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Make it to 1000!
Forum: General Discussion
Last Post: Sosis
39 minutes ago
» Replies: 306
» Views: 39,047
What to do next? (need so...
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Thoughts on the new Switc...
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Last Post: zak
6 hours ago
» Replies: 2
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Exception Recovery
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07-15-2019, 04:21 AM
» Replies: 4
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07-07-2019, 06:51 PM
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Last Post: JoshuaMK
07-06-2019, 09:09 PM
» Replies: 4
» Views: 125

 
  What to do next? (need some tips)
Posted by: zak - 5 hours ago - Forum: Site Advancement - Replies (1)

If anybody has been paying attention, they knew that the MarioKartWii.com domain went into pendingRedemption period back in early June. This meant a 99% chance that by mid July (July 14 to be exact, when pendingDelete ends), anyone can have a change to get the domain. I have been monitoring this for awhile. I set up a few backorder services to try to 'drop-catch' it the moment the domain would be free. 

Unfortunately, I did not get it. It appears some sort of 'spammer' got the domain. This person would buy up semi-popular domains and essentially not use them, the person doesn't even try to sell them for profit. So basically, that's the end of it.

I was planning on getting that domain and trying to expand these forums (the domain would easily catch more traffic) and who knows bring back the glory days of mariokartwii.com.

Since I didn't get the domain, plans have changed. So basically I need some tips.

- This site is mainly about MKWii Modding, ASM Coding, and Hacking. Should I shift the site to be MKWii Coding/Hacking/ASM only? Get rid of the other junk (TT's, MKW General, General Wii Softmodding)? This would may be best route since me and a few other members are the only people active here. The ASM Coding scene is just me and you guys essentially. I can add other stuff such as Custom Tracks, Textures, Music, but the wiki tockdom pretty much already has that handled.

- Or do I try to expand these forums to include 'MKWii-anything'? The domain I have right now is still great, don't get me wrong. This is the 2nd best domain to have after mariokartwii.com. But a lot of noobies/new-comers actually don't know 'mkwii' is short for mariokartwii, hence why traffic doesn't pick up here.

So to the few active members here, hit me up with some ideas. Nothing is really out of limits.

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  Thoughts on the new Switch Lite + Switch 2.0?
Posted by: JoshuaMK - Today, 03:22 AM - Forum: General Discussion - Replies (2)

What are your thoughts on the new Switches coming out?

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  Exception Recovery
Posted by: Star - 07-14-2019, 07:32 PM - Forum: Cheat Codes - Replies (4)

Exception Recovery

This code allows program execution to continue if a DSI Exception occurs.

(Region Free)
06000300 00000018
7C7043A6 7C7A02A6
38630004 7C7A03A6
7C7042A6 4C000064

Code:
#============================================================#
#                           Source                           #
#============================================================#

mtsprg0   r3          # Preserve r3 in SPRG0

mfsrr0    r3
addi      r3, r3, 4   # Move on to the next instruction
mtsrr0    r3

mfsprg0   r3          # Restore r3
rfi                   # Return to the program

#============================================================#

Code Creator: Star

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  Camera Toggle
Posted by: JoshuaMK - 07-08-2019, 02:43 AM - Forum: Cheat Codes - Replies (10)

Camera Toggle

Press a mapped button of choice to switch the camera between 3 modes.


(NTSC-U)
C27E4C9C 00000011
3D608034 807FEE20
616BXXXX A16B0000
3D808170 717DYYYY
2C1DYYYY 40A20014
896C0F00 396B0001
280B000F 41A00008
39600000 996C0F00
2C0B0002 40820048
3D808088 618CDBD0
A16C0000 2C0B3F50
41820018 2C0B3FB0
4182001C 39603F50
3BA03ECD 48000018
39603FB8 3BA03F20
4800000C 39603F80
3BA03F00 B16C0000
B3AC0014 00000000
045979c4 60000000

(PAL)
C27EEFAC 00000011
3D608034 807F3618
616BXXXX A16B0000
3D808170 717DYYYY
2C1DYYYY 40A20014
896C0F00 396B0001
280B000F 41A00008
39600000 996C0F00
2C0B0002 40820048
3D808089 618C2310
A16C0000 2C0B3F50
41820018 2C0B3FB0
4182001C 39603F50
3BA03ECD 48000018
39603FB8 3BA03F20
4800000C 39603F80
3BA03F00 B16C0000
B3AC0014 00000000
045A29FC 60000000

