Kodewerx https://www.kodewerx.org/forum/ |
|
[N64] Mario Kart 64 [U] [GS] https://www.kodewerx.org/forum/viewtopic.php?f=18&t=2763 |
Page 1 of 1 |
Author: | dlong [ Mon Jun 11, 2007 9:44 am ] |
Post subject: | [N64] Mario Kart 64 [U] [GS] |
Most by Viper. Viper and HyperHacker did the Maximum Speed modifiers. Activator 1 P2 D00F6924 00?? Activator 2 P2 D00F6925 00?? Dual Activator P2 D10F6924 ???? Activator 1 P3 D00F6934 00?? Activator 2 P3 D00F6935 00?? Dual Activator P3 D10F6934 ???? Activator 1 P4 D00F6944 00?? Activator 2 P4 D00F6945 00?? Dual Activator P4 D10F6944 ???? Activator 1 P1 #2 D014F0F0 00?? Activator 2 P1 #2 D014F0F1 00?? Dual Activator P1 #2 D114F0F0 ???? Activator 1 P2 #2 D014F0F6 00?? Activator 2 P2 #2 D014F0F7 00?? Dual Activator P2 #2 D114F0F6 ???? Activator 1 P3 #2 D014F0FC 00?? Activator 2 P3 #2 D014F0FD 00?? Dual Activator P3 #2 D114F0FC ???? Activator 1 P4 #2 D014F102 00?? Activator 2 P4 #2 D014F103 00?? Dual Activator P4 #2 D114F102 ???? Activator 1 P1 #3 D0196504 00?? Activator 2 P1 #3 D0196505 00?? Dual Activator P1 #3 D1196504 ???? Activator 1 P2 #3 D019650C 00?? Activator 2 P2 #3 D019650D 00?? Dual Activator P2 #3 D119650C ???? Activator 1 P3 #3 D0196514 00?? Activator 2 P3 #3 D0196515 00?? Dual Activator P3 #3 D1196514 ???? Activator 1 P4 #3 D019651C 00?? Activator 2 P4 #3 D019651D 00?? Dual Activator P4 #3 D119651C ???? Control Stick Activator 1 P1 D10F691C ???? Control Stick Activator 2 P1 D10F691E ???? Control Stick Activator 1 P2 D10F692C ???? Control Stick Activator 2 P2 D10F692E ???? Control Stick Activator 1 P3 D10F693C ???? Control Stick Activator 2 P3 D10F693E ???? Control Stick Activator 1 P4 D10F694C ???? Control Stick Activator 2 P4 D10F694E ???? Control Stick Activator 1 P1 #2 D014F0F2 00?? Control Stick Activator 2 P1 #2 D014F0F3 00?? Dual Control Stick Activator P1 #2 D114F0F2 ???? Control Stick Activator 1 P2 #2 D014F0F8 00?? Control Stick Activator 2 P2 #2 D014F0F9 00?? Dual Control Stick Activator P2 #2 D114F0F8 ???? Control Stick Activator 1 P3 #2 D014F0FE 00?? Control Stick Activator 2 P3 #2 D014F0FF 00?? Dual Control Stick Activator P3 #2 D114F0FE ???? Control Stick Activator 1 P4 #2 D014F104 00?? Control Stick Activator 2 P4 #2 D014F105 00?? Dual Control Stick Activator P4 #2 D114F104 ???? Control Stick Activator 1 P1 #3 D0196506 00?? Control Stick Activator 2 P1 #3 D0196507 00?? Dual Control Stick Activator P1 #3 D1196506 ???? Control Stick Activator 1 P2 #3 D019650E 00?? Control Stick Activator 2 P2 #3 D019650F 00?? Dual Control Stick Activator P2 #3 D119650E ???? Control Stick Activator 1 P3 #3 D0196516 00?? Control Stick Activator 2 P3 #3 D0196517 00?? Dual Control Stick Activator P3 #3 D1196516 ???? Control Stick Activator 1 P4 #3 D019651E 00?? Control Stick Activator 2 P4 #3 D019651F 00?? Dual Control Stick Activator P4 #3 D119651E ???? Miscellaneous Codes Speed Modifier 810F6A2C 4??? Maximum Speed Modifier P1 810F6BA4 ???? 810F6BA6 ???? Tired of not being able to go more than 60 or 80 normally? Just up this value a bit. hehehehe This actually seems to effect all human players. When I did versus all 4 players could go fast, but when I did Grand Prix on the human player(s) could go fast. Some Defaults: 439B 0000 - Time Trials 4391 0000 - 50CC 43A0 0000 - 150CC Maximum Speed Modifier P2 810F797C ???? 