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  Mii Head Rainbow Color Cycler [Vega / Sponge]
Posted by: Vega - Yesterday, 10:56 PM - Forum: Visual & Sound Effects - No Replies

Mii Head Rainbow Color Cycler [Vega / Sponge]

This code will cycle the Mii head's skin and hair colors via a Rainbow color spectrum. The changes are live for character/vehicle selection, racing/battle, and wifi idle.

S = Speed (value is in hex)
1 = Change color per 1/4 second
2 = Change color per 1/8 second (all 8 colors in 1 second)
E = Max limit (color changes every frame)

If you increase the S value beyond E, colors will start to not cycle correctly.

NOTE: This code makes use of memory address 0x80000998, make sure no other codes in your GCT/Cheat-Manager are using that address.

Region-Free
C0000000 0000001C
3D808000 896C0998
394000FF 396B000S
280B0078 41A00008
39600000 280B000E
3D20FF00 4081005C
280B001D 3D20FF8B
40810050 280B002C
3D20FFFF 40810044
280B003B 3D2000FF
40810038 280B004A
3D2000FF 6129FF00
40810028 280B0059
3D29FF01 4081001C
280B0068 3D208000
61298000 4081000C
3D20FF00 6129FF00
7D2A5378 996C0998
896C5F27 3D208024
2C0B00EC 612CB8B0
41820020 2C0B0010
612CB260 41820014
2C0B0054 612CB688
41820008 612CB598
38000028 7C0903A6
914C0000 7C00606C
7C0004AC 7C0067AC
4C00012C 398C0004
4200FFE8 4E800020



Code creators: Vega, Sponge
Code credits: Atlas (Hair Color & Skin Addresses)



#START ASSEMBLY (C0; Execute ASM)

#Set Vector, Load Byte Tracker, set Alpha Channel

lis r12, 0x8000
lbz r11, 0x0998 (r12)
li r10, 0x00FF

#Increment Byte, Add, Check Limit, Branch

addi r11, r11, 1 #Speed of cycle
cmplwi r11, 120
blt+ color_check

li r11, 0 #Reset

color_check:

#Set Color based on check

cmplwi r11, 14
lis r9, 0xFF00 #Red
ble- build_color_hex_code

cmplwi r11, 29
lis r9, 0xFF8B #Orange
ble- build_color_hex_code

cmplwi r11, 44
lis r9, 0xFFFF #Yellow
ble- build_color_hex_code

cmplwi r11, 59
lis r9, 0x00FF #Green
ble- build_color_hex_code

cmplwi r11, 74
lis r9, 0x00FF
ori r9, r9, 0xFF00 #Cyan
ble- build_color_hex_code

cmplwi r11, 89
subis r9, r9, 0x00FF #Blue (0x0000FF00)
ble- build_color_hex_code

cmplwi r11, 104
lis r9, 0x8000
ori r9, r9, 0x8000 #Purple
ble- build_color_hex_code

#magenta, final color option
lis r9, 0xFF00
ori r9, r9, 0xFF00

#Build Color Hex, Store Byte

build_color_hex_code:
or r10, r9, r10 #Add in Alpha

stb r11, 0x0998 (r12)

#Find Region of Game

lbz r11, 0x5F27 (r12) #Instruction here is vital. Virtually impossible for this to be modded by something unrelated

lis r9, 0x8024 #All Mii Head Addr's start with this upper 16 bits

cmpwi r11, 0xEC #pal
ori r12, r9, 0xB8B0
beq- set_ctr

cmpwi r11, 0x10 #japan
ori r12, r9, 0xB260
beq- set_ctr

cmpwi r11, 0x54 #korea
ori r12, r9, 0xB688
beq- set_ctr

#usa
ori r12, r9, 0xB598

#Loop Stuff, Write Color

set_ctr:
li r0, 40 #40 (0x28) total consecutive words at memory to be rewritten
mtctr r0

loop:
stw r10, 0 (r12)

dcbst 0, r12 #These 4 instructions for clearing cache, its most likely needed. Too lazy to test w/o, lul.
sync
icbi 0, r12
isync

addi r12, r12, 4
bdnz+ loop

#blr Uncomment this and adjust compiled code accordingly if using WiiRDGui to compile

#END ASSEMBLY

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  I’m here now
Posted by: 1superchip - Yesterday, 09:25 PM - Forum: Introductions - Replies (3)

Hello I’m 1superchip. I enjoy playing Mario kart wii and looking into the game. I plan on making some codes for this forum. I have been playing the Wii since around 2008.

