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  Invisible THP Videos [Luis]
Posted by: Star - 03-18-2018, 02:28 AM - Forum: Visual & Sound Effects - No Replies

Invisible THP Videos [Luis]

(NTSC-U)
049BD044 00000000

(PAL)
049C1804 00000000

(NTSC-J)
049C0864 00000000

(NTSC-K)
049AFE44 00000000

Code Creator: Luis

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  Blue Shell Warning [Luis]
Posted by: Star - 03-18-2018, 02:22 AM - Forum: Incomplete & Outdated Codes - No Replies

Blue Shell Warning [Luis]

NOTE: Outdated by Bully's Item Warning Online which allows you to monitor any item of your choice

(NTSC-U)
047A3C08 38C00000

(PAL)
047AE8B0 38C00000

(NTSC-J)
047ADF1C 38C00000

(NTSC-K)
0479CC70 38C00000

Code Creator: Luis

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  Freeze Penguins N64 Sherbet Land [DarkFlare]
Posted by: Vega - 03-18-2018, 02:04 AM - Forum: Offline Non-Item - No Replies

Freeze Penguins N64 Sherbet Land [DarkFlare]

NTSC-U
048A5FF4 60000000

PAL
048ABD74 60000000

NTSC-J
048AAED4 60000000

NTSC-K
0489A1D4 60000000

Code created by: DarkFlare

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  License Statistics Modifier [NinARM]
Posted by: Vega - 03-17-2018, 01:27 AM - Forum: Offline Non-Item - No Replies

License Statistics Modifier [NinARM]

Change Miis or log in a race/TT to save changes.

NTSC-U
48000000 809B8F88
DE000000 90009380
5A010000 000XXXXX
14000YYY 0000ZZZZ
E0000000 80008000

PAL
48000000 809BD748
DE000000 90009380
5A010000 000XXXXX
14000YYY 0000ZZZZ
E0000000 80008000

NTSC-J
48000000 809BC7A8
DE000000 90009380
5A010000 000XXXXX
14000YYY 0000ZZZZ
E0000000 80008000

NTSC-K
48000000 809ABD88
DE000000 90009380
5A010000 000XXXXX
14000YYY 0000ZZZZ
E0000000 80008000

X Values:
09050 = Top Left License
12440 = Top Right License
1B830 = Bottom Left License
24C20 = Bottom Right License

Y Values:
264 - WFC VS Win Count
268 - WFC VS Loss Count
26C - WFC Battle Win Count
270 - WFC Battle Loss Count
274 - Ghost Races Win Count
278 - Ghost Races Loss Count
27C - Total Race Count
280 - Total Battle Count
288 - Wii Wheel Percentage
28C - Ghost Challenges Sent
290 - Ghost Challenges Received
294 - Item Hits Given
298 - Item Hits Received
29C - Trick Count
2A0 - 1st Place Appearance Count

Z Values:
Any hexadecimal number

Code created by: NinARM
Code contributor(s): mdmwii

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  Freeze THP Videos [Luis]
Posted by: Star - 03-15-2018, 08:16 PM - Forum: Visual & Sound Effects - No Replies

Freeze THP Videos [Luis]

(NTSC-U)
049BD024 00000000

(PAL)
049C17E4 00000000

(NTSC-J)
049C0844 00000000

(NTSC-K)
049AFE24 00000000

Code Creator: Luis

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  No Checkpoints (Instant Laps) [Hamster35000vr]
Posted by: Vega - 03-15-2018, 12:27 AM - Forum: Offline Non-Item - No Replies

No Checkpoints (Instant Laps) [Hamster35000vr]

Code only works offline. You simply need to cross the line to record a lap, no need to race the track.

