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  WIT Command Cheat Sheet
Posted by: Vega - 02-15-2018, 12:03 AM - Forum: Wiimm's Tools - Replies (2)

Change the file type (ex: ISO to WBFS), original file gets copied so it remains unmodified
wit copy example.iso example.wbfs

Full Scrub (remove UPDATE and CHANNEL partition)
wit copy example.wbfs example2.wbfs --psel data

Extract game to manipulate its contents
wit extract example.wbfs /home/yourusername/newfolder (dont create newfolder before-hand)

Rebuild extracted game
wit copy ./newfolder /home/yourusername/newexample.wbfs

Verify game for integrity
wit verify example.wbfs

Patch domains of game (main.dol and StaticR.rel), command only works for ISO files
wit edit example.iso --http --domain example.com

Patch game for Wiimmfi, command only works for ISO files
wit edit example.iso --wiimmfi

Make a WIA file for storage (the best compression for a Wii game, this file type cannot be used for USB loading). It is recommended you do a full scrub on the game beforehand to achieve smallest size possible
wit copy example.wbfs example.wia --compression BEST

Change disc region (this has nothing to do with MKW regions whatsoever)
wit edit example.wbfs --region X
X Values:
0 = Japan/Taiwan
1 = USA
2 = PAL
4 = Korea

Change ID of game
wit edit example.wbfs --id XXXXYY
XXXX = the four letter part
YY = the double digit number part
Example: wit edit RMCE01.iso --id RMCZ01



Commands for Windows;

Change the file type (ex: ISO to WBFS), original file gets copied so it remains unmodified
wit copy --wbfs "example.iso" [/home/YourName/Desktop/] [] = Optional

Full Scrub (remove UPDATE and CHANNEL partition)
wit copy example.iso --psel=data

Change ID of game
wit x <ORIGINAL_IMAGE> workdir.d
wit copy workdir.d <NEWIMAGE> --id=<NEW_ID>

<NEW_ID> Values;
XXXXYY
XXXX = the four letter part
YY = the double digit number part

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  Downloading, Installation, & Upgrading
Posted by: Vega - 02-15-2018, 12:02 AM - Forum: Wiimm's Tools - No Replies

Download Links

WIT Tools - https://wit.wiimm.de/
SZS Tools - https://szs.wiimm.de/

Installing WIT Tools

Guide using Windows:
Download WIT cygwin, latest version
Extract the .zip file
Run the install BAT file (if an error occurs, Run it as Admin)
You may get notified that the program may have installed incorrectly, simply choose 'This program installed correctly'

Guide using Linux:
Download WIT for linux, choose the proper selection for your computer architecture
cd /home/yourusername/Downloads
tar -xvzf (witpackagename).tar.gz
cd witpackagename
sudo ./install.sh

Installing SZS Tools

Guide using Windows:
Download SZS cygwin, latest version
Extract the .zip file
Run the install BAT file (if an error occurs, Run it as Admin)
You may get notified that the program may have installed incorrectly, simply choose 'This program installed correctly'

Guide using Linux:
Download SZS for linux, choose the proper selection for your computer architecture
cd /home/yourusername/Downloads
tar -xvzf (szspackagename).tar.gz
cd szspackagename
sudo ./install.sh

Upgrading

If you the downloads page for WIT/SZS come out with newer versions, just download them and repeat the installation process to upgrade.

Print this item

Exclamation Rules for Posting New Code Threads in the Codes Forum
Posted by: Vega - 02-15-2018, 12:01 AM - Forum: Rules/Notes & About Code Bugs - No Replies

NOTE: In regards to posting Code bugs, read this thread -> https://mkwii.com/showthread.php?tid=1535



Rules for New Code Threads in the Codes Forum



Chapter I. Intro

First thing's first. ~ Special shout out to Star for helping me fill up the Codes forum   Tongue

Here at MKWii.com, we are the first ever website to have a centralized + organized database of almost all publicly released MKWii codes. Many other code sites have incorrect codes, non-working codes, fake codes, etc. Also on MKWii.com, the Korean MKW is not neglected. Due to the rules, all codes threads (excluding the incomplete/outdated subforum) will be supplied with an NTSC-K Version.

To ensure legitimacy with the codes posted on MKWii.com, all threads here in the Codes forum go through approval by me or by one of the Moderators (Seeky or JoshuaMK). Before you post a thread, please test your code.

Please read the entire rules below before posting a thread for approval.

IMPORTANT NOTE: Any person with the coder/dev role can post code threads without any approval needed.

--

Just because code threads get reviewed before being approved doesn't mean you ignore the rules completely before posting a thread for approval. If you create a pattern of constantly posting bad codes assuming it will get 'fixed' for you, then you may receive a strike on your reputation.

