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  Hi
Posted by: Devyyl - 01-19-2019, 06:57 PM - Forum: Introductions - Replies (1)

Hello, I am mainly here to get a korean mii channel. I already was able to get a korean iso for mkwii and a korean wii channel for dolphin but I really want to be able to make mii's in korean. If anyone will be able to help me that would be great.

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  Example of Modifying ItemSlot.bin
Posted by: Vega - 01-18-2019, 02:34 AM - Forum: Other - Replies (2)

Example Of Modifying ItemSlot.bin

NOTE: Wiimmfi has security patches that will block you from connecting if you have a modified ItemSlot.bin.

NOTE: This guide is written for Linux Users (in regards to using Wiimm's WIT/SZS Tools for ISO/WBFS extraction and rebuilding). If one is experienced enough with WIT/SZS Tools, he/she can 'alter' the WIT Tools commands to work on Windows.


Requirements:
Have Wiimm's WIT Tools plus SZS Tools installed and know how to use the Tools
Have a Hex Editor installed and know how to use it (HxD via Wine emulation is used in this guide)




Chapter 1: Intro

The ItemSlot.bin file (a binary file within Common.szs) is the file that holds the Item Probability Values for all Modes including Online VS. For Online VS, this file has the Item Probabilities for every item of every position in a 12 player room. Item Probabilities for rooms less than 12 players are calculated based on the values for a 12 player room. To see all the Item Probability Values for every room size in Online VS, visit this page - http://mkwii.com/item/ (credits to XeR).

If desired, a player can modify this file to permanently manipulate/change the odds of getting certain items in an Online VS race. For this guide, we will simply modify the ItemSlot.bin file to where we can never pickup TC's or Bloopers from an item box.




Chapter 2: ISO/WBFS Extraction

For this guide we will be working with the an NTSC-U/RMCE01 wbfs file. Keep in mind that the ItemSlot.bin file is region free. Therefore, once you have made your desired modifications to an ItemSlot.bin file, you can use that file in any ISO/WBFS. Let's say our NTSC-U wbfs file is located in /home/user/games and its filename is USA.wbfs. First open up a terminal, then cd (change directory) to the location of USB.wbfs.

cd /home/user/games

Now extract USA.wbfs. We must specify a brand new directory that has not been made yet for the command on WIT Tools for extraction. For example... run the following command...

wit extract USA.wbfs /home/user/newfolder

NOTE: You must NOT make the newfolder directory beforehand or else WIT tools will display an error. Let the Tools create the directory.




Chapter 3: Common.szs Extraction

newfolder directory is now created and it contains our extract wbfs contents. Next we need to extract the Common.szs file. 

cd /home/user/newfolder/DATA/files/Race

wszst extract Common.szs

NOTE: if your wbfs is scrubbed, there will NOT be a DATA folder.




Chapter 4: ItemSlot.bin Edits

A "Common.d" directory will now be created, the ItemSlot.bin file is located in that directory. Open up your Hex Editor, then open the ItemSlot.bin file. For reference, here is a list of all the ItemSlot.bin addresses for every item's probability for Online VS.

Green Shell Probabilities
1st 0x39B - 41
2nd 0x39C - 23
3rd 0x39D - 1E
4th 0x39E - 0F
5th 0x39F - 0A
6th 0x3A0 - 00
7th 0x3A1 - 00
8th 0x3A2 - 00
9th 0x3A3 - 00
10th 0x3A4 - 00
11th 0x3A5 - 00
12th 0x3A6 - 00

Red Shell Probabilities
1st 0x3A7 - 00
2nd 0x3A8 - 32
3rd 0x3A9 - 32
4th 0x3AA - 28
5th 0x3AB - 1E
6th 0x3AC - 14
7th 0x3AD - 0A
8th 0x3AE - 05
9th 0x3AF - 00
10th 0x3B0 - 00
11th 0x3B1 - 00
12th 0x3B2 - 00

Banana Probabilities
1st 0x3B3 - 4B
2nd 0x3B4 - 28
3rd 0x3B5 - 0F
4th 0x3B6 - 05
5th 0x3B7 - 00
6th 0x3B8 - 00
7th 0x3B9 - 00
8th 0x3BA - 00
9th 0x3BB - 00
10th 0x3BC - 00
11th 0x3BD - 00
12th 0x3BE - 00

