Collective Topic for 'How to Use Gamecube AR on Wii' / GeckoOS Mod / Wiird etc

Started by Volderbeek, August 05, 2008, 05:42:54 AM

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YF191

if i try to manually put codes in do i have to type in each individual letter? can i use a usb keyboard if that is the case?

James0x57

You can add them from the computer. There is no way to add codes from inside the app yet.

And yes, I made Accio Hacks (and GeckoCodes)


YF191

wow....... nice what is the program called where you can add to them on your PC

James0x57




TheRTM

Sorry if this is in the wrong place, this is my first post ;D
I can't get Gecko OS Mod to work with SSBM v1! I have been converting AR codes to WiiRD with GCNcrypt and AR to WiiRD Code Converter, but they just don't work! I am looking to get to the debug menu. Also, now SSBM won't even start with a code on from Gecko OS Mod! Anyone have any ideas?

biolizard89

Quote from: TheRTM on January 23, 2011, 07:47:51 PM
Sorry if this is in the wrong place, this is my first post ;D
I can't get Gecko OS Mod to work with SSBM v1! I have been converting AR codes to WiiRD with GCNcrypt and AR to WiiRD Code Converter, but they just don't work! I am looking to get to the debug menu. Also, now SSBM won't even start with a code on from Gecko OS Mod! Anyone have any ideas?
For what it's worth, I was able to get to the debug menu with SSBM USA 1.0 and the latest Neogamma (meaning it should work fine with GeckoOS Mod).  I just took the AR codes from GSCentral, decrypted and converted to WiiRD code types, and had no issues.  I used the Unknown1 hook (which is a PadRead-based hook); you might want to try that hook if you were using something different.  You should be warned that some of the SSBM debug codes write to memory that Ocarina uses for its code list.  I think you have roughly half of the code list available; anything past that and the game will crash.

If you really need help, I can look up the codes I converted.  Let me know if you can't make it work based on what I said here.

EDIT: Just to confirm, you did get some other games working with GeckoOS Mod, right?  If not, make sure that a game with existing tested codes works.

FL4SHK

I don't know if this is the right place to ask this, so if it's the wrong place, I'd appreciate it if a mod would move it.

I've searched for this (in both Google and the forums), but I couldn't find it.  Does anyone know of a download link for it?


FL4SHK

Thanks.  This will be helpful.

Edit:  Oops, what I meant was as a DOL (homebrew, etc.) file, not as an ISO.  I was hoping to load a game through a Gamecube exploit since I heard that you can get better compatibility that way.

This is what I'm talking about:

Solution A (requires SD Gecko or any other SD card adapter):
-use an Action Replay
-use the SD Load code to boot your SD card (see http://www.gc-linux.org/wiki/SDload )
-run Gecko OS 1.06d Gamecube edition with it - WIiRd will be able to communicate, just do not use MEM2 addresses
-profit



Dark Chaos

Quote from: biolizard89 on January 28, 2011, 11:28:48 AM
Quote from: TheRTM on January 23, 2011, 07:47:51 PM
Sorry if this is in the wrong place, this is my first post ;D
I can't get Gecko OS Mod to work with SSBM v1! I have been converting AR codes to WiiRD with GCNcrypt and AR to WiiRD Code Converter, but they just don't work! I am looking to get to the debug menu. Also, now SSBM won't even start with a code on from Gecko OS Mod! Anyone have any ideas?
For what it's worth, I was able to get to the debug menu with SSBM USA 1.0 and the latest Neogamma (meaning it should work fine with GeckoOS Mod).  I just took the AR codes from GSCentral, decrypted and converted to WiiRD code types, and had no issues.  I used the Unknown1 hook (which is a PadRead-based hook); you might want to try that hook if you were using something different.  You should be warned that some of the SSBM debug codes write to memory that Ocarina uses for its code list.  I think you have roughly half of the code list available; anything past that and the game will crash.

If you really need help, I can look up the codes I converted.  Let me know if you can't make it work based on what I said here.

EDIT: Just to confirm, you did get some other games working with GeckoOS Mod, right?  If not, make sure that a game with existing tested codes works.

which program did you use to convert the codes?  ???

Click here to level up my card!
You're too slow LOL :D

biolizard89

Quote from: Dark Chaos on March 04, 2011, 11:32:16 AM
which program did you use to convert the codes?  ???
I used the AR to WiiRD converter by James0x57.  Look around the forum, it should be easy to find.  (Sorry for the delayed reply.)

EDIT: http://wiird.l0nk.org/forum/index.php/topic,121.0.html

Stoshu1234

I'm sure the following question, to some of you, may be a quote-on-quote "Noob" question. I'm asking it anyway.

I'm new to the WiiRd forums, and came across some Gecko OS Gamecube Mod topics. This got me thinking: "Is there any working method, that allows you to launch, and apply codes, to a Gamecube Game through the Wii's Gecko OS Application?"

Hm. Applying codes to a Gamecube game, the same way you would a Wii game. Is it possible? Has it been done? If it has, it would be fantastic if someone could explain the method. Thanks!