If thread approval is denied due to the code not working at all, being fake, made up, etc; it will be moved to the Purgatory forum.
If thread approval is denied due to the code not 100% working, it will be Incomplete/Outdated*** forum (some parts of the code have to work!!)
If thread approval is denied due to the code already being outdated by another code(s), it will be moved to Incomplete/Outdated*** forum
If thread approval is denied due to me being unable to complete the ports if required, it will be moved to Incomplete/Outdated*** forum

If code(s) is all good, they will simply be approved.

Much thanks
- Vega

**Please note that some codes do NOT work in the Dolphin Emulator. Also, some codes may not work when using Wiimm's SZS Tools to patch the GCT file to the main.dol. Thank you for understanding**

***For more information and additional rules regarding the Incomplete/Outdated code forum, please read Chapter V.

If a code is not working in Dolphin, this may remedy it...
First, try upgrading your Dolphin to the latest Dev Version (post 96XX had multiple issues fixed regarding MKW Codes)

If that doesn't work or you don't want to change your Dev version, try this...
1. Launch Dolphin
2. Find the Icon Picture at the top that says 'Graphics'. Click on it to open Graphics settings.
3. Go to the Hacks Tab.
4. Underneath External Frame Buffer settings, be sure the box for "Store XFB Copies to Texture Only" is unchecked.
5. Save settings. Reboot Dolphin




Chapter II. General Rules

NOTE: All threads created in this sub-forum must be cheat codes. Do not create threads about general Hacking. If you have questions/concerns about a cheat code, then feel free to reply in that specific cheat codes' thread.

RULES:

- Codes must be available for all regions/ports including Korea (Read GREEN note below)
- You must supply proper code credits. Read Chapter IV for more information about crediting codes.
- Region Free (F6 type) codes are ONLY allowed if and only if they can work without having to change the hooktype when changing version of MKWii.
- Codes must be in an organized format (proper format shown in Chapter III). I have seen way too many MKW-Codes forums that are just so so sloppy.
- Do NOT pre-fill in your controller/button (XYZ) values for the codes. Leave them in standard XXXX YYYYZZZZ format to allow users to fill in the values that they desire. Same goes with something such with Item Values in codes in any sort of Item Cheat code.
- Please don't post any Item Hacks that require a 'Write Char Offset'. These Item Hacks are so outdated, I don't want them posted on mkwii.com
- If codes have non-controller values that are needed to be filled in, do not put the fill-in values as any hexadecimal letter (A-F). Use something like P, R, Q, W etc. You can use X, Y, and/or Z if the code doesn't have controller values to fill in.

NOTE regarding regions/ports: If a certain code cannot literally be ported to another region (such as this code HERE), then the rules about having 'all ports' do NOT apply. Also regarding ports: I understand that not everybody has access to get and/or make RAM Dumps for certain regions (especially Korea). If your new code thread doesn't have every region, but ALL other rules are followed, you can post the code. I (or another coder/dev) can finish the ports for you. The code will be placed in incomplete/outdated til the ports are completed.



Chapter III. Thread Format [Gecko Format]

All codes will follow the 'Gecko Format'. This is a standard that is applied to the thread title and code title within the thread. The creator (including co-creators if applicable) are included after the code's name in brackets. However those listed in code credits are NOT to be included in the brackets.

Correct Thread Format:
*The title of the thread shall be... Name of Code [Creator(s) of Code]

The thread contents:
Name of Code [Creator(s) of Code]
Description or Guide (optional)
NTSC-U
PAL
NTSC-J
NTSC-K
Additional Notes (optional) example: Source of ASM Code
Code creator listed again plus code credits if applicable (For proper format on credits view Chapter IV)

If you want to switch up the format a tiny bit that's fine. Such as putting credits right after the code name/title, or place the description after the code itself. As long as the title is at the top, and the credits are included, then it's all good.



Chapter IV. Details of Rules for Credits

Proper Credits Format:

Code created by: John Example
Code contributor(s): Josh Example, Bob Example

This format doesn't have to 100% exact. For example you can put 'Code Creator' instead of 'Code created by'. Also, you can put something such as 'Code credits' instead of 'Code contributor(s)'.

NOTE: Do not put any credits/contribution notes for Porting. Porting is nice and I love to port, but it has no business being in the credits for actually making the code(s).

What actions qualify a person as a Code Contributor aka be listed in the Code Credits?
Any person who has done at least one of the following....
- Helped made the code, but not in a signficant/direct enough way to be listed as a Co-Creator
- Helped find the RAM Address
- Helped fixed a non-working/partially working code
- Shortened/Optimized the source of an ASM (C2/C0) code (read BLUE note below for more info!)

