Hacking Post your WiiU cheat codes here!

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Like really this how it goes

1.Enter I.P Address
2. Lets say i'm modding money, and I have 50$
3.I go through all ranges in TCP gecko
4 Then hit search .. 98% of the times I Always finds nothing
5.lets say Even if I do find something, I press refine
6. nothing - Remember I went through all ranges still nothing

Is there a special setting I need to input or something?
did you choose 8bit as value type for values smaller than 256?
 
It seems like the Titles.xml file is corrupted or something. Did you edit it? It should work by default since it does for me. Download the repository and run the JAR. Error or not? When does this come up?


If it freezes on connect it means that you're using a bad kernel exploit. It needs to map coreininit.rpl to the 0xA0000000 range meaning that a special kernel exploit is required to allow @CosmoCortney codehandler to be installed. If the Loadiine kernel does not support this, you can't install the codehandler and will freeze if you try. No real time code support will be available without the codehandler.

Someone has to compile the exploits with said feature to make it compatible with JGecko U. That's all.

@wj44

This is my error - it is a little different from the one aecdArmy had, so I'm wondering if it is because of this reason also or a different reason. If it is the same reason, do you know where I could find a kernel exploit that would allow JGecko U to connect to Loadiine? Both Searching gbatemp and Google unfortunately has found nothing.
 

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This is my error - it is a little different from the one aecdArmy had, so I'm wondering if it is because of this reason also or a different reason. If it is the same reason, do you know where I could find a kernel exploit that would allow JGecko U to connect to Loadiine? Both Searching gbatemp and Google unfortunately has found nothing.
I don't know exactly how it is done so I can't post a download link for a fixed kernel exploit but I can tell you're having the same problem. I only have it working for disk games myself and didn't try to get it working with Loadiine. However, it is going to be looked into. Unfortunately, I'm on 5.3.2 so it might again differ.
 
Last edited by BullyWiiPlaza,
This is my error - it is a little different from the one aecdArmy had, so I'm wondering if it is because of this reason also or a different reason. If it is the same reason, do you know where I could find a kernel exploit that would allow JGecko U to connect to Loadiine? Both Searching gbatemp and Google unfortunately has found nothing.
I was having a similar problem with a specific game, try with tcpgecko.
 
I was having a similar problem with a specific game, try with tcpgecko.
I did get loadiine to connect to TCPGecko unfortunately I am not sure you can enter the codes in the first page of this thread into TCPGecko, rather you're forced to make the codes yourself. Is there a way to bring the codes from the first page over to TCPGecko?
 
I did get loadiine to connect to TCPGecko unfortunately I am not sure you can enter the codes in the first page of this thread into TCPGecko, rather you're forced to make the codes yourself. Is there a way to bring the codes from the first page over to TCPGecko?
YEAH just search for the address on the first line to the left it should be the value on some games i know its different
 
YEAH just search for the address on the first line to the left it should be the value on some games i know its different
Sorry I'm not sure I understand. Could you perhaps give an example of how I'd copy and paste code into TCPGecko? I thought I wouldn't be searching values, that's essentially making them myself isn't it?
 
Hello,

I am having quite the trouble connecting JGecko U to Loadiine games and I'm not sure why. I've read how to do it successfully but it doesn't seem to be working for me. I begin by running loadiine GX2 from loadiine.ovh (or self hosting), make sure the TCPGecko option is turned on, and begin the game. When I do this, I am able to connect to TCPGecko but not JGecko U. Unfortunately I have no idea how to enter the codes in TCPGecko so I need to use the n00b friendly code input that JGecko U has to offer. I then tried running a "modified kernel 31" exploit by running wj44.ml/k31/, then loadiine but still it gives an error when attempting to connect to JGecko U. I also attempted by running the modified kernel exploit wj44.ml/k31/ then running TCPGecko (wj44.ml/py/) but still when Loadiine runs, any attempt at connecting to JGecko U freezes the game.

How am I supposed to connect to JGecko U successfully?
Just run the kernel exploit again when you're in game then you should be able to inject the codeandler with JGecko U.
 
Just run the kernel exploit again when you're in game then you should be able to inject the codeandler with JGecko U.
Okay thanks I'll give this a shot later this afternoon when I have access to my Wii U. Just to clarify, you mean the wj44.ml/k31/ right?
 
Sorry I'm not sure I understand. Could you perhaps give an example of how I'd copy and paste code into TCPGecko? I thought I wouldn't be searching values, that's essentially making them myself isn't it?
ok so here is a example.
You want to use this
Max Orbs: - change value in octovalley [cfoordddd]
12CB09E2 270F

You take the address witch is 12CB09E2 (to the left)
you go to Memory Viewer and put this address in then click update on the top left
Now that you have it highlighted on the addresses you will see the value of the things you have on the left below
change that to what you want then click poke
check you game to should of changed (or refresh the value to make it work)
if i didn't bad luck that code does not work.
 
Just run the kernel exploit again when you're in game then you should be able to inject the codeandler with JGecko U.
I'm sorry this didn't seem to work for me either. I began by loading wj44.ml/k31/ then, when it returned to the menu, loaded loadiine.ovh and selected Loadiine GX. It loaded loadiine successfully and I was able to start my game (ensuring the TCPGecko option was turned on). When the game was fully loaded, I pressed the home button, relaunched the browser and used the wj44.ml/k31/ once more. It loaded successfully, bringing me back to the browser. I then clicked "resume" bringing me back to the game. Finally, I attempted to connect to JGecko U however when I enter the game name and game ID I get the same error as I posted above.

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ok so here is a example.
You want to use this
Max Orbs: - change value in octovalley [cfoordddd]
12CB09E2 270F

You take the address witch is 12CB09E2 (to the left)
you go to Memory Viewer and put this address in then click update on the top left
Now that you have it highlighted on the addresses you will see the value of the things you have on the left below
change that to what you want then click poke
check you game to should of changed (or refresh the value to make it work)
if i didn't bad luck that code does not work.
Okay I'll give it a try, but what about codes in this format: 10705DEC 01010000 where there are eight digits on both lines of code, rather than four dictating the value. Or multiline codes too, the memory viewer only allows one line of code at a time
 
Last edited by vgplayer54,
I found a way to get instant orange drift at mario kart ( I dont know if this code is released). My problem is now that I have to poke evertime when I start to drift the number to get the orange drift how can I change the number forever so I dont have to press poke evertime I start to drift.

sorry for bad english
 
I found a way to get instant orange drift at mario kart ( I dont know if this code is released). My problem is now that I have to poke evertime when I start to drift the number to get the orange drift how can I change the number forever so I dont have to press poke evertime I start to drift.

sorry for bad english
With a cheat code you can freeze the value
 
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Yes, you can. If you use JGecko U, it has a Code Wizard.
Ok i created the code but I cant send it with jGecko U. When I want to connect my wii u im getting an error
aEYmb.png

Edit: I can look into the memory and poke values but I cant send codes
Edit Edit: I attached the Log file
 

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Last edited by xNintendo,

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