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  Positional Selective Item Max Probability [Vega]
Posted by: Vega - 10-22-2018, 08:31 PM - Forum: Incomplete & Outdated Codes - Replies (7)

Positional Selective Item Max Probability [Vega]

This code will increase the odds of you getting your desired item to 100% based on the P (position in race, see values below) you set in the code. This doesn't guarantee your item, but if the item is available and you are in the correct position you set in this code, you will get your item. Keep in mind that if you are not in the correct position you set in this code, you won't get your desired item even if it is available.

The 'flaw' in this particular code is that you can possibly get an available item in an illegitimate position (Example: P value 1 for 1st Position, Item set to Bull Shell, Blue Shell is available for play, you get Blue in 1st, this is not possible w/o cheats)

If you are looking for a "Perfect" version of a code editing Item Probabilities, go to this thread - https://mkwii.com/showthread.php?tid=928

How the code works~
When you hit a box, your position is checked
If you are in the correct position, your item probability table is modified for your desired item to it's highest possible value the game allows.
If not in correct position, code simply doesn't execute

NTSC-U
C27ACB64 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27ACBC4 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27ACBC8 00000005
2C19000P 40A20018
7EE41A14 398000WW
7D776214 39807FFF
B18B0000 2C000000
60000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27ACBC8 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

PAL
C27BB5C4 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27BB624 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27BB628 00000005
2C19000P 40A20018
7EE41A14 398000WW
7D776214 39807FFF
B18B0000 2C000000
60000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27BB628 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

NTSC-J
C27BAC30 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27BAC90 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27BAC94 00000005
2C19000P 40A20018
7EE41A14 398000WW
7D776214 39807FFF
B18B0000 2C000000
60000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27BAC94 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

NTSC-K
C27A9984 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27A99E4 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2833XXXX YYYYZZZZ
C27A99E8 00000005
2C19000P 40A20018
7EE41A14 398000WW
7D776214 39807FFF
B18B0000 2C000000
60000000 00000000
E0000000 00000000
2833XXXX YYYYZZZZ
C27A99E8 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

P Position Values:
1 = 1st
2 = 2nd
3 = 3rd
4 = 4th
5 = 5th
6 = 6th
7 = 7th
8 = 8th
9 = 9th
A = 10th
B = 11th
C = 12th

WW 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



List of ASM Sources:
Source (1st ASM; re-backup Game's Item Table if In-Race Room Size decreases during Race):
##################
##START ASSEMBLY##
##################

#

###############################
##Loop Loading Address Config##
###############################

addi r3, r8, -0x0002 #Do a minus -0x2 on the mem location of r8 and store it in r3. this mem location is exactly -0x2 away from the very first halfword for the item probability table which is the halfword for 1st place Green Shell probability

####################################
##Item Table Mem 81 Address Config##
####################################

lis r4, 0x8165 #Set 1st half address for where the overwritten table will be stored if room size ever decreases during race

#########################################
##Subic. Loop Countdown Register Config##
#########################################

li r11, 0xE4 #Load E4 in r11, there are a total of E4 halfwords for the entire item probability table

###################
##De_crement Loop##
###################

de_crement:
lhzu r12, 0x0002 (r3) #First, load the first halfword of the item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the table
sthu r12, 0x0002 (r4) #First, store the current halfword item probability value to mem location 0x81650002. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
subic. r11, r11, 1 #Subtract one from r11 every time this ASM is done. Thus this will cause exactly E4 amount of halfwords to be loaded and stored
bne+ de_crement #If r11 does NOT equal 0, jump backwards to lhzu and repeat. If r11 does equal 0, continue down to next ASM

###############
##Default ASM##
###############

mr r3, r31 #Default ASM

#####################################################
##Notes About Using Registers 3 & 4 w/o Restoration##
#####################################################

##In the default ASM, r3 gets written to after this entire code is executed, so it is safe for use##
##The next function at the following address, r4 gets written with the variables of r31 and integer 24##

#

##################
###END ASSEMBLY###
##################



Source (2nd ASM; backup Game's entire Item Table. Please note that if in-race room size decreases before you grab first box, that it is not an issue. As this ASM will be executed after the 1st ASM):
##################
##START ASSEMBLY##
##################

#

###############
##Default ASM##
###############

lwz r4, 0x0004 (r5) #Default ASM


######################
##Load Status Number##
######################

lis r12, 0x8164 #Set up first half address for where the status check number will be read/stored
lwz r12, 0 (r12) #Load the status check number from mem location 0x81640000. If the ASM is being executed for the very first time of race, this number will always be 0, thus the first/original version of the item table for that race room size for the exact time when you pick up your first box

##############################
##Status Number Verification##
##############################

cmpwi r12, 0x0 #Compare status check number value to 0
bne+ dont_backuptable #If NOT equal to 0, skip entire code, don't backup first/original item table

############################
##Loop Load Address Config##
############################

addi r12, r4, -0x0002 #Add -0x2 to mem location of r4, store result into r15. The mem location on r15 will be exactly -0x2 away from the very first halfword for the item table which is the halfword for 1st place Green Shell probability

##############
##CTR Config##
##############

li r11, 0xE4 #Load E4 in r11, there are a total of E4 halfwords for the entire item probability table
mtctr r11 #Copy the value of r11 to the CTR

####################################
##Item Table Mem 81 Address Config##
####################################

lis r11, 0x8165 #Set 1st half address for where the first/original table will be stored (this will be whatever the table is configured as when you pick up your first box)