---

This does NOT include somebody modifying a floating value of a code.

If you make a totally new code that uses an already found address, the original address founder must be listed as the code contributor.

NOTE About Those Who Nop Address's Already Found By Someone Else, or Modify a Floating Point Value on an already discovered Address!!:
If you nop an already discovered code address to 'make' a new code, you DO NOT get credits as the creator of the code, and you DO NOT get credits as code contributor. Period. Noping an address takes no skill. You can still post the thread of that code with a nop if it doesn't exist, but the original address founder must obviously be listed as the code creator!

Same rules apply if you make a code have a 'new effect' by finding an unused floating point value to an already discovered code address. Once again, you DO NOT get credits as the creator of the code and you DO NOT get credits as a code contributor.

About 'trying/plugging-in' other values/instructions on an already found code address/single-liner code:
Any other values you use on an already found address (such as 38000000 or 2C000000, etc etc) is OK for you to put yourself as the Code Creator. HOWEVER, you must remember to add the address founder as the Code Contributor.

Important Info Regarding ASM (C2/C0 Assembly Codes) Codes; NOTE: you may not understand some of this if you are not familiar with ASM! These notes are for real Code Creators!!

If instructions are removed from an assembly code (for optimization), and the code functions the same (or very close to), you are NOT qualified to list yourself as the Code Creator. Only as a Code Contributor!

If new instructions are added/removed from an assembly code and a new significant function/feature is purposefully added as a result to that existing ASM Code... You are qualified as the Code Creator since it is objectively a new/different code. However you MUST add the original Code Creator as the Code Contributor/Code Credits! Feel free to post a thread of the new code if one doesn't exist already. If you want to add the original Code Creator as the Co-Creator instead of just Credits, feel free to do so.



Chapter V. Incomplete/Outdated Codes

Any codes that are incomplete, or are outdated can be posted HERE. The term Incomplete means that the code isn't available for all 4 regions/versions of MKWii. The term outdated means there is another code on the forum that does the same action in the game but the code is shorter, easier to use, and/or more stable. All threads will go thru approval by me. I will check to make sure you are posting real code(s) and following the rules listed below. If you create a habit of breaking the rules, you rep may be lowered.

There are four rules:

First: Make sure the Code isn't posted anywhere else before you post said Code. 

Second: Include a small note/description on the Code explaining why the code is outdated. This doesn't apply to codes that are only incomplete. (Example: This code is outdated by this other code because blah blah blah..)

Third: Do NOT post any codes that do not work at all. At least one version (region) of the code must be working.

Fourth: Do NOT post any Item Hacks that require "Write Character Offset". These codes are so outdated, that I don't even want them posted on mkwii.com.

If an incomplete code becomes complete (all ports added, tested, and working), AND the code is not outdated, then it will be moved to the main Cheat Codes forum.

Much thanks,

Vega



Chapter VI. Non-Working/Fake Codes

Mdmwii's Wii ID Spoofer
Mdmwii's Serial Number BuTTsaver Code
Bully's Rapidfire for Classic Controller Code
Bully's Undetectable by Blue Shells
Bully's Clear Current Item Code
Bully's Display Time Modifier (JUST the minutes and seconds value, it 'works' but it effects game position therefore its not a display code only, however the milliseconds part actually works and that code itself is added on forums as 'millisecond display modifier')
Anarion's Vehicle Stat Modifier Offline (I've followed his instructions for the values to use, and tried my own. Character won't move unless you shroom, and the handling is way out of control, you spin in one spot at an extreme rate)
Bully's Instant Selection Timeout Code (the single line version, NOT the C2 ASM type which allows you to modify the timer value)
Only Find 1 Player WW's Code
Unsuspend Yourself
Ftwasify's No Voice when Star/Mega is Used Code
Davidevgen's No Kart Sounds (alternative No Engine Sounds) Code
Hamster's Star Speed Modifier
Hamster's Mushroom Speed Modifier
Revmage's Lightning Color Modifier
Revmage's Firesnake Speed Modifier
Gaia47300vr's The Item Float code
Red Color Bullet Bill
Davidevgen's Deploy Red Shell Speed Modifier
Spaghetti Nopper's Version of C-Stick Act/Deact Enablers (code is just iffy all around, maybe someone else can improve the code or make a diff one that works 100%)
Play as Bullet Bill Code
Hamster's Wheel/Chuck Key Remapper
Yo Momma's Perfect Timer
Anil8r's Perfect Timer
DarkFlare's Press Button To End Bullet Bill Code
DarkFlare's Disable Online Gameplay Code
DarkFlare's Detonate Bob-ombs on Command Online Code
DarkFlare's No Coin Pile
DarkFlare's Can Never Join Friends Code
DarkFlare's Anti Stalking Code
DarkFlare's Delete Friend Roster Code
DarkFlare's Ban Hackers Code
Luis's Detonate Bob-ombs on Command Offline Code (doesn't work every time you press your activator)
RoGamer's Stopped Chain Chomp Code
EvilRobot's Freeze WW Code
EvilRobot's DC WW Code
EvilRobot's Live View Moments Code
CPU Drives For You Code
RoGamer's Static Coin Code
GSKW's Nearsighting Code
Crashzer's Disable Map Preview Animation Code

