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  Item Stalking [Bully]
Posted by: Vega - 05-19-2018, 03:42 PM - Forum: Online; Item - No Replies

Item Stalking [Bully]

With this code you 'stalk' the most recently used item (such as blues, shells, naners, fibs). Doesn't apply to items like Stars, POWs, etc. A fun way to use this code is to also have Infinite Blue Shells equipped, launch the Blue from last place, and then activate Item Stalking.

Code is setup to where button(s) to activate code is the same to deactivate.

NTSC-U
2834XXXX YYYYZZZZ
C2796804 00000008
C05D0044 C2BD0048
C2DD004C 3D808000
D04C1680 D2AC1684
D2CC1688 3D6043F0
916C168C C2EC168C
818C1690 EEB5B82A
D04C0000 D2AC0004
D2CC0008 00000000
C250C930 00000003
2C1w0000 4082000C
3D808000 908C1690
EC411028 00000000
CC000000 00000000
04796804 C05D0044
0450C930 EC411028
E0000000 80008000

PAL
2834XXXX YYYYZZZZ
C279F810 00000008
C05D0044 C2BD0048
C2DD004C 3D808000
D04C1680 D2AC1684
D2CC1688 3D6043F0
916C168C C2EC168C
818C1690 EEB5B82A
D04C0000 D2AC0004
D2CC0008 00000000
C2510DA4 00000003
2C1w0000 4082000C
3D808000 908C1690
EC411028 00000000
CC000000 00000000
0479F810 C05D0044
04510DA4 EC411028
E0000000 80008000

NTSC-J
2834XXXX YYYYZZZZ
C279EE7C 00000008
C05D0044 C2BD0048
C2DD004C 3D808000
D04C1680 D2AC1684
D2CC1688 3D6043F0
916C168C C2EC168C
818C1690 EEB5B82A
D04C0000 D2AC0004
D2CC0008 00000000
C2510724 00000003
2C1w0000 4082000C
3D808000 908C1690
EC411028 00000000
CC000000 00000000
0479EE7C C05D0044
04510724 EC411028
E0000000 80008000

NTSC-K
2833XXXX YYYYZZZZ
C278DBD0 00000008
C05D0044 C2BD0048
C2DD004C 3D808000
D04C1680 D2AC1684
D2CC1688 3D6043F0
916C168C C2EC168C
818C1690 EEB5B82A
D04C0000 D2AC0004
D2CC0008 00000000
C24FEDC4 00000003
2C1w0000 4082000C
3D808000 908C1690
EC411028 00000000
CC000000 00000000
0478DBD0 C05D0044
044FEDC4 EC411028
E0000000 80008000

w Values:
8 = Offline
B = Online

Code creator: Bully

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  Item Warning Offline [Bully]
Posted by: Vega - 05-19-2018, 12:57 AM - Forum: Offline; Item - Replies (8)

Item Warning Offline [Bully]

Works Offline only.

With this code you can choose a desired character animation to execute on screen when a desired item is in play.

NTSC-U
C278EEF8 00000003
801D008C 1D9B0004
3D8C8150 900C0000
60000000 00000000
C27BE87C 00000006
A01F00F6 3D80814F
618CFFFC 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000

PAL
C2797F04 00000003
801D008C 1D9B0004
3D8C8150 900C0000
60000000 00000000
C27CD2DC 00000006
A01F00F6 3D80814F
618CFFFC 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000

NTSC-J
C2797570 00000003
801D008C 1D9B0004
3D8C8150 900C0000
60000000 00000000
C27CC948 00000006
A01F00F6 3D80814F
618CFFFC 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000

NTSC-K
C27862C4 00000003
801D008C 1D9B0004
3D8C8150 900C0000
60000000 00000000
C27BB69C 00000006
A01F00F6 3D80814F
618CFFFC 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000

XX = Item to Monitor
YY = Animate to execute when Item is in Play

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 Available (Mushroom)

YY Values:
00 = Turning
01 = Boosting
02 = Drift left
03 = Drift right
04 = Wheelie
05 = Running
06 = Looking backwards
07 = Idle
08 = Win (two arms)
09 = Win (one arm)
14 = Yeah, I got him!
15 = Lose
17 = Throwing item
1A = Falling
1D = Weird sexual movement
1E = Trick

List of Sources:

1st ASM:
lwz r0, 0x8C (r29) #Default Instruction, r0 holds current Player/CPU's Held Item
mulli r12, r27, 0x4 #Multiple Player Slot value in r27 by 0x4, put result in r11
addis r12, r12, 0x8150 #Add 0x8150 to upper 16 bits of r12. The player slot will increment/separate the address by 0x4 depending on slot value
stw r0, 0x0 (r12) #Store current Player/CPU's Held Item value to address of r12

2nd ASM:
lhz r0, 0x00F6 (r31) #Default Instruction

lis r12, 0x814F #Set address (-0x4 away) in reference where item values are stored in mem81
ori r12, r12, 0xFFFC

li r11, 12 #Max room size is 12 players, max times for loop will be 12

check_item_loop:
lwzu r10, 0x4 (r12) #First, load item from slot 0, increase mem location by 0x4 per every check
cmpwi r10, 0xXX #Compare item value of current slot to monitored item value
bne+ decrement_loop

li r0, 0xYY #Item was found, set character value to replace what's in r0
sth r0, 0x00F6 (r31) #Needs to be restored into memory

decrement_loop:
subic. r11, 11, 1 #Subtract one from r10 every time check is done. Once r10 is 0, the loop will stop
bne+ check_item_loop

Code creator: Bully
Code credits: Vega (improved sources)

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  Unban Yourself From Any Wii Server (Wii Console only)
Posted by: Vega - 05-18-2018, 10:27 PM - Forum: Purgatory - Replies (8)

NOTICE: In purgatory due to no longer working on Wiimmfi and ALTWFC never bans anybody. Kept for historical purposes.
Unban Yourself From Any Wii Server (Wii Console only)

NOTE: This guide is for Wii Consoles only.
NOTE: This may or may NOT work on Wiimmfi due to their v0.2 security patches. I have heard mixed results.

Requirements:
Have HBC installed
Know how to run HBC Apps
Know how to make GCT files and run Cheat Codes



Chapter 1: IP Address

First thing's first, all servers keep track of all players' IP Addresses. Thus, it is essential that this must be changed. To see what your IP is, simply Google 'what is my IPv4?'.
Here are some methods to change your IP. Be sure to re-google 'what is my IPv4?' after trying a method. Once you have a different IP address, go to Chapter 2.

Fyi: ISP = Internet Service Provider (Google, Spectrum, Xfinity, Cox, etc)

Router/Modem/Network-Box Method

1. Reset your Internet modem (Some ISP's have a setup to where every time you reset your modem, you get a new IP)
2. Turn modem off, wait 1 hour, turn it back on.
3. Turn modem off, wait 24 hours, turn it back on.

