WiiOs-Ozelot
Full Member
Karma: -5
Posts: 108
I have a potty mouth
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« Reply #750 on: January 29, 2012, 04:04:54 AM » |
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WiiRd ftw...
ah death is alive I'm using Gecko.NET Bully has advised me Gecko.net is better for Assembly Codes, so said me Bully. ah i see, Font size is available yay I lost my Database Password. I hope james give me a new password.
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I'm make Gamecube Codes with SD Media Launcher and Gamecube Console (Not Wii) ^^
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Bully@Wiiplaza
Hacker
Legendary Member
Karma: 93
Posts: 1853
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« Reply #751 on: January 29, 2012, 08:25:45 AM » |
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WiiRd ftw...
Thank you for the suggestion. I'm sure this information will help with future development. there is no future developement anyways because no updates were made to the application since months.
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Bully@Wiiplaza
Hacker
Legendary Member
Karma: 93
Posts: 1853
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« Reply #752 on: January 29, 2012, 09:54:32 AM » |
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No, he just retired. That´s what he said somewhere...
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Deathwolf
Hacker
Legendary Member
Karma: 62
Posts: 1795
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« Reply #753 on: January 29, 2012, 10:04:40 AM » |
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"Now hacking Left 4 Dead 2"
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lolz
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Stuff
Hacker
Sr. Member
Karma: 31
Posts: 415
0x80000000 = -0
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« Reply #754 on: March 11, 2012, 12:43:43 AM » |
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So I have this in gameconfig:
#Monster Hunter Tri RMHE08: codeliststart = 807AD808 codelistend = 807B57E8 poke(804CAB30, 38037FFF)
But gecko.net doesn't acknowledge the new code space size. Codes are still sent to the right place. This isn't an issue at all until I try to send 529 lines of code. idk what the limit before I have problems is. I do know I can send around 300/215ish no problem. The 529 lines is a few regular codes, MID, and like a bajillion modded weapons. And gecko OS can load the 529 lines just fine. If I send it via gecko.net, the game freezes, and connection is lost, and that's it.
No debugging or anything. I think it might be related to the code lines counter. I was planning on trying with an older version. But yeah. Think there's a way around this?
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Bully@Wiiplaza
Hacker
Legendary Member
Karma: 93
Posts: 1853
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« Reply #755 on: March 23, 2012, 11:43:31 AM » |
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No debugging or anything. I think it might be related to the code lines counter. I was planning on trying with an older version. But yeah. Think there's a way around this?
Same always happened to me, I tried with extended codelist etc. and still it freezes when I send like 250 codelines. No more debugging is possible. Even when it says that I have 4XXX lines available. Too bad that nobody really managed to make that work properly. Maybe we´ve everything fixed in 2014. I would help if I knew enough about it. >_>
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« Last Edit: March 23, 2012, 11:45:37 AM by Bully@Wiiplaza »
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Bully@Wiiplaza
Hacker
Legendary Member
Karma: 93
Posts: 1853
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« Reply #756 on: May 16, 2012, 07:46:42 AM » |
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Some bugs considering "loading RAM dumps" using Gecko.NET:
- Mem90 RAM dumps are treated as Mem80 (therefore, I can only view half of the file which is disadvantageous) - Poking Dumps on Memory Viewer doesn´t work "Connection to the USB Gecko has failed" (but it does work on Disassembler) - The XOR calculator is disabled
Other:
- The Memory Viewer Search box is filled with "FF FF" on bootup. Would be better to have it cleared. - When an unknown value search has been performed and the user reconnects to the game, the "Restart Search" button becomes disabled and the value (which is supposed to be unknown) becomes un-greyed (which fixes itself after reselecting unknown value search) - Fix invalid value on Memory Viewer (in case the user has entered a 9-digited value, just take the first 8 digits for poking) - Deleting search results only works on single addresses, selecting multiple ones for deletion will not succeed - Remove "Error sending command to the USB Gecko!" command (I think we don´t need two notifications that it failed to connect) - Add "Codes saved!" to status bar - Hitting the "screen capture" button twice (rapidly) will freeze the game (there are also other ways to freeze the game by hitting a same button/command twice and quickly, either by coincidence or on purpoise) - Permanently save/set mem2 boundary to extend to 93800000 (some Wii games have stuff there plus it´s legit memory without access crash) - Sometimes, when sending codes, it gives a crash message (possibly because I didn´t reconnect to the game or something) Sending once again works (therefore no big deal, but still a weird thing) - GCT tab is slow (my processor isn´t old). The bigger the auto codes archive file, the slower the click recognition or movement of codes (sometimes it takes a few seconds to response again). May there be a way to have it as fast as e.g. WiiRd code management, but still some kind of backup file? Alternatively with "codebackup on/off" option (more risk to lose codes though) - Pointer Tab: Search Button -> In case the path to the pointer app isn´t correct, let us select the path we want to use (for now, it will just say "Is the path to the Pointer app correct?")