Fib Probabilities
1st 0x3BF - 28
2nd 0x3C0 - 0F
3rd 0x3C1 - 0A
4th 0x3C2 - 05
5th 0x3C3 - 00
6th 0x3C4 - 00
7th 0x3C5 - 00
8th 0x3C6 - 00
9th 0x3C7 - 00
10th 0x3C8 - 00
11th 0x3C9 - 00
12th 0x3CA - 00

Shroom Probabilities
1st 0x3CB - 00
2nd 0x3CC - 19
3rd 0x3CD - 23
4th 0x3CE - 2D
5th 0x3CF - 1E
6th 0x3D0 - 19
7th 0x3D1 - 14
8th 0x3D2 - 00
9th 0x3D3 - 00
10th 0x3D4 - 00
11th 0x3D5 - 00
12th 0x3D6 - 00

Triple Mushroom Probabilities
1st 0x3D7 - 00
2nd 0x3D8 - 00
3rd 0x3D9 - 00
4th 0x3DA - 0A
5th 0x3DD - 14
6th 0x3DC - 1E
7th 0x3DD - 32
8th 0x3DE - 41
9th 0x3DF - 4B
10th 0x3E0 - 3C
11th 0x3E1 - 19
12th 0x3E2 - 0A

Bomb Probabilities
1st 0x3E3 - 00
2nd 0x3E4 - 00
3rd 0x3E5 - 05
4th 0x3E6 - 0A
5th 0x3E7 - 0F
6th 0x3E8 - 0F
7th 0x3E9 - 0A
8th 0x3EA - 00
9th 0x3EB - 00
10th 0x3EC - 00
11th 0x3ED - 00
12th 0x3EE - 00

Blue Shell Probabilities
1st 0x3EF - 00
2nd 0x3F0 - 00
3rd 0x3F1 - 00
4th 0x3F2 - 05
5th 0x3F3 - 0A
6th 0x3F4 - 0F
7th 0x3F5 - 0F
8th 0x3F6 - 0A
9th 0x3F7 - 05
10th 0x3F8 - 00
11th 0x3F9 - 00
12th 0x3FA - 00

Shock Probabilities
1st 0x3FB - 00
2nd 0x3FC - 00
3rd 0x3FD - 00
4th 0x3FE - 00
5th 0x3FF - 00
6th 0x400 - 00
7th 0x401 - 00
8th 0x402 - 00
9th 0x403 - 00
10th 0x404 - 00
11th 0x405 - 0F
12th 0x406 - 28

Star Probabilities
1st 0x407 - 00
2nd 0x408 - 00
3rd 0x409 - 00
4th 0x40A - 00
5th 0x40B - 00
6th 0x40C - 00
7th 0x40D - 00
8th 0x40E - 19
9th 0x40F - 28
10th 0x410 - 37
11th 0x411 - 37
12th 0x412 - 23

Golden Probabilities
1st 0x413 - 00
2nd 0x414 - 00
3rd 0x415 - 00
4th 0x416 - 00
5th 0x417 - 00
6th 0x418 - 05
7th 0x419 - 14
8th 0x41A - 2D
9th 0x41B - 37
10th 0x41C - 46
11th 0x41D - 3C
12th 0x41E - 2D

Mega Probabilities
1st 0x41F - 00
2nd 0x420 - 00
3rd 0x421 - 00
4th 0x422 - 05
5th 0x423 - 0F
6th 0x424 - 14
7th 0x425 - 0F
8th 0x426 - 0A
9th 0x427 - 00
10th 0x428 - 00
11th 0x429 - 00
12th 0x42A - 00

Blooper Probabilities
1st 0x42B - 00
2nd 0x42C - 00
3rd 0x42D - 00
4th 0x42E - 00
5th 0x42F - 0A
6th 0x430 - 0F
7th 0x431 - 0F
8th 0x432 - 0A
9th 0x433 - 0A
10th 0x434 - 00
11th 0x435 - 00
12th 0x436 - 00

POW Probabilities
1st 0x437 - 00
2nd 0x438 - 00
3rd 0x439 - 00
4th 0x43A - 00
5th 0x43B - 0A
6th 0x43C - 0A
7th 0x43D - 0F
8th 0x43E - 0A
9th 0x43F - 0A
10th 0x440 - 00
11th 0x441 - 00
12th 0x442 - 00

