Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 542
» Latest member: koopafan
» Forum threads: 1,662
» Forum posts: 11,929

Full Statistics

Online Users
There are currently 373 online users.
» 0 Member(s) | 371 Guest(s)
Bing, Google

Latest Threads
Make it to 10,000
Forum: General Discussion
Last Post: Fifty
11 hours ago
» Replies: 5,669
» Views: 4,181,052
E-mails not working on th...
Forum: General Discussion
Last Post: Fifty
04-19-2024, 04:56 AM
» Replies: 3
» Views: 213
More missing info from Br...
Forum: Coding & Hacking General Discussion
Last Post: Vega
04-15-2024, 10:04 PM
» Replies: 0
» Views: 168
Request: Custom music vol...
Forum: Code Support / Help / Requests
Last Post: lschlick
04-15-2024, 06:13 PM
» Replies: 0
» Views: 184
Request: Additional sound...
Forum: Code Support / Help / Requests
Last Post: _Ro
04-15-2024, 01:50 AM
» Replies: 6
» Views: 232
Mistake in the Broadway M...
Forum: Coding & Hacking General Discussion
Last Post: Vega
04-14-2024, 11:58 PM
» Replies: 0
» Views: 88
Camera Distance Modifier ...
Forum: Visual & Sound Effects
Last Post: vlonebozo
04-13-2024, 11:05 PM
» Replies: 1
» Views: 6,755
Pretty In Game Item Spy p...
Forum: Online; Item
Last Post: vlonebozo
04-13-2024, 03:52 PM
» Replies: 1
» Views: 566
"Double Dash!!" Speedomet...
Forum: Visual & Sound Effects
Last Post: vlonebozo
04-13-2024, 01:54 PM
» Replies: 2
» Views: 493
Item Rain (v1.5) [MrBean]
Forum: Online; Item
Last Post: Luigi Hack Fan
04-13-2024, 12:55 PM
» Replies: 4
» Views: 11,761

 
  Instant Voting Roulette Decide / Skip Voting [Ro]
Posted by: _Ro - 03-08-2024, 05:22 PM - Forum: Online Non-Item - Replies (1)

Instant Voting Roulette Decide / Skip Voting [Ro]

This code will skip the voting and go directly to the race after the host sends the event that that determines what course will be picked and the voting is ready to start. You will not get to see what course was picked as you'll directly fade into the track.

NTSC-U
046127A4 4800011C

PAL
04643BC4 4800011C

NTSC-J
04643230 4800011C

NTSC-K
04631EDC 4800011C

Code creator: Ro

Print this item

  Water Splash Particle When Landing [Ro]
Posted by: _Ro - 03-08-2024, 05:17 PM - Forum: Visual & Sound Effects - No Replies

Water Splash Particle When Landing [Ro]

When landing on the ground, instead of seeing smoke particle, you will see water splash particle.

NTSC-U
0469049C 60000000
0469047C 60000000

PAL
04694924 60000000
04694904 60000000

NTSC-J
04693F90 60000000
04693F70 60000000

NTSC-K
04682CCC 60000000
04682CAC 60000000

Code creator: Ro

Print this item

  Toyota Moving Forward [Ro]
Posted by: _Ro - 03-08-2024, 05:14 PM - Forum: Online Non-Item - No Replies

Toyota Moving Forward [Fishguy, Ro]

Allows moving and doing actions during damage. You will not lose speed but you will still have knockback from damage. It is recommended to use Knockback Height Modifier by Suppastario to avoid going to the air during damage (so you can still continue driving on the ground). Only affects you, has fix for character damage animation and minimap damage icon spin.
Credits for Fishguy for base code.

