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Author Topic: Gecko dotNET release thread (version 0.65 now!)  (Read 80655 times)
dcx2
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« Reply #315 on: May 12, 2011, 02:57:08 PM »

WiiRD Console was built by Link in Deplhi, I believe.  WiiRDGUI was a front-end to the console built by kenobi, I think it was written in C++.  Link "ported" both to C#, and then I proceeded to jam it full of extra features.
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dcx2
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« Reply #316 on: May 14, 2011, 10:41:33 PM »

Gecko.NET 0.65.1

http://geckowii.googlecode.com/files/Gecko dNet 0.65.1.zip

automatically update MemView when switching to that tab

fixed GetRegisters bug that would sometimes cause problems when hitting breakpoints or stepping

no need to reconnect twice to enable all the controls again

failure to shut down watch list thread was occasionally causing a zombie process that would require End Task in Task Manager.  if the watch list fails to close, it will ask you to close the app again.
« Last Edit: May 14, 2011, 10:46:15 PM by dcx2 » Logged

dcx2
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« Reply #317 on: June 05, 2011, 02:13:55 AM »

Gecko.NET 0.65.2

http://geckowii.googlecode.com/files/Gecko dNet 0.65.2.zip

exception bugfix (should improve stability)

check GCT code undo for valid address before poking

include indexed load/stores with Step Log

can disable the debugger rx/tx patch on about tab.  If this was enabled and then becomes disabled, it could cause the current game to crash.

fixed PyiiASMH utility link

pointer checkboxes/button will complain instead of crashing if PointerSearch cannot be found

canceled searches complete faster
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dcx2
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« Reply #318 on: June 10, 2011, 02:20:28 PM »

Gecko.NET 0.65.3

http://geckowii.googlecode.com/files/Gecko dNet 0.65.3.zip

Fixed RXTX patch disable; disabling actually didn't work in the last version, even though the about tab was unchecked

Unhook RXTX patch; if the about tab is not checked and you click "Disable" on the GCT tab it will unhook the patches
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dcx2
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« Reply #319 on: June 25, 2011, 07:18:13 PM »

Gecko.NET 0.65.4

http://geckowii.googlecode.com/files/Gecko dNet 0.65.4.zip

hold shift to prevent automatically connecting on startup

F2 XOR calculator on Tools tab, copies the whole F2 line to the clipboard when you click XOR

rooted the codes path (prevents "moving codes folder" if you change log/dump directories)

no more ghost gct code when an Add GCT Code is canceled

active codelines counter on GCT tab

memview context menu - added tools tab start dump address and tools tab end dump address shortcuts; end will auto-switch to Tools tab

disasm context menu - added F2 XOR address and Y shortcuts.  Y will automatically calculate the right Y value to count all the bytes from the F2 XOR address to the selected address.

disasm context menu - add to gct code, instead of creating new code

right-click on disasm instruction selects that line
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« Reply #320 on: June 27, 2011, 03:34:23 AM »

Gecko.NET 0.65.5

http://geckowii.googlecode.com/files/Gecko dNet 0.65.5.zip

added support for extended codes.  check the checkbox on the about tab.  then on GCT tab, click on a code until the background of the checkbox is red, and it will be sent to the alternate code list.  must apply code extender via SD patch; or pause-start, apply codes, and then EXBP before the hook.

fixed ghost add gct code for memview context menu

fixed memview context menu upload bug

more exception bugfixes

---

Apply this code extender via SD cheats to enable the extended codes feature.  Major props to Y.S. for figuring this out

F6000001 80008180
54030034 48000008
D2000000 00000007
54030034 3D8000D0
618CC0DE 91830000
91830004 3980FFFF
91830008 9183000C
38630008 3D808000
906C1848 38637FF8
60000000 00000000
E0000000 80008000

Apply this code via send cheats to activate the extended codes feature

26001848 81800000
24001848 80000000
64000000 00000000
E0000000 80008000
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dcx2
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« Reply #321 on: July 01, 2011, 06:18:23 PM »

Gecko.NET 0.65.7

-link removed- .7 was kinda buggy too, use .8 instead

Extended Code support is now almost fully automatic; no more extended codes checkbox on about tab, no more redcheckbox on GCT tab.  If the extended code list exists, all codes will be sent there  and the Extended Codes Activator (the 64 code-type return) will automatically be added to the original code list.  The only thing you have to do now is have a gct with the Extended Codes Allocator.  Or...