810F797E ???? Y Coordinate (Or Something Like It) Modifier P1 810F6A00 ???? 810F6A02 ???? Y Coordinate (Or Something Like It) Modifier P2 810F77D8 ???? 810F77DA ???? Y Coordinate (Or Something Like It) Modifier P3 810F85B0 ???? 810F85B2 ???? Y Coordinate (Or Something Like It) Modifier P4 810F9388 ???? 810F938A ???? Floating Jump 8102AA86 ???? Super Acceleration From A Standing Start 810E2ED0 4500 When stopped, Press A To To Take Off. Optional ASM Codes To Use With Super Acceleration 81031F80 2400 81031FD0 1000 81031EC4 1000 ASM Acceleration Speed Mofifiers (4500 Is Nice) 81031070 3C1B 81031070 ???? 81031074 449B 81031076 9000 81031690 3C1B 81061692 ???? 81031694 449B 81031696 3000 810315F0 3C1B 810315F4 ???? 810315F6 2000 810313EC 3C1B 810313EE ???? 810313F0 449B 810313F2 2000 8103133C 3C1B 8103133E ???? 81031340 449B 81031342 5000 81031130 3C1B 81031132 ???? 81031134 449B 81031136 3000 Super Acceleration/Speed Most Of The Time 50002504 0000 810E2ED0 4500 50002504 0000 810E2ED2 0000 This is like a data block of acceleration types. E2ED0 is from a stopped position, I think E2EF4 is from moving if you let off A then hit it again, etc. it's strange and I don't have time to explore it. Item Boxes Don't Spin 812A16A8 2400 812A16AC 2400 812A16B4 2400 Lakitu Doesn't Appear When You're Going The Wrong Direction 81006704 1000 Jump Height Modifier -- All Players (Default 3F6E) 8102AA80 3C1B 8102AA82 ???? 8102AAA0 AC9B Roadkill Mode 8102CE3A 800F 8102CE3C 3463 8102CE3E 6990 8102CE40 1203 Everyone except P1 is shrunk and can be squashed. Amount Of Time Lightning Effect Lasts (Default 01CC) 8108E302 ???? Weapons Have No Effect 8102B864 1000 Bananna Peels Have No Effect 8102B380 1000 Upside Down "?" Boxes Have No Effect 8102B4A0 1000 Green Shells Have No Effect 8102B35C 1000 Red/Blue Shells And Stars Have No Effect 8102B338 1000 Blast Height Modifier - Upside Down "?" (Default 400C) 8108E72C 3C01 8108E72E ???? 8108E734 4481 8108E736 3000 Green Shell Hit Height Modifier (Default 3FB9) 8108C56C 3C01 8108C56E ???? 8108C578 4481 8108C57A 4000 Red/Blue Shell And Star Hit Height Modifier (Default 400C) 8108EB40 3C01 8108EB42 ???? 8108EB48 4481 8108EB4A 3000 P1 Shrink Timer Modifier 810F6A40 ???? P2/CPU1 Shrink Timer Modifier 810F7818 ???? P3/CPU2 Shrink Timer Modifier 810F85F0 ???? P4/CPU3 Shrink Timer Modifier 810F93C8 ???? CPU4 Shrink Timer Modifier 810FA1A0 ???? CPU5 Shrink Timer Modifier 810FAF78 ???? CPU6 Shrink Timer Modifier 810FBD50 ???? CPU7 Shrink Timer Modifier 810FCB28 ???? CPU Racers Just Sit There 81039658 340C 8103965A C200 |
Author: | HyperHacker [ Mon Jun 18, 2007 12:08 am ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
81001760 3C03 81001762 800E 81001794 3C0B 81001796 800E 810017C4 240C 810017C6 0000 Enable Frame-By-Frame Advance (Debug Mode must be on) This code unlocks a well-hidden debug feature; several instructions had been changed to forced branches and had to be restored. It allows you to advance the game frame-by-frame using the following steps: 1) Hold A and B 2) Pause the game, don't let go of A+B 3) Press L to advance a frame Technically you only need to hold A+B and press L while paused, but pressing A unpauses the game! (Duh!) So a few more codes to help with this: 81001774 2400 Don't need to hold L (holding A+B while paused will keep the game running) 81001784 2400 