NTSC-U
C25635E0 00000003
98850014 89850017
718C0002 40820008
90850008 00000000
C258E014 00000002
90C30008 39800000
99830014 00000000
C27BCCC4 00000003
88040014 70000001
40820008 80040008
60000000 00000000
C27E1AE0 00000003
88030014 70000001
40820008 80030008
60000000 00000000
04563664 60000000

PAL
C2567960 00000003
98850014 89850017
718C0002 40820008
90850008 00000000
C2594838 00000002
90C30008 39800000
99830014 00000000
C27CB724 00000003
88040014 70000001
40820008 80040008
60000000 00000000
C27EB38C 00000003
88030014 70000001
40820008 80030008
60000000 00000000
045679E4 60000000

NTSC-J
C25672E0 00000003
98850014 89850017
718C0002 40820008
90850008 00000000
C25941B8 00000002
90C30008 39800000
99830014 00000000
C27CAD90 00000003
88040014 70000001
40820008 80040008
60000000 00000000
C27EA9F8 00000003
88030014 70000001
40820008 80030008
60000000 00000000
04567364 60000000

NTSC-K
C25559B8 00000003
98850014 89850017
718C0002 40820008
90850008 00000000
C2582890 00000002
90C30008 39800000
99830014 00000000
C27B9AE4 00000003
88040014 70000001
40820008 80040008
60000000 00000000
C27D974C 00000003
88030014 70000001
40820008 80030008
60000000 00000000
04555A3C 60000000

Code creator: Fishguy (Base code), Ro

Print this item

  Spoof Serversided Position based on KMP Section Offset [Sponge]
Posted by: Sponge - 03-08-2024, 01:03 AM - Forum: Online Non-Item - Replies (3)

Spoof Serversided Position based on KMP Section Offset [Sponge]

Spoofs your coordinates sent to other players based on the Section Offset you specify.

The first code cycles one Section entry per execution and resets after the final entry, whilst the second code chooses a random Section entry each time the code executes.

XX = Section Offset
YY = Section Offset minus 0x8, then divided by 0x2


The following sections are usable as they have 3D Position Vectors:

0x8 - Kart Point (KTPT)
0x10 - Enemy Point (ENPT)
0x18 - Item Point (ITPT)
0x28 - Geo Object (GOBJ)
0x2C - Area (AREA)
0x30 - Camera (CAME)
0x34 - Jugem Point (JGPT)
0x38 - Cannon Point (CNPT)
0x40 - Mission Success Point (MSPT)

Note: Code 1 uses the byte at address 0x80001600. Ensure no other codes read or write to this address.

Code 1:

PAL
C258CBA0 00000017
7C8B2378 3D80809C
818CD6E8 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38A40001 7CA728AE
280500FF 41820050
7C8720AE 7D876378
7D8C2A14 3CC08000
A0661600 A0E70004
28070000 41820030
38630001 7C033840
41800008 38600000
B0661600 7C6321D6
7C0C1C6E D00100F0
C00C0004 D00100F8
C00C0008 7D645B78
7FA3EB78 00000000

NTSC-U
C258637C 00000017
7C8B2378 3D80809C
818C8F28 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38A40001 7CA728AE
280500FF 41820050
7C8720AE 7D876378
7D8C2A14 3CC08000
A0661600 A0E70004
28070000 41820030
38630001 7C033840
41800008 38600000
B0661600 7C6321D6
7C0C1C6E D00100F0
C00C0004 D00100F8
C00C0008 7D645B78
7FA3EB78 00000000

NTSC-J
C258C520 00000017
7C8B2378 3D80809C
818CC748 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38A40001 7CA728AE
280500FF 41820050
7C8720AE 7D876378
7D8C2A14 3CC08000
A0661600 A0E70004
28070000 41820030
38630001 7C033840
41800008 38600000
B0661600 7C6321D6
7C0C1C6E D00100F0
C00C0004 D00100F8
C00C0008 7D645B78
7FA3EB78 00000000

NTSC-K
C257ABF8 00000017
7C8B2378 3D80809B
818CBD28 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38A40001 7CA728AE
280500FF 41820050
7C8720AE 7D876378
7D8C2A14 3CC08000
A0661600 A0E70004
28070000 41820030
38630001 7C033840
41800008 38600000
B0661600 7C6321D6
7C0C1C6E D00100F0
C00C0004 D00100F8
C00C0008 7D645B78
7FA3EB78 00000000