Print this item

  Item Rules
Posted by: Vega - 02-15-2018, 12:00 AM - Forum: Non-Hacking MKW Threads - Replies (8)

Naners/Shells
- Cannot get Triple Bananas/Shells while holding Triple Bananas/Shells
Please note that even if you lose part of your triple bananas/shells, these rules still apply.

Blooper
- Cannot get Blooper for the first 15 seconds of a race.
- There cannot be more than 1 Blooper in play simultaneously
- Once a Blooper is used, 15 seconds must elapse before another Blooper can be available for play

Thunder Cloud
- There cannot be more than 1 TC in play simultaneously

Bob-omb
- There cannot be more than 3 Bob-ombs in play simultaneously

Blue Shell
- Cannot get Blue for the first 30 seconds of a race
- There cannot be more than 1 Blue in play simultaneously

POW Block
- Cannot get POW for the first 20 seconds of a race.
- There cannot be more than 1 POW in play simultaneously
- Once a POW is used, 20 seconds must elapse before another POW can be available for play

Golden Mushroom
- There cannot be more than 2 Goldens in play simultaneously

Mega Mushroom
- Cannot get a Mega while in a Mega
- There cannot be more than 2 Megas in play simultaneously

Star
- There cannot be more than 3 Stars in play simultaneously

Bullet Bill
- There cannot be more than 1 Bill in play simultaneously

Shock
- Cannot get Shock for the first 30 seconds of a race.
- There cannot be more than 1 Shock in play simultaneously
- Once a Shock is used, 30 seconds must elapse before another Shock can be available for play

Mushroom Bug/Shroom-Glitch
- On your 16th, 18th, and 20th+ item, you will always receive a Shroom.

Print this item

  About Region ID's
Posted by: Vega - 02-14-2018, 11:59 PM - Forum: Non-Hacking MKW Threads - Replies (3)

About Region ID's

NOTE: Everything mentioned here is not including the use of any hacks, cheats, exploits, etc.

In Mario Kart Wii, the game uses what are called Region ID's to designate separate regions based on continental residence. Each region ID contains the Versus Race region slot, Battle Region slot, and Time Trial Region slot. Before MKWii was released, Nintendo pre-made/configured the first 8 Region ID's. Some Region ID's were give a certain color so players online could tell other people's region IDs. 

The Region ID is a hexadecimal number (byte) determined by a small amount of PowerPC instructions (within the main.dol), and that number is stored on the MKW data save file. These small amount of PowerPC instructions are done every time MKW is booted. When you create a data save for the first time, the resulting byte for the Region ID is written to the data save file. For every time you boot MKW with a data save already present, another different set of PowerPC instructions (within the StaticR.rel) is executed. These instructions load the Region ID byte from the data save file and compares it to what the result is from the main.dol's sequence of instructions. If there isn't a match, this triggers a game function that notifies you on your screen that you must make a new data save file or return to the Wii Menu.

In order to see what Region ID a player has, you look at the color of the line that is underneath their name during a live race. Nintendo pre-cofigured Region ID values 0 thru 7.

RED = Japan (0)
BLUE = Americas (1)
GREEN = Europe (2)
YELLOW = Australia & New Zealand (3)
WHITE = Taiwan (4)
PURPLE = South Korea (5)
WHITE = China (6)
WHITE = Region ID #7 (For more info on this, scroll down to 'About Region ID 7')

Everything for value 8 thru 255 (0xFF in hex) has the color white.

There were 4 MKW Discs made and released to the public by Nintendo. They are...
NTSC-U/RMCE01 = American MKW
PAL/RMCP01 = European MKW
NTSC-J/RMCJ01 = Japanese MKW
NTSC-K/RMCK01 = Korean MKW

There was also a 5th disc (never released) that is most likely labeled as NTSC-C/RMCC01 = Chinese MKW. For more about this, scroll down to 'About China Region ID'.

As you can see there isn't as many discs as there are region IDs (not including region ID's above 6). Nintendo did some fancy tricks with certain region-specific Wii's to compensate for this.