VPN Method

Credits to Luna~

What you need-
-Nintendo Wii
-Ethernet Cable
-Wii/Wii U LAN Adapter (3rd party brands tend to not work, get a Genuine Nintendo one)
-Windows 7+ computer
The LAN Adapter is attached to one of the USB ports of the Wii/Wii U, and the Ethernet cable is connected from the LAN Adapter to your computer.
How to-
-Download the VPN of your choice, Proton VPN is recommended as it works better for the Wii, and you can choose a specific IP to use every time.
-Connect to any country of your choice.
-Enter Internet Network Settings > Change Adapter Options
-Go into your Wi-Fi properties and enable, "Allow other network users to connect through this computer's Internet connection" on your VPN ethernet option.
-On your Wii run a wired test connection and it should work.
Notes-
-Every so often Windows decides to disable  "Allow other network users to connect through this computer's Internet connection", just re-enable it and you'll be fine.
-Your internet for your Wii and PC will run slightly slower with the VPN enabled.
-The original creator of this tutorial was Dorian, credits to him, he had a YouTube video but took it down

ISP Contact Method

If the Router/Modem/Net-Box Methods won't work. You can try calling your ISP and ask for a new IP address. Chances are you will be denied or in fact, they can't do it which leads to the next method.
New Router/Modem Method
Nowadays, most ISPs set IPs to your router/modem's MAC Address. You can call your ISP and say you need a new modem. They will let you know where to trade in your current modem for a new one. This will 100% work, and you will get a new IP Address.

Mobile HotSpot Method

You can try playing using your cellphone's data as a hotspot. This doesn't waste too much data for MKWii usage. Keep in mind some Cellphone-Provider combos won't work because of double NAT.

Here is a small list of working & non-working combos:
IPhone (unlocked) with Verizon: Works
Huawei (unlocked) with TMobile: Works
Moto Z2 (locked) with Verizon: NOT WORKING
Verizon Jetpack with Verizon ofc: NOT WORKING

Mobile Hotspot w/ VPN Method

This is very complicated. This isn't as simple as just using a VPN app and setting your Hotspot on. That won't work. First you need Root access to your phone, and then you need a dedicated VPN app for Hotspotting which all those apps require Root. I can't be asked for a guide on this because it varies soooo much per phone and VPN app. You are on your own on this method.

Final NOTE:
Keep in mind that many server Mods/Admins are lazy. So if you can't change your Public IP, don't give up hope. You can still go through the rest of the guide and it may still work. It's just that the odds of you being caught again are increased heavily.



Chapter 2: Date Save(s)

This is simple. Simply delete all your MKWii Data Saves. At the Wii Main Menu, click on the Wii Logo on the Bottom Left. Click Data Management, then Wii. Find the MKWii Data Save file(s) and erase them all.



Chapter 3: DWC_Authdata

You need to change the DWC_Authdata file. First you need the WiiXplorer HBX app - https://sourceforge.net/projects/wiixplorer/download

Click on the big Green Download button. Once downloaded, unzip the package. There will be 3 files: boot.dol, icon.png, and a meta.xml. Insert your SD card into your computer. Within your apps folder, create a folder called WiiXplorer. Within the WiiXplorer folder, place the 3 files inside. Eject the SD card, insert it into the Wii, launch HBC. You will see the WiiXplorer app, launch it. Your NAND files may be listed. If not, click on the logo on the top left. A small drop down menu will appear. Choose the icon for NAND. Your NAND files are now listed.

Click on the shared2 folder. You will see a file named DWC_AUTHDATA. You will need to 'right-click' on the file.

How to 'right-click':
If using the GCN, click on the file with the Z button.
If using a WiiRemote, click on the file using the Plus button.

Once you right-clicked on the file. A small drop down menu will appear. Copy the file. Navigate back to beginning/root your SD/USB device. Right click anywhere in an open space. Paste the item to your SD/USB device. Exit the app or simply power off the Wii. Insert your SD/USB device into your computer. You will need a Hex Editor to edit the file. I recommend HxD. You can find it for free easily within minutes via a Google Search. Once you have HxD installed and running, open the DWC_AUTHDATA file.

DWC_AUTHDATA Hex digit guide:


Code:
00 00 0Z ZZ ZZ ZZ ZZ ZZ 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00


Z = Your new DWC_AUTHDATA value

Edit the Z values to something random that isn't the same as your current value. The overall Z value cannot exceed 9184E729FFF. Simply set your overall Z value to any Hex number that doesn't exceed that limit. Have common sense, don't use a number too small or too large. Also don't set your overall Z value to something silly like 22222222222.

Apply the changes. Save the file. Close your Hex Editor. A backup of the original will still exist named as DWC_AUTHDATA.bak. Delete it. Insert your SD/USB back into your Wii. Relaunch WiiXplorer.

Click the Start Icon on the bottom left. Select Settings, then Boot Settings. Click on 'NAND write access'. You will get multiple prompts/warnings, click Yes/Accept on them. 'NAND write access' will now be switched to 'ON (only this session)'

Click on the Go Back button until you are back where you started from. Go to your files listed on your SD/USB. Copy the DWC_AUTHDATA file that's on your SD/USB. Now navigate where your DWC_AUTHDATA file is in your NAND. Within any open space of the /shared2 directory, preform a right click. Choose Paste. You will be notified about the original file being replacing. Replace the file. Congratz, your new DWC_AUTHDATA file has been installed.

Exit WiiXplorer.



Chapter 4: Wii ID

You will need my Wii ID NAND Modifier Code - http://mkwii.com/showthread.php?tid=1173

Follow the instructions listed and read all the notes in the thread. Simply apply the cheat code and launch the game.



Chapter 5: Serial Number

You will need the System Settings Replace Tool HBC app. Add me on Discord (vega8365)

The Serial Number is the number that's on the sticker on your Wii. It is stored on a file called setting.txt within the NAND. Extract/unzip the download. Inside the folder should be three items (boot.dol, xml file, png file). Move that folder to the apps folder of your SD card. SD into Wii, Launch HBC. Launch the System Settings Replace Tool v2 app.“Use HW-AHBPROT" will be highlighted, Press A. App will now initiate IOS patches .Press 1 on your Wiimote to dump your current setting.txt file to your SD card. “SD Card” will be highlighted, Press A. Once setting.txt has been dumped to SD card, press Any button to continue. Now you’re back at HBC. Power off Wii, SD into computer.

You need a small exe file called SettingEditor, Add me on Discord (vega8365).

