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  Balancing Code Request
Posted by: DracoTH - 02-06-2024, 05:48 PM - Forum: Code Support / Help / Requests - No Replies

I have been testing out some codes, specifically the MKDS Snaking, Mini Turbo boost is Mushroom boost, Wheelies don't lose speed while turning and wheelies don't time out, and I realized that I made karts way too powerful with that combination of codes.

So I had an idea, but I don't really know nor have the requirements to make a code, that's why I'm requesting here.
My idea is to make a code that makes mushroom boost speed lower to balance it out, or one that makes wheelie speed higher for the same reason, I don't know if it's possible, but if someone could do it, it would be greatly appreciated.

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  Set User Favorite Combo as Defaul like CTGP [Bully, CLF78, Kazuki]
Posted by: Kazuki - 02-01-2024, 12:22 AM - Forum: Offline Non-Item - Replies (2)

Set User Favorite Combo as Defaul like CTGP [Bully, CLF78, Kazuki]

Set the default combo to the most used character and vehicle in the upper left license.
If the upper left license is empty, the upper right license is used, if the upper right license is also empty, the lower left license is used, and if the lower left license is also empty, the lower right license is used.
Mii is excluded.

This code uses 0x800011DA

(PAL)
C25e4208 00000002
3D808000 88AC11DA
60000000 00000000
C25e4114 0000002F
9421FF80 7C0802A6
90010084 BC610008
3D80809C 818CD748
A16C0036 818C0014
3D400000 614A8CC0
3D20524B 61295044
38EC0008 39000000
80C70000 7CE75214
7C064800 41820014
39080001 2C080004
4082FFE8 39000000
7D4A41D6 396B00F4
7D8C5A14 7D8C5214
7D8A6378 39600000
38A00000 A08A0000
394A0002 7C045800
41800008 7C8B2378
38A50001 2C050018
4082FFE4 38A00000
7D8A6378 A08A0000
394A0002 7C045800
4182000C 38A50001
4BFFFFEC 2C050018
40820008 38A00000
3CC08000 98A611DA
4800001D 01000202
00000001 00020102
00000001 01010102
01020202 7CC802A6
7CC62A14 88C60000
39200002 7D2931D6
39600000 38A00000
398C0032 7D8C4A14
7D8A6378 A08A0000
394A0006 7C045800
41800008 7C8B2378
38A50001 2C05000C
4082FFE4 38A00000
7D8A6378 A08A0000
394A0006 7C045800
4182000C 38A50001
4BFFFFEC 1CA50003
7CA53214 90A1FFFC
B8610008 80010084
7C0803A6 38210080
8181FF7C 918A013C
60000000 00000000
025E418C 0000918A

(NTSC-U)
C25ce42c 00000002
3D808000 88AC11DA
60000000 00000000
C25ce338 0000002F
9421FF80 7C0802A6
90010084 BC610008
3D80809C 818C8F88
A16C0036 818C0014
3D400000 614A8CC0
3D20524B 61295044
38EC0008 39000000
80C70000 7CE75214
7C064800 41820014
39080001 2C080004
4082FFE8 39000000
7D4A41D6 396B00F4
7D8C5A14 7D8C5214
7D8A6378 39600000
38A00000 A08A0000
394A0002 7C045800
41800008 7C8B2378
38A50001 2C050018
4082FFE4 38A00000
7D8A6378 A08A0000
394A0002 7C045800
4182000C 38A50001
4BFFFFEC 2C050018
40820008 38A00000
3CC08000 98A611DA
4800001D 01000202
00000001 00020102
00000001 01010102
01020202 7CC802A6
7CC62A14 88C60000
39200002 7D2931D6
39600000 38A00000
398C0032 7D8C4A14
7D8A6378 A08A0000
394A0006 7C045800
41800008 7C8B2378
38A50001 2C05000C
4082FFE4 38A00000
7D8A6378 A08A0000
394A0006 7C045800
4182000C 38A50001
4BFFFFEC 1CA50003
7CA53214 90A1FFFC
B8610008 80010084
7C0803A6 38210080
8181FF7C 918A013C
60000000 00000000
025CE3B0 0000918A

(NTSC-J)
C25e3ae4 00000002
3D808000 88AC11DA
60000000 00000000
C25e39f0 0000002F
9421FF80 7C0802A6
90010084 BC610008
3D80809C 818CC7A8
A16C0036 818C0014
3D400000 614A8CC0
3D20524B 61295044
38EC0008 39000000
80C70000 7CE75214
7C064800 41820014
39080001 2C080004
4082FFE8 39000000
7D4A41D6 396B00F4
7D8C5A14 7D8C5214
7D8A6378 39600000
38A00000 A08A0000
394A0002 7C045800
41800008 7C8B2378
38A50001 2C050018
4082FFE4 38A00000
7D8A6378 A08A0000
394A0002 7C045800
4182000C 38A50001
4BFFFFEC 2C050018
40820008 38A00000
3CC08000 98A611DA
4800001D 01000202
00000001 00020102
00000001 01010102
01020202 7CC802A6
7CC62A14 88C60000
39200002 7D2931D6
39600000 38A00000
398C0032 7D8C4A14
7D8A6378 A08A0000
394A0006 7C045800
41800008 7C8B2378
38A50001 2C05000C
4082FFE4 38A00000
7D8A6378 A08A0000
394A0006 7C045800
4182000C 38A50001
4BFFFFEC 1CA50003
7CA53214 90A1FFFC
B8610008 80010084
7C0803A6 38210080
8181FF7C 918A013C
60000000 00000000
025E3A68 0000918A

(NTSC-K) (untested)
C25d23a4 00000002
3D808000 88AC11DA
60000000 00000000
C25d22b0 0000002F
9421FF80 7C0802A6
90010084 BC610008
3D80809B 818CBD88
A16C0036 818C0014
3D400000 614A8CC0
3D20524B 61295044
38EC0008 39000000
80C70000 7CE75214
7C064800 41820014
39080001 2C080004
4082FFE8 39000000
7D4A41D6 396B00F4
7D8C5A14 7D8C5214
7D8A6378 39600000
38A00000 A08A0000
394A0002 7C045800
41800008 7C8B2378
38A50001 2C050018
4082FFE4 38A00000
7D8A6378 A08A0000
394A0002 7C045800
4182000C 38A50001
4BFFFFEC 2C050018
40820008 38A00000
3CC08000 98A611DA
4800001D 01000202
00000001 00020102
00000001 01010102
01020202 7CC802A6
7CC62A14 88C60000
39200002 7D2931D6
39600000 38A00000
398C0032 7D8C4A14
7D8A6378 A08A0000
394A0006 7C045800
41800008 7C8B2378
38A50001 2C05000C
4082FFE4 38A00000
7D8A6378 A08A0000
394A0006 7C045800
4182000C 38A50001
4BFFFFEC 1CA50003
7CA53214 90A1FFFC
B8610008 80010084
7C0803A6 38210080
8181FF7C 918A013C
60000000 00000000
025D2328 0000918A

base codes:
https://mariokartwii.com/showthread.php?tid=357
https://mariokartwii.com/showthread.php?tid=1841

source:

Code:
# inject at 0x805e4208 (PAL)
# inject at 0x805ce42c (NTSC-U)
# inject at 0x805e3ae4 (NTSC-J)
# inject at 0x805d23a4 (NTSC-K)
.set character_id_save, 0x800011DA
lis r12, character_id_save@ha
lbz r5, character_id_save@l (r12)

Code:
# inject at 0x805e4114 (PAL)
# inject at 0x805ce338 (NTSC-U)
# inject at 0x805e39f0 (NTSC-J)
# inject at 0x805d22b0 (NTSC-K)
.set region, 'J'
.set character_id_save, 0x800011DA
.set rkpd_magic, 0x524B5044
.if (region == 'P')
    .set SaveDataManager__sInstance, 0x809bd748
.elseif (region == 'E')
    .set SaveDataManager__sInstance, 0x809b8f88
.elseif (region == 'J')
    .set SaveDataManager__sInstance, 0x809bc7a8
.elseif (region == 'K')
    .set SaveDataManager__sInstance, 0x809abd88
.else
    .err
.endif
.macro pushStack
    stwu sp, -0x80 (sp)
    mflr r0
    stw r0, 0x84 (sp)
    stmw r3, 8 (sp)
.endm
.macro popStack
    lmw r3, 8 (sp)
    lwz r0, 0x84 (sp)
    mtlr r0
    addi sp, sp, 0x80
.endm
pushStack
lis r12, SaveDataManager__sInstance@ha
lwz r12, SaveDataManager__sInstance@l (r12)
lhz r11, 0x36 (r12)
lwz r12, 0x14 (r12) #r12 = rksys.dat pointer
#https://wiki.tockdom.com/wiki/Rksys.dat
lis r10, 0
ori r10, r10, 0x8CC0
lis r9, rkpd_magic@h
ori r9, r9, rkpd_magic@l
addi r7, r12, 8
li r8, 0
find_valid_save_index_loop:
lwz r6, 0 (r7)
add r7, r7, r10
cmpw r6, r9
beq find_valid_save_index_loop_out
addi r8, r8, 1
cmpwi r8, 4
bne find_valid_save_index_loop
li r8, 0
find_valid_save_index_loop_out:
mullw r10, r10, r8
addi r11, r11, 0xF4 #0xF4 = 8 + 0xEC
add r12, r12, r11
add r12, r12, r10
mr r10, r12
li r11, 0
li r5, 0
loop_0:
lhz r4, 0 (r10)
addi r10, r10, 2
cmpw r4, r11
blt not_update_r11
mr r11, r4
not_update_r11:
addi r5, r5, 1
cmpwi r5, 0x18
bne loop_0
li r5, 0
mr r10, r12
loop_1:
lhz r4, 0 (r10)
addi r10, r10, 2
cmpw r4, r11
beq loop_1_out
addi r5, r5, 1
b loop_1
loop_1_out:
cmpwi r5, 0x18
bne character_not_mii
li r5, 0
character_not_mii:
lis r6, character_id_save@ha
stb r5, character_id_save@l (r6)
bl character_weight_table
.long 0x01000202 #Mario, Baby Peach, Waluigi, Bowser
.long 0x00000001 #Baby Daisy, Dry Bones, Baby Mario, Luigi
.long 0x00020102 #Toad, Donkey Kong, Yoshi, Wario
.long 0x00000001 #Baby Luigi, Toadette, Koopa Troopa, Daisy
.long 0x01010102 #Peach, Birdo, Diddy Kong, King Boo
.long 0x01020202 #Bowser Jr., Dry Bowser, Funke Kong, Rosalina
character_weight_table:
mflr r6
add r6, r6, r5
lbz r6, 0 (r6)
li r9, 2
mullw r9, r9, r6
li r11, 0
li r5, 0
addi r12, r12, 0x32 #0x116 - 0xEC
#https://wiki.tockdom.com/wiki/Rksys.dat
add r12, r12, r9
mr r10, r12
loop_2:
lhz r4, 0 (r10)
addi r10, r10, 6
cmpw r4, r11
blt not_update_r11_1
mr r11, r4
not_update_r11_1:
addi r5, r5, 1
cmpwi r5, 12 #12 * 3 = 36
bne loop_2
li r5, 0
mr r10, r12
loop_3:
lhz r4, 0 (r10)
addi r10, r10, 6
cmpw r4, r11
beq loop_3_out
addi r5, r5, 1
b loop_3
loop_3_out:
mulli r5, r5, 3
add r5, r5, r6
stw r5, -4 (sp)
popStack
lwz r12, -0x84 (sp)
stw r12, 0x13C(r10)

Code:
# replace at 0x805e418c (PAL)
# replace at 0x805ce3b0 (NTSC-U)
# replace at 0x805e3a68 (NTSC-J)
# replace at 0x805d2328 (NTSC-K)
stw r12, 0x140 (r10)

updated on 2024/02/03:
Stupidly, I mistakenly thought the number of vehicles was 30.
Of course it is 36.

credits:
Melg and kHacker35000vr for SaveDataManager class
CT-Wiiki contributors for rksys.dat format

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Big Grin Hi!
Posted by: ElectricStrawberry - 01-23-2024, 04:13 PM - Forum: Introductions - Replies (2)

Hi, I'm new here! Smile

I've played Mario Kart off and on for the last 10-15 years or so as I've found it to be a fun game to play with friends and such. I'm not great at the game (sometimes I even *gasp* lose to some of the CPUs) but even so I have fun playing it.

Learning about different things with regards to the game, seeing what everyone has discovered (and what remains to be discovered), and how it works has also intrigued me. Mario Kart Wii was my second Mario Kart game that I've ever played (after Mario Kart DS).

Anyway, I hope everyone here is having an excellent day! Smile

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  Disable WorldWide Via Friend Rooster v2 [Kazuki]
Posted by: Kazuki - 01-15-2024, 09:40 AM - Forum: Online Non-Item - Replies (2)

Disable WorldWide Via Friend Rooster v2 [Kazuki]

This code prevents joining to friends in WorldWide.
v1 is private.