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  In-Race Room Size & Position Based Shared Item Code [Unnamed]
Posted by: Unnamed - Yesterday, 10:36 AM - Forum: Online; Item - No Replies

In-Race Room Size & Position Based Shared Item Code [Unnamed]

This is the "Shared Item" version of Vegas "Perfect Item Code". It will only allow you to get your cheated item if and only if you are in the correct position for the current in-race room size.

Since this code is based on the "Shared Item Code", it breaks the same item rules as the original code.


NTSC-U
C27ACBC8 00000004
7D641A14 398000VV
7D6C5A14 A18B0000
3D608000 918B1578
2C000000 00000000
C27AB704 00000004
3D608000 818B1578
2C0C0000 41820008
386000WW 90770020
60000000 00000000

PAL
C27BB628 00000004
7D641A14 398000VV
7D6C5A14 A18B0000
3D608000 918B1578
2C000000 00000000
C27BA164 00000004
3D608000 818B1578
2C0C0000 41820008
386000WW 90770020
60000000 00000000

NTSC-J
C27BAC94 00000004
7D641A14 398000VV
7D6C5A14 A18B0000
3D608000 918B1578
2C000000 00000000
C27B97D0 00000004
3D608000 818B1578
2C0C0000 41820008
386000WW 90770020
60000000 00000000

NTSC-K
C27A99E8 00000004
7D641A14 398000VV
7D6C5A14 A18B0000
3D608000 918B1578
2C000000 00000000
C27A8524 00000004
3D608000 818B1578
2C0C0000 41820008
386000WW 90770020
60000000 00000000

VV Item Values:
Green = 00
Red = 02
Banana = 04
Fib = 06
Shroom = 08
Triple Shroom = 0A
Bomb = 0C
Blue = 0E
Shock = 10
Star = 12
Golden = 14
Mega = 16
Blooper = 18
Pow = 1A
TC = 1C
Bullet Bill = 1E
Triple Green = 20
Triple Red = 22
Triple Banana = 24

WW is half of VV.



ASM Sources:

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

###### 1st ASM - Item Probability Store ASM #######
Adresses:
807ACBC8  ## NTSC-U
807BB628  ## PAL
807BAC94  ## NTSC-J
807A99E8  ## NTSC-K

add r11, r4, r3 ## Add r3 and r4 together. You are now at the green shell halfword for your current position on the game's item table.
li r12, 0xVV ## Load Users Item Value VV into r12.
add r11, r12, r11 ## Add r11 and r12 (Item value) to get exact item's halfword prob. location on the game's table.
lhz r12, 0 (r11) ## Load the Probability from the game's Table into r12.
lis r11, 0x8000
stw r12, 0x1578 (r11) ## Store Probability to Memory Adress 80001578.
cmpwi r0, 0 ## Default instruction.

###### 2nd ASM - Shared Item ASM #########
Adresses:
807AB704  ## NTSC-U
807BA164  ## PAL
807B97D0  ## NTSC-J
807A8524  ## NTSC-K

lis r11, 0x8000
lwz r12, 0x1578 (r11) ## Load the Item Probability from Memory Adress 80001578.
cmpwi r12, 0
beq- no_go ## If the Item Probability is 0, we know you cannot get the item for that position for the current in-race room size. Jump to no_go.

li r3, 0xWW ## Load Item WW in r3, typical Shared Item code.

no_go:
stw r3, 0x0020 (r23) ## Default instruction.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------


Code created by: Unnamed
Code Credits: XeR (adress founder of the first ASM), Guru (adress founder of the second ASM)

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  New Version of Shared Item Code
Posted by: Unnamed - 01-23-2020, 12:53 PM - Forum: Code Creation Help / Codes In-Progress - Replies (3)

Hello,

I have created my own version of the Shared Item Code. It is a mix of the Standard Shared Item Code created by Guru and the Perfect Item Code created by Vega.

Here is the source:

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

###### 1st ASM - Item Probability Store ASM #######
Adresses:
807ACBC8  ## NTSC-U
807BB628  ## PAL
807BAC94  ## NTSC-J
807A99E8  ## NTSC-K

add r11, r4, r3 ## Add r3 and r4 together. You are now at the green shell halfword for your current position on the game's item table.
li r12, 0xVV ## Load Users Item Value VV into r12.
add r11, r12, r11 ## Add r11 and r12 (Item value) to get exact item's halfword prob. location on the game's table.
lhz r12, 0 (r11) ## Load the Probability from the game's Table into r12.
lis r11, 0x8000
stw r12, 0x1578 (r11) ## Store Probability to Memory Adress 80001578.
cmpwi r0, 0 ## Default instruction.