TC Probabilities
1st 0x443 - 00
2nd 0x444 - 00
3rd 0x445 - 05
4th 0x446 - 0F
5th 0x447 - 0F
6th 0x448 - 0F
7th 0x449 - 0A
8th 0x44A - 0A
9th 0x44B - 00
10th 0x44C - 00
11th 0x44D - 00
12th 0x44E - 00

Bullet Bill Probabilities
1st 0x44F - 00
2nd 0x450 - 00
3rd 0x451 - 00
4th 0x452 - 00
5th 0x453 - 00
6th 0x454 - 00
7th 0x455 - 00
8th 0x456 - 00
9th 0x457 - 05
10th 0x458 - 0F
11th 0x459 - 2D
12th 0x45A - 46

Triple Green Probabilities
1st 0x45B - 00
2nd 0x45C - 0A
3rd 0x45D - 14
4th 0x45E - 14
5th 0x45F - 0F
6th 0x460 - 0A
7th 0x461 - 05
8th 0x462 - 00
9th 0x463 - 00
10th 0x464 - 00
11th 0x465 - 00
12th 0x466 - 00

Triple Red Probabilities
1st 0x467 - 00
2nd 0x468 - 00
3rd 0x469 - 0A
4th 0x46A - 14
5th 0x46B - 14
6th 0x46C - 14
7th 0x46D - 0F
8th 0x46E - 0A
9th 0x46F - 00
10th 0x470 - 00
11th 0x471 - 00
12th 0x472 - 00

Triple Banana Probabilities
1st 0x473 - 14
2nd 0x474 - 19
3rd 0x475 - 14
4th 0x476 - 05
5th 0x477 - 00
6th 0x478 - 00
7th 0x479 - 00
8th 0x47A - 00
9th 0x47B - 00
10th 0x47C - 00
11th 0x47D - 00
12th 0x47E - 00 

We want to completely zero out the probabilities of ever receiving the TC or Blooper. Therefore, for TC & Blooper probabilities, we must zero out all the values for all positions.

Let's start with the Blooper Probabilities. Using the reference above, we see that addresses 0x42F through 0x433 have values greater than zero. Zero out every byte for that address range. 

Next, we move onto the TC Probabilities. Using the reference above, we see that addresses 0x445 through 0x44A have values greater than zero. Zero out every byte for that address range. Double check your edits. Save the changes. If you are using HxD, a backup file (with the .bak extension) of the original will automatically be created in the Common.d folder next to your new modified ItemSlot.bin file. Delete the ItemSlot.bin.bak file or move it to a designated folder or safekeeping.




Chapter 5: Clean Up, Rebuild

That's it for the ItemSlot.bin edits. Now we need to rebuild the Common.szs.

Delete the current Common.szs file that is in the /Race directory. We will be creating a new one, therefore we no longer need the original. Let's create the new Common.szs file now...

cd /home/user/newfolder/DATA/files/Race

wszst create ./Common.d

A new Common.szs file is now created. Delete the "Common.d" directory, we no longer need it. Time to rebuild the wbfs file!

cd /home/user

wit copy ./newfolder /home/user/games/newItemSlotEditedUSA.wbfs

newItemSlotEditedUSA.wbfs is now created! WBFS file is ready to add to a USB drive to play with on a USB Loader app. Congratz! Test it out. You will notice that you will NEVER pick up a TC or Blooper from an itembox for Online VS.

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Big Grin Hello
Posted by: 北斗の拳 - 01-16-2019, 01:42 AM - Forum: Introductions - Replies (1)

こんにちは、私は日本人です。はじめまして。私はwiimmfiにはまっています。

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  Tint Screen Red When Hit By Item [RiiDefi]
Posted by: Vega - 01-11-2019, 03:52 AM - Forum: Visual & Sound Effects - Replies (4)

Tint Screen Red When Hit By Item [RiiDefi]

Your screen will tint red temporarily when you are hit by an opponent's item. If used offline, the red tint will occur on certain CPU vs CPU hits. Therefore this code is recommended for online use.

