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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A TP exploit is completely useless. You need a way to inject codes into the system. Thus a USB Gecko is required!

Nuke

The modified save game would be already loaded into memory, just like the Wii mode version. You have about 16k of space to place a loader, and you put this address on the back chain once to trap the exception. This 16k loader can chain load more data from the memory card then if needed, 16k is plenty enough space for a chain loader, its just some EXI memory card reads, i think maybe less than 1k could do it.

As you can do read memcard access, you can chain load quite a large binary, clear the cache and just jump from there, the binary can be a Gamecube compiled version Gecko OS of course.

Here are the downsides though.

1. It would need an SD Gecko / Wiikey adapter or homemade SD adapter for any orcarina activity / cheats, so would mean a user purchasing extra hardware.

2. The modified TP game save would need to be on the Memory card, so would need a Wii mode app to do this, or a Gamecube with a way to run homebrew.

3. You would need to fix the checksum of the edited saves, there are 2 checksums and is slightly modified from the Wii SD saved checksum. One block checksum is easy to find, but the other is harder, as the data is so random.

4. Alternative to 3, is to find all the addresses of Epona name in memory and fill the addresses until it crashes, i think all 4 or 8 of then need to be done, as if i remember the data seems to be mirrored. Then one more hurdle is patch the save routine so you can save more then the required data back. This then will put your data on the card with the checksum fixed. This method is more advanced.

5. Once you got a crash the rest is easy, but you need to output the exception data somehow so you can figure out the addresses and recover from it, putting the address of the loader on the return.

So as you can see it can be done, but its extremely time consuming. The only upside to this method is that it would work on Gamecube.

Btw even to do a Mios hack your going to need to chain load data off a memory card / SD gecko for cheats, as the internal SD is not available in Gamecube mode, and BC which loads Mios is like a software reset. Games would also not be running in a safe GC environment if you don't let Mios (the Gamecube bios) set up the BAT and devices correctly. DVD access would probably not work correctly, and games would easily crash.

Two alternives to run Gamecube cheats is: Get a modchip and compile Gecko OS 1.9 for Gamecube mode stripping out the Wii stuff and make a Gamecube ISO for all regions. Libfat will use SD Gecko / Wiikey adapter as the SD device for orcarina cheats if compiled for Gamecube. The other is to use Gamecube backup launcher which would load the Gamecube ISO also.

So as you can see, it can be done, but not just an overnight bit of code.

Further reading on such matters: Technical Analysis of XBox Save Game Hack (google)

http://xbox-linux.sourceforge.net/articles.php?aid=2003189065649

There is also a super smash bros melee exploit on the net which uses the same method as above (4.) but i can't find the link to that any more. If someone can find it please post as it would fit with the topic.

here i started modifying segher's TP tool to work with a raw GCI gamecube save of TP for Gamecube. The block checksum on Gamecube and Wii saves is almost identical.

http://www.pastie.org/private/otibhxpae7slbdyyhqd5g

sorry for the long post, i just wanted to clear it up on how it works. funny enough 007 agent under fire, splinter cell also can be exploited on Gamecube, super smash bros melee and TP also can too. The string length function which seems to be used in games with name entry, hasn't been changed on Wii either which is why TP exploit for Wii was possible.
0xFFFFFFuuuuuuu


frozen-dream

I am sure you get this question about 100 times a day, but i am wondering;
this is what i have;
Homebrew.
Wii has been soft modded to play 'back-uped' gamecube CDs
Gecko OS (forgot what version..) I got it recently (yesterday) from the Homebrew Downloader. so i think its the most recent.
and i think 3.3  (on the system version (wii ) )

I have a back-uped gamecube AR,  and no, i dont want to use WII codes, i can do those with Gecko.
I want to be able to use gamecube cheats, but when i put my AR into the Wii,  it loads fine, but after i put in my codes it goes 'take this cd out and put the game in'  or something.
My issue is, the Wii wont load any CD after i eject the AR D:
Sooo...is there any way i can get it to work?
I dont have USB gecko, if i did, i would be using codes by other means.

I just want to be able to use super ness on melee, or super hookshot on wind waker DX
I was hoping with the new release of Gecko i would be able to just use codes like i would for the Wii..
damn.

Anyway, any way to do it? :\

EDIT:  also, i can downgrade my wii version if necessary, but i would rather not.. 

supermariorick

Google "AR 1.08 dol", it allows for cheating on Gamecube games on wii. It also should come with a special thing that you need to get the AR to work. It does not require a disc, so you just load a disc before starting up action replay, and it loads it with the codes. Do not take out the gamecube game when AR has been loaded on the wii, or else you wont be able to load up the game. The problem wouldn't be permanent, but you would have to turn off your wii and select the codes again.