###### 2nd ASM - Shared Item ASM #########
Adresses:
807AB704  ## NTSC-U
807BA164  ## PAL
807B97D0  ## NTSC-J
807A8524  ## NTSC-K

lis r11, 0x8000
lwz r12, 0x1578 (r11) ## Load the Item Probability from Memory Adress 80001578.
cmpwi r12, 0
beq- no_go ## If Item's Probability is 0, we know you cannot get the item for that position for the current in-race room size. Jump to no_go.

li r3, 0xWW ## Load Item WW in r3,  typical Shared Item code.

no_go:
stw r3, 0x0020 (r23) ## Default instruction.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Now my Question: Is it good enough to post it. If yes, how should I name this code. It can be a new version of the "In Race Room Size and Position based Shared Item Code"
or you can call it "Perfect Shared Item Code", I don't have an Idea.

Thank you already for the Answer  Smile .

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Big Grin Sup gamers!
Posted by: Mosblech - 01-22-2020, 01:29 AM - Forum: Introductions - Replies (6)

Sup gamers! My name is Adam (a.k.a Mosblech). I am 15 right now. I will be 16 on June 16th. I am a semi-active MKW player but I tend to play Geometry Dash more as that is my favorite game. I still love MKW and I don't think I will ever forget about it or stop playing it. I like to play Time Trials and explore new custom tracks that aren't in CTGP yet. I can't believe that this game is still going strong after 11 years, going on 12! It boggles my mind.

I have a YouTube channel where I mainly upload completions of demons on Geometry Dash and occasionally upload MKW videos. I don't have a capture card so I have to use a crappy camera on my tablet but it gets the job done. If you want to check it out then here you go: https://www.youtube.com/channel/UCHtdE4Y...subscriber

If you want to chat with me and stuff you can PM me here or you can send me a DM on Discord. My tag is ?Mosblech#6148

With that said, I am super excited to get involved with you guys! Have a cool day!

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  End Race Early [ComputerBot2016]
Posted by: ComputerBot2016 - 01-20-2020, 04:28 PM - Forum: Offline Non-Item - Replies (6)

End Race Early [ComputerBot2016]

Press your desired button activator to end the current race/battle. The race position that each player is in, is preserved when the button is pressed. Eg Press the button when in 3rd, you will get 3rd place on the leaderboard.

NTSC-U:
04530808 88030020
2834XXXX YYYYZZZZ
C2530808 00000006
88030020 9421FF80
BC610008 38800002
38A00001 3D808052
618CF7A0 7D8803A6
4E800021 B8610008
38210080 00000000
E0000000 80008000

PAL:
04535350 88030020
2834XXXX YYYYZZZZ
C2535350 00000006
88030020 9421FF80
BC610008 38800002
38A00001 3D808053
618C42E8 7D8803A6
4E800021 B8610008
38210080 00000000
E0000000 80008000

NTSC-J:
04534CD0 88030020
2834XXXX YYYYZZZZ
C2534CD0 00000006
88030020 9421FF80
BC610008 38800002
38A00001 3D808053
618C3C68 7D8803A6
4E800021 B8610008
38210080 00000000
E0000000 80008000

NTSC-K:
045233A8 88030020
2833XXXX YYYYZZZZ
C25233A8 00000006
88030020 9421FF80
BC610008 38800002
38A00001 3D808052
618C2340 7D8803A6
4E800021 B8610008
38210080 00000000
E0000000 80008000

Code Creator: ComputerBot2016
Code Credits: JoshuaMK for original version of the code, which was used to help find an address needed for this code

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  Can I post a remade version of a code that already exists?
Posted by: ComputerBot2016 - 01-18-2020, 08:23 PM - Forum: Hacking General Discussion - Replies (5)

I’ve recently been working on a code that allows the player to end a race early by pressing a button activator. I’m aware that JoshuaMK made a code that does exactly this, however, the version I’m working on preserves all racer positions when the activator is pressed (as opposed to the existing code that has a habit of forcing the player into first place automatically). It’s also worth noting that my code isn’t a modification of the current one, it works as an ASM insert over a completely different instruction.