###################
##De_crement Loop##
###################

de_crement:
lhzu r23, 0x0002 (r12) #First, load the first halfword of the game's item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the table
sthu r23, 0x0002 (r11) #First, store the current halfword item probability value to mem location 0x81650002. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
bdnz+ de_crement #If CTR is not 0, branch back to the start of the loop and repeat

#############################
##Status Number Application##
#############################

lis r12, 0x8164 #Set up first half address for where the status check number will be read/stored
li r11, 0x1 #Now that first/original table is stored. We don't want this code to execute again for the rest of the race. Load 1 into r11 for new status check number
stw r11, 0 (r12) #Store status check number of 1 (don't execute again for rest of race) to mem location 0x81640000. Pls note that Mem 81 is reset by the game every race (cleared), no need for a deactivator for this ASM

dont_backuptable:

########################################
##Note about using r23 w/o restoration##
########################################

##r23 gets written to at a later address with the function add r23, r4, r3##
##Therefore, it is safe to use freely##

#

##################
###END ASSEMBLY###
##################



Source (3rd ASM, Max Out Desired Item's Probability. Only execute if the User's P (Positional) Value is true. Code activated.):
##################
##START ASSEMBLY##
##################

#

##################
##Position Check##
##################

##r25 always holds your position##

cmpwi r25, 0xP #Compare position to user's set value
bne+ dont_execute #If not equal, do not execute code. Jump to dont_execute label

###########################################################################
##Navigate to your 'Positional Row' on the Game's Item Table; Default ASM##
###########################################################################

add r23, r4, r3 #Default ASM; Add contents of item table first halfword location and r3, this will put you on the halfword location for green shell for whatever position you are in when you grab a box. Result is stored in r23.

#######################
##Set Your Item Value##
#######################

li r12, 0xWW #Load user's desired item value (WW)

##############################################################
##Find Your Item Halfword Location On Current Positional Row##
##############################################################

add r11, r23, r12 #Take item value and add it to the mem address of the location for green sheel on the current 'positional row' of the item table. You will now be at your item's exact spot on the item table based on your current position

###########################################
##Apply Max Item Probability Value (7FFF)##
###########################################

li r12, 0x7FFF #Load 0x7FFF into r12
sth r12, 0 (r11) #Store 0x7FFF value to address of r11

###################################
##Dont_execute label; Default ASM##
###################################

dont_execute:
cmpwi r0, 0 

#

################
##END ASSEMBLY##
################



Source (4th ASM; restore latest revision of Game's Table. Code de-activated.):
####################
###START ASSEMBLY###
####################

#

#############################
##Loop Store Address Config##
#############################

addi r11, r4, -0x2 #Add -0x2 to mem location of r4, store result into r11. The mem location on r11 will be exactly -0x2 away from the very first halfword for the item table which is the halfword for 1st place Green Shell probability

####################################
##Item Table Mem 81 Address Config##
####################################

lis r12, 0x8165 #Set 1st half address from where the current item table will be restored

###############################
##Count Register (CTR) Config##
###############################

li r23, 0xE4 #Load E4 in r17, there are a total of E4 halfwords for the entire item probability table
mtctr r23 #Copy r23's value to the PowerPC dedicated count register

###################
##De_crement Loop##
###################

de_crement:
lhzu r23, 0x0002 (r12) #First, load the first halfword of the backed up item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the backed up table
sthu r23, 0x0002 (r11) #First, store the current halfword backed up item probability value to the halfword value location of the current edited table. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
bdnz+ de_crement #Subtract 1 from the CTR every time this loop is done. If the CTR is not equal to zero, jump back to beginning of de_crement loop

###############
##Default ASM##
###############

cmpwi r0, 0 #Default ASM

#########################################
##Notes about using r23 w/o restoration##
#########################################

##The default ASM writes to r23 after this whole code is executed, so it is safe for use w/o restoration##

#

##################
###END ASSEMBLY###
##################



Code creator: Vega
Code credits: XeR (address founder of 2nd, 3rd and 4th ASMs)

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  Mario Kart Wii Symbol Map [Incomplete]
Posted by: Star - 10-22-2018, 07:34 PM - Forum: Resources and References - Replies (18)

Please find the symbol map at the following web address:
https://docs.google.com/spreadsheets/d/1...1562158736

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  Game Region Spoofer [Star]
Posted by: Star - 10-20-2018, 09:02 PM - Forum: Online Non-Item - Replies (1)

Game Region Spoofer [Star]

This code will spoof the game region sent to the server on login.

(NTSC-U)
C20EE11C 00000002
3C600100 3980RRRR
B1850000 00000000

(PAL)
C20EE1BC 00000002
3C600100 3980RRRR
B1850000 00000000

(NTSC-J)
C20EE0DC 00000002
3C600100 3980RRRR
B1850000 00000000

(NTSC-K)
C20EE234 00000002
3C600100 3980RRRR
B1850000 00000000

[RRRR Values]
Convert ASCII to Hex
2D39 = -9
3030 = 00
3939 = 99

Notes:
- If you fancy having a 16 bit value as your login region, I would recommend Atlas's version of the code: http://mkwii.com/showthread.php?tid=127 .

Code Creator: Star

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  Equal Item Probability [Vega]
Posted by: Vega - 10-15-2018, 04:34 PM - Forum: Online; Item - No Replies

Equal Item Probability [Vega]

Works everywhere. When using offline, CPUs are also effected.

