported" to 5.5.1![]()
maybe someone who want to leak thisNot really that but people would ruin the online experience so please don't post anything publicly.
Lol, I guess notmaybe someone who want to leak this![]()
Yes but it will be "ported" to 5.5.1 but I'm not sure how @CosmoCortney will feel like for porting the codehandler. It might be a severe issue at this point since it's written in assembly directly![]()
here's the additional code the "special" kexploit uses
#if (VER<410)
kern_write((void*)(KERN_ADDRESS_TBL + (0x12 * 4)), 0x30000000);
#else
kern_write((void*)(KERN_ADDRESS_TBL + (0x12 * 4)), 0x31000000);
#endif
kern_write((void*)(KERN_ADDRESS_TBL + (0x13 * 4)), 0x28305800);
Please don't do that, Nintendo will not update the game just to change the adresse.
Everyone will hate you
And why a team ?
This game is already full of code.
I thought you said we shouldn't leak stuff like this?maybe someone who want to leak this![]()
Oh, yea, JGecko is great, didn't really have the time to try it and the new codehandler yet, but that's on my todo-list ^^