Once I’ve finished testing, would it be allowed for me to post this as a new code? I’ve read the rules for posting codes, but I’m looking for further clarity on this. I would be happy to credit JoshuaMK as a contributor, as I did in fact use an address from his code to help me find the function required by my version.

Thanks

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  Flatten Toggle [Fishguy]
Posted by: Vega - 01-18-2020, 07:28 PM - Forum: Offline Non-Item - No Replies

Flatten Toggle [Fishguy]

Character is constantly being flattened. If used offline, it effects all CPUs. If used online, only effects you and others will not see the flattening effects.

NTSC-U
C258E018 00000006
3DC00001 81E30020
39EF0001 2C0F0020
7C007078 4180000C
39E00000 7C007378
91E30020 9003000C
60000000 00000000

PAL
C259483C 00000006
3DC00001 81E30020
39EF0001 2C0F0020
7C007078 4180000C
39E00000 7C007378
91E30020 9003000C
60000000 00000000

NTSC-J
C25941BC 00000006
3DC00001 81E30020
39EF0001 2C0F0020
7C007078 4180000C
39E00000 7C007378
91E30020 9003000C
60000000 00000000

NTSC-K
C2582894 00000006
3DC00001 81E30020
39EF0001 2C0F0020
7C007078 4180000C
39E00000 7C007378
91E30020 9003000C
60000000 00000000

Code creator: Fishguy

#Source:
#Address Ports
#8058E018 NTSC-U
#8059483C PAL
#805941BC NTSC-J
#80582894 NTSC-K

code:
    lis    r14, 1              #r14 now contains 0x00010000 which are the bits that correspond to the flattening status
    lwz    r15, 32(r3)        #Using unused memory location near target to keep the counter
    addi    r15, r15, 1        #Increment counter
    cmpwi  r15, 60            #Checks to see if counter has reached a certain value
    andc    r0, r0, r14        #This clears the bits used to flatten the player
    blt    skip                #skips writing the flatten status bits if it is less than the defined counter
    li      r15, 0              #Resets the counter
    or      r0, r0, r14        #ORs the status bits
skip:
    stw r15, 32(r3)            #Stores the counter back into memory
    stw r0,12(r3)              #Stores the bit statuses back into memory (original instruction)

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  SME-CODE
Posted by: JoshuaMK - 01-18-2020, 03:17 PM - Forum: Hacking General Discussion - No Replies

HUGE credits to Wiimm and Leseratte! Without them this would not have been possible.

"So what is this?" you may ask, well, this is a special code I developed to go alongside the code handler, patched into the main.dol/start.dol.

How this works, is when the game boots, there are some pointers to the FST section of the game's memory, with only one of them being used by the game as a limiter and also being static. How the game uses this pointer, is as a point in which the memory should no longer be used dynamically, meaning everything beyond the value of this pointer (but before the original FST section) is never touched, and can be used for mods.

SME-CODE (the "code loading code loading loading codes" as I like to call it), takes this pointer, subtracts from it, stores it. This means the game now leaves a larger area alone than normal. SME-CODE also is designed to hold a gct within it, so when it recalculates the pointer, it takes the gct and moves it to the very start of the untouched area. When it does this it also rewrites the code handler to look in this area for the codes. Lastly it dynamically finds and hooks the code handler to the VI Hook commonly used for games, depending on if the game is a Gamecube or Wii game (Since they differ slightly).

So, with all of that said, what kind of space can be allocated for codes using this? In testing, I was able to safely reserve up to 0x40000 bytes of space with SME-CODE in melee, with the absolute limit being 0x40BA0 before the game simply couldn't boot.

As for other games, Super Mario Sunshine was able to have over 0x100000 bytes of space, so this shows that games vary in terms of what you can get away with.
Because yes, this is designed to work across ALL games, including Wii games.

Tutorial showcasing the steps of patching a game with SME-CODE (Size of code space set to 0x30000):


Finally, the download link includes two exe files to aid in patching DOL's with this code, although PyiiASMH MUST be used in the process or else it won't compile!


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  Special Purpose Registers?
Posted by: JoshuaMK - 01-18-2020, 11:49 AM - Forum: Hacking General Discussion - Replies (1)

Where can I find documentation on these registers? More specifically, on the one labeled "PC" in Dolphin's debugger? I found a page on it before but now I can't find it....

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