This code will make all Item Probabilities exactly equal. Thus creating a Random Item code. It works for all items, any position, in any size room. This code is modifying your item probability table after it is calculated from itemslot.bin and the in-race room size.

Please note that this code is slightly different than Star's Random Item From Item Box code located HERE.

If you want a Random Item code that follows all game rules, use this code. If you want something that is more Random, use Star's code. Star's code is more Random due to the fact that this code only effects probabilities before the game does checks on what items are being used/held before determining what item you will receive from the Item Box. Also, Star's code causes more chaotic/fun races.

NTSC-U
047AC198 38A0000A

PAL
047BABF8 38A0000A

NTSC-J
047BA264 38A0000A

NTSC-K
047A8FB8 38A0000A

Code creator: Vega

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  Apply Any Position's Item Probability Values [Vega]
Posted by: Vega - 10-08-2018, 05:41 PM - Forum: Online; Item - No Replies

Apply Any Position's Item Probability Values [Vega]

This code will allow you to run any positional item probability values as your own regardless of what your actual position in the game is. There is one setback with this code... For example: If you set the code for 11th place items and there's only 8 players in room, then the code will not function correctly and you will get item value 0x14 non-stop. The position in room must be a valid one. To view the item probabilities for each room size of Online VS, view this page - http://mkwii.com/item/ (credits to XeR)

NTSC-U
047ACBC0 38600XXX

PAL
047BB620 38600XXX

NTSC-J
047BAC8C 38600XXX

NTSC-K
047A99E0 38600XXX

XXX Values:
1st Place Items = 000
2nd Place Items = 026
3rd Place Items = 04C
4th Place Items = 072
5th Place Items = 098
6th Place Items = 0BE
7th Place Items = 0E4
8th Place Items = 10A
9th Place Items = 130
10th Place Items = 156
11th Place Items = 17C
12th Place Items = 1A2

Code creator: Vega
Code credits: XeR (subroutine founder)

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  Selective Item Max Probability [Vega]
Posted by: Vega - 09-30-2018, 01:09 AM - Forum: Incomplete & Outdated Codes - No Replies

Selective Item Max Probability [Vega]

This code will increase the odds of you getting your desired item to 100%. This doesn't guarantee your item, but if the item is available, you will get it.

The only 'flaw' in this particular code is that you can get an available item in an illegitimate position. If you are looking for a "Perfect" version of this, go to this thread - https://mkwii.com/showthread.php?tid=928

How the code works~
When you hit a box, your item probability table is modified for your desired item to it's highest possible value the game allows.

NTSC-U
C27ACB64 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27ACBC4 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27ACBC8 00000004
7EE41A14 398000WW
7D776214 39807FFF
B18B0000 2C000000
60000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27ACBC8 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

PAL
C27BB5C4 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27BB624 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27BB628 00000004
7EE41A14 398000WW
7D776214 39807FFF
B18B0000 2C000000
60000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27BB628 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

NTSC-J
C27BAC30 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27BAC90 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27BAC94 00000004
7EE41A14 398000WW
7D776214 39807FFF
B18B0000 2C000000
60000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27BAC94 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

NTSC-K
C27A9984 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27A99E4 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2833XXXX YYYYZZZZ
C27A99E8 00000004
7EE41A14 398000WW
7D776214 39807FFF
B18B0000 2C000000
60000000 00000000
E0000000 00000000
2833XXXX YYYYZZZZ
C27A99E8 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

WW 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



List of ASM Sources:
Source (1st ASM; re-backup Game's Item Table if In-Race Room Size decreases during Race):
##################
##START ASSEMBLY##
##################

#

###############################
##Loop Loading Address Config##
###############################

addi r3, r8, -0x0002 #Do a minus -0x2 on the mem location of r8 and store it in r3. this mem location is exactly -0x2 away from the very first halfword for the item probability table which is the halfword for 1st place Green Shell probability

####################################
##Item Table Mem 81 Address Config##
####################################

lis r4, 0x8165 #Set 1st half address for where the overwritten table will be stored if room size ever decreases during race

#########################################
##Subic. Loop Countdown Register Config##
#########################################

li r11, 0xE4 #Load E4 in r11, there are a total of E4 halfwords for the entire item probability table

###################
##De_crement Loop##
###################

de_crement:
lhzu r12, 0x0002 (r3) #First, load the first halfword of the item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the table
sthu r12, 0x0002 (r4) #First, store the current halfword item probability value to mem location 0x81650002. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
subic. r11, r11, 1 #Subtract one from r11 every time this ASM is done. Thus this will cause exactly E4 amount of halfwords to be loaded and stored
bne+ de_crement #If r11 does NOT equal 0, jump backwards to lhzu and repeat. If r11 does equal 0, continue down to next ASM

###############
##Default ASM##
###############

mr r3, r31 #Default ASM

#####################################################
##Notes About Using Registers 3 & 4 w/o Restoration##
#####################################################

##In the default ASM, r3 gets written to after this entire code is executed, so it is safe for use##
##The next function at the following address, r4 gets written with the variables of r31 and integer 24##

#

##################
###END ASSEMBLY###
##################



Source (2nd ASM; backup Game's entire Item Table. Please note that if in-race room size decreases before you grab first box, that it is not an issue. As this ASM will be executed after the 1st ASM):
##################
##START ASSEMBLY##
##################

#

###############
##Default ASM##
###############

lwz r4, 0x0004 (r5) #Default ASM


######################
##Load Status Number##
######################

lis r12, 0x8164 #Set up first half address for where the status check number will be read/stored
lwz r12, 0 (r12) #Load the status check number from mem location 0x81640000. If the ASM is being executed for the very first time of race, this number will always be 0, thus the first/original version of the item table for that race room size for the exact time when you pick up your first box