(PAL)
0465a048 38600007
0465a094 3860000a

(NTSC-U)
04655bc0 38600007
04655c0c 3860000a

(NTSC-J)
046596B4 38600007
04659700 3860000a

(NTSC-K)
04648360 38600007
046483ac 3860000a

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  Fix Custom Region Joining Via Friend Rooster [Kazuki]
Posted by: Kazuki - 01-15-2024, 04:57 AM - Forum: Online Non-Item - No Replies

Fix Custom Region Joining Via Friend Rooster [Kazuki]

Fix the problem of not being able to join via friend rooster, which is occurring in about half of all custom regions.


(PAL)
0465a01c 60000000
0465a020 2C0000FF
0465a068 60000000
0465a06c 2C0000FF


(NTSC-U)
04655b94 60000000
04655b98 2C0000FF
04655be0 60000000
04655be4 2C0000FF


(NTSC-J)
04659688 60000000
0465968C 2C0000FF
046596D4 60000000
046596D8 2C0000FF


(NTSC-K)
04648334 60000000
04648338 2C0000FF
04648380 60000000
04648384 2C0000FF

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  Pretty In Game Item Spy plus Item Warning Online [Unnamed]
Posted by: Unnamed - 01-12-2024, 12:05 PM - Forum: Online; Item - Replies (1)

Pretty In Game Item Spy plus Item Warning Online [Unnamed]

online only


I was tired if using Item Spy codes that only display a certain hex value to me and I need to think about it first what Item this is. So I decided to use stebler's speedometer source to create a HUD to display the items as real UNICODE strings - and now I want to present you the outcome.

This code will do the following for you:
1. It shows the Item in Inventory of every player as word, as part of a new HUD element.
2. It shows you specific Items (more on this later) in specific colors. So this code can act as an Item Warning code too.
3. The player slots are shown as numbers of the timer version. In addition, your (local) slot is shown as normal number, so you know your slot immediately.

To use this code, choose the BODY of your region and combine it with one of the TAILs (region free). The default TAIL has the following symbols and colors:

" Unused      " white (means the slot is not active)
" Green      " yellow
" Red        " yellow
" Banana      " yellow
" Fake Box    " yellow
" Shroom      " yellow
" 3 Shrooms  " yellow
" Bomb        " yellow
" Blue        " dark blue (Item warning color)
" Shock      " red (Item warning color)
" Star        " yellow
" Golden      " yellow
" Mega        " yellow
" Blooper    " yellow
" POW        " yellow
" Cloud      " yellow
" Bullet      " green (Item warning color)
" 3 Greens    " yellow
" 3 Reds      " yellow
" 3 Nanas    " yellow
" Nothing    " yellow


If I have enough time, I will prepare a customizable TAIL where you can put in your own colors and your own UNICODE symbols (even japanese symbols are possible).

NOTE: For the dump of the string and the TAIL I chose a memory region of ExRAM (0x91000000). So far I had no problems with confilcting adresses. If you ever notice weird symbols, please tell me here and we need to find another region for the TAIL.
Another NOTE: Please make sure that no other code are using the adresses 0x91000000 to 0x9100042B.
And finally one last NOTE: Only PAL is tested, I would appreciate if you test the other regions for me. Thank you already in advance.


This is the ultimate Item Spy/Item Warning code. Have fun.


BODY - NTSC-U (untested):
C25DDB7C 00000008
80A30004 2C05000C
41820028 2C05000E
41820020 2C050012
41820018 2C050040
41820010 2C050042
41820008 48000008
38840001 7C852378
60000000 00000000
C2836A48 00000007
560004E7 40820030
806F0004 2C03000C
41820020 2C03000E
41820018 2C030012
41820010 2C030040
41820008 2C030042
4C421042 00000000
C25C1214 00000009
2C040000 4082003C
3D004330 91010070
91010078 7C721B78
3A600000 3F008089
3B18EED0 90A10020
38A00001 90A10010
3CA0805C 60A512E8
7CA803A6 4E800020
80040000 00000000
C2575B44 0000001D
807D0000 80630000
88630010 3C80809C
80848F68 88840B84
7C032000 40820120
3C60809C 8063D508
80630000 83830038
2C1C0000 40820044
8383003C 2C1C0000
40820038 83830040
2C1C0000 4082002C
83830050 2C1C0000
40820020 83830108
2C1C0000 40820014
83830110 2C1C0000
40820008 4800006C
3CA09100 807C005C
3C804220 3CC08038
80C61C80 80C60058
2C060001 41820008
3C804220 9083004C
3C80C240 90830050
3C803F60 90830058
3C804020 9083005C
38800000 98830080
38C00000 80630114
80E30000 98C70100
3D80805C 618C11E0
7D8903A6 4E800421
83E1007C 00000000
C2658828 00000014
9421FFEC BFA10008
3BE00000 1D9F0028
3D8C9100 3FA0001A
63BD0800 93AC0000
3D609100 616B01DE
A7AB0002 3FBD0001
93AC0004 2C1F000A
3BBF2460 3FBD2460
4180000C 3BBF2456
3FBD2461 93AC0008
398C000A 3BC00000
A7AB0002 B7AC0002
3BDE0001 2C1E000D
4180FFF0 2C1F000B
3BA00000 41820008
3BA0000A B3AC0002
3BFF0001 2C1F000C
4180FF84 BBA10008
38210014 9903001F
60000000 00000000
C265EE14 00000010
88030001 9421FFEC
BFA10008 2C000013
7C0B0378 41800008
39600013 1D6B001C
1D960028 3D6B9100
396B01FA 3D8C9100
A7AB0002 B3AC0006
2C16000A 3BB60030
3FBD0030 41A0000C
3BB60026 3FBD0031
93AC0008 398C000A
3BE00000 A7AB0002
B7AC0002 3BFF0001
2C1F000D 4180FFF0
BBA10008 38210014
60000000 00000000
C265EE30 0000000C
88100011 9421FFEC
BFA10008 2C000013
7C0B0378 41800008
39600013 1D6B001C
1D960028 3D6B9100
396B01FA 3D8C9100
A7AB0002 B3AC0006
398C000A 3BE00000
A7AB0002 B7AC0002
3BFF0001 2C1F000D
4180FFF0 BBA10008
38210014 00000000


