Oh Thank you very much @seresaa , now it works perfectly, thanks a lot !Protip: Geckiine uses the same offsets as Loadiine.ovh's Gecko
Oh Thank you very much @seresaa , now it works perfectly, thanks a lot !Protip: Geckiine uses the same offsets as Loadiine.ovh's Gecko
Arrgh, im so frustrated! I'm trying to use the 07/07/2016 ver of Splathax with the TCPgecko+kernel from loadiine.ovh, but Splathax can't seem to connect to my Wii U.......i've disabled all security features i can find, i even manually set my Wii U's subnet mask and gateway....I have Splatoon ver. 2.10 and Wii U firmware 5.5.1, isn't the July 7 release supposed to be compatible with ver 2.10?
I don't know. Is it customary to use checksums when loaded into memory? And how would the game react to non-matching checksums?0x12CDCEE0 is the splatfest ID. So the save has no checksums?
I can't seem to get the "SceneEnvSet" option to work in GeckoMapTester. For example, if i select a map like Ancho-V and set the SceneEnvSet to Night, the map loads, but it is not night. Does anyone know how to fix this?
Just a heads up, the latest build of Leanny's fork of GeckoMapTester is supposed to fix SceneEnvSet, but it wasn't when I tested.
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I mean if you're compiling it yourself.
Exactly, Splathax isn't working even with all of that, I used Cosmo's codehandler since that way amiibohax works, but I don't know what is going on with this, should I try another TCPGecko installer in my console? If yes, which one? Remember I'm at 5.3.2U, Loadiine.ovh offers the correct exploit only to 5.5.1 users... (I mean explicity the "TCPGecko + Kernel" exploit, that is only for 5.5.X users)
I don't mean to be annoying, but i need some help here....
Don't worry!, the solution was to use geckiine, seresaa told me that it has the same offsets that the TCPGecko from loadiine.ovh, so now it's working perfectly !I pushed something to my fork on sunday before I went on vacation. I also posted a compiled version on discord, so check it out
What exactly did not work?
No one asked me to support the code handler, so I dont support it yet. I will push an update later for you.
Its not splathax fault, its a generel connection problem with your Wii U
Its not splathax fault, its a generel connection problem with your Wii U
Well, I was either blind, or using an outdated version... because I redownloaded the AIO and now it appeared as one of the optionsare you using the splat-aio version?
Have you pack static folder with Uwizard? Uwizard repacking is broken, use SARCToolsIs anyone else having problems getting Splatoon to run with Cafiine, or even just Kexploit31? Every time I run Splatoon after running either Kexploit31 or Kexploit31 and Cafiine, the game crashes on startup while it's displaying the apartment building (the music stops suddenly, and everything becomes unresponsive to where you have to hard reset). I can actually see on my computer that when using Cafiine, the game is getting its files replaced, but then the local server on my computer gives me errors about how my Wii U isn't receiving the data its sending and that's when Splatoon crashes. All I'm uploading is Static.pack with the parameter with the roller speed changed and, as I said, this happens even if I've only used Kexploit31. I activate Kexploit31 and Cafiine through loadiine.ovh on the web browser, my Wii U is version 5.5.1 and my copy of Splatoon is downloaded and version 2.8. Although I haven't tried replacing files with Cafiine for any other game, Kexploit31 doesn't crash any of my other games, even my other downloaded game, Nintendo Land.
Unfortunately, I can't seem to find it. Do you have a download link?victormr21 said:Have you pack static folder with Uwizard? Uwizard repacking is broken, use SARCTools
Its in NWPlayer1234 github profile, find SARCTools and then I think there are some, you only need SARCPack and SARCExtractUnfortunately, I can't seem to find it. Do you have a download link?
You know, I imagine a good way to find out if the repacking is causing the problems is to where Cafiine replaces a file of the exact one found in the game, so I'll just copy an untouched version of Static.pack onto my SD card. I dumped the game from my Wii U to my computer by using DDD.
<snip large error log>
Okay. I downloaded Python 2.7 and the program ran with an outputted file that I used to replace Static.pack, but the game froze again. Just looking at the difference between the replacement Static.pack that was generated and the original Static.pack, I can definitely see why there's a problem:SARCTools requires Python 2.7 to run. It is incompatible with Python 3.
When I did this I had to hex-edit the packOkay. I downloaded Python 2.7 and the program ran with an outputted file that I used to replace Static.pack, but the game froze again. Just looking at the difference between the replacement Static.pack that was generated and the original Static.pack, I can definitely see why there's a problem:
The new file is 11,644,928 bytes...
While the original is 14,102,528 bytes.
All I did is change the parameter for roller movement speed, so I don't have a clue how that could have happened. I'm assuming this has to do with "padding"?