(NTSC-J)
C27EE618 00000011
3D608034 807F2678
616BXXXX A16B0000
3D808170 717DYYYY
2C1DYYYY 40A20014
896C0F00 396B0001
280B000F 41A00008
39600000 996C0F00
2C0B0002 40820048
3D808089 618C1960
A16C0000 2C0B3F50
41820018 2C0B3FB0
4182001C 39603F50
3BA03ECD 48000018
39603FB8 3BA03F20
4800000C 39603F80
3BA03F00 B16C0000
B3AC0014 00000000
045A237C 60000000

(NTSC-K)
C27DD36C 00000011
3D608033 807F1C58
616BXXXX A16B0000
3D808170 717DYYYY
2C1DYYYY 40A20014
896C0F00 396B0001
280B000F 41A00008
39600000 996C0F00
2C0B0002 40820048
3D808088 618C0718
A16C0000 2C0B3F50
41820018 2C0B3FB0
4182001C 39603F50
3BA03ECD 48000018
39603FB8 3BA03F20
4800000C 39603F80
3BA03F00 B16C0000
B3AC0014 00000000
04590A54 60000000


Guide

Note: This code makes use of user input. See this guide for reference on filling in values: https://mkwii.com/showthread.php?tid=44


XXXX = Controller Address

YYYY = Button that changes camera view


Suggested Values:

(GCN) 
YYYY = 0880 - Y 
[b](Wavebird GCN) [/b]
YYYY = 0800 - Y 
(Classic Controller) 
YYYY = 8000 - Y 
[b](Wii Remote + Nunchuck) [/b]
YYYY = 1000 - ( - )
[b](Wii Wheel) [/b]
YYYY = 1000 - ( - )





#########
#Source ASM#
#########

###############
#Register Safety Notes#
###############

#r29 is safe to use as it gets overwritten by a mulli instruction the line after this code.

.set region, ' ' #Fill in E, P, J, or K within the quotes for your region when Compiling! Lowercase letters can also be used.

.if (region == 'E' || region == 'e') # RMCE
lis r11, 0x8034
lwz r3, -0x11E0 (r31)
.elseif (region == 'P' || region == 'p') # RMCP
lis r11, 0x8034
lwz r3, 0x3618 (r31)
.elseif (region == 'J' || region == 'j') # RMCJ
lis r11, 0x8034
lwz r3, 0x2678 (r31)
.elseif (region == 'K' || region == 'k') # RMCK
lis r11, 0x8033
lwz r3, 0x1C58 (r31)
.else # Invalid Region
.abort
.endif

ori r11, r11, 0x3e80 #NTSC-U GCN used just for compilation
lhz r11, 0 (r11)

lis r12, 0x8170 #Set Mem81 address, 1st Half, used offset for 2nd half

andi. r29, r11, 0x0880 #Y button used just for compilation
cmpwi r29, 0x0880 #Check if button is at least pressed
bne+ reset_timer #Reset Timer Back to 0 if no Y Button Press

lbz r11, 0x0F00 (r12) #Load Timer Value
addi r11, r11, 1 #Increment Timer

cmplwi r11, 15
blt+ dont_reset_timer #If not greater than 15, do NOT reset timer

reset_timer:
li r11, 0 #Once timer hits 15, reset it

dont_reset_timer:
stb r11, 0x0F00 (r12) #Store updated Timer Value
cmpwi r11, 2 #Check if value is 2 (time to update camera)
bne- no_change #If not 2, skip already down to vannila instruction

#Set Camera Height Address

.if (region == 'E' || region == 'e') # RMCE
lis r12, 0x8088
ori r12, r12, 0xDBD0
.elseif (region == 'P' || region == 'p') # RMCP
lis r12, 0x8089
ori r12, r12, 0x2310
.elseif (region == 'J' || region == 'j') # RMCJ
lis r12, 0x8089
ori r12, r12, 0x1960
.elseif (region == 'K' || region == 'k') # RMCK
lis r12, 0x8088
ori r12, r12, 0x0718
.else # Invalid Region
.abort
.endif

lhz r11, 0 (r12)

cmpwi r11, 0x3f50 #Compare Camera Height to "Close Up" Setting
beq- far_out #If Equal, Set Camera to "Far Out"