Don't need to hold A (just hold B and press L while paused) 81001772 ???? Which button needs to be pressed instead of L (use dual activator values) 8100178A ???? Which buttons need to be held instead of B (use dual activator values) 810AE126 ???? Which buttons need to be pressed to activate options on the pause menu (use dual activator values, any button specified will do it) You'll notice also while holding A+B (even while not paused), the HUD and sky change. O_o On an unrelated note: 800DC53F 000? Game Mode (0=Mario GP, 1=Time Trial, 2=VS, 3=battle) This is actually a 32-bit value at 800DC53C, lolz. Also, fuck Nemu. Code: 80001760:
LUI $V1, 800E ;enable 80001774: nop ;remove L reuqirement because nemu sucks 80001784: nop ;remove A requirement 80001788: ANDI $T1, $V0, 0002 ;change B to C Left 80001794: lui $T3, 800E ;gets HUD/sky change 800017C4: addiu $T4, $zero, 0000 ;game keeps going when paused |
Author: | HyperHacker [ Wed Jun 20, 2007 3:26 am ] |
Post subject: | 1337 Mario Kart 64 (U) Hacks |
Since I doubt anyone even saw this before it got buried in dlong's threads, and since Zeld gets to have his own MPH topic, I'm making one for all the awesome Mario Kart 64 hacks I'm doing. For starters, I hunted down some nice routines in memory: Code: 80057710 Loads font or something (no params). Not calling this first gets you gibberish. 80057484 Print text (A0=Points to xpos word, A1=Points to ypos word, A2=Text ptr) 800577B8 Print text (A0=Xpos, A1=Ypos, A2=Text ptr) - X/Y pos aren't pointers here 8005762C Print unsigned int (A0=*Xpos, A1=*Ypos, A2=Number, A3=Base) 80057524 Same but signed 800577D0 Print text & signed int (A0=Xpos, A1=Ypos, A2=Text ptr, A3=Number) 80057814 Same but unsigned Then I used one of those routines to make a more accurate lap counter. This code will add a display "LAP x OF y" in place of the normal lap counter. It's more accurate in two ways: 1) It displays numbers outside the range 1-3. (Just try doing a lap backward!) 2) It accounts for changing the starting lap. Attachment:
File comment: Ignore my terrible time. The game is hard to play when Nemu won't run it at less than 300FPS. :( Also, "WEST 9" is part of an existing debug code you can find at BSFree. mk64 lap counter.jpg [ 41.85 KiB | Viewed 20420 times ] See, quite some time ago I made a code, 8100F94A ????, that changes what lap you start on. (BSFree probably already has it.) Normally you start on -1 (FFFF) which changes to 0 as soon as you cross the line. By changing this you can have more or less laps (e.g. start on lap -3 to have 5 laps). Problem is, you don't get any indication of how many are left to go. So I decided to remedy that with this: Code: 81001614 0810 81001616 0040 81400100 3C1B 81400102 8040 81400104 FF64 81400106 0000 81400108 FF65 8140010A 0008 8140010C FF66 8140010E 0010 81400110 0C01 81400112 5DC4 81400114 FF67 81400116 0018 81400118 2766 8140011A 0020 8140011C 3C04 8140011E 8016 81400120 8C87 81400122 4390 81400124 3C04 81400126 8001 81400128 8485 8140012A F94A 8140012C 00A0 8140012E D825 81400130 00E5 81400132 3823 81400134 2404 81400136 0028 81400138 0C01 8140013A 5DF4 8140013C 2405 8140013E 0000 81400140 2404 81400142 0002 81400144 009B 81400146 3823 81400148 3C1B 8140014A 8040 8140014C 2766 8140014E 0024 81400150 2404 81400152 0028 81400154 0C01 81400156 5DF4 