##############################
##Status Number Verification##
##############################

cmpwi r12, 0x0 #Compare status check number value to 0
bne+ dont_backuptable #If NOT equal to 0, skip entire code, don't backup first/original item table

############################
##Loop Load Address Config##
############################

addi r12, r4, -0x0002 #Add -0x2 to mem location of r4, store result into r15. The mem location on r15 will be exactly -0x2 away from the very first halfword for the item table which is the halfword for 1st place Green Shell probability

##############
##CTR Config##
##############

li r11, 0xE4 #Load E4 in r11, there are a total of E4 halfwords for the entire item probability table
mtctr r11 #Copy the value of r11 to the CTR

####################################
##Item Table Mem 81 Address Config##
####################################

lis r11, 0x8165 #Set 1st half address for where the first/original table will be stored (this will be whatever the table is configured as when you pick up your first box)

###################
##De_crement Loop##
###################

de_crement:
lhzu r23, 0x0002 (r12) #First, load the first halfword of the game's item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the table
sthu r23, 0x0002 (r11) #First, store the current halfword item probability value to mem location 0x81650002. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
bdnz+ de_crement #If CTR is not 0, branch back to the start of the loop and repeat

#############################
##Status Number Application##
#############################

lis r12, 0x8164 #Set up first half address for where the status check number will be read/stored
li r11, 0x1 #Now that first/original table is stored. We don't want this code to execute again for the rest of the race. Load 1 into r11 for new status check number
stw r11, 0 (r12) #Store status check number of 1 (don't execute again for rest of race) to mem location 0x81640000. Pls note that Mem 81 is reset by the game every race (cleared), no need for a deactivator for this ASM

dont_backuptable:

########################################
##Note about using r23 w/o restoration##
########################################

##r23 gets written to at a later address with the function add r23, r4, r3##
##Therefore, it is safe to use freely##

#

##################
###END ASSEMBLY###
##################



Source (3rd ASM, Max Out Desired Item's Probability. Code activated.):
##################
##START ASSEMBLY##
##################

#

##############################################################
##Navigate to your 'Positional Row' on the Game's Item Table##
##############################################################

add r23, r4, r3 #Add contents of item table first halfword location and r3, this will put you on the halfword location for green shell for whatever position you are in when you grab a box. Result is stored in r23.

#######################
##Set Your Item Value##
#######################

li r12, 0xWW #Load user's desired item value (WW)

##############################################################
##Find Your Item Halfword Location On Current Positional Row##
##############################################################

add r11, r23, r12 #Take item value and add it to the mem address of the location for green sheel on the current 'positional row' of the item table. You will now be at your item's exact spot on the item table based on your current position

###########################################
##Apply Max Item Probability Value (7FFF)##
###########################################

li r12, 0x7FFF #Load 0x7FFF into r12
sth r12, 0 (r11) #Store 0x7FFF value to address of r11

###############
##Default ASM##
###############

cmpwi r0, 0

#

################
##END ASSEMBLY##
################



Source (4th ASM; restore latest revision of Game's Table. Code de-activated.):
####################
###START ASSEMBLY###
####################

#

#############################
##Loop Store Address Config##
#############################

addi r11, r4, -0x2 #Add -0x2 to mem location of r4, store result into r11. The mem location on r11 will be exactly -0x2 away from the very first halfword for the item table which is the halfword for 1st place Green Shell probability

####################################
##Item Table Mem 81 Address Config##
####################################

lis r12, 0x8165 #Set 1st half address from where the current item table will be restored

###############################
##Count Register (CTR) Config##
###############################

li r23, 0xE4 #Load E4 in r17, there are a total of E4 halfwords for the entire item probability table
mtctr r23 #Copy r23's value to the PowerPC dedicated count register

###################
##De_crement Loop##
###################

de_crement:
lhzu r23, 0x0002 (r12) #First, load the first halfword of the backed up item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the backed up table
sthu r23, 0x0002 (r11) #First, store the current halfword backed up item probability value to the halfword value location of the current edited table. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
bdnz+ de_crement #Subtract 1 from the CTR every time this loop is done. If the CTR is not equal to zero, jump back to beginning of de_crement loop

###############
##Default ASM##
###############

cmpwi r0, 0 #Default ASM

#########################################
##Notes about using r23 w/o restoration##
#########################################

##The default ASM writes to r23 after this whole code is executed, so it is safe for use w/o restoration##

#

##################
###END ASSEMBLY###
##################



Code creator: Vega
Code credits: XeR (address founder of 2nd, 3rd and 4th ASMs)

Print this item

  Graphical Speedometer [Star]
Posted by: Star - 09-29-2018, 09:32 PM - Forum: Time Trials & Battle - Replies (2)

Graphical Speedometer [Star]

This code will display a graphical speedometer at the bottom right of the screen during a race.

