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  Force Track Selection Online [Vega]
Posted by: Vega - 11-05-2018, 08:02 PM - Forum: Online Non-Item - No Replies

Force Track Selection Online [Vega]

Also known as Track Modifier Online.

No matter what track you select on the course selection map screen, you will always choose the track value you used in the code.

Example: You have code track value on WGM. No matter what you select, WGM will be chosen for you in the lottery.

NOTE: Using a Battle track value for VS will stall everyone at the voting screen for a few minutes, then everyone will disconnect.
NOTE: Using a VS track value for Battle will stall everyone at the voting screen for a few minutes, then everyone will disconnect.

NTSC-U
04612320 38C000TT

PAL
04643740 38C000TT

NTSC-J
04642DAC 38C000TT

NTSC-K
04631A58 38C000TT

TT (Track Values):
00 = Mario Circuit
01 = Moo Moo Meadows
02 = Mushroom Gorge
03 = Grumble Volcano
04 = Toads Factory
05 = Coconut Mall
06 = DK´s Snowboard Cross
07 = Wario´s Gold Mine
08 = Luigi Circuit
09 = Daisy Circuit
0A = Moonview Highway
0B = Maple Treeway
0C = Bowser´s Castle
0D = Rainbow Road
0E = Dry Dry Ruins
0F = Koopa Cape
10 = GCN Peach Beach
11 = GCN Mario Circuit
12 = GCN Waluigi Stadium
13 = GCN DK Mountain
14 = DS Yoshi Falls
15 = DS Desert Hills
16 = DS Peach Gardens
17 = DS Delphino Square
18 = SNES Mario Circuit 3
19 = SNES Ghost Valley 2
1A = N64 Mario Raceway
1B = N64 Sherbet Land
1C = N64 Bowser´s Castle
1D = N64 DK´s Jungle Parkway
1E = GBA Bowser Castle 3
1F = GBA Shy Guy Beach
20 = Defino Pier
21 = Block Plaza
22 = Chain Chomp Roulette
23 = Funky Stadium
24 = Thwomp Desert
25 = GCN Cookie Land
26 = DS Twilight House
27 = SNES Battle Course 4
28 = GBA Battle Course 3
29 = N64 Skyscraper

Code creator: Vega

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  Item Box Count Recorder [Vega]
Posted by: Vega - 11-05-2018, 02:27 PM - Forum: Online; Item - No Replies

Item Box Count Recorder [Vega]

This code will tell you via the Milliseconds of your Timer how many item boxes you have grabbed in the race.

Works in Online VS only.

NTSC-U
C2658828 00000003
3D808053 3D6038A0
916C10A0 9903001F
60000000 00000000
C27AB618 00000003
90030030 3D808053
3D6038A0 7D6B0214
916C10A0 00000000

PAL
C2660764 00000003
3D808053 3D6038A0
916C5BE8 9903001F
60000000 00000000
C27BA078 00000003
90030030 3D808053
3D6038A0 7D6B0214
916C5BE8 00000000

NTSC-J
C265FDD0 00000003
3D808053 3D6038A0
916C5568 9903001F
60000000 00000000
C27B96E4 00000003
90030030 3D808053
3D6038A0 7D6B0214
916C5568 00000000

NTSC-K
C264EA7C 00000003
3D808052 3D6038A0
916C3C40 9903001F
60000000 00000000
C27A8438 00000003
90030030 3D808052
3D6038A0 7D6B0214
916C3C40 00000000



Source for Timer Set to Zero In Between Races:
#Values per Region

.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
    .abort
.endif

lis r12, _1sthalf
lis r11, 0x38A0
stw r11, _2ndhalf (r12)

stb r8, 0x001F (r3) #Default Instruction

=====

Source for Item Box Counter:
#Values per Region

.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
    .abort
.endif

stw r0, 0x0030 (r3) #Default Instruction, r0 holds item box count value

lis r12, _1sthalf
lis r11, 0x38A0
add r11, r11, r0 #Can't do addis w/o lis due to r0 being source register
stw r11, _2ndhalf (r12)



Code creator: Vega
Code credits: Bully (Millisecond Display Modifier Code creator), mdmwii (subroutine founder for Millisecond Display)

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  Wii Game Development n' such
Posted by: xXCrazySniperXx - 11-01-2018, 06:18 PM - Forum: General Discussion - No Replies