You can now pause-start a game and apply the Extended Codes Allocator and then hit run.  This way you don't need a gct file for each game you want to hack.

The code line limit is displayed on the GCT tab.  So you now know how many codes you can send.

On the GCT tab, highlight the first word of a cheat (e.g. C2001234 or 04005678 etc), and the following shortcuts will treat it as an address with ba = 80000000:
- ctrl+u will automatically add a GCT Code Undo line by peeking at the address and using the current value (VERY useful, but make sure you do this before activating the cheat!  I load a new game without cheats and then go through and add the Undo for each code)
- ctrl+d will go to that address in disassembler
- ctrl+m will go to that address in memory viewer

The disassembly context menu's Copy now copies only one line into the clipboard.  Copy Visible was added, and it does what Copy used to do, which the visible disassembly into the clipboard

smaller debugger patches that aren't C2 codes anymore.  note: patches only work for 1.9.3.1 for now, I have to port them to .2 manually

additional debugger patches - execute codes after send cheats, flush/invalidate C2 branches.  These make Pause While Sending obsolete.  C2 codes will always work now without problems.  When using GCT Code Undo, you can enable and disable any C2 codes and it will not crash.

EDIT: oh yeah, general little bugfixes
« Last Edit: July 15, 2011, 01:28:23 PM by dcx2 » Logged

dcx2
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« Reply #322 on: July 01, 2011, 09:43:22 PM »

0.65.6 had a pretty bad bug, please get .7
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dcx2
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« Reply #323 on: July 09, 2011, 08:51:11 PM »

Gecko.NET 0.65.8

http://geckowii.googlecode.com/files/Gecko dNet 0.65.8.zip

.7 had a lot of little weird bugs.  They should be fixed now.  I think one of the bugs means it would crash the Wii if you didn't use SD cheats.  It would also crash on any code handler that wasn't 1.9.3.1.  It would get stuck in a dump-loop on 1.9.3.2.  It would crash 1.9.3.1 without the debugger patches.

That is all fixed now.  I tested it with and without SD cheats, with and without pause start, with and without extended code list, with GC games, and with VC games.  This was all done on 1.9.3.1 and 1.9.3.2 code handlers.  I also tested Gecko OS Mod, which is an unsupported code handler, but only with GC games.

0.65.8 now supports debugger patches for the 1.9.3.2 code handler.  You cannot disable the debugger patches anymore.  However, code handlers that can't be patched (e.g. Gecko OS Mod) shouldn't cause crashing anymore.

Also, if playing a multi-disc GC game, the second disc will now show up as Disc 2 in the title menu.
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Stuff
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0x80000000 = -0


« Reply #324 on: July 18, 2011, 04:27:33 AM »

oh awesome. I was getting ready to report the crashing bug. Hopefully it won't crash for no reason anymore.
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Dropbox. If you don't have one, get it NOW! +250MB free if you follow my link tongue.

Mod code Generator ~50% complete but very usable:
http://dl.dropbox.com/u/24514984/modcodes/modcodes.htm
Bully@Wiiplaza
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« Reply #325 on: July 18, 2011, 10:13:16 AM »

please refrain from posting comments in the release thread.

ThereĀ“s a discussion thread for anything related to geckodotnet:
http://wiird.l0nk.org/forum/index.php/topic,4954.0.html
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http://bullywiihacks.com/

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

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dcx2
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« Reply #326 on: July 19, 2011, 04:53:24 AM »

Gecko.NET 0.66.0

-removed- use 0.66.1 instead

auto-save GCT checkbox on about tab, saves GCT list every time it is modified

compress and store backups of every code list saved in ./codes/codeBackup.zip so that you never lose codes

disasm remembers address now

fixed some exceptions

Won't prompt for save when closing if the codes were already saved

---

added Tracer support to Tools tab.  Tracer is a NES/SNES disassembler.  You can use it when hacking VC games.  I can't distribute the app because I don't know what license it has, but you can find it easily if you google SNES tracer.  Once you have Tracer downloaded, put it in the same folder, then go to Tools tab, and Browse to it.