When you view your SD card on your computer you will notice that the setting.txt file is at the root of the SD. Unzip the SettingEditor download. You will see the exe file for the program within the Setting Editor program. Run the exe file. A default setting.txt will be loaded (European), click the Open button, and click the setting.txt that's on your SD card.

The 9 digit number in the Serno section is what we are concerned with, nothing else. You cannot choose any number you want, because Nintendo had specific ranges that they use.

There are tons of ranges but I chose the ones that were most common for safety reasons.

Ranges: X = Any decimal number you want
10XXXXXXX (the most common range, any user can use this)
11XXXXXXX (only use this range if your system menu is PAL)
3XXXXXXXX (only use this range if your system menu is US)
5XXXXXXXX (only use this range if your system menu is US)

Apply your new 9 digit serial number.  After changes, click Save. A window will appear allowing you to name the file to save it as. Name it to setting. The file extension type will already be set to .txt. Click Save. You will be told that the file already exists and will be asked to replace it. Click Yes. You will be asked if you want to encrypt the contents. Click YES. New setting.txt will be saved overwriting the old one. Close SettingEditor. Eject SD, SD into Wii, power on Wii, launch HBC, launch Setting Replace app.

"USE HW-AHBPROT" will be highlighted. Click A. Now click the 2 button to restore the new setting.txt to your Wii. "SD Card" will be highlighted. Click A. Once completed, press any button to exit back to HBC. Reboot your Wii.



Chapter 6: GCT File

You should already know how to make GCT files. Make a GCT file with the following code....
http://mkwii.com/showthread.php?tid=150 - MAC Address Spoofer

--
Optional:
http://mkwii.com/showthread.php?tid=840 - Client ID Spoofer

Side note about Client ID Spoofer: This code is not really needed. It may be necessary if you are a very known 'ban-bypasser' and you are very paranoid about being caught. Every person's Mii Data (when online) is stored on the mkw server via the SAKE protocol. If an admin has the proper tools, he/she can (with a lot of trouble) view a person's SAKE (Mii Data information). Thus, if that admin is viewing your Mii Data, he/she can see if your Client ID is connected to a banned MAC Address.
Keep in mind the odds of all of this are very very slim. Like I said, if you're really paranoid, then run the Client ID Spoofer as well. In the Client ID Spoofer thread there is a recommended Client ID value to use if you are not sure what value to set the code to (C2428998). The recommended value is the default value that is on the famous Mii Editor program - My Avatar Editor. Which many people use, thus many people on mkw servers have this same Client ID so it is the safest value to use for the code.
--

The MAC Address Spoofer thread will show a list of all the official Nintendo MAC Address Prefix values that can be used.
Once the GCT file has been made, add it to the codes folder of your SD card. Be 100% certain you have all the codes in the GCT applied, and that your GCT has been added to the SD card.



Chapter 7: Going Online

It's time to connect to Wifi. SD card into Wii, boot Wii, launch HBC. Use w/e preferred HBC app that you use to load your Disc/ISO.

NOTE: Always remember to set your Ocarina to ON on your USB loader, Gecko, Wii Launcher, etc. Set Hooktype to VBI. If you use Riivolution to load your cheats, you should already know that VBI hooktype on Riivolution does not work for MKWii, use GXDraw Hooktype instead. If you forget to load your GCT file (have codes/Ocarina turned on) just one time, you will get re-banned instantly. And you will have to go through this entire process all over again.

Connect to WiFi!

For Alt-WFC type servers, you should receive no error codes. For Wiimmfi server, you should see the error code 23899. If you receive an 239XX error code, you were caught then blocked and/or re-banned again.



Chapter 8: Conclusion

Well, nice job. It is a lot of work. But it is a true 100% unban. Others simply change their IP and MAC and call it good, but that usually ends up in said person being re-banned after a couple a days.



Chapter 9: Troubleshooting

If you've received EC 239XX on Wiimmfi, try a different value for the DWC_AUTHDATA file. Delete your data save. Try connecting online again.

If you still are receiving EC 239XX after that, then remove the DWC_AUTHDATA file completely. Delete your data save once again. Try connecting. If that still doesn't work, then post in the thread for help or contact me via discord (vega8365)

If deleting the file worked, the server will have a new one generated for you once you have connected online after your 7 day wait. During the time you don't have a DWC_AUTHDATA file, this may cause an error when connecting to ALTWFC, you will simply need to wait out the 7 days for your new file to be generated to fix the ALTWFC issue.



Credits:
MAC Address Spoofer Code by Mdmwii
Wii ID NAND Modifier Code by Vega
WiiXplorer by Dimok
Client ID Spoofer Code by Vega
Original VPN Method by Dorian
Extra VPN Method Notes by Luna


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  NAND Transfer Tutorial
Posted by: Vega - 05-18-2018, 02:38 AM - Forum: HBC & General Wii Softmodding - No Replies

How to transfer NAND from one Wii to another


What you need: 
- Two Wiis
- Windows OS (or Wine via Linux)
- Some experience with using Command Prompt (or Wine's emulation of Window's command prompt)
- NANDTools - Add me on discord (vega8365).
- Some experience with Softmodding (you will need to already know how to preform a Hackmii exploit and know how to do a NAND backups/restores via Bootmii)



Ok in this guide, I will teach you how to transfer a Wii's NAND into another Wii. Yes it is possible.

Wii supplying the NAND for transfer = Donor Wii
Wii accepting the NAND from Donor Wii = Receiving Wii

It's common sense that Bootmii needs to be installed on both Wiis already, because you need to get those Wiis' NAND backup files. You will also need the Bootmii folder that belongs to your Receiving Wii (other Wii's Bootmii folders can work as long as the TV mode in the config file is correct). If you don't have this, preform the needed hackmii exploit on the Receiving Wii to reinstall Bootmii. Boomtii folder will be created on the SD card.

NOTE: The Receiving Wii must have GCN ports to be able to preform a NAND restore in Bootmii.

WARNING: It is highly advisable that the Receiving Wii has bootmii boot2 installed. If the NAND transfer bricks your Wii, you will still be able to launch boot2. 
If this happens on a Bootmii IOS Wii, the Wii will be bricked forever. Accepting a NAND transfer with a Bootmii IOS Wii is possible and has been done before, but it's extremely risky.


Preform a standard Bootmii NAND backup of the Donor Wii. Save the nand.bin to your computer and name it nand1.bin. Perform a standard Bootmii NAND backup of the Receiving Wii. Save that nand.bin to your computer and name it nand2.bin

Download and unzip the NANDTools package. Once unzipped, there will be a main NANDTools folder which contains multiple files. Move the NANDTools folder to your Desktop. Now move the nand1.bin and nand2.bin inside the NANDTools folder.

Delete everything off your SD card and add the Receiving Wii's Bootmii folder to it.