81400158 2405 8140015A 0009 8140015C DF64 8140015E 0000 81400160 DF65 81400162 0008 81400164 DF66 81400166 0010 81400168 DF67 8140016A 0018 8140016C 0800 8140016E 0587 81400170 9484 81400172 C520 81400020 4C41 81400022 5000 81400024 4F46 81400026 0000 Code: 80001614: j 80400100 80400100: ;save regs LUI $K1, 8040 SD $A0, 0000($K1) SD $A1, 0008($K1) SD $A2, 0010($K1) JAL 80057710 ;load font SD $A3, 0018($K1) ADDIU $A2, $K1, 0020 ;text ptr ;read P1 lap count LUI $A0, 8016 LW $A3, 4390($A0) ;read starting lap LUI $A0, 8001 LH $A1, F94A($A0) OR $K1, $A1, $zero ;copy to K1 SUBU $A3, $A3, $A1 ;print "LAP x" ADDIU $A0, $zero, 0028 ;xpos JAL 800577D0 ADDIU $A1, $zero, 0000 ;ypos ;calculate # of laps ADDIU $A0, $zero, 0002 SUBU $A3, $A0, $K1 ;print "OF x" LUI $K1, 8040 ADDIU $A2, $K1, 0024 ADDIU $A0, $zero, 0028 ;xpos JAL 800577D0 ADDIU $A1, $zero, 0009 ;ypos ;restore regs LD $A0, 0000($K1) LD $A1, 0008($K1) LD $A2, 0010($K1) LD $A3, 0018($K1) j 8000161C LHU $A0, C520($A0) The last 4 lines are the actual text; if you just assemble this source they won't be included, so remember to add them. Unfortunately this version only works in 1-player mode, I'll have to find a better hook for multiplayer. I also did some other hacks, modifying the "coord display", a debug function you can activate using the codes at BSFree. Y Position of debug coord text when facing North (default 64, C8 is better) 81001706 ???? Y Position of debug coord text when facing East (default 64, C8 is better) 810016DA ???? Y Position of debug coord text when facing Southeast (default 64, C8 is better) 810016B2 ???? Y Position of debug coord text when facing Southwest (default 64, C8 is better) 81001752 ???? Y Position of debug coord text when facing West (default 64, C8 is better) 81001736 ???? X Position of debug coord text when facing North (default 28, 00 is better) 810016FA ???? X Position of debug coord text when facing East (default 28, 00 is better) 810016CE ???? X Position of debug coord text when facing Southeast (default 28, 00 is better) 81001662 ???? X Position of debug coord text when facing Southwest (default 28, 00 is better) 81001726 ???? X Position of debug coord text when facing West (default 28, 00 is better) 81001732 ???? Disable debug coord text when facing North 81001708 2400 Disable debug coord text when facing East 810016DC 2400 Disable debug coord text when facing Southeast 810016B4 2400 Disable debug coord text when facing Southwest 81001754 2400 Disable debug coord text when facing West 81001738 2400 Base to print coord display in (default 000A) 81057A8E ???? I'll post the debug codes too so you can actually use it, but note that they're probably already in BSFree and Para made the first two ages ago. Enable coord display when debug mode is on 810DC515 0001 Debug menu at title (modified to not require GS Button) D018EDEF 0001 8018EDEF 0002 Coord display can be enabled when debug mode is off 81001630 2400 81001634 2400 k, sleep now, more hax later. |
Author: | Hextator [ Wed Jun 20, 2007 8:44 am ] |
Post subject: | |
Hey, I DID see your other post before dlong buried it. I always look to see what kind of beans HH is dishing out. Good shit, man. I like that lap counter. DKR needs something like that; I got a few lap fiddling addresses logged, if you recall. I also need a thing to kill the 2nd and 3rd place numbers that appear over peoples' heads >.> |