Anyone who makes Wii homebrew games using devkitPPC can post whatever creations they made here. I'll eventually post links to tools I find to help out anyone wanting to get into this stuff. Any smart Bois who want to post tutorials are more than welcome to do that, too. Lots of cool stuff never ends up being seen, so I figured I'd make a place for that cool shit

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  Henlo my guys
Posted by: xXCrazySniperXx - 11-01-2018, 04:17 PM - Forum: Introductions - Replies (6)

Hey everyone. I've sorta just jumped in to the Wii hacking scene, only a few years late. Better late than never, no? The Wii seemed like it was dying a bit, and i'm just trying to do my part to keep it alive and well. It's not like the bestselling console in America is gona go down without a fight. I sure do love the Wii, it's just so interesting! I don't exclusively do work on MKWii cheats but experimented with other games like COD and Cabela's hunting games. The latter has virtually no attention and codes made for it, so I figured I could single-handedly bring in a "golden age" of the game, adding retarded stuff like extra guns and (if I somehow manage to literally become Coding Jesus or something) an online medal comparing-thingy (the game has NO online capabilities whatsoever). I like the direction this website's going in, too. This community's great!

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  Happy Halloween everyone!
Posted by: xXCrazySniperXx - 11-01-2018, 04:27 AM - Forum: General Discussion - Replies (2)

What did you guys dress up as for Spook Day? 


Hope everyone either got lots of candy or bought an assload of quality candy for themselves.
Happy Halloween to all, except to the people who give out dental products.

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  ASM Activator/Deactivator For Dolphin [Vega]
Posted by: Vega - 10-30-2018, 12:52 AM - Forum: Misc/Other - No Replies

ASM Activator/Deactivator For Dolphin [Vega]

On Dolphin the standard 2833/2834XXXX YYYYZZZZ' controller activator/deactivator lines do not work on older dev versions unless some Graphic Hacks are done via Graphics Config. Therefore in order to activate/deactivate codes, extra ASM must be written to the codes source. I decided to make this code for veteran ASM coders. At memory address 0x800015F0, the byte with value of 1 would be code activated, and 0 would be deactivated. Simply use this code, and then edit in the correct ASM functions on your current ASM code to read the byte value at 0x800015F0, and have the code activate/deactivate to that byte value accordingly. Obviously, you don't have to use that address, feel free to use whatever address you want for the byte value. Also, the base address of my code is constantly read by the game in all modes. It will instantly breakpoint at any time the game is running. This is needed because let's say your own code will have a base address that will only breakpoint when you grab an item box. Well if you don't use my code, you would be required to hold your activator/deactivator while picking up a box for activator/deactivator to take effect within your code.

NTSC-U
C21AA91C 0000000A
3D808034 618CXXXX
A18C0000 3960ZZZZ
3880zzzz 7D805838
7C005800 41820014
7D802038 7C002000
41820014 4800001C
3D808000 39600001
4800000C 3D808000
39600000 996C15F0
7C0802A6 00000000

PAL
C21AA9BC 0000000A
3D808034 618CXXXX
A18C0000 3960ZZZZ
3880zzzz 7D805838
7C005800 41820014
7D802038 7C002000
41820014 4800001C
3D808000 39600001
4800000C 3D808000
39600000 996C15F0
7C0802A6 00000000

NTSC-J
C21AA8DC 0000000A
3D808034 618CXXXX
A18C0000 3960ZZZZ
3880zzzz 7D805838
7C005800 41820014
7D802038 7C002000
41820014 4800001C
3D808000 39600001
4800000C 3D808000
39600000 996C15F0
7C0802A6 00000000

NTSC-K
C21AAD18 0000000A
3D808033 618CXXXX
A18C0000 3960ZZZZ
3880zzzz 7D805838
7C005800 41820014
7D802038 7C002000
41820014 4800001C
3D808000 39600001
4800000C 3D808000
39600000 996C15F0
7C0802A6 00000000

XXXX = Controller Address
ZZZZ = Activator
zzzz = Deactivator



SOURCE (NTSC-K):

####################
###START ASSEMBLY###
####################

#

##########################
##Set Controller Address##
##########################

lis r12, 0x8033 #Set 1st half address for Korean Controller
ori r12, r12, 0xXXXX #Set 2nd half address (XXXX) for specific Korean Controller

##############################################
##Load Current Halfword of Button(s) Pressed##
##############################################

lhz r12, 0x0 (r12) #Load Halfword from specific Korean Controller Address

########################
##Set User Act & Deact##
########################

li r11, 0xZZZZ #Load Activator value into r11
li r4, 0xzzzz #Load De-Activator value into r4