(NTSC-U)
68200091 00000001
9421FF80 BC610008
7D6802A6 91610084
480002FD 00000000
00000000 183C3C18
18001800 66662400
00000000 6C6CFE6C
FE6C6C00 183E603C
067C1800 00C6CC18
3066C600 386C3876
DCCC7600 18183000
00000000 0C183030
30180C00 30180C0C
0C183000 00663CFF
3C660000 0018187E
18180000 00000000
00181830 0000007E
00000000 00000000
00181800 060C1830
60C08000 386CC6D6
C66C3800 18381818
18187E00 7CC6061C
3066FE00 7CC6063C
06C67C00 1C3C6CCC
FE0C1E00 FEC0C0FC
06C67C00 3860C0FC
C6C67C00 FEC60C18
30303000 7CC6C67C
C6C67C00 7CC6C67E
060C7800 00181800
00181800 00181800
00181830 060C1830
180C0600 00007E00
007E0000 6030180C
18306000 7CC60C18
18001800 7CC6DEDE
DEC07800 386CC6FE
C6C6C600 FC66667C
6666FC00 3C66C0C0
C0663C00 F86C6666
666CF800 FE626878
6862FE00 FE626878
6860F000 3C66C0C0
CE663A00 C6C6C6FE
C6C6C600 3C181818
18183C00 1E0C0C0C
CCCC7800 E6666C78
6C66E600 F0606060
6266FE00 C6EEFEFE
D6C6C600 C6E6F6DE
CEC6C600 7CC6C6C6
C6C67C00 FC66667C
6060F000 7CC6C6C6
C6CE7C0E FC66667C
6C66E600 3C663018
0C663C00 7E7E5A18
18183C00 C6C6C6C6
C6C67C00 C6C6C6C6
C66C3800 C6C6C6D6
D6FE6C00 C6C66C38
6CC6C600 6666663C
18183C00 FEC68C18
3266FE00 3C303030
30303C00 C0603018
0C060200 3C0C0C0C
0C0C3C00 10386CC6
00000000 00000000
000000FF 30180C00
00000000 0000780C
7CCC7600 E0607C66
6666DC00 00007CC6
C0C67C00 1C0C7CCC
CCCC7600 00007CC6
FEC07C00 3C6660F8
6060F000 000076CC
CC7C0CF8 E0606C76
6666E600 18003818
18183C00 06000606
0666663C E060666C
786CE600 38181818
18183C00 0000ECFE
D6D6D600 0000DC66
66666600 00007CC6
C6C67C00 0000DC66
667C60F0 000076CC
CC7C0C1E 0000DC76
6060F000 00007EC0
7C06FC00 3030FC30
30361C00 0000CCCC
CCCC7600 0000C6C6
C66C3800 0000C6D6
D6FE6C00 0000C66C
386CC600 0000C6C6
C67E06FC 00007E4C
18327E00 0E181870
18180E00 18181818
18181800 7018180E
18187000 76DC0000
00000000 7DC802A6
4800002D 00000000
EB80EB80 10801080
525A52F0 AC26ACAE
D210D292 74477437
29F0296E 26E42670
50CC50B6 7FE802A6
549ED5BA 7E7EF82E
549E15BA 7E9EF82E
3D80CC00 618C2000
8BEC0049 57EF2834
8BEC001D 57FF801E
A3CC001E 7FF0F378
56102834 66108000
5485563E 5486863E
7CC679D6 7FE53214
1FFF0008 7F30FA14
7F38CB78 3863FFFF
8EA30001 2C150000
418200D0 2C15000A
40820014 55FF1838
7F39FA14 7F38CB78
4BFFFFE0 2815007F
41800010 28150020
40800008 3AA00020
3AB5FFE0 56B61838
3BE00008 7FE903A6
3A400080 7EEEB0AE
7EFF9039 41820014
2C140000 41820024
92980000 48000014
2C130000 41820014
92780000 48000004
7C00C06C 7C0004AC
3B180004 5652F87E
28120000 41A1FFC4
3B18FFE0 7F187A14
3AD60001 4220FFAC
1FEF0008 7F1FC050
3B180020 1FEF0008
7FD0C050 7FBEFBD6
7FBDF9D6 7FBDF050
7C1D7840 40820010
55FF1838 7F39FA14
7F38CB78 4BFFFF2C
81610084 7D6803A6
B8610008 38210080
4E800020 592E532E
C27E4C9C 00000013
9421FF60 D8210084
3DE0809C 81EFD110
81EF0020 5413103A
7DEF982E 81EF0010
81EF0010 807FEE20
C02F0024 FC200A10
90010008 BC41000C
3861008C 48000011
25332E30 66206B6D
2F680000 7C8802A6
4CC63242 3D808001
618C0ECC 7D8903A6
4E800421 3861008C
3C801C1B 60840201
3D808000 818C1850
7D8903A6 4E800421
C8210084 B841000C
80010008 382100A0
60000000 00000000