NTSC-U
06218F50 000000B0
9421FFF0 7C0802A6
90010014 93E1000C
4BDEFEE5 80630054
83E30024 38000002
901F0004 38000000
B01F000C 38000014
B01F000A 3C00FF00
901F0010 7FE3FB78
81830000 818C0010
7D8903A6 4E800421
83E1000C 80010014
7C0803A6 38210010
4E800020 9421FFF0
7C0802A6 90010014
BFC10008 7C7E1B78
807E0000 80630000
83E30038 2C1F0000
41820010 807F000C
38030001 901F000C
4BFFFF69 BBC10008
80010014 7C0803A6
38210010 4E800020
0458B0BC 4BC8DEF8

PAL
06218FF0 000000B0
9421FFF0 7C0802A6
90010014 93E1000C
4BDEFE85 80630054
83E30024 38000002
901F0004 38000000
B01F000C 38000014
B01F000A 3C00FF00
901F0010 7FE3FB78
81830000 818C0010
7D8903A6 4E800421
83E1000C 80010014
7C0803A6 38210010
4E800020 9421FFF0
7C0802A6 90010014
BFC10008 7C7E1B78
807E0000 80630000
83E30038 2C1F0000
41820010 807F000C
38030001 901F000C
4BFFFF69 BBC10008
80010014 7C0803A6
38210010 4E800020
045918E0 4BC87774

NTSC-J
06218F10 000000B0
9421FFF0 7C0802A6
90010014 93E1000C
4BDEFEC1 80630054
83E30024 38000002
901F0004 38000000
B01F000C 38000014
B01F000A 3C00FF00
901F0010 7FE3FB78
81830000 818C0010
7D8903A6 4E800421
83E1000C 80010014
7C0803A6 38210010
4E800020 9421FFF0
7C0802A6 90010014
BFC10008 7C7E1B78
807E0000 80630000
83E30038 2C1F0000
41820010 807F000C
38030001 901F000C
4BFFFF69 BBC10008
80010014 7C0803A6
38210010 4E800020
04591260 4BC87D14

NTSC-K
06219364 000000B0
9421FFF0 7C0802A6
90010014 93E1000C
4BDEFC61 80630054
83E30024 38000002
901F0004 38000000
B01F000C 38000014
B01F000A 3C00FF00
901F0010 7FE3FB78
81830000 818C0010
7D8903A6 4E800421
83E1000C 80010014
7C0803A6 38210010
4E800020 9421FFF0
7C0802A6 90010014
BFC10008 7C7E1B78
807E0000 80630000
83E30038 2C1F0000
41820010 807F000C
38030001 901F000C
4BFFFF69 BBC10008
80010014 7C0803A6
38210010 4E800020
0457F938 4BC99A90

Code creator: RiiDefi
Code credits: XeR (hit hook)

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  Hi
Posted by: ChrisHansen - 01-09-2019, 11:48 PM - Forum: Introductions - Replies (1)

This forum looks interesting. I might contribute with information about how the online service works (the network protocols and such) if the admin is ok with it since it doesn't seem to be too well documented anywhere. wiki.tockdom.com has a lot to say about the topic, but I still found some articles to be unreadable. I still have to figure out some of the stuff before I can do this though. Besides being interesting, I think it's important to make this information accessible.

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  No Font [SwareJonge]
Posted by: Vega - 01-06-2019, 06:15 PM - Forum: Visual & Sound Effects - No Replies

No Font [SwareJonge]

All the font in the game is removed.

NTSC-U
045C3C10 60000000

PAL
045D0730 60000000

NTSC-J
045D000C 60000000

NTSC-K
045BE8B8 60000000

Code creator: SwareJonge

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  Checkpoint Region Display [SwareJonge]
Posted by: Vega - 01-06-2019, 05:57 PM - Forum: Incomplete & Outdated Codes - No Replies

Checkpoint Region Display [SwareJonge]

NOTE: Outdated by Vega's version

This code will display (via the milliseconds section of the timer) which checkpoint region are you on. Works everywhere except Battle.

NTSC-U
needs porting... also requires non-standard porting

PAL
C2535BE8 00000002
3D808000 818C1650
A0AC0000 00000000
C27EF848 00000004
3DE0809C 81EFD730
81EF00AC 39EF000A
807FD730 3E608000
91F31650 00000000

NTSC-J
needs porting... also requires non-standard porting

NTSC-K
needs porting... also requires non-standard porting

Code creator: SwareJonge
Code credits: Mdmwii (first ASM address founder)

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  Checkpoint Region Display [Vega]
Posted by: Vega - 01-06-2019, 05:54 PM - Forum: Time Trials & Battle - Replies (13)

Checkpoint Region Display [Vega]

This code will display (via the milliseconds section of the timer) the current checkpoint region that you are in. Works in Solo TT and Online only.