Code 2:

PAL
C258CBA0 00000016
7C8B2378 3D80809C
818CD6E8 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C A08C0004
28040000 41820074
38600000 3CE0800F
60E72EE0 7CE903A6
4E800421 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38C40001 7CC730AE
280600FF 41820024
7D8C3214 7C8720AE
7C6321D6 7C0C1C6E
D00100F0 C00C0004
D00100F8 C00C0008
7D645B78 7FA3EB78
60000000 00000000

NTSC-U
C258637C 00000016
7C8B2378 3D80809C
818C8F28 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C A08C0004
28040000 41820074
38600000 3CE0800F
60E72E40 7CE903A6
4E800421 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38C40001 7CC730AE
280600FF 41820024
7D8C3214 7C8720AE
7C6321D6 7C0C1C6E
D00100F0 C00C0004
D00100F8 C00C0008
7D645B78 7FA3EB78
60000000 00000000

NTSC-J
C258C520 00000016
7C8B2378 3D80809C
818CC748 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C A08C0004
28040000 41820074
38600000 3CE0800F
60E72E00 7CE903A6
4E800421 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38C40001 7CC730AE
280600FF 41820024
7D8C3214 7C8720AE
7C6321D6 7C0C1C6E
D00100F0 C00C0004
D00100F8 C00C0008
7D645B78 7FA3EB78
60000000 00000000

NTSC-K
C257ABF8 00000016
7C8B2378 3D80809B
818CBD28 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C A08C0004
28040000 41820074
38600000 3CE0800F
60E72F58 7CE903A6
4E800421 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38C40001 7CC730AE
280600FF 41820024
7D8C3214 7C8720AE
7C6321D6 7C0C1C6E
D00100F0 C00C0004
D00100F8 C00C0008
7D645B78 7FA3EB78
60000000 00000000


Code 1 Source:

Code:
#Inject at 8058CBA0 PAL
#Inject at 8058637C NTSC-U
#Inject at 8058C520 NTSC-J
#Inject at 8057ABF8 NTSC-K

.set currentEntry, 0x80001600
.set region, '' # Specify which region to compile for
.set SectionOffset, 0xXX # Specify which Section Offset we want to load
.if    (region == 'P' || region == 'p') # RMCP
        .set RacePointer, 0x809BD6E8
        .set UtilRandom, 0x800F2EE0
.elseif (region == 'E' || region == 'e' || region == 'U' || region == 'u') # RMCE
        .set RacePointer, 0x809B8F28
        .set UtilRandom, 0x800F2E40
.elseif (region == 'J' || region == 'j') # RMCJ
        .set RacePointer, 0x809BC748
        .set UtilRandom, 0x800F2E00
.elseif (region == 'K' || region == 'k') # RMCK
        .set RacePointer, 0x809ABD28
        .set UtilRandom, 0x800F2F58
.else # Invalid Region
        .abort
.endif

  mr r11, r4 # Backup r4 safely so we can restore it later on
  lis r12, RacePointer@ha
  lwz r12, RacePointer@l(r12)
  lwz r3, SectionOffset(r12) # Load the section offset we specified
  lwz r12, 0x8(r3)
  lis r4, 0x9000
  cmplw r12, r4 # Check if r12 has the mem90 pointer loaded
  bge notAREA
  lwz r12, 0xC(r3) # All other Sections load from 0x8 whilst AREA loads from 0xC

  notAREA:
  bl offsetLength # Use the bl trick to setup the lengths of each Section and distance from the first Position Vector