###########################
##Check if Act is Pressed##
###########################

and r0, r12, r11 #Logically AND the contents of buttons being pressed versus your activator. If activator is at least pressed, r0 will equal 11.
cmpw r0, r11
beq- set_act #If equal (activator pressed), jump to set_act label

#############################
##Check if Deact is Pressed##
#############################

and r0, r12, r4 #Logically AND the contents of buttons being pressed versus your deactivator. If second activator is at least pressed, r0 will equal r4.
cmpw r0, r4
beq- set_deact #If equal (other activator preseed), jump to set_deact label

###########################################
##Jump to End (Act nor Deact were Pressed##
###########################################

b the_end #If ZZZZ nor zzzz wasn't pressed, jump to the_end label

#################
##Set_Act Label##
#################

set_act:
lis r12, 0x8000 #Set first half address for code activation status number
li r11, 1 #Load code activation status number in r11
b store_byte #Jump to store_byte label

###################
##Set_Deact Label##
###################

set_deact:
lis r12, 0x8000 #Set first half address for code deactivation status number
li r11, 0 #Load code deactivation status number in r11

####################
##Store_Byte Label##
####################

store_byte:
stb r11, 0x15F0 (r12) #Store code deactivation status number to mem location 0x800015F0

#################
##The_End Label##
#################

the_end:
mflr r0 #Default ASM

#############################################
##Notes about Using r0 & r4 w/o Restoration##
#############################################

##r0 gets written to later on by a mflr 0, and r4 gets written to after a BL during a rlwinm function##
##Thus, they are safe to use w/o restoring original values##

#

##################
###END ASSEMBLY###
##################



Code creator: Vega
Code contributor(s): Megazig (OSSleepThread subroutine)

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  Perfect Item Code [Vega]
Posted by: Vega - 10-27-2018, 10:43 PM - Forum: Incomplete & Outdated Codes - Replies (8)

Perfect Item Code [Vega]

This code will increase the odds of you getting your desired item to 100% as long as you can get that item 100% legitimately (position, room size, what others are holding, etc etc).

How the code works~
When you hit a box, your latest updated item probability table is backed up (copied over to an unused spot in memory)
The code checks if the item you want can be had in your position (compares probability of said item on current 'position row' to value of zero)
If not zero, code executes, your odds of getting said item to increase to max value that game allows
If zero, code simply doesn't execute

NTSC-U
C27ACB64 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27ACBC4 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27ACBC8 00000007
3D808165 618C0002
7D8C1A14 396000WW
7D8B6214 A18C0000
2C0C0000 41820014
7EE41A14 7D8BBA14
39607FFF B16C0000
2C000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27ACBC8 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

PAL
C27BB5C4 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27BB624 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27BB628 00000007
3D808165 618C0002
7D8C1A14 396000WW
7D8B6214 A18C0000
2C0C0000 41820014
7EE41A14 7D8BBA14
39607FFF B16C0000
2C000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27BB628 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

NTSC-J
C27BAC30 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27BAC90 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2834XXXX YYYYZZZZ
C27BAC94 00000007
3D808165 618C0002
7D8C1A14 396000WW
7D8B6214 A18C0000
2C0C0000 41820014
7EE41A14 7D8BBA14
39607FFF B16C0000
2C000000 00000000
E0000000 00000000
2834XXXX YYYYZZZZ
C27BAC94 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

NTSC-K
C27A9984 00000005
3868FFFE 3C808165
396000E4 A5830002
B5840002 356BFFFF
4082FFF4 7FE3FB78
60000000 00000000
C27A99E4 00000008
80850004 3D808164
818C0000 2C0C0000
40A2002C 3984FFFE
396000E4 7D6903A6
3D608165 A6EC0002
B6EB0002 4200FFF8
3D808164 39600001
916C0000 00000000
2833XXXX YYYYZZZZ
C27A99E8 00000007
3D808165 618C0002
7D8C1A14 396000WW
7D8B6214 A18C0000
2C0C0000 41820014
7EE41A14 7D8BBA14
39607FFF B16C0000
2C000000 00000000
E0000000 00000000
2833XXXX YYYYZZZZ
C27A99E8 00000005
3964FFFE 3D808165
3AE000E4 7EE903A6
A6EC0002 B6EB0002
4200FFF8 2C000000
60000000 00000000
E0000000 80008000