BODY - PAL:
C260245C 00000008
80A30004 2C05000C
41820028 2C05000E
41820020 2C050012
41820018 2C050040
41820010 2C050042
41820008 48000008
38840001 7C852378
60000000 00000000
C28584D8 00000007
560004E7 40820030
806F0004 2C03000C
41820020 2C03000E
41820018 2C030012
41820010 2C030040
41820008 2C030042
4C421042 00000000
C25CDD34 00000009
2C040000 4082003C
3D004330 91010070
91010078 7C721B78
3A600000 3F008089
3B183E70 90A10020
38A00001 90A10010
3CA0805C 60A5DE08
7CA803A6 4E800020
80040000 00000000
C257C3A8 0000001D
807D0000 80630000
88630010 3C80809C
8084D728 88840B84
7C032000 408200C4
3C60809C 80631E38
80630000 83830038
2C1C0000 40820044
8383003C 2C1C0000
40820038 83830040
2C1C0000 4082002C
83830050 2C1C0000
40820020 83830108
2C1C0000 40820014
83830110 2C1C0000
40820008 4800006C
3CA09100 807C005C
3C804220 3CC08038
80C66000 80C60058
2C060001 41820008
3C804220 9083004C
3C80C240 90830050
3C803F60 90830058
3C804020 9083005C
38800000 98830080
38C00000 80630114
80E30000 98C70100
3D80805C 618CDD00
7D8903A6 4E800421
83E1007C 00000000
C2660764 00000014
9421FFEC BFA10008
3BE00000 1D9F0028
3D8C9100 3FA0001A
63BD0800 93AC0000
3D609100 616B01DE
A7AB0002 3FBD0001
93AC0004 2C1F000A
3BBF2460 3FBD2460
4180000C 3BBF2456
3FBD2461 93AC0008
398C000A 3BC00000
A7AB0002 B7AC0002
3BDE0001 2C1E000D
4180FFF0 2C1F000B
3BA00000 41820008
3BA0000A B3AC0002
3BFF0001 2C1F000C
4180FF84 BBA10008
38210014 9903001F
60000000 00000000
C265E18C 00000010
88030001 9421FFEC
BFA10008 2C000013
7C0B0378 41800008
39600013 1D6B001C
1D960028 3D6B9100
396B01FA 3D8C9100
A7AB0002 B3AC0006
2C16000A 3BB60030
3FBD0030 41A0000C
3BB60026 3FBD0031
93AC0008 398C000A
3BE00000 A7AB0002
B7AC0002 3BFF0001
2C1F000D 4180FFF0
BBA10008 38210014
60000000 00000000
C265E1A8 0000000C
88100011 9421FFEC
BFA10008 2C000013
7C0B0378 41800008
39600013 1D6B001C
1D960028 3D6B9100
396B01FA 3D8C9100
A7AB0002 B3AC0006
398C000A 3BE00000
A7AB0002 B7AC0002
3BFF0001 2C1F000D
4180FFF0 BBA10008
38210014 00000000


BODY - NTSC-J (untested) :
C2601BD0 00000008
80A30004 2C05000C
41820028 2C05000E
41820020 2C050012
41820018 2C050040
41820010 2C050042
41820008 48000008
38840001 7C852378
60000000 00000000
C2857B44 00000007
560004E7 40820030
806F0004 2C03000C
41820020 2C03000E
41820018 2C030012
41820010 2C030040
41820008 2C030042
4C421042 00000000
C25CD610 00000009
2C040000 4082003C
3D004330 91010070
91010078 7C721B78
3A600000 3F008089
3B1834C0 90A10020
38A00001 90A10010
3CA0805C 60A5D6E4
7CA803A6 4E800020
80040000 00000000
C257BD28 0000001D
807D0000 80630000
88630010 3C80809C
8084C788 88840B84
7C032000 40820120
3C60809C 80630E98
80630000 83830038
2C1C0000 40820044
8383003C 2C1C0000
40820038 83830040
2C1C0000 4082002C
83830050 2C1C0000
40820020 83830108
2C1C0000 40820014
83830110 2C1C0000
40820008 4800006C
3CA09100 807C005C
3C804220 3CC08038
80C65980 80C60058
2C060001 41820008
3C804220 9083004C
3C80C240 90830050
3C803F60 90830058
3C804020 9083005C
38800000 98830080
38C00000 80630114
80E30000 98C70100
3D80805C 618CD5DC
7D8903A6 4E800421
83E1007C 00000000
C265FDD0 00000014
9421FFEC BFA10008
3BE00000 1D9F0028
3D8C9100 3FA0001A
63BD0800 93AC0000
3D609100 616B01DE
A7AB0002 3FBD0001
93AC0004 2C1F000A
3BBF2460 3FBD2460
4180000C 3BBF2456
3FBD2461 93AC0008
398C000A 3BC00000
A7AB0002 B7AC0002
3BDE0001 2C1E000D
4180FFF0 2C1F000B
3BA00000 41820008
3BA0000A B3AC0002
3BFF0001 2C1F000C
4180FF84 BBA10008
38210014 9903001F
60000000 00000000
C265D7F8 00000010
88030001 9421FFEC
BFA10008 2C000013
7C0B0378 41800008
39600013 1D6B001C
1D960028 3D6B9100
396B01FA 3D8C9100
A7AB0002 B3AC0006
2C16000A 3BB60030
3FBD0030 41A0000C
3BB60026 3FBD0031
93AC0008 398C000A
3BE00000 A7AB0002
B7AC0002 3BFF0001
2C1F000D 4180FFF0
BBA10008 38210014
60000000 00000000
C265D814 0000000C
88100011 9421FFEC
BFA10008 2C000013
7C0B0378 41800008
39600013 1D6B001C
1D960028 3D6B9100
396B01FA 3D8C9100
A7AB0002 B3AC0006
398C000A 3BE00000
A7AB0002 B7AC0002
3BFF0001 2C1F000D
4180FFF0 BBA10008
38210014 00000000


BODY - NTSC-K (untested):
C25F087C 00000008
80A30004 2C05000C
41820028 2C05000E
41820020 2C050012
41820018 2C050040
41820010 2C050042
41820008 48000008
38840001 7C852378
60000000 00000000
C2846898 00000007
560004E7 40820030
806F0004 2C03000C
41820020 2C03000E
41820018 2C030012
41820010 2C030040
41820008 2C030042
4C421042 00000000
C25BBCF4 00000009
2C040000 4082003C
3D004330 91010070
91010078 7C721B78
3A600000 3F008088
3B182280 90A10020
38A00001 90A10010
3CA0805B 60A5BDC8
7CA803A6 4E800020
80040000 00000000
C256A400 0000001D
807D0000 80630000
88630010 3C80809B
8084BD68 88840B84
7C032000 40820120
3C60809B 80630478
80630000 83830038
2C1C0000 40820044
8383003C 2C1C0000
40820038 83830040
2C1C0000 4082002C
83830050 2C1C0000
40820020 83830108
2C1C0000 40820014
83830110 2C1C0000
40820008 4800006C
3CA09100 807C005C
3C804220 3CC08037
80C64020 80C60058
2C060001 41820008
3C804220 9083004C
3C80C240 90830050
3C803F60 90830058
3C804020 9083005C
38800000 98830080
38C00000 80630114
80E30000 98C70100
3D80805B 618CBCC0
7D8903A6 4E800421
83E1007C 00000000
C264EA7C 00000014
9421FFEC BFA10008
3BE00000 1D9F0028
3D8C9100 3FA0001A
63BD0800 93AC0000
3D609100 616B01DE
A7AB0002 3FBD0001
93AC0004 2C1F000A
3BBF2460 3FBD2460
4180000C 3BBF2456
3FBD2461 93AC0008
398C000A 3BC00000
A7AB0002 B7AC0002
3BDE0001 2C1E000D
4180FFF0 2C1F000B
3BA00000 41820008
3BA0000A B3AC0002
3BFF0001 2C1F000C
4180FF84 BBA10008
38210014 9903001F
60000000 00000000
C264C4A4 00000010
88030001 9421FFEC
BFA10008 2C000013
7C0B0378 41800008
39600013 1D6B001C
1D960028 3D6B9100
396B01FA 3D8C9100
A7AB0002 B3AC0006
2C16000A 3BB60030
3FBD0030 41A0000C
3BB60026 3FBD0031
93AC0008 398C000A
3BE00000 A7AB0002
B7AC0002 3BFF0001
2C1F000D 4180FFF0
BBA10008 38210014
60000000 00000000
C264C4C0 0000000C
88100011 9421FFEC
BFA10008 2C000013
7C0B0378 41800008
39600013 1D6B001C
1D960028 3D6B9100
396B01FA 3D8C9100
A7AB0002 B3AC0006
398C000A 3BE00000
A7AB0002 B7AC0002
3BFF0001 2C1F000D
4180FFF0 BBA10008
38210014 00000000