  .long 0x1C0810FF
  .long 0x140810FF
  .long 0x140810FF
  .long 0x14FF04FF
  .long 0x3C0C300C
  .long 0x48141C08
  .long 0x1C080CFF
  .long 0x1C080000

  offsetLength:
  mflr r7
  li r4, ((SectionOffset- 0x8) / 0x2)
  addi r5, r4, 0x1
  lbzx r5, r7, r5
  cmplwi r5, 0xFF
  beq exit # Exit the code early if r5 is 0xFF, these Sections lack Position Vectors
  lbzx r4, r7, r4
  mr r7, r12
  add r12, r12, r5 # Add the value from r5 to align r12 with the first Position Vector
  lis r6, currentEntry@ha
  lhz r3, currentEntry@l(r6) # Load the last stored entry
  lhz r7, 0x4(r7) # Load the number of entries in the specified section
  cmplwi r7, 0
  beq exit # Exit code early if the Section lacks any entries
  addi r3, r3, 1
  cmplw r3, r7
  blt validEntry # Cycle through each entry until we reach the final entry, then reset the counter
  li r3, 0

  validEntry:
  sth r3, currentEntry@l(r6) # Store the entry for the next time the code executes
  mullw r3, r3, r4 # Load entry length into r4 and multiply it with the random number from the call earlier
  lfsux f0, r12, r3 # Load and store the position of the entry to our sent coordinates
  stfs f0, 0xF0(r1)
  lfs f0, 0x4(r12)
  stfs f0, 0xF8(r1)
  lfs f0, 0x8(r12)

  exit:
  mr        r4, r11 # Restore r4 back from r11
  mr        r3, r29 # Default Instruction


Code 2 source:
Code:
#Inject at 8058CBA0 PAL
#Inject at 8058637C NTSC-U
#Inject at 8058C520 NTSC-J
#Inject at 8057ABF8 NTSC-K


.set region, '' # Specify which region to compile for
.set SectionOffset, 0xXX # Specify which Section Offset we want to load
.if    (region == 'P' || region == 'p') # RMCP
        .set RacePointer, 0x809BD6E8
        .set UtilRandom, 0x800F2EE0
.elseif (region == 'E' || region == 'e' || region == 'U' || region == 'u') # RMCE
        .set RacePointer, 0x809B8F28
        .set UtilRandom, 0x800F2E40
.elseif (region == 'J' || region == 'j') # RMCJ
        .set RacePointer, 0x809BC748
        .set UtilRandom, 0x800F2E00
.elseif (region == 'K' || region == 'k') # RMCK
        .set RacePointer, 0x809ABD28
        .set UtilRandom, 0x800F2F58
.else # Invalid Region
        .abort
.endif

  mr        r11, r4 # Backup r4 safely so we can restore it later on
  lis r12, RacePointer@ha
  lwz r12, RacePointer@l(r12)
  lwz r3, SectionOffset (r12) # Load the section offset we specified
  lwz r12, 0x8(r3)
  lis r4, 0x9000
  cmplw r12, r4 # Check if r12 has the mem90 pointer loaded
  bge notAREA
  lwz r12, 0xC(r3) # All other Sections load from 0x8 whilst AREA loads from 0xC

  notAREA:
  lhz r4, 0x4(r12) # Load the number of entries in the specified section
  cmplwi r4, 0
  beq exit # Exit code early if the Section lacks any entries
  li        r3, 0
  lis r7, UtilRandom@ha
  ori r7, r7, UtilRandom@l
  mtctr r7
  bctrl # Call UtilRandom, the result will be placed in r3

  bl offsetLength # Use the bl trick to setup the lengths of each Section and distance from the first Position Vector

  .long 0x1C0810FF
  .long 0x140810FF
  .long 0x140810FF
  .long 0x14FF04FF
  .long 0x3C0C300C
  .long 0x48141C08
  .long 0x1C080CFF
  .long 0x1C080000

  offsetLength:
  mflr r7
  li        r4, ((SectionOffset- 0x8) / 0x2)
  addi r6, r4, 0x1
  lbzx r6, r7, r6
  cmplwi r6, 0xFF
  beq exit # Exit the code early if r6 is 0xFF, these Sections lack Position Vectors
  add r12, r12, r6 # Add the value from r6 to align r12 with the first Position Vector
  lbzx r4, r7, r4
  mullw r3, r3, r4 # Load entry length into r4 and multiply it with the random number from the call earlier

  lfsux f0, r12, r3 # Load and store the position of the entry to our sent coordinates
  stfs f0, 0xF0(r1)
  lfs f0, 0x4(r12)
  stfs f0, 0xF8(r1)
  lfs f0, 0x8(r12)

  exit:
  mr        r4, r11 # Restore r4 back from r11
  mr        r3, r29 # Default Instruction