Now it's time to use the punetwiin software to do the actual transfer. Open up a command prompt. You will be in the current user account directory.

Type: cd Desktop
Type: cd NANDTools
Type: punetwiin nand1.bin nand2.bin

The punetwiin program will perform a simulated test of the transfer. If no errors occur then..

Type: punetwiin nand1.bin nand2.bin -force

If an error occurred: Get an up to date nand backup from the receiving Wii, if that doesnt work, install a Virgin nand backup on the receiving Wii. 

If that doesn't work then something is corrupted in the Donor NAND. If the receiving Wii has boot2, its safe to try anyway. Do not even think about continuing with errors if receiving Wii has bootmii IOS.

The NAND transfer only takes about 30 seconds. Once completed, delete the nand1.bin file. Rename nand2.bin to nand.bin.


Place the new nand.bin file to the SD card. Now SD will have bootmii folder and the new nand.bin.

Power on the Receiving Wii
Launch Bootmii and re-inject the new Nand via RestoreMii.

Once completed, exit Bootmii back to Wii Main Menu

Even if you are using a Wii Remote that was synced to the Donor Wii's NAND before hand, you still have to re-sync it (which I can't figure out why that is)

IMPORTANT: You will have to reinstall HBC. Do not load the HBC channel until you have reinstalled it. If you do, the scam warning will load then the Wii will freeze. Preform the necessary hackmii exploit to reinstall HBC. HBC now works.

You will see that the Receiving Wii will literally have everything from the Donor Wii: Wii ID, Save Data, Mii Data, Channels, Serial Number, DWC Authdata, Internet Settings, TV settings, etc.

Congratz!! Feel like a pro yet? Tongue

The only thing that won’t be the same is the MAC Address obviously because you’re on a diff Wii with a diff Wifi module.

Note for 4.1 System Menu HBC reinstall users: If you're on 4.1 and are reinstalling HBC (and Donor Wii had my softmod guide on the nand), then there is NO NEED to run WiiMod thru Bannerbomb to reinstall IOS's 58 and 61. Go ahead and delete the boot.dol and rename Hackmii to boot.elf.



Credits:
Everything in NANDTools package (except Wii Flash Toolz) created by Giantpune
Wii Flash Toolz created by StreamLineHD

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  Gecko Codetype Documentation
Posted by: Star - 05-15-2018, 10:50 PM - Forum: Resources and References - No Replies

This Gecko Codetype Documentation based on work from: kenobi, Nuke, Link, Brkirch, dcx2, Skiller, wiiztec, hetoan2, Romaap, mugwhump, and James0x57.





Direct Ram Writes




8 bits Write & Fill
00______ YYYY00XX

Writes the value XX to YYYY+1 consecutive byte-sized addresses, starting with the address ba+______


To use po instead of ba, change the codetype from 00 to 10.
For values of ______ >= 0x01000000, add one to the codetype.



16 bits Write & Fill
02______ YYYYXXXX

Writes the value XXXX to YYYY+1 consecutive halfword-sized addresses, starting with the address ba+______


To use po instead of ba, change the codetype from 02 to 12.
For values of ______ >= 0x01000000, add one to the codetype.



32 bits Write
04______ XXXXXXXX

Writes the value XXXXXXXX to ba+______


To use po instead of ba, change the codetype from 04 to 14.
For values of ______ >= 0x01000000, add one to the codetype.



String Write (Patch Code)
06______ YYYYYYYY
d1d2d3d4 d5d6....

Writes each byte (d1, d2, d3, ...) consecutively, starting at address ba+______
YYYYYYYY is the number of bytes to write


To use po instead of ba, change the codetype from 06 to 16.
For values of ______ >= 0x01000000, add one to the codetype.



Slider/Multi Skip (Serial)
08______ XXXXXXXX
TNNNZZZZ VVVVVVVV

______ + ba = Initial Address
X = Initial value for the RAM write
T = Value Size (0 = byte, 1 = halfword, 2 = word)
N = Amount of additional addresses to write to (the first is assumed)
Z = Address Increment; in bytes (How many To skip By)
V = Value Increment (How much to add to the value after each additional RAM write)


To use po instead of ba, change the codetype from 08 to 18.
For values of ______ >= 0x01000000, add one to the codetype.



If Codes




32 bits (endif, then) If equal
20______ XXXXXXXX

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If 32 bits at [ba+______]==XXXXXXXX,
then codes are executed (else code execution set to false)


To use po instead of ba, change the codetype from 20 to 30.
For values of ______ >= 0x01000000, add one to the codetype.



32 bits (endif, then) If not equal
22______ XXXXXXXX

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If 32 bits at [ba+______]!=XXXXXXXX,
then codes are executed (else code execution set to false)


To use po instead of ba, change the codetype from 22 to 32.
For values of ______ >= 0x01000000, add one to the codetype.



32 bits (endif, then) If greater than (unsigned)
24______ XXXXXXXX

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If 32 bits at [ba+______]>XXXXXXXX,
then codes are executed (else code execution set to false)


To use po instead of ba, change the codetype from 24 to 34.
For values of ______ >= 0x01000000, add one to the codetype.



32 bits (endif, then) If lower than (unsigned)
26______ XXXXXXXX

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If 32 bits at [ba+______]<XXXXXXXX,
then codes are executed (else code execution set to false)


To use po instead of ba, change the codetype from 26 to 36.
For values of ______ >= 0x01000000, add one to the codetype.



16 bits (endif, then) If equal
28______ MMMMXXXX

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If 16 bits at ([ba+______] & not(MMMM))==XXXX,
then codes are executed (else code execution set to false)


To use po instead of ba, change the codetype from 28 to 38.
For values of ______ >= 0x01000000, add one to the codetype.



16 bits (endif, then) If not equal
2A______ MMMMXXXX

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If 16 bits at ([ba+______] & not(MMMM))!=XXXX,
then codes are executed (else code execution set to false)


To use po instead of ba, change the codetype from 2A to 3A.
For values of ______ >= 0x01000000, add one to the codetype.



16 bits (endif, then) If greater than
2C______ MMMMXXXX

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If 16 bits at ([ba+______] & not(MMMM))>XXXX,
then codes are executed (else code execution set to false)


To use po instead of ba, change the codetype from 2C to 3C.
For values of ______ >= 0x01000000, add one to the codetype.



16 bits (endif, then) If lower than
2E______ MMMMXXXX

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If 16 bits at ([ba+______] & not(MMMM))<XXXX,
then codes are executed (else code execution set to false)


To use po instead of ba, change the codetype from 2E to 3E.
For values of ______ >= 0x01000000, add one to the codetype.