NTSC-U
C252FEB8 00000002
38A50001 B0A30024
B0A30023 00000000

PAL
C2534A00 00000002
38A50001 B0A30024
B0A30023 00000000

NTSC-J
C2534380 00000002
38A50001 B0A30024
B0A30023 00000000

NTSC-K
C2522A58 00000002
38A50001 B0A30024
B0A30023 00000000

Code created by: Hamster35000vr

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  About GCN Trigger Glitch
Posted by: Vega - 03-14-2018, 11:46 PM - Forum: Coding & Hacking General Discussion - Replies (2)

About the GCN Trigger Glitch

To GCN Users: Have you ever deactivated a code, but it didn't deactivate and it only happened with the L/R triggers? Well this is because of the design of the GCN and actually has nothing to do with a faulty code, Wii, ISO, etc. We call this the 'GCN Trigger Glitch'.

The GCN comes with two type types of buttons. Standard membrane buttons and spring actuated buttons. The L/R buttons are the only spring actuated buttons. These spring buttons are designed with a 'two-stage' trigger like feature. Two-stage meaning you have a first motion of travel, then you get to a 'wall'. After that, more force is needed to get past this 'wall' and enter into the second short stage of motion of travel to full compression of the button. You will hear an audible click once you pass the 'wall'.

For unknown reasons, regardless of what cheat codes you are using with the L/R buttons as deactivators, if you don't press your button past that first stage (receive audible click/go pass the 'wall'), then your code won't deactivate.This can obviously happen to an activator too if set to L/R button(s). A tutorial to change a code configuration to stop the glitch entirely can be found HERE

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  Convert Codes to have Default Deactivated State
Posted by: Vega - 03-14-2018, 11:41 PM - Forum: Coding (Non-ASM) and Dolphin - No Replies

Convert Codes to have Default Deactivated State

This guide is very useful for those who want to completely get rid of the 'GCN Trigger Glitch'. It is recommended you read this thread HERE for concise info about the GCN Trigger Glitch

So let's say you have to have the GCN L/R button as your act/deact and you never want to have the GCN glitch happen, you can convert standard codes to always be deactivated until the activator is pressed and HELD. The moment the activator is released, code is auto deactivated. For example, let's take a NTSC-U Shared Item Code (which is a common victim to GCN trigger glitch) and convert it. The code will have prefilled XYZ values (GCN port 1, Start Button for activator, L button for deactivator, and Blue Shell for shared item code)

28343E80 EF7F1080
C27AB704 00000002
38600007 90770020
60000000 00000000
E0000000 00000000
28343E80 FF3F00C0
047AB704 90770020
E0000000 80008000

With a standard configuration like this, once you activate code, you must deactivate manually to turn back off the code. However, with the GCN L/R trigger glitch, if you don't fully press the trigger(s) the deactivator won't register and the code remains activated. The common sense thing to do first, is to move the deactivator as the first line of the code. This causes the game to read that deactivator line first, thus the code's default state is deactivated. After that, we obviously no longer need the halfway terminator as it's there to only serve the purpose of allowing you to stay deactivated only after you press the deactivator. Lastly, we don't need the deactivator-specific controller line since once we release our activator we are defaulted back to being deactivated. With everything mentioned and applied, the code now looks like this---

047AB704 90770020 <-- deact as top (code defaults to deacted state)
28343E80 EF7F1080 <-- controller act line (must press and HOLD while passing item box)
C27AB704 00000002 <-- base shared code
38600007 90770020 <-- base shared code
60000000 00000000 <-- base shared code
E0000000 80008000 <-- final terminator neede to not conflict with other codes in GCT if present

Ok great, we did a simple conversion. Now let's say you have two shared item codes which obviously both use the same RAM address. Now you could add two separate entire codes in the format we just did, but why do that when we can do a special method to make one larger code that contains both shared codes with both controller activator lines. Now heres a doubled-shared code in the proper form of what I'm taking about. (first code will be from earlier, second shared code will be Y button activator for shock)