Hope this helps! :)

frozen-dream

Quote from: supermariorick on May 16, 2009, 04:39:48 AM
Google "AR 1.08 dol", it allows for cheating on Gamecube games on wii. It also should come with a special thing that you need to get the AR to work. It does not require a disc, so you just load a disc before starting up action replay, and it loads it with the codes. Do not take out the gamecube game when AR has been loaded on the wii, or else you wont be able to load up the game. The problem wouldn't be permanent, but you would have to turn off your wii and select the codes again.

Hope this helps! :)
i think i love you.

xD i have been waiting for about 3-4 months for a way to get codes.

Ill keep you posted if it doesnt work.

edit:
cant find it -_-;  im googleing AR-1.08.dol downloads,  homebrew, wii,   tags like that.

also once i get the dol how am i supposed to run it? o.o;  is there a .dol running program i dont know of?

EDIT AGAIN!~:
I think i got how to run them, make a new folder in the apps folder on the SD, name the dol BOOT.dol, then run it from the wii?
If thats so, i got the error: "This is not a valid wii application"

Romaap


frozen-dream

Quote from: Romaap on May 16, 2009, 02:36:37 PM
you need to convert the boot.elf to boot.dol

the one i downloaded is already a .dol o.o;
il try comverting it, just in case the idiot who uploaded it only changed the extention.
but i dont think itll work.

EDIT; it says "file not regonized" so i assume its already a good .dol file.
i think more or less i have a bad .dol file as it is.
can someone send me the right AR 1.08 file? Or is that somehow illegal?

EDIT AGAIN:
Maybe the .dol file i have is meant for homebrew on the gc? not the wii?
if that is the case, is there any way to make my wii run gc homebrew apps? or is it the same thing?

Shade2074

I seem to be having the same problems with the dol file I was able to find. I'd like to be able to cheat on my old gamecube games on my wii as well - so if a solution is found please post here.
Thanks in Advance!

Quote from: frozen-dream on May 16, 2009, 06:01:55 PM
Quote from: Romaap on May 16, 2009, 02:36:37 PM
you need to convert the boot.elf to boot.dol

the one i downloaded is already a .dol o.o;
il try comverting it, just in case the idiot who uploaded it only changed the extention.
but i dont think itll work.

EDIT; it says "file not regonized" so i assume its already a good .dol file.
i think more or less i have a bad .dol file as it is.
can someone send me the right AR 1.08 file? Or is that somehow illegal?

EDIT AGAIN:
Maybe the .dol file i have is meant for homebrew on the gc? not the wii?
if that is the case, is there any way to make my wii run gc homebrew apps? or is it the same thing?

frozen-dream

Quote from: supermariorick on May 16, 2009, 04:39:48 AM
Google "AR 1.08 dol", it allows for cheating on Gamecube games on wii. It also should come with a special thing that you need to get the AR to work. It does not require a disc, so you just load a disc before starting up action replay, and it loads it with the codes. Do not take out the gamecube game when AR has been loaded on the wii, or else you wont be able to load up the game. The problem wouldn't be permanent, but you would have to turn off your wii and select the codes again.

Hope this helps! :)

okay, found out how to get it to work.

and for the guy above me;
i wont tell you how it works until i know 100% i can make it work this wey.
when it completely works il step you though how to get it to work.

anyway,  i can load AR by the dol now, using gamecube homebrew launcher or something like that.
but the same thing still happens as before.
i put in my codes,  it goes "open the lid"....and if i take out the cd, my wii wont load any cd's after it.

and if i try to leave the CD out UNTIL it asks for a cd, then the ar dol simply wont load for some reason.

il do some more testing myself,  but i would REALLY apreciate it if people where acturally helping, and i wasnt just writing here in sake of a journal >_>

Shade2074

Actually I was able to find a method that worked quite nicely on youtube:
http://www.youtube.com/watch?v=WOQTGQHGVXc

The only thing the guy left out was that you also need to put the ar114.dol file on the root of your SD card as well.

One problem that I had though (and this could be do to the old age of my gamecube memory cards): I had to add my own codes for paper mario the thousand year door manually (which took a bit of time since the keyboad doesn't work with the action replay). After putting in all the codes I ran the game once to test, and then reset only to find my memory card was unreadable, the file became currupt after somehow. Basically I had to re-format my memory card (the gamecube one) losing not only the AR codes I had just spent about an hour entering but what ever saved games that had been stored on it as well. I then had to put the codes in all over again.This time I made sure to make a back up of the AR save file! So my advice to others is to do just that, back up your saves! :) This method DID work for me though.