Base Address




Load into Base Address
40TYZ00N XXXXXXXX

40000 : ba = [XXXXXXXX]
40001 : ba = [grN+XXXXXXXX]
40010 : ba = [ba+XXXXXXXX]
40011 : ba = [ba+grN+XXXXXXXX]

40100 : ba += [XXXXXXXX]
40101 : ba += [grN+XXXXXXXX]
40110 : ba += [ba+XXXXXXXX]
40111 : ba += [ba+grN+XXXXXXXX]

50010 : ba = [po+XXXXXXXX]
50011 : ba = [po+grN+XXXXXXXX]

50110 : ba += [po+XXXXXXXX]
50111 : ba += [po+grN+XXXXXXXX]



Set Base Address to
42TYZ00N XXXXXXXX

42000 : ba = XXXXXXXX
42001 : ba = grN+XXXXXXXX
42010 : ba = ba+XXXXXXXX
42011 : ba = ba+grN+XXXXXXXX

42100 : ba += XXXXXXXX
42101 : ba += grN+XXXXXXXX
42110 : ba += ba+XXXXXXXX
42111 : ba += ba+grN+XXXXXXXX

52010 : ba = po+XXXXXXXX
52011 : ba = po+grN+XXXXXXXX

52110 : ba += po+XXXXXXXX
52111 : ba += po+grN+XXXXXXXX



Store Base Address at
440YZ00N XXXXXXXX

44000 : [XXXXXXXX] = ba
44001 : [XXXXXXXX+grN] = ba
44010 : [XXXXXXXX+ba] = ba
44011 : [XXXXXXXX+ba+grN] = ba

54010 : [XXXXXXXX+po] = ba
54011 : [XXXXXXXX+po+grN] = ba



Put next code's location into the Base Address
4600XXXX 00000000

XXXX is a signed 16bits value : 0xFFFF=-1
ba will hold the address at which the next line of code is stored + XXXX



Pointer Address




Load into Pointer Address
48TYZ00N XXXXXXXX

48000 : po = [XXXXXXXX]
48001 : po = [grN+XXXXXXXX]
48010 : po = [ba+XXXXXXXX]
48011 : po = [ba+grN+XXXXXXXX]

48100 : po += [XXXXXXXX]
48101 : po += [grN+XXXXXXXX]
48110 : po += [ba+XXXXXXXX]
48111 : po += [ba+grN+XXXXXXXX]

58010 : po = [po+XXXXXXXX]
58011 : po = [po+grN+XXXXXXXX]

58110 : po += [po+XXXXXXXX]
58111 : po += [po+grN+XXXXXXXX]



Set Pointer Address to
4ATYZ00N XXXXXXXX

4A000 : po = XXXXXXXX
4A001 : po = grN+XXXXXXXX
4A010 : po = ba+XXXXXXXX
4A011 : po = ba+grN+XXXXXXXX

4A100 : po += XXXXXXXX
4A101 : po += grN+XXXXXXXX
4A110 : po += ba+XXXXXXXX
4A111 : po += ba+grN+XXXXXXXX

5A010 : po = po+XXXXXXXX
5A011 : po = po+grN+XXXXXXXX

5A110 : po += po+XXXXXXXX
5A111 : po += po+grN+XXXXXXXX



Store Pointer Address at
4C0YZ00N XXXXXXXX

4C000 : [XXXXXXXX] = po
4C001 : [XXXXXXXX+grN] = po
4C010 : [XXXXXXXX+ba] = po
4C011 : [XXXXXXXX+ba+grN] = po

5C010 : [XXXXXXXX+po] = po
5C011 : [XXXXXXXX+po+grN] = po



Put next code's location into the Pointer Address
4E00XXXX 00000000

XXXX is a signed 16bits value : 0xFFFF=-1
po will hold the address at which the next line of code is stored + XXXX



Flow Control




Set Repeat
6000NNNN 0000000P

Store next code address and NNNN (number of times to repeat) in bP.



Execute Repeat
62000000 0000000P

If NNNN stored in bP is >0, it is decreased by 1 and the code handler jumps to the "next code address" stored in bP



Return
64000000 0000000P
If the code execution status is true, the code handler jumps to the "next code address" stored in bP (NNNN in bP is not touched).

64100000 0000000P
If the code execution status is false, the code handler jumps to the "next code address" stored in bP (NNNN in bP is not touched).

64200000 0000000P
No matter what the code execution status is, the code handler jumps to the "next code address" stored in bP (NNNN in bP is not touched).



Goto
6600XXXX 00000000
If the code execution status is true, the code handler jumps to (next line of code + XXXX lines). XXXX is signed.

6610XXXX 00000000
If the code execution status is false, the code handler jumps to (next line of code + XXXX lines). XXXX is signed.

6620XXXX 00000000
The code handler jumps to (next line of code + XXXX lines). XXXX is signed.



Gosub
6800XXXX 0000000P
If the code execution status is true, the code handler stores the next code address in bP, then it jumps to (next line of code + XXXX lines). XXXX is signed.

6810XXXX 0000000P
If the code execution status is false, the code handler stores the next code address in bP, then it jumps to (next line of code + XXXX lines). XXXX is signed.

6820XXXX 0000000P
No matter what the code execution status is, the code handler stores the next code address in bP, then it jumps to (next line of code + XXXX lines). XXXX is signed.



Gecko Register




Set Gecko Register to
80SY000N XXXXXXXX

8000 : grN = XXXXXXXX
8001 : grN = XXXXXXXX+ba

8010 : grN += XXXXXXXX
8011 : grN += XXXXXXXX+ba

9001 : grN = XXXXXXXX+po
9011 : grN += XXXXXXXX+po



Load into Gecko Register
82UY000N XXXXXXXX

8200 : grN = 8bits at [XXXXXXXX]
8210 : grN = 16bits at [XXXXXXXX]
8220 : grN = 32bits at [XXXXXXXX]

8201 : grN = 8bits at [XXXXXXXX+ba]
8211 : grN = 16bits at [XXXXXXXX+ba]
8221 : grN = 32bits at [XXXXXXXX+ba]

9201 : grN = 8bits at [XXXXXXXX+po]
9211 : grN = 16bits at [XXXXXXXX+po]
9221 : grN = 32bits at [XXXXXXXX+po]



Store Gecko Register at
84T0YYYN XXXXXXXX : Starting Address is XXXXXXXX
84T1YYYN XXXXXXXX : Starting Address is XXXXXXXX+ba
94T1YYYN XXXXXXXX : Starting Address is XXXXXXXX+po

T = 0 : byte
T = 1 : halfword
T = 2 : word

Write grN's T to YYY+1 consecutive T-sized addresses.