(PAL)
68200091 00000001
9421FF80 BC610008
7D6802A6 91610084
480002FD 00000000
00000000 183C3C18
18001800 66662400
00000000 6C6CFE6C
FE6C6C00 183E603C
067C1800 00C6CC18
3066C600 386C3876
DCCC7600 18183000
00000000 0C183030
30180C00 30180C0C
0C183000 00663CFF
3C660000 0018187E
18180000 00000000
00181830 0000007E
00000000 00000000
00181800 060C1830
60C08000 386CC6D6
C66C3800 18381818
18187E00 7CC6061C
3066FE00 7CC6063C
06C67C00 1C3C6CCC
FE0C1E00 FEC0C0FC
06C67C00 3860C0FC
C6C67C00 FEC60C18
30303000 7CC6C67C
C6C67C00 7CC6C67E
060C7800 00181800
00181800 00181800
00181830 060C1830
180C0600 00007E00
007E0000 6030180C
18306000 7CC60C18
18001800 7CC6DEDE
DEC07800 386CC6FE
C6C6C600 FC66667C
6666FC00 3C66C0C0
C0663C00 F86C6666
666CF800 FE626878
6862FE00 FE626878
6860F000 3C66C0C0
CE663A00 C6C6C6FE
C6C6C600 3C181818
18183C00 1E0C0C0C
CCCC7800 E6666C78
6C66E600 F0606060
6266FE00 C6EEFEFE
D6C6C600 C6E6F6DE
CEC6C600 7CC6C6C6
C6C67C00 FC66667C
6060F000 7CC6C6C6
C6CE7C0E FC66667C
6C66E600 3C663018
0C663C00 7E7E5A18
18183C00 C6C6C6C6
C6C67C00 C6C6C6C6
C66C3800 C6C6C6D6
D6FE6C00 C6C66C38
6CC6C600 6666663C
18183C00 FEC68C18
3266FE00 3C303030
30303C00 C0603018
0C060200 3C0C0C0C
0C0C3C00 10386CC6
00000000 00000000
000000FF 30180C00
00000000 0000780C
7CCC7600 E0607C66
6666DC00 00007CC6
C0C67C00 1C0C7CCC
CCCC7600 00007CC6
FEC07C00 3C6660F8
6060F000 000076CC
CC7C0CF8 E0606C76
6666E600 18003818
18183C00 06000606
0666663C E060666C
786CE600 38181818
18183C00 0000ECFE
D6D6D600 0000DC66
66666600 00007CC6
C6C67C00 0000DC66
667C60F0 000076CC
CC7C0C1E 0000DC76
6060F000 00007EC0
7C06FC00 3030FC30
30361C00 0000CCCC
CCCC7600 0000C6C6
C66C3800 0000C6D6
D6FE6C00 0000C66C
386CC600 0000C6C6
C67E06FC 00007E4C
18327E00 0E181870
18180E00 18181818
18181800 7018180E
18187000 76DC0000
00000000 7DC802A6
4800002D 00000000
EB80EB80 10801080
525A52F0 AC26ACAE
D210D292 74477437
29F0296E 26E42670
50CC50B6 7FE802A6
549ED5BA 7E7EF82E
549E15BA 7E9EF82E
3D80CC00 618C2000
8BEC0049 57EF2834
8BEC001D 57FF801E
A3CC001E 7FF0F378
56102834 66108000
5485563E 5486863E
7CC679D6 7FE53214
1FFF0008 7F30FA14
7F38CB78 3863FFFF
8EA30001 2C150000
418200D0 2C15000A
40820014 55FF1838
7F39FA14 7F38CB78
4BFFFFE0 2815007F
41800010 28150020
40800008 3AA00020
3AB5FFE0 56B61838
3BE00008 7FE903A6
3A400080 7EEEB0AE
7EFF9039 41820014
2C140000 41820024
92980000 48000014
2C130000 41820014
92780000 48000004
7C00C06C 7C0004AC
3B180004 5652F87E
28120000 41A1FFC4
3B18FFE0 7F187A14
3AD60001 4220FFAC
1FEF0008 7F1FC050
3B180020 1FEF0008
7FD0C050 7FBEFBD6
7FBDF9D6 7FBDF050
7C1D7840 40820010
55FF1838 7F39FA14
7F38CB78 4BFFFF2C
81610084 7D6803A6
B8610008 38210080
4E800020 592E532E
C27EEFAC 00000013
9421FF60 D8210084
3DE0809C 81EF18F8
81EF0020 5413103A
7DEF982E 81EF0010
81EF0010 807F3618
C02F0024 FC200A10
90010008 BC41000C
3861008C 48000011
25332E30 66206B6D
2F680000 7C8802A6
4CC63242 3D808001
618C1A2C 7D8903A6
4E800421 3861008C
3C801C1B 60840201
3D808000 818C1850
7D8903A6 4E800421
C8210084 B841000C
80010008 382100A0
60000000 00000000