Author: | Arcane [ Wed Jun 20, 2007 10:36 am ] |
Post subject: | Re: 1337 Mario Kart 64 (U) Hacks |
I'm pretty sure that by using David Wonn's glitches you're still going to do better than by cheating. ![]() |
Author: | HyperHacker [ Wed Jun 20, 2007 8:18 pm ] |
Post subject: | Re: 1337 Mario Kart 64 (U) Hacks |
Not if you use an instant win code. It may not be fun but you'll never lose! ![]() Here's today's hack: Attachment:
File comment: FTW mk64 hex dump hack.jpg [ 49.98 KiB | Viewed 20372 times ] I added a bigass realtime memory viewer routine. ![]() This doesn't seem to work in Mupen64, probably because I don't see a way to force it to use the Expansion Pak. Code: D2400000 0080 81400000 8000 81001614 0810 81001616 0040 81400100 3C1B 81400102 8040 50001004 0004 81400106 1000 50000804 0001 81400104 AF61 50000604 0001 81400124 AF6D 8140013C AF6B 81400140 AF79 81400144 0C01 81400146 5DC4 81400148 AF7F 8140014A 1040 8140014C 2419 8140014E 0040 81400150 AF79 81400152 0004 81400154 AF79 81400156 000C 81400158 2404 8140015A 00B8 8140015C AF64 8140015E 0008 81400160 8F72 81400162 0000 81400164 3C0D 81400166 800F 81400168 85AD 8140016A 6916 8140016C 8F6F 8140016E 0010 81400170 31AE 81400172 0200 81400174 540E 81400176 000A 81400178 000F 8140017A 7840 8140017C 31AE 8140017E 0100 81400180 540E 81400182 0007 81400184 000F 81400186 7843 81400188 31AE 8140018A 0800 8140018C 540E 8140018E 0004 81400190 024F 81400192 9022 81400194 31AE 81400196 0400 81400198 540E 8140019A 0001 8140019C 024F 8140019E 9020 814001A0 3C0E 814001A2 8000 814001A4 024E 814001A6 9025 814001A8 AF72 814001AA 0000 814001AC 500F 814001AE 0001 814001B0 240F 814001B2 0001 814001B4 AF6F 814001B6 0010 814001B8 2764 814001BA 0004 814001BC 2485 814001BE 0004 814001C0 2411 814001C2 0003 814001C4 2407 814001C6 0010 814001C8 0C01 814001CA 5D8B 814001CC 0240 814001CE 3025 814001D0 2407 814001D2 0010 814001D4 0C01 814001D6 5D8B 814001D8 8F66 814001DA 0010 814001DC 8F70 814001DE 0008 814001E0 2610 814001E2 0009 814001E4 AF70 814001E6 0008 814001E8 8F79 814001EA 000C 814001EC AF79 814001EE 0004 814001F0 2410 814001F2 0007 814001F4 9246 814001F6 0000 814001F8 0006 814001FA 3103 814001FC 0C01 814001FE 5D8B 81400200 2407 81400202 0010 81400204 8F66 81400206 0004 81400208 24C6 8140020A FFF8 8140020C AF66 8140020E 0004 81400210 9246 81400212 0000 81400214 30C6 81400216 000F 81400218 0C01 8140021A 5D8B 8140021C 2407 8140021E 0010 81400220 2610 81400222 FFFF 81400224 0601 81400226 FFF3 81400228 2652 8140022A 0001 8140022C 8F70 8140022E 0008 81400230 2610 81400232 0009 81400234 2631 81400236 FFFF 81400238 0623 8140023A FFEB 8140023C AF70 8140023E 0008 50000804 0001 81400240 8F61 50000604 0001 81400260 8F6D 50001104 0004 81400242 1000 81400278 8F6B 8140027C 8F79 81400280 8F7F 81400284 0800 81400286 0587 81400288 9484 8140028A C520 Code: 80001614: Yeah, fucking long code, even after I shrunk all that register saving/restoring with 50-type codes. (Hm, Enhacklopdia article? I don't think I've seen anyone do that before...)j 80400100 80400100: ;save regs LUI $K1, 8040 SW $AT, 1000($K1) ;yes, the text/number routines SW $V0, 1004($K1) ;appear to use all of these. @_@ SW $V1, 1008($K1) ;fortunately we can shrink this SW $A0, 100C($K1) ;block using 50-type codes, because SW $A1, 