Gecko Register / Direct Value Operations
86TY000N XXXXXXXX

86T0 : grN = (grN ? XXXXXXXX)
86T1 : [ grN ] = ([ grN ] ? XXXXXXXX)
86T2 : grN = (grN ? [XXXXXXXX])
86T3 : [ grN ] = ([ grN ] ? [XXXXXXXX])

T : ?
0 : add (+)
1 : mul (*)
2 : or (|)
3 : and (&)
4 : xor (^)
5 : slw (<<)
6 : srw (>>)
7 : rol (rotate left)
8 : asr (arithmetic shift right)
9 : fadds (single float add)
A : fmuls (single float mul)



Gecko Register Operations
88TY000N 0000000K

88T0 : grN = (grN ? grK)
88T1 : [ grN ] = ([ grN ] ? grK)
88T2 : grN = (grN ? [ grK ])
88T3 : [ grN ] = ([ grN ] ? [ grK ])

T : ?
0 : add (+)
1 : mul (*)
2 : or (|)
3 : and (&)
4 : xor (^)
5 : slw (<<)
6 : srw (>>)
7 : rol (rotate left)
8 : asr (arithmetic shift right)
9 : fadds (single float add)
A : fmuls (single float mul)



Memory Copy 1
8AYYYYNK XXXXXXXX
copy YYYY bytes from [ grN ] to [ grK ]+XXXXXXXX, grK can't be F.

8AYYYYNF XXXXXXXX
copy YYYY bytes from [ grN ] to ba+XXXXXXXX

9AYYYYNF XXXXXXXX
copy YYYY bytes from [ grN ] to po+XXXXXXXX



Memory Copy 2
8CYYYYNK XXXXXXXX
copy YYYY bytes from [ grN ]+XXXXXXXX to [ grK ], grN can't be F.

8CYYYYFK XXXXXXXX
copy YYYY bytes from ba+XXXXXXXX to [ grK ]

9CYYYYFK XXXXXXXX
copy YYYY bytes from po+XXXXXXXX to [ grK ]



Gecko Register If Codes




16 bits (endif, then) If equal
A0______ KN00MMMM

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If ([ grN ] and not(MMMM))==([ grK ] and not(MMMM)) then codes are executed (else code execution set to false).

If N or K is F, it will use ba+______ instead of grF!


To use po instead of ba (when grN or grK is F), change the codetype from A0 to B0.
For values of ______ >= 0x01000000, add one to the codetype.



16 bits (endif, then) If not equal
A2______ KN00MMMM

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If ([ grN ] and not(MMMM))!=([ grK ] and not(MMMM)) then codes are executed (else code execution set to false).

If N or K is F, it will use ba+______ instead of grF!


To use po instead of ba (when grN or grK is F), change the codetype from A2 to B2.
For values of ______ >= 0x01000000, add one to the codetype.



16 bits (endif, then) If greater
A4______ KN00MMMM

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If ([ grN ] and not(MMMM))>([ grK ] and not(MMMM)) then codes are executed (else code execution set to false).

If N or K is F, it will use ba+______ instead of grF!


To use po instead of ba (when grN or grK is F), change the codetype from A4 to B4.
For values of ______ >= 0x01000000, add one to the codetype.



16 bits (endif, then) If lower
A6______ KN00MMMM

Adding 1 to ______ will make this code first apply an Endif.
(It will still use ______ for address calculation; without the added 1)

If ([ grN ] and not(MMMM))<([ grK ] and not(MMMM)) then codes are executed (else code execution set to false).

If N or K is F, it will use ba+______ instead of grF!


To use po instead of ba (when grN or grK is F), change the codetype from A6 to B6.
For values of ______ >= 0x01000000, add one to the codetype.



Counter If Codes




16 bits (endif, then) If counter value equal
A80ZZZZT MMMMXXXX

ZZZZ : The code's counter.
Code's Operation : If current execution status is true, increase counter by 1. If it's false, reset counter to 0.
Condition : If (XXXX and not(MMMM))==ZZZZ, codes following this are executed (else code execution set to false).

T = 0 : Do Code's Operation, then run Condition.
T = 1 : Apply an Endif, then do Code's Operation, finally run Condition.
T = 8 : Do Code's Operation, then run Condition (and if it is true, reset counter to 0).
T = 9 : Apply an Endif, then do Code's Operation, finally run Condition (and if it is true, reset counter to 0).



16 bits (endif, then) If counter value not equal
AA0ZZZZT MMMMXXXX

ZZZZ : The code's counter.
Code's Operation : If current execution status is true, increase counter by 1. If it's false, reset counter to 0.
Condition : If (XXXX and not(MMMM))!=ZZZZ, codes following this are executed (else code execution set to false).

T = 0 : Do Code's Operation, then run Condition.
T = 1 : Apply an Endif, then do Code's Operation, finally run Condition.
T = 8 : Do Code's Operation, then run Condition (and if it is true, reset counter to 0).
T = 9 : Apply an Endif, then do Code's Operation, finally run Condition (and if it is true, reset counter to 0).



16 bits (endif, then) If counter value greater
AC0ZZZZT MMMMXXXX

ZZZZ : The code's counter.
Code's Operation : If current execution status is true, increase counter by 1. If it's false, reset counter to 0.
Condition : If (XXXX and not(MMMM))>ZZZZ, codes following this are executed (else code execution set to false).

T = 0 : Do Code's Operation, then run Condition.
T = 1 : Apply an Endif, then do Code's Operation, finally run Condition.
T = 8 : Do Code's Operation, then run Condition (and if it is true, reset counter to 0).
T = 9 : Apply an Endif, then do Code's Operation, finally run Condition (and if it is true, reset counter to 0).



16 bits (endif, then) If counter value lower
AE0ZZZZT MMMMXXXX

ZZZZ : The code's counter.
Code's Operation : If current execution status is true, increase counter by 1. If it's false, reset counter to 0.
Condition : If (XXXX and not(MMMM))<ZZZZ, codes following this are executed (else code execution set to false).

T = 0 : Do Code's Operation, then run Condition.
T = 1 : Apply an Endif, then do Code's Operation, finally run Condition.
T = 8 : Do Code's Operation, then run Condition (and if it is true, reset counter to 0).
T = 9 : Apply an Endif, then do Code's Operation, finally run Condition (and if it is true, reset counter to 0).



ASM Codes




Execute ASM
C0000000 NNNNNNNN
ZZZZZZZZ ZZZZZZZZ
ZZZZZZZZ ZZZZZZZZ
4E800020 00000000

Executes the NNNNNNNN lines of instruction placed under the code.
The instructions MUST end with a blr (0x4E800020).



Insert ASM
C2______ NNNNNNNN
ZZZZZZZZ ZZZZZZZZ
ZZZZZZZZ ZZZZZZZZ
ZZZZZZZZ 00000000

This code will replace the instruction at ba+______ with a branch that will point to ZZZZZZZZ.
The replaced is not saved, the code creator must then put it in his code manualy (if needed).
The instruction MUST end with ONE 00000000, because the code handler will add a "b (ba+______)" instruction there.
If your asm code fills all the line, add a 60000000 00000000 under it (and count this line in NNNNNNNN).