cmpwi r11, 0x3fb0 #Compare Camera Height to "Far Out" Setting
beq- normal_value #If Equal, Set Camera to "Normal"

li r11, 0x3f50
li r29, 0x3ecd
b store_value

far_out:
li r11, 0x3fb8
li r29, 0x3f20
b store_value

normal_value:
li r11, 0x3f80
li r29, 0x3f00

store_value:
sth r11, 0 (r12) #Store New Camera Height to Proper RAM Address
sth r29, 0x0014 (r12) #Offset 0x0014 From Camera Height is Camera Distance. Store Camera Distance There.

no_change:


Code Creator: JoshuaMK
Code Contributors: Jae (Camera Height Address), davidevgen (Camera Distance Address) zak, (Optimized Source)

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  Gecko Code Handler Source
Posted by: zak - 07-06-2019, 01:34 PM - Forum: Resources - No Replies

The link provided is for the codehandler.s text file which contains the PPC ASM source of the code handler. May be useful for some code creators...

http://mkwii.com/downloads/codehandler.s

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  Scalable Gravity
Posted by: JoshuaMK - 07-06-2019, 09:20 AM - Forum: Cheat Codes - Replies (4)

Scalable Gravity

Allows you to make the gravity greater or lesser using the mapped buttons of your choice. Gravity grows and shrinks exponentially.


(NTSC-U)
C2590400 0000000D
819F0000 3D608034
616BXXXX A16B0000
716AUUUU 2C0AUUUU
41820038 716ADDDD
2C0ADDDD 41820024
716AUUUU 2C0AUUUU
41820028 716ADDDD
2C0ADDDD 40A20024
398CE000 48000018
3D8CFFFF 48000010
3D8C0001 48000008
398C2000 919F0000
C03F0000 00000000

(PAL)
C2596C24 0000000D
819F0000 3D608034
616BXXXX A16B0000
716AUUUU 2C0AUUUU
41820038 716ADDDD
2C0ADDDD 41820024
716AUUUU 2C0AUUUU
41820028 716ADDDD
2C0ADDDD 40A20024
398CE000 48000018
3D8CFFFF 48000010
3D8C0001 48000008
398C2000 919F0000
C03F0000 00000000

(NTSC-J)
C25965A4 0000000D
819F0000 3D608034
616BXXXX A16B0000
716AUUUU 2C0AUUUU
41820038 716ADDDD
2C0ADDDD 41820024
716AUUUU 2C0AUUUU
41820028 716ADDDD
2C0ADDDD 40A20024
398CE000 48000018
3D8CFFFF 48000010
3D8C0001 48000008
398C2000 919F0000
C03F0000 00000000

(NTSC-K)
C2584C7C 0000000D
819F0000 3D608033
616BXXXX A16B0000
716AUUUU 2C0AUUUU
41820038 716ADDDD
2C0ADDDD 41820024
716AUUUU 2C0AUUUU
41820028 716ADDDD
2C0ADDDD 40A20024
398CE000 48000018
3D8CFFFF 48000010
3D8C0001 48000008
398C2000 919F0000
C03F0000 00000000


Guide

Note: This code makes use of user input. See this guide for reference on filling in values: https://mkwii.com/showthread.php?tid=44


XXXX = Controller Address

UUUU = Button(s) that increase gravity rapidly

DDDD = Button(s) that decrease gravity rapidly

UUUU = Button(s) that increase gravity slowly

DDDD = Button(s) that decrease gravity slowly


Suggested Values:

(GCN) 
UUUU = 0882 - Y + D-Pad Right
DDDD = 0881 - Y + D-Pad Left
UUUU = 0082 - D-Pad Right
DDDD = 0081 - D-Pad Left
[b](Wavebird GCN) [/b]
UUUU = 0802 - Y + D-Pad Right
DDDD = 0801 - Y + D-Pad Left
UUUU = 0002 - D-Pad Right
[b]DDDD = 0001 - D-Pad Left[/b]
(Classic Controller) 
UUUU = 8020 - Y + D-Pad Right
DDDD = 0022 - Y + D-Pad Left
UUUU = 8000 - D-Pad Right
DDDD = 0002 - D-Pad Left
[b](Wii Remote + Nunchuck) [/b]
UUUU = 1002 - ( - ) + D-Pad Right
DDDD = 1001 - ( - ) + D-Pad Left
UUUU = 0002 - D-Pad Right
[b]DDDD = 0001 - D-Pad Left[/b]
[b](Wii Wheel) [/b]
UUUU = 1004 - ( - ) + D-Pad Down
DDDD = 1008 - ( - ) + D-Pad Up
UUUU = 0004 - D-Pad Down
[b]DDDD = 0008 - D-Pad Up[/b]