Print this item

  Drive After Balloon Loss [Sponge]
Posted by: Sponge - 03-08-2024, 12:24 AM - Forum: Time Trials & Battle - No Replies

Drive After Balloon Loss [Sponge]

Allows you to continue driving after having all your balloons popped in battle

PAL
045817A4 48000008

NTSC-U
0457AF40 48000008

NTSC-J
04581124 48000008

NTSC-K
0456F7FC 48000008

Print this item

  Force Gold Wii Wheel [Sponge]
Posted by: Sponge - 03-08-2024, 12:12 AM - Forum: Online Non-Item - No Replies

Force Gold Wii Wheel [Sponge]

Forces your wheel to appear golden for yourself and others online

Recommended to be paired with this code made by Bully

PAL
046435D4 60000000
04643678 60000000

NTSC-U
046121B4 60000000
04612258 60000000

NTSC-J
04642C40 60000000
04642CE4 60000000

NTSC-K
046318EC 60000000
04631990 60000000

Print this item

  Always Show Friend Code on WFC Menu [Sponge]
Posted by: Sponge - 03-08-2024, 12:01 AM - Forum: Visual & Sound Effects - Replies (3)

Always Show Friend Code on WFC Menu [Sponge]

Displays your Friend Code as if you were viewing your Friend Roster anywhere on the WFC menu.

PAL
C25E46F8 00000002
2C00000E 41820008
2C000000 00000000

NTSC-U
C25CE91C 00000002
2C00000E 41820008
2C000000 00000000

NTSC-J
C25E3FD4 00000002
2C00000E 41820008
2C000000 00000000

NTSC-K
C25D2894 00000002
2C00000E 41820008
2C000000 00000000

Code:
  cmpwi     r0, 0xE
  beq       end   # Exit early so the branch after the hook reads 0xE as well
  cmpwi     r0, 0 # Default Instruction

  end:

Print this item

  Online Player Ranking Modifier [Sponge]
Posted by: Sponge - 03-07-2024, 11:56 PM - Forum: Online Non-Item - No Replies

Online Player Ranking Modifier [Sponge]

Changes the ranking next to your Mii for both you and other players online

XX = any value from 0 to 11 (0x0 to 0xB). values 0 to 3 represent star ranks alone, with 4 to 7 and 8 to 11 representing both white wheel and gold wheel variants respectively

PAL
045E3D40 386000XX

NTSC-U
045CDF64 386000XX

NTSC-J
045E361C 386000XX

NTSC-K
045D1EDC 386000XX

Print this item

  Disable Blackscreen Fade [Sponge]
Posted by: Sponge - 03-07-2024, 11:48 PM - Forum: Visual & Sound Effects - No Replies

Disable Blackscreen Fade [Sponge]

Removes the fade effect during screen transitions

PAL
0442AAC8 00000000

NTSC-U
04426748 00000000

NTSC-J
0442a448 00000000

NTSC-K
04418AE8 00000000

Print this item

  BRLAN Animation Speed Modifier [Sponge]
Posted by: Sponge - 03-07-2024, 11:43 PM - Forum: Visual & Sound Effects - No Replies

BRLAN Animation Speed Modifier [Sponge]

Defines the Speed used by all BRLAN entries

XXXXXXXX = Speed, default value is 1.0f (0x3F800000)

PAL
04898BB0 XXXXXXXX

NTSC-U
048917E8 XXXXXXXX

NTSC-J
04897D10 XXXXXXXX

NTSC-K
04886FE8 XXXXXXXX

Print this item