Remember that when or if you do try this, you will need to have a gamecube memory card in slot B (not A) to store your saved codes. I used a standard nintendo gamecube memory card and that worked fine for me (other than the one time glitch I mentioned above). Good luck!

frozen-dream

Quote from: Shade2074 on May 17, 2009, 09:55:11 AM
Actually I was able to find a method that worked quite nicely on youtube:
http://www.youtube.com/watch?v=WOQTGQHGVXc

The only thing the guy left out was that you also need to put the ar114.dol file on the root of your SD card as well.

One problem that I had though (and this could be do to the old age of my gamecube memory cards): I had to add my own codes for paper mario the thousand year door manually (which took a bit of time since the keyboad doesn't work with the action replay). After putting in all the codes I ran the game once to test, and then reset only to find my memory card was unreadable, the file became currupt after somehow. Basically I had to re-format my memory card (the gamecube one) losing not only the AR codes I had just spent about an hour entering but what ever saved games that had been stored on it as well. I then had to put the codes in all over again.This time I made sure to make a back up of the AR save file! So my advice to others is to do just that, back up your saves! :) This method DID work for me though.

Remember that when or if you do try this, you will need to have a gamecube memory card in slot B (not A) to store your saved codes. I used a standard nintendo gamecube memory card and that worked fine for me (other than the one time glitch I mentioned above). Good luck!

thank you~
If it doesn work il edit this post, check back in in a while.
i have done so many things to my wii, right now it doesnt even go to the system menu right, il have to fix that first.

Post Merge: May 17, 2009, 07:41:45 PM

Quote from: frozen-dream on May 17, 2009, 06:12:18 PM
Quote from: Shade2074 on May 17, 2009, 09:55:11 AM
Actually I was able to find a method that worked quite nicely on youtube:
http://www.youtube.com/watch?v=WOQTGQHGVXc

The only thing the guy left out was that you also need to put the ar114.dol file on the root of your SD card as well.

One problem that I had though (and this could be do to the old age of my gamecube memory cards): I had to add my own codes for paper mario the thousand year door manually (which took a bit of time since the keyboad doesn't work with the action replay). After putting in all the codes I ran the game once to test, and then reset only to find my memory card was unreadable, the file became currupt after somehow. Basically I had to re-format my memory card (the gamecube one) losing not only the AR codes I had just spent about an hour entering but what ever saved games that had been stored on it as well. I then had to put the codes in all over again.This time I made sure to make a back up of the AR save file! So my advice to others is to do just that, back up your saves! :) This method DID work for me though.

Remember that when or if you do try this, you will need to have a gamecube memory card in slot B (not A) to store your saved codes. I used a standard nintendo gamecube memory card and that worked fine for me (other than the one time glitch I mentioned above). Good luck!
EDIT:
good news: it works! TAT
bad news: my mem card got corrupted o.o  and it was the one in slot a, not b.
oh well.

=D thank you! now to go tink around with the sup[er hookshot! xD thanks!! <3

Oh and if you ever find a way to make this AR work with backuped games let me know. kk?

moonie

First for all Sorry for my bad English i'm come from Vienna / Austria ^^

i have a little Problem, i think i have understand correct the tut's here in this forum but isn't work for me.

I have a SD and NOT an USB Gecko.

I have tried to Cheating the Gamecube Version from Resident Evil 4 PAL!

I downloaded the Gecko OS 1.6 Fixed DVD an try to load on my Gamecube (i try on my wii too) . The DVD work fine but the Apps i have saved on the SD Card (i have try both FAT16 and FAT32) can't find by Gecko OS, When i enter the Load SD option i see only an empty submenu


Please how i can cheat an gamecube disc on WII or Gamecube with Oracrina?

maybe the same way like an WII Game and save an gct file in sd:/code ?

thanks for help

REDSOXROX

You can't cheat on GC games using Ocarina.

To be able to cheat on GC Games, you need to get:

a USB Gecko
a SD Gecko
form of loading SD Gecko. (Popular ways are: Old Action Replay (Version 1.14B at max) with an SD Boot code, NEW Action Replay ("Works with Wii", version 1.14C and above) Just plug in the SD Gecko (in slot A) with GC Gecko OS on the SD Card in it. Load the AR, it will detect the SD Gecko as a Datel SD loading product, and give you a nice menu from which you can load GC Gecko OS. WiiRD must be on at this point)
Red Sox vs. Yankees 4/4/2k10 Season Opener
Red Sox: 9 Yankees: 7 Final!

moonie

OK thank you!

with gecko OS i can't load from the SD card! i have used the wiikey setup disc 1.3 SD Load work with this disc on GC AND WII

Quoteform of loading SD Gecko

you mean the SD gecko itself or an App?

Quote(Popular ways are: Old Action Replay (Version 1.14B at max) with an SD Boot code

i must buy it everywhere right? or can i download it legal and free?

QuoteWiiRD must be on at this point

is WiiRD a *.dol file which i must download it extra or is this on the AR incl?