Hacking TCPGecko for Wii?

HackingNewbie

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The Wii U instead of using a USB-Gecko-like device used TCPGecko. Which begs the question, why did no-one ever make something like TCPGecko for Wii? Was there something about the Wii that made it impossible? It strikes me as a lot more practical than using a USBGecko - so why was this never done, especially since the USBGecko has been discontinued for ages?
 
Last edited by HackingNewbie,
there are TCPgecko, but you need to include it in your project, it's not an externally apps that you run like on WiiU.
Also, you can only log once the network is initialized, which means you can't see or debug your app launch or shutdown process. I sometime enable it inside USBLoaderGX for users to help me live debug (without having to generate log on a file, exit the loader, copy the log) without an USBGecko.

If you need that, I can point to source and debugger I'm using.


USBGecko uses a gamecube bus which is always active, right from the boot of the console.
no need to wait for network init is done in your project.
 
Last edited by Cyan,
I had no idea that was possible, thank you!

Inititalize libOGC's debugger library using the network debugging code.
I usually do this for debugging my apps.

I don't know if they have the WIFI stuff already included as i had to add it for myself manually but it works the way i need it to...
 
Inititalize libOGC's debugger library using the network debugging code.
I usually do this for debugging my apps.

I don't know if they have the WIFI stuff already included as i had to add it for myself manually but it works the way i need it to...
Aaah I see, so I'm guessing it doesn't work with games?
 

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