#########
#Source ASM#
#########


#############
#Load Gravity Value#
#############

lwz r12, 0 (r31)

#######################
#Get Controller Address Value GCN#
#######################

lis r11, 0x8034
ori r11, r11, 0x8200
lhz r11, 0 (r11)

#################
#Compare Value and Beq#
#################

andi. r10, r11, 0x0882
cmpwi r10, 0x0882
beq- add_lots_gravity
andi. r10, r11, 0x0881
cmpwi r10, 0x0881
beq- sub_lots_gravity
andi. r10, r11, 0x0082
cmpwi r10, 0x0082
beq- add_gravity
andi. r10, r11, 0x0081
cmpwi r10, 0x0081
bne+ dont_touch

######################################
#Add or Sub a Little Bit Of Gravity Each Frame Input is Held#
#####################################

subi r12, r12, 0x2000
b the_end
sub_lots_gravity:
subis r12, r12, 1
b the_end
add_lots_gravity:
addis r12, r12, 1
b the_end
add_gravity:
addi r12, r12, 0x2000
the_end:
stw r12, 0 (r31)
dont_touch:
lfs f1, 0 (r31)



Code Creator: JoshuaMK
Code Contributors: zak (Optimized source ASM), Hamster35000vr (Gravity RAM address used to find code that sets gravity value)

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  C0 Codetypes
Posted by: zak - 07-05-2019, 09:52 PM - Forum: Hacking General - No Replies

C0 Codetypes

Thank you to Star for teaching me some details on the C0 Codes...


Chapter 1. What Are C0 Codes?

C0 Codes are called Execute ASM Codes. They are a bit different than 'C2/Insert ASM' Codes. C0 Codes are executed every time the designated hooktype is called upon by the game. This means they are executed every frame. For example, if your Hooktype for your Cheat/Ocarina settings is OSSleepThread, every time the address of OSSleepThread is executed, the C0 Code will be executed as well. To understand more about Hooktypes, read this thread HERE.

You can add certain instructions to make C0 Codes only execute once if desired. With some crafty ASM, you can even make C0 Codes only execute on set intervals. C0 Codes have no base address, and are thus region-free. You can also design some C0 codes to be wii-game-universal. 

Chapter 2: Format



Format:
C0000000 000000YY
XXXXXXXX XXXXXXXX
...
ZZZZZZZZ ZZZZZZZZ



YY = Amount of Compiled Lines Below (in Hex)
XXXXXXXX = ASM Instruction

The Z's (final line) of a C0 Code can vary. There are two outputs...

4E800020 00000000
or..
XXXXXXXX 4E800020

Every C0 code must end in a blr instruction. This is because the code handler creates a subroutine for your C0 code via a 'blrl' instruction. So if you have an even amount of instructions (not including the final blr), your C0 code will end as 4E800020 00000000. If you have an odd amount of instructions (not including blr), your C0 Code will end as your last ASM instruction then the blr.

Chapter 3: Notes About Compiling

PyiiASMH Notes:
If you are using this compiler, simply select the 'C0' option before compiling. The compiler will auto-add the final blr for you, so there's no need for you to have it in your Source.

WiiRDGUI Notes:
There's no C0 option for WiiRDGUI. Leave the address as '80000000'. You will need to include the final blr in your source.

With the final blr included, if you have a an odd amount of ASM instructions, simply change the codetype to C0 after compilation.

With the final blr included, if you have an even amount of ASM instructions, compile the code, change the C2 to C0. Then, remove the final compiled line '60000000 00000000'. After that, subtract one from the YY value.