NTSC-U
C2530930 00000005
A0DE000A 3D808053
64CB38A0 956C10A0
7C00606C 7C0004AC
7C0067AC 4C00012C
60000000 00000000

PAL
C2535478 00000005
A0DE000A 3D808053
64CB38A0 956C5BE8
7C00606C 7C0004AC
7C0067AC 4C00012C
60000000 00000000

NTSC-J
C2534DF8 00000005
A0DE000A 3D808053
64CB38A0 956C5568
7C00606C 7C0004AC
7C0067AC 4C00012C
60000000 00000000

NTSC-K
C25234D0 00000005
A0DE000A 3D808052
64CB38A0 956C3C40
7C00606C 7C0004AC
7C0067AC 4C00012C
60000000 00000000



Source:

#Address ports
#80530930 = NTSC-U
#80535478 = PAL
#80534DF8 = NTSC-J
#805234D0 = NTSC-K

.set region, '' #Must set region value, or else source will not compile

.if (region == 'E' || region == 'e') # RMCE
    .set _1sthalf, 0x8053
    .set _2ndhalf, 0x10A0
.elseif (region == 'P' || region == 'p') # RMCP
    .set _1sthalf, 0x8053
    .set _2ndhalf, 0x5BE8
.elseif (region == 'J' || region == 'j') # RMCJ
    .set _1sthalf, 0x8053
    .set _2ndhalf, 0x5568
.elseif (region == 'K' || region == 'k') # RMCK
    .set _1sthalf, 0x8052
    .set _2ndhalf, 0x3C40
.else # Invalid Region
    .err
.endif

#Default Instruction, r6 holds checkpoint region value
lhz r6, 0x000A (r30)

#Set Address upper bits, Or in ckpt value
lis r12, _1sthalf
oris r11, r6, 0x38A0 #Or 0x38A00000 to r6

#Write new instruction in memory, store data cache, invalidate instruction cache
stwu r11, _2ndhalf (r12)
dcbst 0, r12
sync
icbi 0, r12
isync

Code creator: Vega
Code credits: SwareJonge (Used his original code to help find the checkpoint value in dynamic/high Mem80, which helped setup a read breakpoint); Bully (Millisecond Display Modifier Code creator); mdmwii (subroutine founder for Millisecond Display)

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  Serial Number Spoofer [Vega]
Posted by: Vega - 01-05-2019, 10:52 PM - Forum: Online Non-Item - Replies (2)

Serial Number Spoofer [Vega]

This code will allow you to spoof both parts of your serial number. Those are the Product Code and the 'SerNo'. The Product Code is the two or three digit letter code that comes right before your 9 digit number 'SerNo' that is on the outside sticker of the Wii. For example, on older American Wiis, this product Code is LU. On newer American Wiis (family model wiis, no GCN ports), the product code is KU. Another example is that some older European Wiis have the product code of LEH.

NOTES (read this if you are intending to use this to bypass a ban):
Nintendo uses a certain order/range when applying serial numbers depending on when the Console was built. You simply can't put any Product Code + SerNo combination/setup you would like. Because if a server mod (who knows these certain orders/ranges like I do) sees an impossible Product Code + SerNo combo, then he/she knows you are using spoofer codes and you will get banned. View the Guide listed below to ensure your spoofed values are a legit 'combination' and within the legit range.

Guide:
List of legit Product Code (GGHHKK) values, then proper SerNo value range accordingly:
4C4546 = LEF (European); Serno must start with the values 3130, or 3230
4C4548 = LEH (European); Serno must start with the values 3130
4C454D = LEM (European); SerNo starting values unknown (maybe someone can get those...)
4C5500 = LU (American); SerNo must start with the value 31, 33, or 35
4B5500 = KU (American); SerNo must start with the values 3130, or 3430
4C4A46 = LJF (Japanese); SerNo must start with the value 3130
4C4A48 = LJH (Japanese); SerNo must start with the values 3132
4C4A4D = LJM (Japanese); SerNo must start with the values 3130
4C4148 = LAH (Australian); SerNo must start with the values 3130, 3131, or 3132
4C5446 = LTF (Taiwanese); SerNo must start with the values 3130, or 3230
4C5448 = LTH (Taiwanese); SerNo starting values unknown (maybe someone can get those...)
4C4B48 = LKH (Korean); SerNo starting values unknown (maybe someone can get those...)
4C4B4D = LKM (Korean; SerNo must start with the values 3130