To use po instead of ba, change the codetype from C2 to D2.
For values of ______ >= 0x01000000, add one to the codetype.



Create a branch
C6______ YYYYYYYY

Writes, at ______+ba, a "b YYYYYYYY" instruction.


To use po instead of ba, change the codetype from C6 to D6.
For values of ______ >= 0x01000000, add one to the codetype.



Other




On/Off Switch
CC000000 00000000

This code will only work correctly if an If... code is placed before it.
Each time the code execution status goes from true to false to true, and the switch code is reached, the "switch" is moved. The switch moves from on<->off, and set the code execution accordingly to its state. The value of the switch is stored inside the code.
It is NOT an If... code. It only changes the current code executions status.



Address Range Check
CE00000T XXXXYYYY

T = 0, Don't apply Endif.
T = 1, Apply Endif.
Then check if ba >= 0xXXXX0000 and ba < 0xYYYY0000.
If XXXX>=YYYY, then the code will always set the code execution to false.

To use po instead of ba, change the codetype from CE to DE.



Full Terminator
E0000000 XXXXYYYY

Clears the code execution status.
If XXXX<>0, ba = 0xXXXX0000
If YYYY<>0, po = 0xYYYY0000



Endif (+else)
E2T000VV XXXXYYYY

T = 0, Applies VV Endifs.
T = 1, Applies VV Endifs and inverse the code execution status (="else").

If XXXX<>0, ba = 0xXXXX0000
If YYYY<>0, po = 0xYYYY0000



End of Codes
F0000000 00000000

Tells the code handler that there are no more codes in the code list. The code handler exits.



Gecko 1.8+ Only




Insert ASM With 16 bit XOR Checksum
F2______ YYZZZZNN
ZZZZZZZZ ZZZZZZZZ
ZZZZZZZZ ZZZZZZZZ
ZZZZZZZZ 00000000

YY (signed) 16-bit values after (if positive) or before (if negative) [ba + ______] will be XOR'ed together. If the result is equal to ZZZZ, the code will be executed.
The rest of the code functions the exact same way as the C2 codetype (Insert ASM), with NN as the number of lines.


To use po instead of ba, change the codetype from F2 to F4.
For values of ______ >= 0x01000000, add one to the codetype.



(If) Search, Set Pointer
F60000NN XXXXYYYY
ZZZZZZZZ ZZZZZZZZ
ZZZZZZZZ ZZZZZZZZ

Creates an if (so this code requires an endif), then searches for the NN lines of Z values between XXXX0000 and YYYY0000 (or, if XXXX is 8000, between 80003000 and YYYY0000).
To prevent this code from causing game lag, it will only search the first time it is read by the code handler (the result is saved to the code and reused).
If the Z values are found, set po to the starting address of the values (SSSSSSSS) and replace the F6 line with F60003NN SSSSSSSS.
If the Z values are not found, then set code execution status to false and replace the F6 line with F60001NN XXXXYYYY.




Appendix




Codetypes in depth
A hex digit actually represents 4 bits, and you need to look at the underlying bits to understand why the code types are defined the way they are. Normally, we refer to a 32-bit RAM write as an "04 code type", but this is actually a misnomer. It misleadingly implies that the 8 bits belonging to the two hex digits "04" are the code type, when the actual code type only has 7 bits! The 8th bit belongs to the address, which creates the "05" code type. People also think that the address is only comprised of 24 bits (the other 6 hex digits), when the address is actually 25 bits (the other 6 hex digits + the last bit of the second digit).

A picture may help; Here's the binary breakdown of the first word of a code.

Hex Digit  |         First         |        Second         |        Third     |   Fourth ...
Bit#       |   0   1   2   |   3   |   4   5   6   |   7   |   8   9  10  11  |   12     ...
is         |   Code Type   | ba/po | Code Sub Type |  address ..............................



This page was adapted from http://geckocodes.org

Print this item

  Increase Visual Distance [davidevgen]
Posted by: Star - 05-15-2018, 08:50 PM - Forum: Visual & Sound Effects - Replies (4)

Increase Visual Distance [davidevgen]

(NTSC-U)
0488DBE0 4FFFFFFF

(PAL)
04892320 4FFFFFFF

(NTSC-J)
04891970 4FFFFFFF

(NTSC-K)
04880728 4FFFFFFF

Code Creator: davidevgen

Print this item

  Course Size Modifier [davidevgen]
Posted by: Star - 05-15-2018, 08:45 PM - Forum: Offline Non-Item - No Replies

Course Size Modifier [davidevgen]

(NTSC-U)
048A0220 XXXXXXXX

(PAL)
048A4BE0 XXXXXXXX

(NTSC-J)
048A3D40 XXXXXXXX

(NTSC-K)
04893040 XXXXXXXX

[XXXXXXXX Values]
3ED00000 = Smallest
3F800000 = Default
40500000 = Largest

Code Creator: davidevgen

Print this item

  FreeFly [mdmwii]
Posted by: Vega - 05-14-2018, 09:21 PM - Forum: Offline Non-Item - Replies (4)

FreeFly [mdmwii]

This code is like Moon Jump but you can navigate west, east, north, and south anytime. Keep in mind that the directions are in relevance to the start/finish line. So for example: On TF after you take the first right-hand turn (now moving east), if you press your button to go North, you will move west on your screen.

NTSC-U
C25AA700 0000000E
3E408034 A252XXXX
7E600026 3A80TTTT
7E56A038 7C16A000
40A20018 C03E0068
C0BE01C8 EC212828
D03E0068 4800002C
3A80UUUU 7E56A038
7C16A000 40A20018
C03E0068 C0BE01C8
EC21282A D03E0068
48000008 D03E0068
7E6FF120 3A400000
3A600000 3A800000
3AC00000 00000000
C25AA718 0000000E
3E408034 A252XXXX
7E600026 3A80VVVV
7E56A038 7C16A000
40A20018 C2FE0070
C0BE01C8 EEF72828
D2FE0070 4800002C
3A80WWWW 7E56A038
7C16A000 40A20018
C2FE0070 C0BE01C8
EEF7282A D2FE0070
48000008 D2FE0070
7E6FF120 3A400000
3A600000 3A800000
3AC00000 00000000
C25AA70C 00000009
3E408034 A252XXXX
7E600026 3A80ZZZZ
7E52A038 7C12A000
40A20018 823E006C
3E000002 7E308A14
923E006C 48000008
D33E006C 7E6FF120
3A400000 3A600000
3A800000 00000000