WW Item Values:
Green = 00
Red = 02
Banana = 04
Fib = 06
Shroom = 08
Triple Shroom = 0A
Bomb = 0C
Blue = 0E
Shock = 10
Star = 12
Golden = 14
Mega = 16
Blooper = 18
Pow = 1A
TC = 1C
Bullet Bill = 1E
Triple Green = 20
Triple Red = 22
Triple Banana = 24



List of ASM Sources:
Source (1st ASM; re-backup Game's Item Table if In-Race Room Size decreases during Race):
##################
##START ASSEMBLY##
##################

#

###############################
##Loop Loading Address Config##
###############################

addi r3, r8, -0x0002 #Do a minus -0x2 on the mem location of r8 and store it in r3. this mem location is exactly -0x2 away from the very first halfword for the item probability table which is the halfword for 1st place Green Shell probability

####################################
##Item Table Mem 81 Address Config##
####################################

lis r4, 0x8165 #Set 1st half address for where the overwritten table will be stored if room size ever decreases during race

#########################################
##Subic. Loop Countdown Register Config##
#########################################

li r11, 0xE4 #Load E4 in r11, there are a total of E4 halfwords for the entire item probability table

###################
##De_crement Loop##
###################

de_crement:
lhzu r12, 0x0002 (r3) #First, load the first halfword of the item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the table
sthu r12, 0x0002 (r4) #First, store the current halfword item probability value to mem location 0x81650002. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
subic. r11, r11, 1 #Subtract one from r11 every time this ASM is done. Thus this will cause exactly E4 amount of halfwords to be loaded and stored
bne+ de_crement #If r11 does NOT equal 0, jump backwards to lhzu and repeat. If r11 does equal 0, continue down to next ASM

###############
##Default ASM##
###############

mr r3, r31 #Default ASM

#####################################################
##Notes About Using Registers 3 & 4 w/o Restoration##
#####################################################

##In the default ASM, r3 gets written to after this entire code is executed, so it is safe for use##
##The next function at the following address, r4 gets written with the variables of r31 and integer 24##

#

##################
###END ASSEMBLY###
##################



Source (2nd ASM; backup Game's entire Item Table. Please note that if in-race room size decreases before you grab first box, that it is not an issue. As this ASM will be executed after the 1st ASM):
##################
##START ASSEMBLY##
##################

#

###############
##Default ASM##
###############

lwz r4, 0x0004 (r5) #Default ASM


######################
##Load Status Number##
######################

lis r12, 0x8164 #Set up first half address for where the status check number will be read/stored
lwz r12, 0 (r12) #Load the status check number from mem location 0x81640000. If the ASM is being executed for the very first time of race, this number will always be 0, thus the first/original version of the item table for that race room size for the exact time when you pick up your first box

##############################
##Status Number Verification##
##############################

cmpwi r12, 0x0 #Compare status check number value to 0
bne+ dont_backuptable #If NOT equal to 0, skip entire code, don't backup first/original item table

############################
##Loop Load Address Config##
############################

addi r12, r4, -0x0002 #Add -0x2 to mem location of r4, store result into r15. The mem location on r15 will be exactly -0x2 away from the very first halfword for the item table which is the halfword for 1st place Green Shell probability

##############
##CTR Config##
##############

li r11, 0xE4 #Load E4 in r11, there are a total of E4 halfwords for the entire item probability table
mtctr r11 #Copy the value of r11 to the CTR

####################################
##Item Table Mem 81 Address Config##
####################################

lis r11, 0x8165 #Set 1st half address for where the first/original table will be stored (this will be whatever the table is configured as when you pick up your first box)

###################
##De_crement Loop##
###################

de_crement:
lhzu r23, 0x0002 (r12) #First, load the first halfword of the game's item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the table
sthu r23, 0x0002 (r11) #First, store the current halfword item probability value to mem location 0x81650002. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
bdnz+ de_crement #If CTR is not 0, branch back to the start of the loop and repeat

#############################
##Status Number Application##
#############################

lis r12, 0x8164 #Set up first half address for where the status check number will be read/stored
li r11, 0x1 #Now that first/original table is stored. We don't want this code to execute again for the rest of the race. Load 1 into r11 for new status check number
stw r11, 0 (r12) #Store status check number of 1 (don't execute again for rest of race) to mem location 0x81640000. Pls note that Mem 81 is reset by the game every race (cleared), no need for a deactivator for this ASM

dont_backuptable:

########################################
##Note about using r23 w/o restoration##
########################################

##r23 gets written to at a later address with the function add r23, r4, r3##
##Therefore, it is safe to use freely##

#

##################
###END ASSEMBLY###
##################



Source (3rd ASM; Check to see if the Item can be legitimately received for the current in-race room size position. If not, don't execute code. If so, max out Desired Item's Probability; code activated.):
####################
###START ASSEMBLY###
####################

#

####################################
##Setup Item Table Mem 81 Location##
####################################

lis r12, 0x8165
ori r12, 12, 0x0002

########################################################
##Locate Your 'Positional Row' On Backed up Item Table##
########################################################

add r12, r12, r3 #Add r3 and r12 together. Result (stored back into r12) will hold the address to the green shell halfword for whatever position you are in.

########################
##Load Your Item Value##
########################

li r11, 0xWW #Load User's Item Value (WW)

#################################################################
##Locate Your Exact Item Prob. Halfword Spot on Backed up Table##
#################################################################

add r12, r11, r12 #Add r11 and r12 together. You will now be located at your item's halfword location for your position on the item table

#################################
##Item Probability Load & Check##
#################################

lhz r12, 0 (r12) #Load Halfword (Item Probability) from Item Table
cmpwi r12, 0x0 #Compare Item Probability Value to 0
beq- no_go #If Item's Probability is 0, we know you cannot get the item for that position for the current in-race room size. Jump to no_go label

################################################
##Locate Your 'Positional Row' On Game's Table##
################################################

add r23, r4, r3 #Add r3 and r4 together. You are now at the green shell halfword for your current position on the game's item table

##############################################################
##Locate Your Exact Item Prob. Halfword Spot on Game's Table##
##############################################################

add r12, r11, r23 #Add r23 and r11 (Item value) to get exact item's halfword prob. location on the game's table

###############################
##Max Item Probability (7FFF)##
###############################

li r11, 0x7FFF #Load 0x7FFF into r11

#######################################################################
##Execute Code; Store 7FFF to Item's Probability Spot on Game's Table##
#######################################################################

sth r11, 0 (r12) #Store halfword of r11 (Maxed Out Item Prob.) to exact spot in Game's Table. Code now executed!

############################
##No_Go Label; Default ASM##
############################

no_go:
cmpwi r0, 0 #Default ASM

#

##################
###END ASSEMBLY###
##################



Source (4th ASM; restore latest revision of Game's Table. Code de-activated.):
####################
###START ASSEMBLY###
####################

#

#############################
##Loop Store Address Config##
#############################

addi r11, r4, -0x2 #Add -0x2 to mem location of r4, store result into r11. The mem location on r11 will be exactly -0x2 away from the very first halfword for the item table which is the halfword for 1st place Green Shell probability

####################################
##Item Table Mem 81 Address Config##
####################################

lis r12, 0x8165 #Set 1st half address from where the current item table will be restored

###############################
##Count Register (CTR) Config##
###############################

li r23, 0xE4 #Load E4 in r17, there are a total of E4 halfwords for the entire item probability table
mtctr r23 #Copy r23's value to the PowerPC dedicated count register

###################
##De_crement Loop##
###################

de_crement:
lhzu r23, 0x0002 (r12) #First, load the first halfword of the backed up item table, increase mem location by 0x2 every time this ASM is done to load the next halfword of the backed up table
sthu r23, 0x0002 (r11) #First, store the current halfword backed up item probability value to the halfword value location of the current edited table. The address will increase by 0x2 every time this ASM is done so each halfword it in its own space.
bdnz+ de_crement #Subtract 1 from the CTR every time this loop is done. If the CTR is not equal to zero, jump back to beginning of de_crement loop

###############
##Default ASM##
###############

cmpwi r0, 0 #Default ASM

#########################################
##Notes about using r23 w/o restoration##
#########################################

##The default ASM writes to r23 after this whole code is executed, so it is safe for use w/o restoration##

#

##################
###END ASSEMBLY###
##################



Code creator: Vega
Code credits: XeR (address founder of 2nd, 3rd and 4th ASMs)

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  Whomst wants to speedrun Cabela's Big Game Hunter 2010?
Posted by: xXCrazySniperXx - 10-25-2018, 10:34 PM - Forum: General Discussion - Replies (5)

I'm probably one of the only people in the world to waste time on this, but anyone want to join? P S. The unlimited ammo in mag cheat is allowed. So are any new codes.
 Until then, good game comrades

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  Never Pickup Certain Item From Box [Vega]
Posted by: Vega - 10-24-2018, 06:40 PM - Forum: Online; Item - Replies (2)

Never Pickup Certain Item From Box [Vega]

This code will zero out a desired item's probability for your current position. Therefore, it is impossible to ever receive that item from a box. Good code to use for crappy items such as Bloopers and TC's. The code is 100% undetectable.

