Launching Gecko OS without installing the Homebrew Channel?

Started by BurningJello, July 02, 2011, 04:00:26 PM

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BurningJello

Hi, first time poster.

Just as the title says, I'm wondering if there is a way to launch things without installation, in a one-time manner like that of a Codebreaker; basically using exploits without actually permanently modifying the boot code.  I'm 4.3 and have Brawl, if there are any existing tutorials, as I know there are with these things, that would be nice.

dcx2

Read this post http://wiird.l0nk.org/forum/index.php/topic,6843.0.html

Look for details on the Smash exploit.  Instead of putting Hackmii installer's boot.elf at the root of the SD card, put Gecko OS boot.elf.  Then trigger the exploit.

BurningJello

My SD card currently reads like this

Computer -> SD Card -> codes (Folder)
                                     private (Folder w/ Smash Stack)
                                     privateold (Folder)
                                     boot.elf (Gecko OS elf)

So Smash Stack would launch Gecko, I apply my codes, switch disks, and launch the game?

Bully@Wiiplaza

I think it doesn´t work and you´ll receive an exception occured.
Well, that happened to me last time.
My Wii hacking site...
http://bullywiihacks.com/

My youtube account with a lot of hacking videos...
http://www.youtube.com/user/BullyWiiPlaza

~Bully

BurningJello


dcx2

bannerbomb will crash Gecko OS, apparently because it leaves IOS in a bad state when it exploits.  or something.

I don't think you need privateold, otherwise you lose access to all your old saves that were transferred to SD.

BurningJello

So it counts as Brawl play time?  Hmm, thought the Wii went into limbo there.  Now I raise the question of the integrity of my Brawl play time :confused:

I had no crashing, and didn't use banner bomb.  After the first launch I moved the gecko files to a different SD card and renamed privateold back to private.

I have one other little issue, when creating gct. files, I cannot covert codes that are not in the respective game's code list in the database.  It will act as if I'm editing them, and then tell "This is not a code" when trying to list it to check and convert.

dcx2

Lately I've been using Mathew_Wi's GCT editor.  Just copy/paste codes into the textbox, strip all the non-code text out, and it will make the GCT for you.

http://wiird.l0nk.org/forum/index.php/topic,8142.0.html

Also, bannerbomb was an old exploit for 4.2 and earlier.  Smash stack should leave everything okay, but I wouldn't be surprised if it counted that as logged play time.  However, once you switch games it should stop counting toward the old game, I would imagine.

BurningJello

GCT editor is great, thanks! 

At fist it counted as Brawl playtime, then it counted as "Others".  Am I screwing something up or is that normal?

Also, after a few uses, one code stopped wokring (I'm actually playing Dawn of the New World, it was the always 10th floor of Gladsheim code) even after resetting the game and deleting and recopying the code to the SD card.  Anything I can do about that?

dcx2

The time to get into Brawl and execute the exploit probably counts toward Brawl.

After the exploit is launched and Gecko OS is running, you're probably still technically in the context of Brawl.

Once Gecko OS reloads into a new game, the time may start counting toward the other game.

It's really weird for a code to stop working.  Did you add any new codes?  How many codes do you have?  There is a limit, though I'm not sure what it is for SD cheats.

BurningJello

I checked, and it looks like I have ten running at once.  I'm pretty sure this is too much, as I occasionally saw ghosting during battles (I'm playing on an HDTV with both console and TV set to 4:3, but I don't think I've seen that before), which of course is not normal.  The old party level code also doesn't seem to apply to Regal; everyone else is fine.

I haven't tried it again today, but I suppose "Others" works, since its a normal Playtime log title.  I was playing Okami after the fact, though, and saw very short bursts of similar lag during screen-filled sequences, which is odd because I don't think I did anything that would mess with the Wii's RAM.  Hate to be such a bother.

dcx2

It's not the number of codes, but how many lines of codes.  You can have over 200 single-line codes, or a few 100-line codes.  Also, re: party level, someone pointed out in the support thread for that game that Suit Regal didn't level but Prisoner Regal did, so I made a new party level code that worked for everyone.

I'm not sure why you were having ghosting issues.  Personally, I think running Gecko OS via exploit is "dirtier" than running via HBC.  The Wii is in a clean state when HBC boots, but when you exploit it the Wii could be left in a mixed state that's a combination of the exploit and Gecko OS.  That is why the old bannerbomb exploit would crash Gecko OS.

Of course Gecko OS will modify RAM.  It has to load the game into RAM before it can run it.  Running by exploit does not modify the NAND, which is the Wii's permanent storage memory.

BurningJello

Checked again, it was around 52 lines.

I can understand confusing the Wii by launching an exploit versus a channel, but since I really rather not void anything by installing it, I think I'll just call it an experiment concluded.

dcx2

Assuming your Wii is over one year old, there's no warranty left to void.

BurningJello

#14
Realized that was the wrong term when I posted it; really meant future a disk drive or system repair.

To clarify on Okami, I do know that codes modify RAM, that's how they work, I was just noticing these things playing Okami code-free.  Could just be my TV, not a big deal.

Thanks!