TAIL (Default):
4A000000 91000000
160001E0 0000024C
00020020 0055006E
00750073 00650064
00200020 00200020
00200020 00300020
00470072 00650065
006E0020 00200020
00200020 00200020
00300020 00520065
00640020 00200020
00200020 00200020
00200020 00300020
00420061 006E0061
006E0061 00200020
00200020 00200020
00300020 00460061
006B0065 00200042
006F0078 00200020
00200020 00300020
00530068 0072006F
006F006D 00200020
00200020 00200020
00300020 00330020
00530068 0072006F
006F006D 00730020
00200020 00300020
0042006F 006D0062
00200020 00200020
00200020 00200020
00310020 0042006C
00750065 00200020
00200020 00200020
00200020 00320020
00530068 006F0063
006B0020 00200020
00200020 00200020
00300020 00530074
00610072 00200020
00200020 00200020
00200020 00300020
0047006F 006C0064
0065006E 00200020
00200020 00200020
00300020 004D0065
00670061 00200020
00200020 00200020
00200020 00300020
0042006C 006F006F
00700065 00720020
00200020 00200020
00300020 0050004F
00570020 00200020
00200020 00200020
00200020 00300020
0043006C 006F0075
00640020 00200020
00200020 00200020
00330020 00420075
006C006C 00650074
00200020 00200020
00200020 00300020
00330020 00470072
00650065 006E0073
00200020 00200020
00300020 00330020
00520065 00640073
00200020 00200020
00200020 00300020
00330020 004E0061
006E0061 00730020
00200020 00200020
00300020 004E006F
00740068 0069006E
00670020 00200020
00200020 00000000
E0000000 80008000


Source:


#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
############################
### Adress Map: ###
### 0x91000000 to 0x910001DF: Formatted player strings for output
### 0x910001E0 to 0x:9100042B: UNICODE-Symbols for the Items, including unused slot
############################
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
############################
### Format of the individual player strings ###
### Length: 20 Halfwords (40 Bytes), including ###
### Bytes 0x00 - 0x07 (4 Halfwords): BMG Escape Sequence (001A 0800 0001 XXXX), XXXX is the Color
### Bytes 0x08 - 0x0B (2 Halfwords): Player Slots
### Bytes 0x0C - 0x25 (13 Halfwords): Symbols
### Bytes 0x26 - 0x27 (1 Halfword): Newline (0x0A) or if last player slot null byte (0x00)
############################
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
############################
### Format of the Tail (individual item UNICODE symbols plus color) ###
### Length: 14 Halfwords (28 Bytes), including ###
### Bytes 0x00 - 0x01 (1 Halfword): Color of the item
### Bytes 0x02 - 0x1B (13 Halfwords): Symbols
############################
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#



Code:
############################################################
############ Child count increment #########################
###### inject at 8060245c (PAL)
###### inject at 805ddb7c (NTSC-U)
######  inject at 80601bd0 (NTSC-J)
######  inject at 805f087c (NTSC-K)
lwz r5, 0x4 (r3)
cmpwi r5, 0xc # grand prix
beq increment
cmpwi r5, 0xe # 1 player offline vs
beq increment
cmpwi r5, 0x12 # 1 player battle
beq increment
cmpwi r5, 0x40 # 1 player ww/regional vs
beq increment
cmpwi r5, 0x42 # 1 player friend room vs
beq increment
b end
increment:
addi r4, r4, 0x1
end:
mr r5, r4 # original instruction


#############################################################
### Add the "GHOST DATA CANNOT BE SAVED" element  ###########
#####  inject at 808584d8 (PAL)
##### inject at 80836a48 (NTSC-U)
##### inject at 80857b44 (NTSC-J)
##### inject at 80846898 (NTSC-K)
rlwinm. r0, r16, 0x0, 19, 19 # original instruction
bne end
lwz r3, 0x4 (r15)
cmpwi r3, 0xc # grand prix
beq invert
cmpwi r3, 0xe # 1 player offline vs
beq invert
cmpwi r3, 0x12 # 1 player battle
beq invert
cmpwi r3, 0x40 # 1 player ww/regional vs
beq invert
cmpwi r3, 0x42 # 1 player friend room vs
invert:
crnot 4 * cr0 + eq, 4 * cr0 + eq
end:


#############################################################
############## Extend setTextSrc method  ####################
###### inject at 805cdd34 (PAL)
###### inject at 805c1214 (NTSC-U)
###### inject at 805cd610 (NTSC-J)
###### inject at 805bbcf4 (NTSC-K)
.set region, ''
.if (region == 'P')
        .set ptr_consts, 0x80893e70
        .set target, 0x805cde08
.elseif (region == 'E')
        .set ptr_consts, 0x8088eed0
        .set target, 0x805c12e8
.elseif (region == 'J')
        .set ptr_consts, 0x808934c0
        .set target, 0x805cd6e4
.elseif (region == 'K')
        .set ptr_consts, 0x80882280
        .set target, 0x805bbdc8
.else
        .err
.endif
# check if custom text is enabled
cmpwi r4, 0x0
bne end
# some registers are initialized in the middle of the bmg loading stuff we are skipping, so we have
# to do it here instead
lis r8, 0x4330
stw r8, 0x70 (r1)
stw r8, 0x78 (r1)
mr r18, r3
li r19, 0x0
lis r24, ptr_consts@ha
addi r24, r24, ptr_consts@l
# load the custom string
stw r5, 0x20 (r1)
li r5, 0x1
stw r5, 0x10 (r1)
# jump to the end of the bmg loading stuff
lis r5, target@h
ori r5, r5, target@l
mtlr r5
blr
end:
lwz r0, 0x0 (r4) # original instruction