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« Last Edit: May 16, 2012, 08:17:23 AM by Bully@Wiiplaza »
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shadowofchaos
Random Generic Masochist
Hacker
Full Member
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Posts: 122
見つけるといいね・・・
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« Reply #757 on: July 07, 2012, 04:24:05 AM » |
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Hmm...
You know how you can load memory dumps in the memory viewer? Would there be any way to enable the cheat search tab using memory dumps you already have?
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Stuff
Hacker
Sr. Member
Karma: 31
Posts: 415
0x80000000 = -0
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« Reply #758 on: July 07, 2012, 04:14:28 PM » |
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That would be awesome. I don't think that's possible with gecko.net. You'll probably have to compare the dumps in a hex editor, which probably isn't going to be fun.
Some stuff to add:
Bugs I'm not sure if this still has to do with >x/x codes, but I added my Show Real value codes to the codelist and sent them along with everything I already have active, but some of them didn't activate. Now here's the strange thing. It was 3 lines and the 1st line was the one that didn't get sent. I checked in disassembler wondering why my code wasn't working(maybe the code wasn't good), but I saw that nothing changed for only the first code. The code is way at the bottom of my codelist, but I don't understand why the 2nd and 3rd lines were sent and then the 1st line wasn't.It wasn't that it was a bad code. I swapped them around and had the code activate.
Features shadowofchaos reminded me that I was thinking about how the search tab should be able to shift to a different location for things that move around. You could tell it to use a pointer or pointer in pointer and tell it the size you want to search. For example pointer:806BBC74 size:B20 search unknown...blah blah
Now I can go in a quest, and it'll search my data there, return from a quest and search my data there. Maybe there's something that changes when you go in quest or back to the village. And that'll probably help with gestures...because some are disabled in quest.
That sounds like a great idea to me. Too bad I can do it myself.
Oh one more feature. In disassembler, I like to go to code addresses and enable them there so that I can use the drop down to disable them later. There needs to be a "save instruction" so I don't have to grab the code address from the code and then do my stuff. It'll be a saved list of commonly assembled stuff. and a batch assemble where you check the ones you want and plow! they're enabled with the original instruction on the dropdown list.
There also needs to be a way to label these instructions. Sometimes that dropdown gets pretty long with nonsense and I might want to go back to one of them, but I'm not sure which one. I ran into so many bne-'s.
And a way to clear that list. idk if it's possible, but I haven't been able to do anything about it.
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XeR
¯¯¯¯¯
Hacker
Newbie
Karma: 3
Posts: 39
0x58655200
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« Reply #759 on: October 07, 2012, 10:39:47 AM » |
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I DCX2 stopped the development, but I have found a bug. http://youtu.be/b2BCD9ln7xo << Check the number of results. I have no idea how and why it happens.
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Deathwolf
Hacker
Legendary Member
Karma: 62
Posts: 1795
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« Reply #760 on: October 07, 2012, 10:50:22 AM » |
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Not sure but I think that's because you didn't search through "Old Condition 1"
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lolz
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Bully@Wiiplaza
Hacker
Legendary Member
Karma: 93
Posts: 1853
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« Reply #761 on: October 07, 2012, 10:52:14 AM » |
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There´s a also an issue with restarting search when it has been canceled. If you do another search, it will always perform the first stage of search, without comparing to the previous results... restarting gecko.net fixes it. Gecko.net sometimes gets stuck with comparing results after a big search (mem90), more likely if the CPU power is low. It´ll say "105 %" and never continues to unlock it´s functionalities again. It surely happens a few times per intense hacking day with many searches...
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« Last Edit: October 07, 2012, 10:58:11 AM by Bully@Wiiplaza »
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dcx2
Computer Engineer
Moderator
Legendary Member
Karma: 165
Posts: 3468
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« Reply #762 on: October 07, 2012, 08:49:37 PM » |
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For what it's worth, Gecko.NET automatically stores the history of each search after it is dumped and before it is processed. These histories are in a zip file that can be opened by any standard zipping software. So if Gecko.NET crashes, you can just load your old search history. If something's wrong with one of the searches in your history, you should be able to hack it at with a hex editor if needed, or just delete the bad one.
@XeR, without a detailed history of what you did to get to your first search, it's difficult to say. However, the numbers above the Old and New columns should change each time you grab a new dump (those are the histories of each search you've ever done). The fact that New was still 1 after you did your Specific Value search for 0 is odd.
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XeR
¯¯¯¯¯
Hacker
Newbie
Karma: 3
Posts: 39
0x58655200
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« Reply #764 on: October 09, 2012, 07:28:26 PM » |
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@dcx2: Oh, you're right. I didn't notice the numbers. I remember trying to make a search in MEM80, then a refine in MEM90. Of course it crashed, so I restarted my search in MEM90. It may have been the cause.
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