047AB704 90770020 <-- deact on top as it should be
28343E80 EF7F1080
C27AB704 00000002 
38600007 90770020 
60000000 00000000 
28343E81 F77F0880 <--2nd controller act line for 2nd shared code, notice the +1 to controller address value
C27AB704 00000002
38600008 90770020
60000000 00000000
E0000000 80008000 <-- final terminator 

You will notice that the 2nd controller address value needed a +1. If you are using codes in this special format, the controller address values must have their own unique value. If you have this format with 3 codes with a different 3rd controller activator line, the 3rd controller address value would be a +2 from the original value (example 3E82). You do a +1 for every controller address line you add. As you can also see, there is no halfway terminator line. If one was added, it would render the second half useless. For a final example here is the special format with 3 shared codes (3rd shared code will be for shroom using X button as the activator)

047AB704 90770020
28343E80 EF7F1080
C27AB704 00000002 
38600007 90770020 
60000000 00000000 
28343E81 F77F0880
C27AB704 00000002
38600008 90770020
60000000 00000000
28343E82 FB7F0480
C27AB704 00000002
38600004 90770020
60000000 00000000
E0000000 80008000

In conclusion, if you are a GCN user, you no longer have to worry about that silly trigger glitch.

Happy Coding!

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  Soft Drift vs Corner Drift
Posted by: Vega - 03-14-2018, 09:28 PM - Forum: Non-Hacking MKW Threads - Replies (6)

Soft Drift vs Corner Drift

If you've been in the TT community long enough, you have come across these two terms. These terms get misused quite frequently so I will explain the differences between the two.

There are multiple ways to charge a MT boost. It all depends on the variety of analog stick movements. These movements can dictate how fast a MT boost will charge. The analog stick track/channel on any controller has 8 corners. 2 for top/bottom, 2 for left/right, and the other 4 for pure diagonal direction. A corner drift is a drift with its MT being charged by the analog stick placed completely in one of the four corners during the entire process of the charge. The corner drift is commonly mistaken as soft drift because when a corner drift is being executed, the character will not drift in the most possible horizontal fashion thus displaying a type of 'soft' curvature to the drift.

The soft drift is a drift with its MT being charged by the analog stick never touching the perimeter wall of the analog stick track/channel. It doesn't matter which direction(s) the analog stick is pointing at as long as the perimeter wall is never contacted by the analog stick. Usually, this type of analog stick movement requires the 'soft/gentle' push/control of the stick, hence why it is called the 'soft drift'. If done correctly, MTs can be charged extremely fast. This method of MT charging is vastly difficult and basically requires natural talent/gift. Only one top tier TTer is known to use this MT charging method, and that person is Jascha.

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  What got you into Hacking?
Posted by: Vega - 03-14-2018, 07:44 PM - Forum: Coding & Hacking General Discussion - Replies (23)

So if you are in this sub-forum, chances are you love to Hack up the Wii/MKW  Big Grin Whether it's using cheat codes, messing with RAM, making codes, fixing codes, analysis, brick test, etc; please post what got you into hacking. Also tell us what's your favorite type of hacking.

---

Back in April 2009, a friend of mine was in a WW with a hacker throwing a bunch of blue shells. He knew something wasn't right and realized those blues were cheated. After some days of research, he discovered about HBC/Ocarina, and installed that shit! We would go into WW's doing the simple 'caveman' item wheel' & speed hacks. 

Fast forward to summer 2011, I ran into the wiihacks.com forums (now shutdown). I took a risk and softmodded my Wii plus region-changed it to Korea. But silly me I didn't realize you need a Korean MKW Disc for the Korean Menu. But I wanted to keep the Wii Korean. After some web browsing, I figured out about the whole ISO scene. Got a torrent and waited almost a week for my Korean ISO to download. After that, I guess you could say the rest was history.

Currently my fav type of hacking is messing with MKW RAM plus porting codes. This also includes double check other people's code and fixing/refining them. Whenever I'm not doing that, I'm doing general Softmod stuff/tests (Bootmii, NAND work, etc).

Tongue

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