#############################################################
############ Set adress, make text visible ##################
###### inject at 8057c3a8 (PAL)
###### inject at 80575b44 (NTSC-U)
###### inject at 8057bd28 (NTSC-J)
###### inject at 8056a400 (NTSC-K)
.set region, ''
.if (region == 'P')
        .set ptr_raceData, 0x809bd728
        .set ptr_menuData, 0x809c1e38
        .set ptr_unk, 0x80386000
        .set ScreenElement_setTextSrc, 0x805cdd00
.elseif (region == 'E')
        .set ptr_raceData, 0x809b8f68
        .set ptr_menuData, 0x809bd508
        .set ptr_unk, 0x80381c80
        .set ScreenElement_setTextSrc, 0x805c11e0
.elseif (region == 'J')
        .set ptr_raceData, 0x809bc788
        .set ptr_menuData, 0x809c0e98
        .set ptr_unk, 0x80385980
        .set ScreenElement_setTextSrc, 0x805cd5dc
.elseif (region == 'K')
        .set ptr_raceData, 0x809abd68
        .set ptr_menuData, 0x809b0478
        .set ptr_unk, 0x80374020
        .set ScreenElement_setTextSrc, 0x805bbcc0
.else
        .err
.endif
# get the player index of the player on which the hooked function is working
lwz r3, 0x0 (r29)
lwz r3, 0x0 (r3)
lbz r3, 0x10 (r3)
# get the player index from the first hud slot
lis r4, ptr_raceData@ha
lwz r4, ptr_raceData@l (r4)
lbz r4, 0xb84 (r4)
# if they don't match, don't update
cmpw r3, r4
bne end
# check if a single player gameplay screen is active
lis r3, ptr_menuData@ha
lwz r3, ptr_menuData@l (r3)
lwz r3, 0x0 (r3)
lwz r28, 0x38 (r3) # grand prix
cmpwi r28, 0x0
bne found
lwz r28, 0x3c (r3) # time trial
cmpwi r28, 0x0
bne found
lwz r28, 0x40 (r3) # 1 player offline vs
cmpwi r28, 0x0
bne found
lwz r28, 0x50 (r3) # 1 player battle
cmpwi r28, 0x0
bne found
lwz r28, 0x108 (r3) # 1 player ww/regional vs
cmpwi r28, 0x0
bne found
lwz r28, 0x110 (r3) # 1 player friend room vs
cmpwi r28, 0x0
bne found
b end
found:
lis r5, 0x9100 # prepare adress for displaying the string
lwz r3, 0x5c (r28)
# set the position of the hud element
lis r4, 0x4220
lis r6, ptr_unk@ha
lwz r6, ptr_unk@l (r6)
lwz r6, 0x58 (r6)
cmpwi r6, 0x1
beq widescreen
lis r4, 0x4220
widescreen:
stw r4, 0x4c (r3)
# y-position and scales
lis r4, 0xC240 # y position
stw r4, 0x50 (r3)
lis r4, 0x3f60 # x scale
stw r4, 0x58 (r3)
lis r4, 0x4020 # y scale
stw r4, 0x5c (r3)
# make the element visible
li r4, 0x0
stb r4, 0x80 (r3)
# align the text to the left
li r6, 0x0
lwz r3, 0x114 (r3)
lwz r7, 0x0 (r3)
stb r6, 0x100 (r7)
lis r12, ScreenElement_setTextSrc@h
ori r12, r12, ScreenElement_setTextSrc@l
mtctr r12
bctrl
end:
lwz r31, 0x7c (r1) # original instruction


#############################################################
############################
### inject at 80658828 #####
### inject at 80660764 #####
### inject at 8065FDD0 #####
### inject at 8064EA7C #####
############################
############################
### This adress is called right after you voted your track in online race. ##############
### We want to setup the formatted string that is called in race. All strings will be set to "unused" #############
### If a player slot is then active in race, it will be overwritten ###########
############################
stwu r1, -0x14(r1)                  ##### make small stack frame
stmw r29, 8(r1)
li r31, 0                         ####### initialize player index
player_index_loop:
mulli r12, r31, 0x28               ####### multiply player index by 40. Each player has a total amount of 20 halfwords string length
addis r12, r12, 0x9100             ####### add offset where the strings will be dumped to (0x91000000)
lis r29, 0x1a
ori r29, r29, 0x800                ###### prepare BMG escape sequence for each player
stw r29, 0(r12)                      ###### store first word of BMG escape sequence
lis r11, 0x9100
ori r11, r11, 0x1de
lhzu r29, 2(r11)                  ###### second word contains the color (XXXX). We want to load our color from the "unused" configuration of our Tail.
addis r29, r29, 1                 ###### add the upper 0001 from the escape sequence to the color
stw r29, 4(r12)                   ###### store second word, the BMG escape sequence is now done for the player
cmpwi r31, 0xa                   ###### Now we need to setup the player slot strings, so compare the player index to 10
addi r29, r31, 0x2460
addis r29, r29, 0x2460             ###### Add the UNICODE prefix of the timer versions
blt store_player_slot             ###### If smaller than 10, we are done
addi r29, r31, 0x2456             ###### If 10 or higher, add the prefix - 10 to the index...
addis r29, r29, 0x2461            ###### ... and set the tens digit to one
store_player_slot:
stw r29, 8(r12)                  ###### store the player slot string
addi r12, r12, 0xa                ###### now prepare store adress for the UNICODE store loop
li r30, 0                        ###### initialize UNICODE_index
UNICODE_index_loop:
lhzu r29, 2(r11)                  ##### load UNICODE halfword of "unused" configuration and update adress to next halfword
sthu r29, 2(r12)                  ##### store UNICODE halfword to player slot and update adress to next halfword
addi r30, r30, 1                 ##### increment UNICODE_index
cmpwi r30, 0xd                   ###### after 13 symbols, we are done
blt UNICODE_index_loop
cmpwi r31, 0xB                   ###### one halfword left: the Newline or Null Byte, so compare player slot to 11
li r29, 0                         ##### prepare null byte
beq store_final_player_slot_halfword
li r29, 0xA                      ##### if not equal, replace with newline
store_final_player_slot_halfword:
sth r29, 2(r12)                  ##### store it to last spot of player string, now we are finished for one player
addi r31, r31, 1                 ##### increment player_index
cmpwi r31, 0xC
blt player_index_loop            ##### do this for 12 players, after this we are done with setup
lmw r29, 8(r1)
addi r1, r1, 0x14
stb r8, 0x1f(r3)                 ##### default instruction