To use Tracer, first go to Tools tab and put a filename into Memory Dumping.  If the file already exists, Tracer will use it without dumping it again.  If you change the Dump addresses, you will need to Dump before you run Tracer.  You can use the MemView Context Menu Dump Start/End shortcuts to help you make dumps for Tracer.

Review the Tracer documentation to become familiar with the command-line switches for it.  Disassembling SNES code is painful, because it can be in 8-bit or 16-bit mode (the -a switch).  When you press the Tracer button, it will prompt you for what command-line switches you want to pass to it.  If the disassembled output makes no sense, try some different switches.  Remember that the file to be disassembled will be selected using the Memory Dumping filename field; if it already exists, it will be used as-is, so make sure you're using a recent dump.

SNES also uses variable-length instructions.  Some are 1 byte, others are 2, 3, or even 4 bytes.  So if the ASM doesn't make sense, you may need to move a byte or two forward or backward to line up with the real ASM.  This is in addition to any switches Tracer might need.

You can also use pipes and output redirection in the Tracer command line.  However, the instruction offsets from Tracer will probably be wrong, and you will have no way to know what Wii address a SNES ASM instruction lives at.  So I added a small app named RiiTracer.  You can pipe the output of Tracer into RiiTracer and pass in the dump's start address, and RiiTracer will reformat Tracer's output to have Wii memory addresses.  You can also use output redirection to write the results to a text file.

For example, give the following line to Tracer, and it will parse the contents of the file and reformat the output to start at Wii address 90001234, and then write the output to foo.txt.

-a | RiiTracer 90001234 > foo.txt

If you want to patch the SNES ASM, you will need to hand-craft it using a SNES reference.

Here's a snippet of RiiTracer'd output from Tracer showing a SNES function from Mega Man X.

Spoiler for Hiden:
901C1356:804D: 08           PHP
901C1357:804E: 0B           PHD
901C1358:804F: F4 00 00     PEA $0000
901C135B:8052: 2B           PLD
901C135C:8053: E2 10        SEP #$10
901C135E:8055: 86 2C        STX $2C
901C1360:8057: A0 00        LDY #$00
901C1362:8059: BB           TYX
901C1363:805A: E4 2C        CPX $2C
901C1365:805C: B0 1C        BCS $807A
901C1367:805E: B9 00 00     LDA $0000,Y
901C136A:8061: D5 00        CMP $00,X
901C136C:8063: B0 09        BCS $806E
901C136E:8065: 48           PHA
901C136F:8066: B5 00        LDA $00,X
901C1371:8068: 99 00 00     STA $0000,Y
901C1374:806B: 68           PLA
901C1375:806C: 95 00        STA $00,X
901C1377:806E: E8           INX
901C1378:806F: E8           INX
901C1379:8070: E4 2C        CPX $2C
901C137B:8072: F0 EA        BEQ $805E
901C137D:8074: 90 E8        BCC $805E
901C137F:8076: C8           INY
901C1380:8077: C8           INY
901C1381:8078: 80 DF        BRA $8059
901C1383:807A: 2B           PLD
901C1384:807B: 28           PLP
901C1385:807C: 6B           RTL
« Last Edit: July 26, 2011, 03:10:54 AM by dcx2 » Logged

Skiller
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« Reply #327 on: July 19, 2011, 06:24:10 AM »

Sweet that be a nice add in Smiley
does that trace app alow u to Convert Op to hex .. iv been messing around with some X86 pc games and that snes looks about as fun as that to hack for ASM code lol Tongue
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dcx2
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« Reply #328 on: July 19, 2011, 02:22:28 PM »

Tracer is only a disassembler.  You will have to hand-code assembly by looking up op codes in a SNES reference.

SNES ASM is worse than x86.  SNES CPU has two modes, 8-bit and 16-bit accumulator.  So the same binary code can be interpreted to mean two totally different things.
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Skiller
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« Reply #329 on: July 20, 2011, 04:10:50 AM »

is that not the same as the DS .. Sware it also has 16 and 32bit .. Arm another pain in the ass ..
Whats Snes use anyways ..
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