About the American & Korean Region ID's

For both the American and Korean MKW Discs, the Region ID is written with just one instruction. 

li r0, X

X is 1 in the American game, and is 5 for the Korean game.

This instruction is at memory address 0x8000AE70 for the American game and at address 0x8000AEAC for the Korean game. You can call this 'hardcoded'. Regardless of what country/region/location settings you change in MKW/Wii, the Region ID value will never change. After this instruction is executed, the Region ID value is later stored in a spot in memory where the game will use the value multiple times for various online functions.

About the Japanese & Taiwan Region IDs

Nintendo never made a Taiwan MKW Disc. Instead (to save costs), they configured extra instructions into the Japanese game to set the Taiwan Region ID if the Wii's Country Code is 128 (0x80 in Hex). For All Wiis, the Country Code value (byte) is stored in the SYSCONF file (/shared2/sys). Over a year after MKW was released, Nintendo would finally make a Taiwan Wii for the public (July 2, 2008). The Taiwan Wii is almost the exact same as the Japanese Wii. The only differences is that the Taiwan Wii came with the country code value of 128 in the SYSCONF value instead of the value of 1 (Japan) and it had different outside stickers (for things such as the Serial Number). 

Both Taiwan Wiis and Japanese Wiis use the Japanese System Menu (thus allowing the Taiwan Wiis to play the Japanese Disc), so a user cannot change the SYSCONF's country code value.

How the Region ID to determined when the Japanese game is launched (for actual technical details/instructions go to 'Technical Details')--

1. The game dumps the country code (plus state ID code) into memory (read from the SYSCONF file)
2. The game sets the Taiwan Region ID Value (4)
3. The game checks the country code value to 0x80 (128)
4. If there is a match, the Region ID value is stored to memory. If there is not a match, the Region ID value is changed to Japan (0), then it gets stored to memory.

About the Europe and Aus/NZ Region IDs

Nintendo would make both Wiis for Europe and Australia. These Wiis are basically the exact same except for some outside stickers and the Serial Number. Both Wiis play the PAL Disc. In the PAL game, the Region ID will be set to 3 if the country code values of 65 or 95 is present in the SYSCONF file. Similar to how the Japan/Taiwan Region ID is determined, but obviously with another check to compensate for two country code values.

In regards to the European and Australia Wiis, there's a slight catch. For example, if you take a Euro or Australian Wii and reformat it, during the setup process, you can choose any European country code or Australia/NZ country codes. If you chose a European country, once formatting is done, you can only choose from European countries in the Wii's settings unless you wanna reformat your Wii again. If you chose a Aus/NS country code, once formatting is done, you can only choose from Australia or NZ unless you wanna reformat again.

Summary of how the Region ID is set in the PAL Disc

1. The game dumps the country code (plus state ID code) into memory (read from the SYSCONF file)
2. The game sets the AUS/NZ Region ID (3)
3. The game checks for country code value 65, if there is a match, the Aus/NZ Region ID (3) is stored to memory
4. The game does a second check for country code value 95. If there is a match, the Aus/NZ Region ID (3) is stored to memory
5. If neither of those two values were matched, the Region ID value is changed to Europe (2), then it gets stored to memory.

About the China Region ID

The China Region ID is the same color as the Taiwan Region, so the only way to tell if someone has China vs Taiwan is to see their Globe location. The China Region ID is part of the unreleased Chinese MKW Disc. The Disc has a game ID most likely of RMCC01. Sometime during the early ages of MKW, Nintendo contracted out a Chinese company called iQue to build some Chinese Wiis + MKW targeted for the Chinese people. iQue is the company that manufactured the 3DS's for Nintendo. It's assumed that these Chinese Wiis were given to iQue devs for testing, and during these tests various iQue devs set some TT ghosts and these TT ghosts were sent to the WiFi charts. In fact, in a few of old Chinese Top 10 Wifi Charts, there were some players with the name of 'iQue'. Obviously, the 'charts' are referring to the old Nintendo WFC Wifi charts that are no longer available (Nintendo WFC shutdown in May 2014).

In the Chinese Luigi Circuit Top 10 Wifi Chart, the 9th rank player had a Mii name in Simplified Chinese. This Mii name cannot be read in the Korean Mii channel nor a normal Mii channel, so its assumed that only the unreleased Chinese Wiis has a unique Mii Channel that can read/write Simplified Chinese Mii characters. Also every ghost file on every Chinese Top 10 had a country code value of 160 (0xA0). So it's safe to assume that the unreleased Chinese Wiis had a set SYSCONF country code value of 160 that cannot be changed in it's System Menu settings.

