Hacking [release]LoadiineV4 + Pygecko

Onion_Knight

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I've integrated Pygecko's codehandler into Loadiine. Special thanks to @dimok, @Maschell, @FIX94, @Marionumber1 and all the others. I barely made any code here, just merged the projects.

This is for Loadiine V4

It auto launches PyGecko codehandler in the background and displays the listener IP and Port on the Loadiine menu

Change Log:

Pretty sure I fixed the hang when hit the home button. It works fine for me when I exit Mario Maker and Capt Toad Treasure Tracker.
 

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Gadorach

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I've integrated Pygecko's codehandler into Loadiine. Special thanks to @dimok, @Maschell, @FIX94, @Marionumber1 and all the others. I barely made any code here, just merged the projects.

This is for Loadiine V4

It auto launches PyGecko codehandler in the background and displays the listener IP and Port on the Loadiine menu
HA HA, FINALLY

I already have SSB, but that's a great mix right there, and will probably fix a lot of the odd memory mapping issues with loadiine vs real-disk codes.
 

Gadorach

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Well, just tested it out, and Hyrule warriors dies immediately at a DSI Error screen, while Xenoblade won't even start, and halts at a black screen when attempted to be loaded. I think you've got some more code conflicts to resolve @Onion_Knight haha

EDIT: If it's of any help, I was testing in Mii-Maker mode. Considering the usefulness of Loadiine V4, I would assume that's the only mode worth developing it for anyway. SSB users already have a perfectly working version after all.
 
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Onion_Knight

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I'm only using Pygecko, not TCPgeko dot net

--------------------- MERGED ---------------------------

Let me work on something really quick. I'll try it int dot.net
 
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MattKimura

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Excellent, more content for us offline users with wireless SD cards such as Ezshare or Flashair. Now I have Loadiine v4, Loadiine V4 GUI, and now Loadiine V4 + Pygecko. Ready to be used locally hosted. Gonna upload this to my Dropbox for backup!

Thanks OP
 
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