############################
### inject at 8065EE14 #####
### inject at 8065E18C #####
### inject at 8065D7F8 #####
### inject at 8064C4A4 #####
############################
############################
### Local Item Spy ASM, here we want to load the UNICODE-symbols of the items depending ############################
### on the item in inventory (NOTE: we don't need a player index here, because this subroutine is ############################
### called for each player slot (Combining local and away item spy) #########################
############################
lbz r0, 1(r3)             ##### default instruction, load the item in r0
stwu r1, -0x14(r1)        ##### make small stack frame
stmw r29, 8(r1)
cmpwi r0, 0x13
mr r11, r0                ##### copy the item to r11
blt skip_replace_nothing
li r11, 0x13              ##### if we have a 0x14 (no Item) we have to replace it with 0x13 because we want to have a fixed offset.
skip_replace_nothing:
mulli r11, r11, 0x1c      ##### multiply item by 28 to prepare the adress for the UNICODE symbols
mulli r12, r22, 0x28      ##### r22 helds player slot, so multiply player slot by 40 to prepare the store adress for the player strings
addis r11, r11, 0x9100
addi r11, r11, 0x1fa      ##### add offset of the color and the UNICODE symbols from our Tail of the current read item
addis r12, r12, 0x9100    ##### add offset of the player strings of the current player
lhzu r29, 2(r11)          ##### load the color of the current read item from our Tail...
sth r29, 6(r12)           ##### ... and store it to the correct spot of the player string
cmpwi r22, 0xa            ##### this part is for changing the timer number of your slot to normal number, what makes it easier to detect your slot in race
addi r29, r22, 0x30       ###### Add the UNICODE prefix of the normal number versions
addis r29, r29, 0x30      ###### If smaller than 10, we are done
blt store_player_slot
addi r29, r22, 0x26       ###### If 10 or higher, add the prefix - 10 to the index...
addis r29, r29, 0x31      ###### ... and set the tens digit to 1 (normal version)
store_player_slot
stw r29, 8(r12)           ###### store the player slot string, it will overwrite the timer number for your slot
addi r12, r12, 0xa        ###### now prepare store adress for the UNICODE store loop
li r31, 0                 ###### initialize UNICODE_index
UNICODE_index_loop:
lhzu r29, 2(r11)           ##### load UNICODE halfword of read item and update adress to next halfword
sthu r29, 2(r12)           ##### store UNICODE halfword to player slot and update adress to next halfword
addi r31, r31, 1           ##### increment UNICODE_index
cmpwi r31, 0xd
blt UNICODE_index_loop     ###### after 13 symbols, we are done
lmw r29, 8(r1)
addi r1, r1, 0x14


############################
### inject at 8065EE30 #####
### inject at 8065E1A8 #####
### inject at 8065D814 #####
### inject at 8064C4C0 #####
############################
############################
### Away Item Spy ASM, here we want to load the UNICODE-symbols of the items depending ############################
### on the item in inventory, NOTE: we don't need a player index here, because this subroutine is ############################
### called for each player slot (Combining local and away item spy) #########################
############################
lbz r0, 0x11(r16)              ##### default instruction, load the item in r0
stwu r1, -0x14(r1)             ##### make small stack frame
stmw r29, 8(r1)
cmpwi r0, 0x13
mr r11, r0                     ##### copy the item to r11
blt skip_replace_nothing
li r11, 0x13                   ##### if we have a 0x14 (no Item) we have to replace it with 0x13 because we want to have a fixed offset.
skip_replace_nothing:
mulli r11, r11, 0x1c           ##### multiply item by 28 to prepare the adress for the UNICODE symbols
mulli r12, r22, 0x28           ##### r22 helds player slot, so multiply player slot by 40 to prepare the store adress for the player strings
addis r11, r11, 0x9100
addi r11, r11, 0x1fa           ##### add offset of the color and the UNICODE symbols from our Tail of the current read item
addis r12, r12, 0x9100         ##### add offset of the player strings of the current player
lhzu r29, 2(r11)               ##### load the color of the current read item from our Tail...
sth r29, 6(r12)                ##### ... and store it to the correct spot of the player string
addi r12, r12, 0xa             ###### now prepare store adress for the UNICODE store loop
li r31, 0                      ###### initialize UNICODE_index
UNICODE_index_loop:
lhzu r29, 2(r11)               ##### load UNICODE halfword of read item and update adress to next halfword
sthu r29, 2(r12)               ##### store UNICODE halfword to player slot and update adress to next halfword
addi r31, r31, 1               ##### increment UNICODE_index
cmpwi r31, 0xd
blt UNICODE_index_loop         ###### after 13 symbols, we are done
lmw r29, 8(r1)
addi r1, r1, 0x14


Code Creator: Unnamed
Code Credits: stebler (pretty speedometer source), Bully (Item-Spy ASMs), Vega (adress that is called in between races)

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  new member
Posted by: iteyawning - 01-11-2024, 04:06 AM - Forum: Introductions - Replies (1)

Hi everyone, my name is iteyawning. I'm new here. Hope to have the best time together!

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  Automatic BRSAR Patching [Elias_]
Posted by: Vega - 11-22-2023, 12:33 AM - Forum: Visual & Sound Effects - No Replies

Automatic BRSAR Patching [Elias_]

Vid link - https://www.youtube.com/watch?v=y2tOmsdoBjw

PAL
C2091350 00000002
3FE07FFF 63FFFFFF
93FD0074 00000000

NTSC-U
C20912B0 00000002
3FE07FFF 63FFFFFF
93FD0074 00000000

NTSC-J
C2091270 00000002
3FE07FFF 63FFFFFF
93FD0074 00000000

NTSC-K
C20913B0 00000002
3FE07FFF 63FFFFFF
93FD0074 00000000

Code creator: Elias_

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  How To BYPASS MKW Lounge's Security Measures
Posted by: Dorian - 10-29-2023, 11:39 AM - Forum: Other - No Replies

Hi all, to start this thread, I would like to explain to you how Lounge operates, and how they go about banning people.

A couple of important things:
- Staff reserve the right to ignore, or straight up ban you without explanation most of the time.
- Staff may become invasive, requesting unorthodox information. (e.g. - location information, past history online, etc.)
- Staff finding ANY reason to believe you're an alt, you will usually be questioned, or just straight up banned.
- Staff are very aware of these methods, and the bypass that is commonly used (sorry, my fault).


Anyways, with all of that being said, here is a comprehensive guide on bypassing Lounge and FriendBot's security measures.