Chapter 4: Register Safety

Certain registers and condition fields are already taken up by the Code Handler so we want to make sure we don't edit those specific values

r0 = Safe
r1 = Not Safe (Can push/pop stack like any other ASM code if needed)
r2 = Not Safe ofc...
r3 = Safe
r4 = Not Safe
r5 = Safe
r6 thru r8 = Not Safe
r9 thru r12 = Safe
r13 thru r31 = Not Safe
All Condition Fields = Safe (CR backed up by code handler, CR's get set with new values with new instructions after C0 subroutine)
CTR = Safe (CTR backed up by code handler, CTR gets set with new value with new instructions after C0 subroutine)
LR = Not Safe ofc...
f0 & f1 = Follow Standard Safety Protocol
f2 & f3 = Safe (backed up by code handler)
f4 thru f31 = Follow Standard Safety Protocol

As noted above, you can push/pop the stack for more registers if needed. As usual, try using the least amount of stack space possible. Only allocate what you need.

Chapter 5: Make C0 Code Only Execute Once

If desired, here is a list of instructions to add to your Source to enable a C0 Code to only execute once. Make sure these instructions come before all other instructions of your Source.

Code:
lis rX, 0x4E80
ori rX, rX, 0x0020
stw rX, 0 (r15)

rX = Any of the safe registers



Credits:
Anybody who created/helped-on the Gecko Code Handler
dcx2 (for his comments about this topic on the old WiiRD forums)

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  Justin gets Every Regional Top
Posted by: zak - 07-04-2019, 05:41 PM - Forum: Time Trials - No Replies

Yesterday, Justin set new DDR and RR times. He now has every Regional Top for both combined and non-sc categories. I can't remember if Fox did this before in 2015/16 on Euro tops, but this is definitely the first time this has ever been done on American Tops.

MKWii history has been made... O_o

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  Dynamic Gravity - GCN (Player 1 only)
Posted by: JoshuaMK - 07-01-2019, 03:37 AM - Forum: Cheat Codes - Replies (15)

Dynamic Gravity - GCN (Player 1 only)


Note: This code utilizes memory region 0x80001790 of the Exception Vector Area. Make sure no other codes being used utilize this memory region.

This code changes gravity dynamically based on how much you hold up or down on the analog stick!

(NTSC-U)
C2576FC0 00000002
901D0218 3D808000
900C1790 00000000
C2590400 00000018
3D808000 816C1790
2C0B001E 41800040
3D808034 618CC203
896C0000 2C0B00E4
4181005C 2C0B00C9
41810044 2C0B00AE
4181002C 2C0B0020
41800074 2C0B003B
4180005C 2C0B0056
41800044 3D80XXXX
919F0000 C03F0000
48000060 3D80MMMM
919F0000 C03F0000
48000050 3D80hhhh
919F0000 C03F0000
48000040 3D80HHHH
919F0000 C03F0000
48000030 3D80LLLL
919F0000 C03F0000
48000020 3D80UUUU
919F0000 C03F0000
48000010 3D80YYYY
919F0000 C03F0000
60000000 00000000

(PAL)
C257D824 00000002
901D0218 3D808000
900C1790 00000000
C2596C24 00000018
3D808000 816C1790
2C0B001E 41800040
3D808035 618C0583
896C0000 2C0B00E4
4181005C 2C0B00C9
41810044 2C0B00AE
4181002C 2C0B0020
41800074 2C0B003B
4180005C 2C0B0056
41800044 3D80XXXX
919F0000 C03F0000
48000060 3D80MMMM
919F0000 C03F0000
48000050 3D80hhhh
919F0000 C03F0000
48000040 3D80HHHH
919F0000 C03F0000
48000030 3D80LLLL
919F0000 C03F0000
48000020 3D80UUUU
919F0000 C03F0000
48000010 3D80YYYY
919F0000 C03F0000
60000000 00000000

(NTSC-J)
C257D1A4 00000002
901D0218 3D808000
900C1790 00000000
C25965A4 00000018
3D808000 816C1790
2C0B001E 41800040
3D808034 618CFF03
896C0000 2C0B00E4
4181005C 2C0B00C9
41810044 2C0B00AE
4181002C 2C0B0020
41800074 2C0B003B
4180005C 2C0B0056
41800044 3D80XXXX
919F0000 C03F0000
48000060 3D80MMMM
919F0000 C03F0000
48000050 3D80hhhh
919F0000 C03F0000
48000040 3D80HHHH
919F0000 C03F0000
48000030 3D80LLLL
919F0000 C03F0000
48000020 3D80UUUU
919F0000 C03F0000
48000010 3D80YYYY
919F0000 C03F0000
60000000 00000000