The Chinese MKW Disc most likely sets the Region ID value with a singular instruction like the American and Korean Discs.

li rX, 6 #X = w/e register is used in the CPU set by the compiler

Hey Vega! I have the RMCC01 ISO! It's the real Taiwan ISO! (or... I have the RMCC01 ISO!, I have the super rare Chinese ISO!)

This is flat out wrong. In June 2011, a Taiwan Player (A9-Star, not the Star here on the forums), took a Japanese ISO and made BRFNT edits to make a new font file to display Traditional Chinese Characters (for Taiwan people). It's important to note that the country of China uses Simplified Chinese language, not Traditional. A9-Star would do a slight game ID edit on the ISO to RMCC01. The correct game ID he should have used (for imitating a MKW Taiwan ISO) is RMCW01. Nintendo uses the letter W in the game ID's to designate Traditional Chinese games. For reference, Nintendo made 8 Traditional Chinese games. They were marketed for the Taiwan Wii. These games use the same DISC Region (not taking bout Region ID here), as Japanese Discs, meaning all Trad. Chinese games can be played in a Japanese Wii as well.

List of Trad. Chinese games.
SB4W01 - Trad Chinese Super Mario Galaxy 2
SMNW01 - Trad Chinese New Super Mario Bros
SSQW01 - Trad Chinese Mario Party 9
RSPW01 - Trad Chinese Wii Sports
RZTW01 - Trad Chinese Wii Sports Resort
RHAW01 - Trad Chinese Wii Play
RFNW01 - Trad Chinese Wii Fit
RFPW01 - Trad Chinese Wii Fit Plus

If Nintendo was going to make a Trad. Chinese MKW Disc, they would have used the Game ID of RMCW01. In conclusion, that RMCC01 ISO is not the 'real' Chinese ISO or the 'real' Taiwan ISO. It's just a modded Japanese ISO by a random mkwii player.

About Region ID 7

Region ID 7 is an odd ball. It uses a White Line, but it has a quirk. Every Region ID has a default globe location (Hex 32 bit value). All default globe location values are stored in every main.dol file of all MKW Discs.

List of Region ID's 0 - 6 default globe location:
Japan - Tokyo, Japan
Americas - D.C., USA
Europe - Berlin, Germany
Aus/NZ - Sydney, Australia
Taiwan - Taipei, Taiwan
S.Korea - Seoul, South Korea
China - Beijing, China

If a user hasn't set their flag (location/state within country) then your globe location online is set to a default value. For Region ID 7, that default globe location will vary per MKW Disc

Default globe locations of Region 7 by Disc:
- NTSC-J Disc - Tokyo, Japan
- NTSC-U Disc - D.C., USA
- PAL Disc - Berlin, Germany
- NTSC-K Disc - Seoul, South Korea
- NTSC-C (Chinese/Unreleased) Disc - Beijing, China

Pictures of Default Globe Locations of Region IDs 0 - 6; Other Helpful Links

Here are pictures for every region ID default globe location (except region 7 which as I mentioned before, varies per disc)
Japan - http://mkwii.com/pics/regionid/region0.png
Americas - http://mkwii.com/pics/regionid/region1.png
Europe - http://mkwii.com/pics/regionid/region2.png
Australia / New Zealand - http://mkwii.com/pics/regionid/region3.png
Taiwan - http://mkwii.com/pics/regionid/region4.png
Korea - http://mkwii.com/pics/regionid/region5.png
China - http://mkwii.com/pics/regionid/region6.png

Every region ID (except China) is setup to be as if they were done legitimately. Obviously, since nobody has the Chinese MKW disc, i just used PAL in honor of Xer who was the first to get on China via hacks (done on PAL disc).

To better understand the variety and differences of all the Consoles & MKW Discs, visit this html page - HERE
Pictures of Taiwan and Korean Wiis - HERE

Technical Details

NOTE: For those who can read PowerPC Assembly

Here is how the Japan Disc determines the Region ID:

Code:
8000ADFC lwz r4, 0x00F8 (r31) #Load the Country Code Byte, 'State' ID byte, and City ID halfword
8000AE00 li r3, 0 #Set japan region ID (value of 0)
8000AE04 stw r3, 0x0084 (r31) #place the region ID into memory

8000AE08 addis r0, r4, 1
8000AE0C cmplwi r0, 65535 #The game does a check here. To where if your country + state ID = 0xFFFF and your city id is set to 0xFFFF, then the game forces you to have japan region ID, this check is useless.

8000AE10 bne- => 0x8000AE18
8000AE14 b => 0x8000AE28

8000AE18 rlwinm r3, r4, 8, 24, 31 #Shift the bits so the country code byte is the last byte of the register

8000AE1C subi r0, r3, 128
8000AE20 cntlzw r0, r0
8000AE24 rlwinm r3, r0, 27, 5, 31
8000AE28 cmpwi r3, 0
8000AE2C beq- => 0x8000AE38 #If 0, then Taiwan country code is not set, skip over Taiwan instructions

#the above does an unnecessary complex equation of subtracting, leading bit count, and rotation to see if the country code is 0x80.