NTSC-U
C27ACBCC 00000003
7EE41A14 39600000
398000WW 7D8CBA14
B16C0000 00000000

PAL
C27BB62C 00000003
7EE41A14 39600000
398000WW 7D8CBA14
B16C0000 00000000

NTSC-J
C27BAC98 00000003
7EE41A14 39600000
398000WW 7D8CBA14
B16C0000 00000000

NTSC-K
C27A99EC 00000003
7EE41A14 39600000
398000WW 7D8CBA14
B16C0000 00000000

WW Item Values:
Green = 00
Red = 02
Banana = 04
Fib = 06
Shroom = 08
Triple Shroom = 0A
Bomb = 0C
Blue = 0E
Shock = 10
Star = 12
Golden = 14
Mega = 16
Blooper = 18
Pow = 1A
TC = 1C
Bullet Bill = 1E
Triple Green = 20
Triple Red = 22
Triple Banana = 24

Code configured for two items (Replace 'C2000000' with the C2 line from the single item version above for w/e region you are using):
C2000000 00000005
7EE41A14 39600000
398000WW 7D8CBA14
B16C0000 398000WW
7D8CBA14 B16C0000
60000000 00000000

Code configure for three items (Replace 'C2000000' with the C2 line from the single item version above for w/e region you are using):
C2000000 00000006
7EE41A14 39600000
398000WW 7D8CBA14
B16C0000 398000WW
7D8CBA14 B16C0000
398000WW 7D8CBA14
B16C0000 00000000



Source (one item):
###################
##START ASSEMBLY###
###################

#

################################################################
##Default ASM; Navigate to Positional Row of Game's Item Table##
################################################################

add r23, r4, r3 #Default ASM

#######################################
##Set r11 to 0x0 for Zero Probability##
#######################################

li r11, 0x0 #Clear out Register 11

##########################
##Load User's Item Value##
##########################

li r12, 0xWW #Load WW Item value into Register 12

########################################################################
##Get Exact Location of Item's Halfword Location within Positional Row##
########################################################################

add r12, r12, r23 #Adding the user's item value plus r23 will navigate to the item's exact halfword location within the Positional Row

############################################
##Apply the Zeroed Item Probability Value!##
############################################

sth r11, 0 (r12) #Store the halfword of r11 to the address of r12

#

##################
###END ASSEMBLY###
##################



##Concise source for two items:##
add r23, r4, r3
li r11, 0x0
li r12, 0xWW
add r12, r12, r23
sth r11, 0 (r12)
li r12, 0xWW
add r12, r12, r23
sth r11, 0 (r12)



##Concise source for three items:##
add r23, r4, r3
li r11, 0x0
li r12, 0xWW
add r12, r12, r23
sth r11, 0 (r12)
li r12, 0xWW
add r12, r12, r23
sth r11, 0 (r12)
li r12, 0xWW
add r12, r12, r23
sth r11, 0 (r12)


Code creator: Vega
Code credits: XeR (subroutine founder)

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  Performance-Optimized Wii?
Posted by: xXCrazySniperXx - 10-23-2018, 02:17 AM - Forum: General Discussion - Replies (2)

Sort of a dumb idea, but would this kind of thing actually work? I've seen plenty of custom-cased Wiis with XCM Chameleon cases, extra USB fans on the back, fan stands, even a water-cooled Wii, but i'm not too sure if this stuff does anything but give the Wii a unique look. People have brought up the subject of "overclocking" their Wii, but that seems like another idea which isn't practical (or even possible, really). The only real possibility I've personally come up with is optimizing the game itself, but it seems like most games are already trimmed the best they can be to fit the Wii's specs. If anyone has any ideas, feel free to post 'em here! I'd love to see the Wii play more graphically-intense games (Call of Duty games, Xenoblade, Cabela's Big Game Hunter 2010, Red Steel, etc) at a higher, more steady frame rate.  Also, thanks to everyone who works on this website and on the Wii overall, and good job to everyone here.[Image: dims?quality=100&image_uri=http%3A%2F%2F...50e55ee9b1]

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