(NTSC-J)
68200091 00000001
9421FF80 BC610008
7D6802A6 91610084
480002FD 00000000
00000000 183C3C18
18001800 66662400
00000000 6C6CFE6C
FE6C6C00 183E603C
067C1800 00C6CC18
3066C600 386C3876
DCCC7600 18183000
00000000 0C183030
30180C00 30180C0C
0C183000 00663CFF
3C660000 0018187E
18180000 00000000
00181830 0000007E
00000000 00000000
00181800 060C1830
60C08000 386CC6D6
C66C3800 18381818
18187E00 7CC6061C
3066FE00 7CC6063C
06C67C00 1C3C6CCC
FE0C1E00 FEC0C0FC
06C67C00 3860C0FC
C6C67C00 FEC60C18
30303000 7CC6C67C
C6C67C00 7CC6C67E
060C7800 00181800
00181800 00181800
00181830 060C1830
180C0600 00007E00
007E0000 6030180C
18306000 7CC60C18
18001800 7CC6DEDE
DEC07800 386CC6FE
C6C6C600 FC66667C
6666FC00 3C66C0C0
C0663C00 F86C6666
666CF800 FE626878
6862FE00 FE626878
6860F000 3C66C0C0
CE663A00 C6C6C6FE
C6C6C600 3C181818
18183C00 1E0C0C0C
CCCC7800 E6666C78
6C66E600 F0606060
6266FE00 C6EEFEFE
D6C6C600 C6E6F6DE
CEC6C600 7CC6C6C6
C6C67C00 FC66667C
6060F000 7CC6C6C6
C6CE7C0E FC66667C
6C66E600 3C663018
0C663C00 7E7E5A18
18183C00 C6C6C6C6
C6C67C00 C6C6C6C6
C66C3800 C6C6C6D6
D6FE6C00 C6C66C38
6CC6C600 6666663C
18183C00 FEC68C18
3266FE00 3C303030
30303C00 C0603018
0C060200 3C0C0C0C
0C0C3C00 10386CC6
00000000 00000000
000000FF 30180C00
00000000 0000780C
7CCC7600 E0607C66
6666DC00 00007CC6
C0C67C00 1C0C7CCC
CCCC7600 00007CC6
FEC07C00 3C6660F8
6060F000 000076CC
CC7C0CF8 E0606C76
6666E600 18003818
18183C00 06000606
0666663C E060666C
786CE600 38181818
18183C00 0000ECFE
D6D6D600 0000DC66
66666600 00007CC6
C6C67C00 0000DC66
667C60F0 000076CC
CC7C0C1E 0000DC76
6060F000 00007EC0
7C06FC00 3030FC30
30361C00 0000CCCC
CCCC7600 0000C6C6
C66C3800 0000C6D6
D6FE6C00 0000C66C
386CC600 0000C6C6
C67E06FC 00007E4C
18327E00 0E181870
18180E00 18181818
18181800 7018180E
18187000 76DC0000
00000000 7DC802A6
4800002D 00000000
EB80EB80 10801080
525A52F0 AC26ACAE
D210D292 74477437
29F0296E 26E42670
50CC50B6 7FE802A6
549ED5BA 7E7EF82E
549E15BA 7E9EF82E
3D80CC00 618C2000
8BEC0049 57EF2834
8BEC001D 57FF801E
A3CC001E 7FF0F378
56102834 66108000
5485563E 5486863E
7CC679D6 7FE53214
1FFF0008 7F30FA14
7F38CB78 3863FFFF
8EA30001 2C150000
418200D0 2C15000A
40820014 55FF1838
7F39FA14 7F38CB78
4BFFFFE0 2815007F
41800010 28150020
40800008 3AA00020
3AB5FFE0 56B61838
3BE00008 7FE903A6
3A400080 7EEEB0AE
7EFF9039 41820014
2C140000 41820024
92980000 48000014
2C130000 41820014
92780000 48000004
7C00C06C 7C0004AC
3B180004 5652F87E
28120000 41A1FFC4
3B18FFE0 7F187A14
3AD60001 4220FFAC
1FEF0008 7F1FC050
3B180020 1FEF0008
7FD0C050 7FBEFBD6
7FBDF9D6 7FBDF050
7C1D7840 40820010
55FF1838 7F39FA14
7F38CB78 4BFFFF2C
81610084 7D6803A6
B8610008 38210080
4E800020 592E532E
C27EE618 00000013
9421FF60 D8210084
3DE0809C 81EF0958
81EF0020 5413103A
7DEF982E 81EF0010
81EF0010 807F2678
C02F0024 FC200A10
90010008 BC41000C
3861008C 48000011
25332E30 66206B6D
2F680000 7C8802A6
4CC63242 3D808001
618C1950 7D8903A6
4E800421 3861008C
3C801C1B 60840201
3D808000 818C1850
7D8903A6 4E800421
C8210084 B841000C
80010008 382100A0
60000000 00000000