SerNo (NNPPRRTTUUVVXXYYZZ) Values:
30 = 0
31 = 1
32 = 2
33 = 3
34 = 4
35 = 5
36 = 6
37 = 7
38 = 8
39 = 9

NTSC-U
C21B23E4 00000007
3D80GGHH 618CKK00
91960000 3D80NNPP
618CRRTT 919FFFE0
3D80UUVV 618CXXYY
919FFFE4 398000ZZ
999FFFE8 2C030000
60000000 00000000

PAL
C21B2484 00000007
3D80GGHH 618CKK00
91960000 3D80NNPP
618CRRTT 919FFFE0
3D80UUVV 618CXXYY
919FFFE4 398000ZZ
999FFFE8 2C030000
60000000 00000000

NTSC-J
C21B23A4 00000007
3D80GGHH 618CKK00
91960000 3D80NNPP
618CRRTT 919FFFE0
3D80UUVV 618CXXYY
919FFFE4 398000ZZ
999FFFE8 2C030000
60000000 00000000

NTSC-K
C21B27E0 00000007
3D80GGHH 618CKK00
91960000 3D80NNPP
618CRRTT 919FFFE0
3D80UUVV 618CXXYY
919FFFE4 398000ZZ
999FFFE8 2C030000
60000000 00000000



Source:

#~~~~~~~~~~~~~~~~#
# START ASSEMBLY #
#~~~~~~~~~~~~~~~~#

#

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#                                    Summary:                                   #
# The code's address is the first instruction after the function SCGetProductSN #
#     is completed. Thus certain registers hold key memory addresses that we    #
#     can use to edit the Product Code and SerNo before the Server reads it.    #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#                       Register Notes:                      #
#   r31 minus 0x20 = Address that points to Start of SerNo   #
#   r4 would work too (minus -0xA) however it is part of a   #
# loop address depending of the length of the current SerNo  #
#    in the User's setting.txt. Therefore, if r4 was used,   #
#   it would fail if the User's original SerNo is not the    #
#              proper length of 9 digits.                    #
#             r22 holds the Product Code Address             #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Set & Store Product Code (LEH used as example) #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

lis r12, 0x4C45
ori r12, r12, 0x4800
stw r12, 0 (r22)

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Set & Store SerNo (123456789 used as example) #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

lis r12, 0x3132
ori r12, r12, 0x3334
stw r12, -0x20 (r31)
lis r12, 0x3536
ori r12, r12, 0x3738
stw r12, -0x1C (r31)
li r12, 0x39
stb r12, -0x18 (r31)

#~~~~~~~~~~~~~~~~~~~~~#
# Default Instruction #
#~~~~~~~~~~~~~~~~~~~~~#

cmpwi r3, 0

#

#~~~~~~~~~~~~~~#
# END ASSEMBLY #
#~~~~~~~~~~~~~~#



Code creator: Vega
Code credits: Megazig (SCGetProductCode; SCGetProductSN)

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  Reveal Shuzo Matsuoka Mii [TheLordScruffy]
Posted by: Vega - 01-02-2019, 09:02 PM - Forum: Offline Non-Item - No Replies

Reveal Shuzo Matsuoka Mii [TheLordScruffy]

This code will show you the hidden Shuzo Matsuoka Mii. Choose any license. Go to license settings, choose any of the 3 options. Once you chose an option, back out (press B button). 

The screen will change with the message "The Mii for this license has changed." with a picture of a blank license with the Shuzo Mii.

NTSC-U
C25DD344 00000003
2C1D0067 40820008
3BA00066 7D8903A6
60000000 00000000

PAL
C2601C24 00000003
2C1D0067 40820008
3BA00066 7D8903A6
60000000 00000000

NTSC-J
C2601398 00000003
2C1D0067 40820008
3BA00066 7D8903A6
60000000 00000000

NTSC-K
C25F0044 00000003
2C1D0067 40820008
3BA00066 7D8903A6
60000000 00000000

Code creator: TheLordScruffy

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