8000AE30 li r0, 4 #Set Taiwan region ID value
8000AE34 stw r0, 0x0084 (r31) #place the region ID into memory

A better way to do this would be something like...

Code:
lbz r4, 0x00F8 (r31)
li r3, 0 #Set Japan Region ID

#Don't do any city ID checking

cmpwi r4, 0x80
beq- store_regionid

li r3, 4

store_regionid:
stw r3, 0x0084 (r31)

Here's how the PAL Disc determines the Region ID:

Code:
8000AEA8 lwz r4, 0x00F8 (r31) #Load country code, state ID, city ID
8000AEAC li r0, 2 #Set Europe Region ID
8000AEB0 stw r0, 0x0084 (r31) #Place Region ID into memory

8000AEB4 addis r0, r4, 1 #City ID check...
8000AEB8 cmplwi r0, 65535
8000AEBC bne- => 0x8000AEC8
8000AEC0 li r0, 0 #Reset r0 to 0
8000AEC4 b => 0x8000AED8

8000AEC8 rlwinm r3, r4, 8, 24, 31
8000AECC subi r0, r3, 65 #Time to check for country code 65
8000AED0 cntlzw r0, r0
8000AED4 rlwinm r0, r0, 27, 5, 31

8000AED8 cmpwi r0, 0
8000AEDC bne- 0x8000AF0C #If r0 is not 0 then country code is 65, set Australia/NZ region ID

8000AEE0 addis r0, r4, 1 #City ID check a second time (lol)
8000AEE4 cmplwi r0, 65535
8000AEE8 bne- 0x8000AEF4

8000AEEC li r0, 0 #Reset r0, to 0
8000AEF0 b => 0x8000AF04

8000AEF4 rlwinm r3, 4, 8, 24, 31
8000AEF8 subi r0, r3, 95 #Time to check for country code 95
8000AEFC cntlzw r0, r0
8000AF00 rlwinm r0, r0, 27, 5, 31

8000AF04 cmpwi r0, 0
8000AF08 beq- 0x8000AF14 #If not equal, skip over Aus/NZ instructions

8000AF0C li r0, 3 #Set AUS/NZ Region ID
8000AF10 stw r0, 0x0084 (r31) Place AUS/NZ Region ID into memory

Here's a better way....

Code:
lbz r4, 0x00F8 (r31)

li r3, 3 #Set AUS/NZ Region ID

cmpwi r4, 65
beq- store_regionid
cmpwi r4, 95
beq- store_regionid

li r3, 2 #If country code wasn't 65 or 95, then set Europe Region ID

store_regionid:
stw r3, 0x0084 (r31)

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  Item Probability (Online VS)
Posted by: Vega - 02-14-2018, 11:59 PM - Forum: Non-Hacking MKW Threads - No Replies

http://mkwii.com/item/

For Online VS Only.

All credits to XeR

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  What's Up
Posted by: Vega - 02-14-2018, 11:58 PM - Forum: Introductions - No Replies

Whats good. My name is Vega. I am the admin/founder of this website.  Sleepy

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Tongue Don't be shy! Introduce yourself!
Posted by: Vega - 02-14-2018, 11:57 PM - Forum: Introductions - No Replies

In this Forum, feel free to make a thread to introduce yourself!  Tongue

Please note that old Hello threads that go inactive for a long time will be locked.

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Star About Roles & Forum Rankings
Posted by: Vega - 02-14-2018, 11:56 PM - Forum: Site Advancement - No Replies

About Roles & Forum Rankings



Staff:

Admin (Vega) [Image: waluigi.png]
Description: The administrator and founder of the forums.

Moderator (JoshuaMK) [Image: toad.png]
Description: Moderator #1

Moderator (Seeky) [Image: kingboo.png]
Description: Moderator #2



Special Members:

Star [Image: rosalina.png]
Description: Special role for Star

This has the exact same privileges of the Coder / Dev role below, but the user (Star) can change his role title to anything at any time.



Non-Staff:

Coder / Dev
Description: For Coders and Developers, so they can bypass the approval system in the Codes Forum.

Some privileges about Coder/Devs:
- User Title = Coder / Dev
- 30 post count limit per day
- Can undo poll votes
- Can do +2/-2 for reputation
- Daily reputation that can be given increased from 5 to 6

Registered Users (Image icon varies on post count)
Description: For all normal users.

