Code-Manager 0.1a
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This Application allows you to manage your Cheat-Codes from your Wii and saves them as gct-files, so you can use them with GeckoOS.
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Just save your codes in txt-files named from 0-255.txt in the Code-Manager-Folder...
It's one of my first Wii-Homebrews...so don't expect a spectacular GUI or whatever-.-
It's an alpha release and has still many bugs...
to avoid crushs or mirrors:
-don't use many big cheat files
-avoid long comments in your cheat-files
-finish the cheat files with at least one empty line
-rename your files from 0.txt to 255.txt(don't let out any numbers for now->like 0.txt, 2.txt, ...)
try to use a simple format like:
"
ID(for example RZDP01)
Name( Zelda TP PAL )
Code-Description(one line is the savest)
01234567 AaBbCcDd
76543210 DdCcBbAa
Code-Description
00000000 FFFFFFFF
...
"
download: http://rapidshare.com/files/139032618/Code_Manager.rar.html (http://rapidshare.com/files/139032618/Code_Manager.rar.html)
Enjoy!
Current Release:
Code-Manager0.6a (http://wiird.l0nk.org/forum/index.php?topic=597.msg17261#msg17261)
Someone finally takes hands. Too bad I'm no alpha tester.
What's the difference betwen Alpha and Beta by the way?
I'm gonna test this out, but before i download, I have a question, first of all, when you said rename from 0-225, did you mean that we have to make each individual code a txt file? Second, are we able to edit the code while using the code manager on the wii? I'm probably gonna test this tonight, but I don't understand yet how it works. But, nice job on doing this, It was VERY needed. :)
Quote from: jinjar3000;6520I'm gonna test this out, but before i download, I have a question, first of all, when you said rename from 0-225, did you mean that we have to make each individual code a txt file? Second, are we able to edit the code while using the code manager on the wii? I'm probably gonna test this tonight, but I don't understand yet how it works. But, nice job on doing this, It was VERY needed. :)
indeed, im still a little confused on this functions...can you post some screens while your at it?
my English is horrible, I know^^
I have no cam, so video tutorial is something that the first one who understands me can do;)
Every Game gets a number from 0 to 255
rename the first one 0.txt and place it in the application folder where the boot.elf is sitting:)
do this with all your games and just look that you don't miss a number to avoid crushs...
Oh and there is something I have to add:
The prgram parses your codes per lines:
That means it opens the file and checks if there is a new line->by searching for a 0x0A byte.
The only problem here could be that windows editors makes two bytes for each new line: 0x0D and 0x0A
So look if your txt-file has this two bytes at the end of each line, befor you use it...
I'm sorry for that and hope you can forgive...
I keep working and fix the bugs as soon as I can;)
PS:
http://rs373.rapidshare.com/files/139078271/Code_Manager.rar
have a look on this example and you hopefully understand how to use :T
Haven't tried it myself yet... but any plans to release the source?
I'm just a beginner with homebrew stuff (stumbling through wiimote controls and graphics functions...) but would like to mess with it.
It needs some work, mainly in support for large files. The only ones that showed up for me were wiiplay and metroid prime 3 codes. I guess the others had too long comments or codes.
I'm working on a gui for the next release;)
great release. surprised nobody made one before :D great idea :)
Quote from: OneUp;6709It needs some work, mainly in support for large files. The only ones that showed up for me were wiiplay and metroid prime 3 codes. I guess the others had too long comments or codes.
also did they show up with titles or without? cuz i could move around but couldn't see anything >_<
the gui is comming soon->just having some parsing problems and have to check if the gui is showing correctly on all TVs...
Quote from: hetoan2;7754also did they show up with titles or without? cuz i could move around but couldn't see anything >_<
Well, Metroid did, but wiiplay just used the title of the first code. The other games were represented by blank spaces.
Quote from: OneUp;8107Well, Metroid did, but wiiplay just used the title of the first code. The other games were represented by blank spaces.
are you NTSC or PAL?
Awesome! Finaly! Thanks, Yoshi Party! :)
Hi,
This is the second release of my code-manager;)
It might be too early to release, cuz I couldn't check if it works correctly on other TVs :confused
So pls tell me any problems you have with the gui and I'will try to fix them:)
This version is just running stable on my PAL-TV->don't be too surprised if texts or something else isn't on his right place^^
But for those who still have problems in even using cheat-files:
I added some sample files for you to see how it should look like.