(NTSC-K)
68200091 00000001
9421FF80 BC610008
7D6802A6 91610084
480002FD 00000000
00000000 183C3C18
18001800 66662400
00000000 6C6CFE6C
FE6C6C00 183E603C
067C1800 00C6CC18
3066C600 386C3876
DCCC7600 18183000
00000000 0C183030
30180C00 30180C0C
0C183000 00663CFF
3C660000 0018187E
18180000 00000000
00181830 0000007E
00000000 00000000
00181800 060C1830
60C08000 386CC6D6
C66C3800 18381818
18187E00 7CC6061C
3066FE00 7CC6063C
06C67C00 1C3C6CCC
FE0C1E00 FEC0C0FC
06C67C00 3860C0FC
C6C67C00 FEC60C18
30303000 7CC6C67C
C6C67C00 7CC6C67E
060C7800 00181800
00181800 00181800
00181830 060C1830
180C0600 00007E00
007E0000 6030180C
18306000 7CC60C18
18001800 7CC6DEDE
DEC07800 386CC6FE
C6C6C600 FC66667C
6666FC00 3C66C0C0
C0663C00 F86C6666
666CF800 FE626878
6862FE00 FE626878
6860F000 3C66C0C0
CE663A00 C6C6C6FE
C6C6C600 3C181818
18183C00 1E0C0C0C
CCCC7800 E6666C78
6C66E600 F0606060
6266FE00 C6EEFEFE
D6C6C600 C6E6F6DE
CEC6C600 7CC6C6C6
C6C67C00 FC66667C
6060F000 7CC6C6C6
C6CE7C0E FC66667C
6C66E600 3C663018
0C663C00 7E7E5A18
18183C00 C6C6C6C6
C6C67C00 C6C6C6C6
C66C3800 C6C6C6D6
D6FE6C00 C6C66C38
6CC6C600 6666663C
18183C00 FEC68C18
3266FE00 3C303030
30303C00 C0603018
0C060200 3C0C0C0C
0C0C3C00 10386CC6
00000000 00000000
000000FF 30180C00
00000000 0000780C
7CCC7600 E0607C66
6666DC00 00007CC6
C0C67C00 1C0C7CCC
CCCC7600 00007CC6
FEC07C00 3C6660F8
6060F000 000076CC
CC7C0CF8 E0606C76
6666E600 18003818
18183C00 06000606
0666663C E060666C
786CE600 38181818
18183C00 0000ECFE
D6D6D600 0000DC66
66666600 00007CC6
C6C67C00 0000DC66
667C60F0 000076CC
CC7C0C1E 0000DC76
6060F000 00007EC0
7C06FC00 3030FC30
30361C00 0000CCCC
CCCC7600 0000C6C6
C66C3800 0000C6D6
D6FE6C00 0000C66C
386CC600 0000C6C6
C67E06FC 00007E4C
18327E00 0E181870
18180E00 18181818
18181800 7018180E
18187000 76DC0000
00000000 7DC802A6
4800002D 00000000
EB80EB80 10801080
525A52F0 AC26ACAE
D210D292 74477437
29F0296E 26E42670
50CC50B6 7FE802A6
549ED5BA 7E7EF82E
549E15BA 7E9EF82E
3D80CC00 618C2000
8BEC0049 57EF2834
8BEC001D 57FF801E
A3CC001E 7FF0F378
56102834 66108000
5485563E 5486863E
7CC679D6 7FE53214
1FFF0008 7F30FA14
7F38CB78 3863FFFF
8EA30001 2C150000
418200D0 2C15000A
40820014 55FF1838
7F39FA14 7F38CB78
4BFFFFE0 2815007F
41800010 28150020
40800008 3AA00020
3AB5FFE0 56B61838
3BE00008 7FE903A6
3A400080 7EEEB0AE
7EFF9039 41820014
2C140000 41820024
92980000 48000014
2C130000 41820014
92780000 48000004
7C00C06C 7C0004AC
3B180004 5652F87E
28120000 41A1FFC4
3B18FFE0 7F187A14
3AD60001 4220FFAC
1FEF0008 7F1FC050
3B180020 1FEF0008
7FD0C050 7FBEFBD6
7FBDF9D6 7FBDF050
7C1D7840 40820010
55FF1838 7F39FA14
7F38CB78 4BFFFF2C
81610084 7D6803A6
B8610008 38210080
4E800020 592E532E
C27DD36C 00000013
9421FF60 D8210084
3DE0809B 81EFFF38
81EF0020 5413103A
7DEF982E 81EF0010
81EF0010 807F1C58
C02F0024 FC200A10
90010008 BC41000C
3861008C 48000011
25332E30 66206B6D
2F680000 7C8802A6
4CC63242 3D808001
618C1A94 7D8903A6
4E800421 3861008C
3C801C1B 60840201
3D808000 818C1850
7D8903A6 4E800421
C8210084 B841000C
80010008 382100A0
60000000 00000000

Notes:
- This code is designed for standard (4:3) ratio and interlace scan.

Code Creator: Star
Code Credits: Y.S., Chadderz, mdmwii

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  Anti Trailed Item Spy [Vega]
Posted by: Vega - 09-28-2018, 06:09 PM - Forum: Online; Item - No Replies

Anti Trailed Item Spy [Vega]

This code will send false information about the item you are trailing to other players.

NTSC-U
0465FC84 3B8000XX

PAL
0465EFFC 3B8000XX

NTSC-J
0465E668 3B8000XX

NTSC-K
0464D314 3B8000XX

XX Values
00 = Green Shell
01 = Red Shell
02 = Banana
03 = Fake Item Box
04 = Mushroom
05 = Triple Mushroom
06 = Bob-omb
07 = Blue Shell
08 = Lightning
09 = Star
0A = Golden Mushroom
0B = Mega Mushroom
0C = Blooper
0D = POW Block
0E = Thunder Cloud
0F = Bullet Bill
10 = Triple Green Shells
11 = Triple Red Shells
12 = Triple Bananas
14 = No Item

Code creator: Vega

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  Remove Mushroom Bug [Vega]
Posted by: Vega - 09-28-2018, 05:46 PM - Forum: Online; Item - Replies (2)

Remove Mushroom Bug [Vega]

The mushroom bug is a 'feature' implemented in the game to give you a mushroom for your 16th item, 18th, and 20th plus beyond regardless of your position when picking up an item box. This code removes that 'feature'.

NTSC-U
007AB617 00000000

PAL
007BA077 00000000

NTSC-J
007B96E3 00000000

NTSC-K
007A8437 00000000

Code creator: Vega

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  About Me
Posted by: 420 Matt - 09-24-2018, 08:51 PM - Forum: Introductions - Replies (2)

Greetings fellow comrades! I am 420 Matt. I have hacked MKWii for a very long time. Probably the first ever MKWii hack I used was back in 2011 where I used a bullet bill speed modifier by mdmwii to unlock everything before I knew of the ULU code. Another name I went by back when MKWii hacking was golden (2012-2014) was Matt224. I was very much involved in the MKWii community with various clans such as 4DR and WWT. (WWT was a clan I believe that was branched off of BF when some members were rebelling against one of their leaders in which I hated back then with a flaming passion) Due to unfortunate circumstances of cyberbullying, trolling, etc. I have quit the community several times, but then joined back since I had struggled to find something else to do to make me happy. I could go on and on, but that isn't necessary for this thread. Now I mainly play online on Wiimmfi, Altwfc, and now this site's server. I also am very much into the Smash Bros. and Fire Emblem game series. With all that being said, I am happy to be here as a member of mkwii.org!  Big Grin

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