Some notes about Registered Users:
- 20 post count limit per day
- Cannot change user name
- Cannot set custom role title
- Cannot see invisible users

All notes except the 20 count limit also applies to the Coder/Dev role.


Banned Users (no image icon)
Description: Denied account access.



Post Count Rankings (icons still apply to Coder/Devs and Registered Users)

1280 - (God) [Image: shock.png]

640 - (Myth) [Image: bill.png]

320 (Legend) - [Image: mkwstar.png]

160 (Master) - [Image: mega.png]

80 - (Pro) [Image: blue.png]

40 - (Expert) [Image: shroom.png]

20 - (Advanced) [Image: red.png]

10 (Intermediate) - [Image: green.png]

0 (Beginner) - [Image: nana.png]

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Exclamation Rules/Code of Conduct/Banning
Posted by: Vega - 02-14-2018, 11:56 PM - Forum: Site Advancement - No Replies

Rules; CoC (Code of Conduct); Banning:



I. Strike System; Banning

When a user violates a rule they will receive a strike. However please read the other chapters below as some rule violations may skip the strike system and result immediately in a Perma/Indefinite Ban.

1st Strike - Warning
2nd Strike - 48 Hour Ban
3rd Strike - 1 Month Ban
4th Strike - Perma/Indefinite Ban



II. Spam

No spam of any kind. It's ok to double post IF NEEDED. 'Low-level' spam will follow the strike system. However if the user's account appeared to be created for the sole purpose of spam, then the resulting consequence will be a Perma/Indefinite Ban.



III. Content/Downloads

No graphical, sexual and/or illegal content of any kind. This includes copyrighted material. If you post a thread that allows content to be downloaded, be absolutely sure you are not violating copyright laws. Simple mistakes with downloads will follow the strike system. However, blatantly posted graphical, sexual and/or illegal content will result in a Perma/Indefinite Ban.



IV. Reputation

The forums include a feature to give 'reputation/rep' to users. A user with higher rep is considered to be trustworthy while users with lower (negative rep) are not considered to be trustworthy. Therefore, this rep system is somewhat important and shouldn't be manipulated. 

Thus, any user downgrading another user's reputation for (what I consider) no legitimate reason is against the rules. Violating this rule will follow the Strike system.



V. 'Gutting' Your Own Posts/Threads

No 'gutting' your own posts/threads. What does this mean? Well if a user makes posts and/or threads with content that is considered 'quality/valuable' information of any kind, then later edits those posts to remove said content, then this is considered by me an attempt to 'wipe' important MKWii history. This action will be considered as harsh spam and will result in a Perma/Indefinite Ban.



VI. COPPA Compliance

COPPA is a law passed in the US in 2000. Due to the law, and to protect against lawsuits, if you claim you are under 13 years of age, your account will be perma-banned. Nobody is allowed to have an account if they are under 13 years of age.



VII. Code of Conduct

Insulting/threatening others is against the CoC. Punishment will follow the strike system. This will include PMs as well. The user receiving the insults/threads from another user via PM must provide some sort of proof such as a screenshot of their Inbox displaying the insult/thread. Sending insults of any kind towards the admin (me) will instead result in a Perma/Indefinite Ban.



VIII. Privacy

This seems to be the biggest issue in the entire Mario Kart Wii community. Do not post other people's personal information unless you have their full consent. Violating this rule is a serious offense and will result in a Perma/Indefinite Ban. This includes (but is not limited to) last names, middle names, irl pictures/videos, links to social media accounts, addresses, phone numbers, IP addresses, and location of residence.

Also no 'half-leaks'. Basically half-leaks are leaking a hint or clue that can reveal (with average intelligence) something that is private to a user.



IX. Discussing About Bans on the Forum, Appealing Bans

It is NOT allowed to discuss any ban(s) here on the site unless it's via PM's. Doesn't matter if it's about your ban, somebody else's ban, a group ban, or any combination thereof. If you feel your Ban is 'unjust', PM me. You also have the option to PM me over discord - Vega#8365.



X. Bypassing Bans

Bypassing a ban will always result in a Perma Ban/Indefinite. Any user helping another user bypass a Ban will also receive a Perma/Indefinite Ban.



XI. Sub-Forums and/or Threads (by the Admin) w/ Extra Rules

Some sub-forums or threads that were created by the Admin (me), may have additional rules to follow. For example, the 'Make it to 1000' thread has a rule against double posting regardless of the reason. Be sure to read a thread's original post for additional rules. If an entire sub-forum has additional rules; there will be a sticky thread provided. Be sure to read that sticky thread. Violating any additional rules will follow the Strike System.



XII. Discord Server

The rules are not just limited to these forums. They also apply to the MKWii.com's Discord Server.

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