Maybe it will even work without having ever tested it on a NTSC :p
the changes are:
-gui added
-comments partly supported
-new parsing algo
-dynamic memory management for bigger files and codes
download:
http://rapidshare.com/files/141842649/Code-Manager.rar.html
remember that it's still an alpha and has many (unknown!) bugs->eg the TV compatibilties-.-
If you just tell me the errors you get on your TV I can fix them soon....
libogc will handle you screen resolutions.
just use the template, as long as its got the following like you will be ok.
rmode = VIDEO_GetPreferredMode(NULL);
i will try the release out. many thanks
Quote from: Yoshi Party;9063Hi,
This is the second release of my code-manager;)
It might be too early to release, cuz I couldn't check if it works correctly on other TVs :confused
So pls tell me any problems you have with the gui and I'will try to fix them:)
This version is just running stable on my PAL-TV->don't be too surprised if texts or something else isn't on his right place^^
But for those who still have problems in even using cheat-files:
I added some sample files for you to see how it should look like.
Maybe it will even work without having ever tested it on a NTSC :p
the changes are:
-gui added
-comments partly supported
-new parsing algo
-dynamic memory management for bigger files and codes
download:
http://rapidshare.com/files/141842649/Code-Manager.rar.html
remember that it's still an alpha and has many (unknown!) bugs->eg the TV compatibilties-.-
If you just tell me the errors you get on your TV I can fix them soon....
Good thing I'm born in the same country you were born in, so for me it should work as fine as it works for you in things compatibility :P I hope I'll find out how to use it (I can be quite stupid in things like this sometimes Dx" ), gonna try it out sometime...
Thanks for the update, Yoshi party! :)
pls give a little feedback after testing->does it even work on your TVs?
It's my first Wii-Gui-Application !omg
okay, first issue: when I tried scrolling down my SSBB code list (150+ codes I think), it eventually ended up going blackscreen with white numbers... and... stuff. I assume it can't handle too many codes. :< At least it's a bug.
Next thing, sometimes the names go out of the text box.
and last but not least, you can't change values. :< but I guess you can't help it. (or well, the Wii has somethng like a built in keyboard, maybe it's possible to code a similar strongly simplified one, who knows)
well, it's definetely a handy program, but only for quick small codes which don't need any values; the PC-Manager is still better to use, it just takes more time since the annoying SD-swap.
I will keep an eye how this will evolve. ;P
I'm just happy that you can even see the gui^^
Thx much for your feedback->I'll try to make bigger files usable;)
If texts are too long they go outside, I know...
I was long trying with wiisprite and grrlib.
Wiisprite has a far better image handling, but a terrible font code.
Grrlib is the opposite of it-.-
So I finally used the wiisprite lib for the booting thread(grrlib doesn't support multi-threading...) and grrlib for the main menu->where it crashes in some cases in a pink screen...
Code-Editing comes later;)
Quote from: Yoshi Party;9355I'm just happy that you can even see the gui^^
no wonder, as said we live in the same country so it was high likely it is as compatible to me as it is to you ;D
Good luck, Naraku2000! ;)
it works ;) fine just when i try to view the super mario galaxy transformation codes they it has a dump error or something
So, lemme get this straight, when you have every kink and bug sorted out this application will allow me to enable/disable codes that I've put in my GCT file on my SD Card before I boot the game? You know, without having to remove/add codes from the SD Card like I have to do now? If it doesn't, what does it do? I'm having a little hard time understanding this.
what it tries to do is takes txt files you put on your sd card, edits them and exports them to GCT so that ocarina can read them.
Quote from: hetoan2;9404what it tries to do is takes txt files you put on your sd card, edits them and exports them to GCT so that ocarina can read them.
Ohhh... okay, I was a little confused was all.
Sounds cool and convenient for some people but, for me I'll stick to what I normally do.
you can't copy and edit codes yet :) if you can do that and run orcarina off it andd have a better gui it would be the best homebrew :)
Yoshi Party should make one more fix, as we still have problems with it...Right?
yes... seeing as Yoshi hasn't released an official one it's still being worked on >_<
Oh, so it's a beta... No wonder...
by the way, one more thing I like to adress I notice in quite some Hombrew apps, in for example the Homebrew Channel Browser too. it's so cold and delighting not having in something where you choose something from a list in a Wii shop channel-like method and where you take a little more time choosing things without some kind of cool catchy music. Even if you just took the Wii shop channel theme I would be happy, as the composer did a pretty good and fitting job on that. You understand? It's some kind of picky beauty things and not necessary, but it would be cool and stuff.