PAL
C25B5628 0000000E
3E40rrrr A252XXXX
7E600026 3A80TTTT
7E56A038 7C16A000
40A20018 C03E0068
C0BE01C8 EC212828
D03E0068 4800002C
3A80UUUU 7E56A038
7C16A000 40A20018
C03E0068 C0BE01C8
EC21282A D03E0068
48000008 D03E0068
7E6FF120 3A400000
3A600000 3A800000
3AC00000 00000000
C25B5640 0000000E
3E40rrrr A252XXXX
7E600026 3A80VVVV
7E56A038 7C16A000
40A20018 C2FE0070
C0BE01C8 EEF72828
D2FE0070 4800002C
3A80WWWW 7E56A038
7C16A000 40A20018
C2FE0070 C0BE01C8
EEF7282A D2FE0070
48000008 D2FE0070
7E6FF120 3A400000
3A600000 3A800000
3AC00000 00000000
C25B5634 00000009
3E40rrrr A252XXXX
7E600026 3A80ZZZZ
7E52A038 7C12A000
40A20018 823E006C
3E000002 7E308A14
923E006C 48000008
D33E006C 7E6FF120
3A400000 3A600000
3A800000 00000000

NTSC-J
C25B4FA8 0000000E
3E408034 A252XXXX
7E600026 3A80TTTT
7E56A038 7C16A000
40A20018 C03E0068
C0BE01C8 EC212828
D03E0068 4800002C
3A80UUUU 7E56A038
7C16A000 40A20018
C03E0068 C0BE01C8
EC21282A D03E0068
48000008 D03E0068
7E6FF120 3A400000
3A600000 3A800000
3AC00000 00000000
C25B4FC0 0000000E
3E408034 A252XXXX
7E600026 3A80VVVV
7E56A038 7C16A000
40A20018 C2FE0070
C0BE01C8 EEF72828
D2FE0070 4800002C
3A80WWWW 7E56A038
7C16A000 40A20018
C2FE0070 C0BE01C8
EEF7282A D2FE0070
48000008 D2FE0070
7E6FF120 3A400000
3A600000 3A800000
3AC00000 00000000
C25B4FB4 00000009
3E408034 A252XXXX
7E600026 3A80ZZZZ
7E52A038 7C12A000
40A20018 823E006C
3E000002 7E308A14
923E006C 48000008
D33E006C 7E6FF120
3A400000 3A600000
3A800000 00000000

NTSC-K
C25A3680 0000000E
3E408033 A252XXXX
7E600026 3A80TTTT
7E56A038 7C16A000
40A20018 C03E0068
C0BE01C8 EC212828
D03E0068 4800002C
3A80UUUU 7E56A038
7C16A000 40A20018
C03E0068 C0BE01C8
EC21282A D03E0068
48000008 D03E0068
7E6FF120 3A400000
3A600000 3A800000
3AC00000 00000000
C25A3698 0000000E
3E408033 A252XXXX
7E600026 3A80VVVV
7E56A038 7C16A000
40A20018 C2FE0070
C0BE01C8 EEF72828
D2FE0070 4800002C
3A80WWWW 7E56A038
7C16A000 40A20018
C2FE0070 C0BE01C8
EEF7282A D2FE0070
48000008 D2FE0070
7E6FF120 3A400000
3A600000 3A800000
3AC00000 00000000
C25A368C 00000009
3E408033 A252XXXX
7E600026 3A80ZZZZ
7E52A038 7C12A000
40A20018 823E006C
3E000002 7E308A14
923E006C 48000008
D33E006C 7E6FF120
3A400000 3A600000
3A800000 00000000

rrrr Values (for PAL Code only):
8034 = For Wheel, Chuck, or Classic
8035 = For GCN

XXXX = Controller Address
TTTT = Button to Move West
UUUU = Button to Move East
VVVV = Button to Move North
WWWW = Button to Move South
ZZZZ = Button to Levitate

Code creator: mdmwii

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  USB Gecko Item Spy -Online- [Star]
Posted by: Star - 05-14-2018, 05:44 PM - Forum: Online; Item - Replies (4)

USB Gecko Item Spy -Online- [Star]

(NTSC-U)
# Spy Away Items
C265EE30 00000003
A0100011 56CC103A
3D8C8168 B00C0192
88100011 00000000

# Spy Local Items
C265EE14 00000003
A0030001 56CC103A
3D8C8168 B00C0192
88030001 00000000

(PAL)
# Spy Away Items
C265E1A8 00000003
A0100011 56CC103A
3D8C8168 B00C0192
88100011 00000000

# Spy Local Items
C265E18C 00000003
A0030001 56CC103A
3D8C8168 B00C0192
88030001 00000000

(NTSC-J)
# Spy Away Items
C265D814 00000003
A0100011 56CC103A
3D8C8168 B00C0192
88100011 00000000

# Spy Local Items
C265D7F8 00000003
A0030001 56CC103A
3D8C8168 B00C0192
88030001 00000000

(NTSC-K)
# Spy Away Items
C264C4C0 00000003
A0100011 56CC103A
3D8C8168 B00C0192
88100011 00000000

# Spy Local Items
C264C4A4 00000003
A0030001 56CC103A
3D8C8168 B00C0192
88030001 00000000

[Item Values]
00 = Green Shell
01 = Red Shell
02 = Banana
03 = Fake Item Box
04 = Mushroom
05 = Triple Mushrooms
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

Notes:
- Address 81680192 and onward will contain all players' held and trailed item values, ordered by player slot.

Code Creator: Star
Code Credits: Bully@Wiiplaza

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  Random Item From Item Box [Star]
Posted by: Star - 05-14-2018, 12:25 AM - Forum: Online; Item - Replies (4)

Random Item From Item Box [Star]

This code will give you a random item from the roulette, not limited to the item probability of your current position.

(NTSC-U)
A8000008 00000001
80000000 80001574
86010000 00000001
24001574 00000012
04001574 00000000
E0000000 80008000
C27AB704 00000002
3D808000 806C1574
90770020 00000000

(PAL)
A8000008 00000001
80000000 80001574
86010000 00000001
24001574 00000012
04001574 00000000
E0000000 80008000
C27BA164 00000002
3D808000 806C1574
90770020 00000000

(NTSC-J)
A8000008 00000001
80000000 80001574
86010000 00000001
24001574 00000012
04001574 00000000
E0000000 80008000
C27B97D0 00000002
3D808000 806C1574
90770020 00000000

(NTSC-K)
A8000008 00000001
80000000 80001574
86010000 00000001
24001574 00000012
04001574 00000000
E0000000 80008000
C27A8524 00000002
3D808000 806C1574
90770020 00000000

Code Creator: Star
Code Credits: Guru

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