(NTSC-K)
C256B87C 00000002
901D0218 3D808000
900C1790 00000000
C2584C7C 00000018
3D808000 816C1790
2C0B001E 41800040
3D808033 618CE583
896C0000 2C0B00E4
4181005C 2C0B00C9
41810044 2C0B00AE
4181002C 2C0B0020
41800074 2C0B003B
4180005C 2C0B0056
41800044 3D80XXXX
919F0000 C03F0000
48000060 3D80MMMM
919F0000 C03F0000
48000050 3D80hhhh
919F0000 C03F0000
48000040 3D80HHHH
919F0000 C03F0000
48000030 3D80LLLL
919F0000 C03F0000
48000020 3D80UUUU
919F0000 C03F0000
48000010 3D80YYYY
919F0000 C03F0000
60000000 00000000


Gravity is a float value, so use a hex to floating point calculator for help.


XXXX = Gravity when not in air or neutral stick in air

MMMM = Gravity when holding slightly up on analog stick in air

hhhh = Gravity when holding moderately up on analog stick in air

HHHH = Gravity when holding all the way up on analog stick in air

LLLL = Gravity when holding slightly down on analog stick in air

UUUU = Gravity when holding moderately down on analog stick in air

YYYY = Gravity when holding all the way down on analog stick in air


General Chart:

0000 = x0 Gravity
3f00 = x0.5 Gravity
3f20 = x0.625 Gravity
3f40 = x0.75 Gravity
3f60 = x0.875 Gravity
3f80 = x1 Gravity
4000 = x2 Gravity
4040 = x3 Gravity
4080 = x4 Gravity
40a0 = x5 Gravity
4120 = x10 Gravity


    
     #########
     #Source ASM#
     #########


#######################
#Store Air Timer Value Into Memory#
#######################

stw r0, 0x0218 (r29)
lis r12, 0x8000
stw r0, 0x1790 (r12)

#########################
#Load Air Timer Value Into Register 11 #
#########################

lis r12, 0x8000
lwz r11, 0x1790 (r12)

############################################
#Compare r11 to Set Value and Branch to Normal Gravity if Less Than #
############################################

cmpwi r11, 30
blt normal_value

############################
#Load Analog Stick Y Axis Byte Into Memory#
############################

lis r12, 0x8034
ori r12, r12, 0xc203
lbz r11, 0 (r12)

#####################################
#Compare Y axis Byte to set values and Branch Accordingly#
#####################################

cmpwi r11, 0xe4
bgt heaviest_value
cmpwi r11, 0xc9
bgt heavier_value
cmpwi r11, 0xae
bgt heavy_value
cmpwi r11, 0x20
blt lightest_value
cmpwi r11, 0x3b
blt lighter_value
cmpwi r11, 0x56
blt light_value

################################
#Set New Value for Gravity and Branch to the End #
################################

normal_value:
lis r12, 0x3f80
stw r12, 0 (r31)
lfs f1, 0 (31)
b the_end
heavy_value:
lis r12, 0x3f95
stw r12, 0 (r31)
lfs f1, 0 (31)
b the_end
heavier_value:
lis r12, 0x3fb0
stw r12, 0 (r31)
lfs f1, 0 (31)
b the_end
heaviest_value:
lis r12, 0x3fc5
stw r12, 0 (r31)
lfs f1, 0 (r31)
b the_end
light_value:
lis r12, 0x3f65
stw r12, 0 (r31)
lfs f1, 0 (r31)
b the_end
lighter_value:
lis r12, 0x3f50
stw r12, 0 (r31)
lfs f1, 0 (r31)
b the_end
lightest_value:
lis r12, 0x3f35
stw r12, 0 (r31)
lfs f1, 0 (r31)
the_end:


Code Creator: JoshuaMK
Code Contributors: Hamster35000vr (Gravity RAM address used to find code that sets gravity value)

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  Where have you been?
Posted by: Fzerowii - 06-27-2019, 12:18 PM - Forum: General Discussion - Replies (3)

Post what parts of the world you’ve been to!  I’m from the USA but I’m studying abroad right now in India.  I’ve also been to Canada, Japan, Iceland, Norway, Sweden, and I was in the Denmark airport but I don’t know if that counts Big Grin

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