The GeckoOS source code is here if your interested
http://www.usbgecko.com/forums/showthread.php?p=9676#post9676
Dude Yoshi party you are making a great job! i always were bored to come to computer to change coddes but now you are making in possible! like i wanted you know! manage your codes inside the wii :clap YOU ROCK DUDE! im donwloading the new version ( hope it works....:( ).
Still doing good works here, but dont forget Super Mario 64 2 because it rocks too! :)
thx^^
don't worry, this wasn't the last Super Mario 64(2) update :)
This looks really cool! I'm gonna test it out today.
EDIT: Major problem, it didn't show up in my Homebrew channel. I'll try redownloading the files, I guess.
It happened to me too! you just need to change the elf file name to boot!
Oh, right. I forgot.
bump ;D
and is this project continued or did it finsh
I did a minor update: http://wiird.l0nk.org/forum/index.php?topic=1269.0
I can't get this to work. I even renamed my txt file to "0"
I got the error 'error1-> NULL' even with the default .txt files.
What's the problem, doc?
EDIT - Downloaded the new version, works fine. Great app ^^
ok i give up...
i have beta9 homebrew...can someone PLEASE do something to this app so it works with beta9???
yes ive tried converting but IDK how to use the converter...
please...just convert it, attach it to a post and say your welcome to this THANK-YOU!!!
this app didn't even work on the regular one with more than 5 codes... i don't see why you'd want it
It hasn't been abandoned has it?
Quote from: hetoan2 on November 01, 2008, 12:40:46 PM
this app didn't even work on the regular one with more than 5 codes... i don't see why you'd want it
o it doesnt? :(
yes and yes :D
usbgecko FTW!! instant on/off + more code compatible n screenshots :)
sure! buy me one!! go ahead and buy me one!!! :D
Hi,
this is the patched dol for the hbc9 including examples for some PAL game codes.
There are NO OTHER FEATURES, because I did not have the time to continue my work( a little Burnout is keeping me busy )...sorry for that anyway-.-
I should at least include a limit of 256 lines in the hopefully following release.
Code-Manager0.6a_dol.rar (http://rapidshare.com/files/160664283/Code-Manager_dol.rar)
PS: The same thing goes for Super Mario 64(2)
Once I can, I will go on
Hey, whenever I try to convert the code it just says "created: \codes\(code I used).gct" and then below that it says "Failed....". Is there something I am doing wrong? Do you have to have the game disk in, I don't know why I am getting the problem. I saved the file as "8.txt" with the exact coding.
any help?
for some reason the 0.6a version of the code manager doesn't save the .gct files with the right name. it's always missing the last character of the ID. fix or am i just stuck with renaming each and every gct i make?
im glad the usb gecko thing got brought up.
can a usb gecko owner tell me how you activate codes which r too long for wiirdGUI
there is no way jassim, codes too long for wiiRD are too long for anything, and therefore don't exist.
there shouldn't be a limit to how big a code can be in wiiRD unless it's 256 lines which i doubt it is....
activation through wiiRD is an activator... if thats what you meant
Quote from: Noxen on December 19, 2008, 03:43:28 AM
Hey, whenever I try to convert the code it just says "created: \codes\(code I used).gct" and then below that it says "Failed....". Is there something I am doing wrong? Do you have to have the game disk in, I don't know why I am getting the problem. I saved the file as "8.txt" with the exact coding.
any help?
I'm having this problem too. And when I try it with version 0.1a it says "Error->Null". Is there anyone who can help?
This app is pretty handy when you need to use codes on the go, nevertheless I'll still be using the PC version of Code Manager. It would be cool if this could be somehow implemented into gecko OS somehow...for example, the options section would have a seperate menu for The Cheating Engine [Ocarina], and the codes could be added from there. I wouldn't really think it would work with the menu setup though. Still a cool application to use hacks on the go.
Quote from: AlphaAxe on December 31, 2008, 05:43:01 AM
This app is pretty handy when you need to use codes on the go, nevertheless I'll still be using the PC version of Code Manager. It would be cool if this could be somehow implemented into gecko OS somehow...for example, the options section would have a seperate menu for The Cheating Engine [Ocarina], and the codes could be added from there. I wouldn't really think it would work with the menu setup though. Still a cool application to use hacks on the go.