Requirements:
- Access to changing your router's IPv4, or a mobile hotspot.
- Capable of running codes. (Ocarina, USB GX Loader, Riivolution)
- Aged socials (e.g, - Discord, Twitch, Twitter, YouTube)


Step 1 - Cleaning up old info after a ban

You just got banned from Lounge, and it's a very long one. Many people in the community know of your ban, and you want to start playing again. Unfortunately, erasing your history on the game isn't as easy as it should be, so here are the steps you should take to ensure you can delete MOST of what you know could be used against you in the case of showing old habits on your new account.
Attempt to do the following:
- Erase your MKW save data (FC's)
- Remove any Mii's from your console that may link to you
- Delete information from your socials! (very important) such as YouTube, Twitch, and Twitter.
- Cut contacts from the community, or minimally contact with community users.
- Change Wii information (crucial, follow next steps)


To understand why it's so important to follow steps such as this, think about how the community is so close to each other and usually knows every player, that is what you're trying to break away from, and acting like you understand anything of that sort once joining on a new account, will immediately put you on a suspicion list in the entire community (especially if you're a high tier player).


Step 2 - Bypassing with New Information

In order to even get PAST the security checks, you will need to change some information to stay safe from the prying eyes of the Lounge staff members. 
The only staff who can view FriendBot information are Bosses & Arbitrators (LT, HT, RT, CT).

In order to bypass FriendBot's checks, these are what you need to change:
- MAC Address
- Wii ID
- IP Address
- Discord Account


This is ALL you need to bypass FriendBot's checks, and it's fairly simple to do as well.

1. Changing your MAC address is very simple. You can do it in 2 ways, you can either:
- Use a LAN Adapter (Wired connection)
- Use the Wireless MAC Address (A new Wii is required for MAC address to change if connecting wirelessly)

Personally I recommend using a LAN adapter, they're fairly cheap and easily replaceable, if you really care about consistently ban evading this will be your best alternative.

NOTE: YOU WILL NEED A NEW LAN ADAPTER AFTER EVERY BAN, DIFFERENT LAN ADAPTER = DIFFERENT MAC ADDRESS

2. Changing your Wii ID is even more simple. 
- Follow Vega's Wii ID NAND Modifier - https://mariokartwii.com/showthread.php?tid=1173
- If you also have access to the NWC24 developer tool, you can generate it from there as well.
Apply new Wii ID, and you're done.

3. Changing your IP address is not so easy, here's why:
Your internet provider may provide STATIC IP addresses, meaning you'll have to ask for a new router. Call your ISP, and claim you need a replacement router for the purpose of your IP being logged on an unwanted service. If done successfully, your IP should change, and you're good to go.

For all the dynamic routers, it is usually very easy to change your IP. Simply unplugging your router for 30 minutes - 1 hour, and plugging it back in will usually do the trick. Some routers may require that you go on the admin panel, and "Release" and "Renew" the IP(DHCP Lease).

Not able to do either of those? Well, simply use your phones hotspot. The only downside to this is you cannot use a LAN adapter, so if you don't have a MAC address that hasn't been used on a Wii, then you're out of luck. Restart your phone, and turn on your hotspot. Most hotspots usually change to different states, so be careful when logging in, it may look very suspicious.

Personally, if you plan to do this long term, or want an easy way to change your IP in general, I recommend you use the TP-Link AC1200 router if your ISP allows 3rd party routers, and is dynamic.

Once you've verified your IPv4 is changed via WhatIsMyIP, you can move onto the final step.

4. Discord Accounts
This is a bit tricky, considering staff usually believe: "New Discord account = suspicious/probably alt". However, there is a way to circumvent this.

Currently, the best way to get a Discord account that looks aged and legit would be to find one, or buy one. Personally, I buy my Discord accounts, and they're usually great quality. Something that's at least 2 years of age will do the trick, so don't worry too much about going all out on some 2016 account. Tongue
(I recommend you research markets on your own, or try to find a friend that is willing to give you their alt account.)


Step 3 - Joining Lounge


You've finally done everything and you're ready to join Lounge, but there are some important things you need to do, and remember before going in.


- Join the Discord from a PUBLIC link!
Joining the Discord from a YouTube link, rather than the permanent link in their Discord, or from one of your friends, will prove helpful in the long run. If staff ever ask you how you joined, you immediately know how to answer.

- Get some activity on your license first!
Staff will sometimes check your playtime on Wiimmfi if they deem you suspicious, and may use it against you when looking into your account, have at least 10 hours of playtime on WW's before joining if you really want to make sure you get in with no issues! The more time spent making your alt looking like a new person, the better chance they'll believe you.

- Connect some aged socials!
Notoriously, staff will do a LOT of background checking on you before letting you in. If you connect older socials that align with your Discord's join date, or are even older, then you have a higher chance of being let in. Find an old YouTube, Twitch, or Twitter to connect that has history on it! The more socials, the better, and faster you'll be given your roles.

- Stay low profile!
Even if you may have previously enjoyed interacting with the community, or being toxic, you CANNOT afford to show that you're acting like your original account. People will consider you suspicious if you act like you know how everything normally runs, and you may be targeted for a potential further investigation on your account.

- Good players, stop playing good.
This goes without saying, but if you're a good player (platinum or above) I suggest you lay low for a season (6 months~) before showing your epic skillz. Unfortunately in the community, if you're a good player and no one knows who you are, you are IMMEDIATELY known as an alt, and in some cases, you will get your roles removed, and be pending investigation.


After noting and being ready to follow these steps, you are now ready to join the server. Once you join, verify your FC in the designated channel, and wait for a staff member to give you your roles. If you haven't received your roles within a few days, I recommend typing in "#waiting-room" and asking why you can't see any channels yet, sometimes staff are just lazy and haven't bothered going thru the process of verification.




Conclusion & Whitty banter

Hope the guide works out for you, and stay safe in the competitive community. I love this side of the community where people are looking to learn and innovate, rather than kill the chances of the community ever growing (example, world cup when ludwig was streaming...) and people just ruin it for everyone.

That is how the competitive side of this community will ever be, and will always be. Guess it's good that Lounge is pretty much dead in a year, right?


Credits:
- Vega [Wii ID NAND Modifier Code]

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  Allow All Vehicles in Battle Mode [Nameless / Scruffy]
Posted by: Vega - 10-27-2023, 11:36 PM - Forum: Time Trials & Battle - Replies (2)

Allow All Vehicles in Battle Mode [Nameless / Scruffy]

NTSC-U
0462ECD0 38000000
0454DF78 3880000A
048308DC 48000044
0483BE44 38600000

PAL
045DE7B4 38000000
04553F98 3880000A
0484FEF0 48000044
04860A90 38600000

NTSC-J
045DE090 38000000
04553918 3880000A
0484F55C 48000044
048600FC 38600000

NTSC-K
045CC950 38000000
04541FF0 3880000A
0483E2B0 48000044
0484EE50 38600000

Code creators: Nameless, Scruffy

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