I can neather conferm nor denie that rsr code manager (see austins site for detail) may or may not be added in gecko 2.0 *shiffty eyes*
It's not going to be in Gecko 2.0
Quote from: hetoan2 on December 31, 2008, 01:11:12 PM
It's not going to be in Gecko 2.0
well rsr e-mailed nuke about copyrite stuff and nuke said he would love for the code manager to be in gecko 2.0 (PM rsr if you don't beleave me!!!)
i wouldn't know... It would seem like it'd be kept as a separate app but if it's that good...
If anyone cares,
I've started recoding the whole application and as far as I can say it will be much more stable :-[
It will take much time yet and my first aime will be to make it running without instant crashs. So extras like code editoring & a better gui are things I will settle after this! xwink
-----
I'm just a hobby coder(2years c++, nothing else) :P
little statement from the front:
Parsing seems to work without anymore chrashs!
Descriptions, comments & code values are perfectly splitted up
I'm currently working on a new gui
if the gui works as fine as parsing code I will release the first beta and then go on with extras ;)
I have two separate versions of CM and both of them simultaneously stopped working as soon as I installed the most recent release of the Home Brew Channel.
In other words, I have HBC 1.0.1, but I can't seem to get Code Manager to work. Ocarina works just fine, but without CM, I'm unable to change what codes I have on.
I'm not panicking or anything - I can wait for another version of one or both to come out - but if there's something I'm missing, then please let me know.
Also, I did not allow my Wii firmware to update. The only update I've had since fall last year is the one that came on the Animal Crossing: City Folk (RUUE) disk.
Thanks, either way.
MW42
you need to convert them to .dol, or use homebrewbrowser(its an wii app, just look at wiibrew.org) to download the newest version
But they're already .dol. That's what was weird - it's all set up properly and everything, so far as any instructions I've seen say.
I was unaware that it could also be obtained via HBB. I'll hop on there later tonight and download it again. I hope that way it'll work. It probably will, since only the stable releases show up there.
Thanks for the reminder!
Quote from: masterwriter42 on February 10, 2009, 12:13:05 AM
But they're already .dol. That's what was weird - it's all set up properly and everything, so far as any instructions I've seen say.
I was unaware that it could also be obtained via HBB. I'll hop on there later tonight and download it again. I hope that way it'll work. It probably will, since only the stable releases show up there.
Thanks for the reminder!
Formatt to FAT32 your SD :)
also make sure you're not using a SDHC card,
while it is compatible with HBC it's not compatible with all homebrew apps yet. (i don't know for sure if it is with HBB, but whatever)
FAT 16 should work with HBC 1.x if i'm not mistaken but possibly not HBB. I'd try switching to SD if you have an SDHC first before you go and format your card losing your data.
Yoshi Party, thanks for the great tool. I use it all the time. Is there a newer version than 0.6a? I saw your post ealier that mentioned you had been rewriting the code.
I had rewritten the parsing code, so it runs absolutely stable with long codes and comments and so on...
Only the gui had given me so many problems that I was thinking of stoping the project...
But since the libwiigui is finally open I have new hopes and already started a new beta project.
I hope it won't take very long anymore to fix the last problems.
Thx for the comment :)
i am using ocarina on my pc to make the codes.
if i export as *.gct and load with geko every thing is fine.
but if i save as *.txt and try to use cheat code manager (so i dont have to keep puting the sd card in my pc every time i change a code) the cheat code manager says the file is empty.
if i use wiicm it freezes my wii.
how can i remedy this i would be greatful for any help
My SD card is already Fat32 format. I tried using the version available on the HBB, but I'm experiencing the 'empty code list and then it freezes' problem that other people are having (but that didn't happen when I used the 'blue logo' code manager). I've tried the alternatives. Is there any way to get the version of Code Manager that has the blue background on the HBC to work again? It says it's not a valid program, but it used to work just fine, and I really liked it. It was quick and easy, but now something's gone awry.
you updated your homebrew channel, the new homebrewchannel will only load "valid .elf" and .dol, so you need to convert your "unvalid .elf" to an .dol with a converter (http://wiibrew.org/wiki/ELF_to_DOL_Converter)
By the way
I'm sorry for taking so long for the next release...
But I just have soooo much more thinks to do for school:(
However, I haven't forgotn you guys ;)
No worries...still waiting patiently. ;-)