1010($K1) ;the output is largely sequential. SW $A2, 1014($K1) SW $A3, 1018($K1) SW $T0, 101C($K1) SW $T5, 1020($K1) SW $T6, 1024($K1) SW $T7, 1028($K1) SW $S0, 102C($K1) SW $S1, 1030($K1) SW $S2, 1034($K1) SW $T3, 1038($K1) SW $T9, 103C($K1) JAL 80057710 ;load font SW $RA, 1040($K1) ;set coords ADDIU $T9, $zero, 0040 SW $T9, 0004($K1) ;xpos SW $T9, 000C($K1) ;init xpos ADDIU $A0, $zero, 00B8 SW $A0, 0008($K1) ;ypos LW $S2, 0000($K1) ;start addr ;handle dpad LUI $T5, 800F LH $T5, 6916($T5) ;buttons pressed LW $T7, 0010($K1) ;addr adjust ANDI $T6, $T5, 0200 ;left? BNEL $T6, $zero, .update SLL $T7, $T7, 0001 ;double amount ANDI $T6, $T5, 0100 ;right? BNEL $T6, $zero, .update SRA $T7, $T7, 0001 ;halve amount ANDI $T6, $T5, 0800 ;up? BNEL $T6, $zero, .update SUB $S2, $S2, $T7 ;decrease address ANDI $T6, $T5, 0400 ;down? BNEL $T6, $zero, .update ADD $S2, $S2, $T7 ;increase address .update: LUI $T6, 8000 OR $S2, $S2, $T6 SW $S2, 0000($K1) ;update addr BEQL $T7, $zero, .write ADDIU $T7, $zero, 0001 ;set to 1 if 0 .write: SW $T7, 0010($K1) ;update amount ;point to coords ADDIU $A0, $K1, 0004 ADDIU $A1, $A0, 0004 ADDIU $S1, $zero, 0003 ;# rows (zero-based) ;print address ADDIU $A3, $zero, 0010 ;base 16 JAL 8005762C ;Print addr OR $A2, $S2, $zero ;copy address to A2 ;print adjustment amount ADDIU $A3, $zero, 0010 ;base 16 JAL 8005762C ;Print amount LW $A2, 0010($K1) ;advance Y pos LW $S0, 0008($K1) ADDIU $S0, $S0, 0009 SW $S0, 0008($K1) .loop: LW $T9, 000C($K1) ;init xpos SW $T9, 0004($K1) ;reset X pos ;print row ADDIU $S0, $zero, 0007 ;bytes/row (zero-based) .row: LBU $A2, 0000($S2) SRA $A2, $A2, 4 JAL 8005762C ;Print high digit ADDIU $A3, $zero, 0010 ;base 16 LW $A2, 0004($K1) ;bring the X pos back 8 pixels, ADDIU $A2, $A2, FFF8 ;since the number routine puts SW $A2, 0004($K1) ;a space after the number. LBU $A2, 0000($S2) ANDI $A2, $A2, 000F JAL 8005762C ;Print low digit ADDIU $A3, $zero, 0010 ;base 16 ADDIU $S0, $S0, FFFF ;decrement byte count BGEZ $S0, .row ADDIU $S2, $S2, 0001 ;increment address ;done row, advance Y pos LW $S0, 0008($K1) ADDIU $S0, $S0, 0009 ADDIU $S1, $S1, FFFF ;decrement row count BGEZL $S1, .loop SW $S0, 0008($K1) ;restore regs LW $AT, 1000($K1) LW $V0, 1004($K1) LW $V1, 1008($K1) LW $A0, 100C($K1) LW $A1, 1010($K1) LW $A2, 1014($K1) LW $A3, 1018($K1) LW $T0, 101C($K1) LW $T5, 1020($K1) LW $T6, 1024($K1) LW $T7, 1028($K1) LW $S0, 102C($K1) LW $S1, 1030($K1) LW $S2, 1034($K1) LW $T3, 1038($K1) LW $T9, 103C($K1) LW $RA, 1040($K1) j 8000161C LHU $A0, C520($A0) Oh yeah and I forgot to mention last time these codes are not to be hosted on GSCentral or any site or work run by Rune or his associates, DIAF, etc etc etc. |
Author: | Arcane [ Wed Jun 20, 2007 10:31 pm ] |
Post subject: | Re: 1337 Mario Kart 64 (U) Hacks |
HyperHacker wrote: Not if you use an instant win code. It may not be fun but you'll never lose! ![]() By 9 seconds. ![]() Or at least, that's what I remember Wonn's Frappe Snowland glitch as doing, winning in nine seconds. |
Author: | HyperHacker [ Wed Jun 20, 2007 11:49 pm ] |
Post subject: | Re: 1337 Mario Kart 64 (U) Hacks |
You must have driven pretty fast then. You still had to back up to the bridge, jump onto the snow, drive back past the line, and go out of bounds. 9 seconds per lap sounds more believable. |
Author: | Hextator [ Thu Jun 21, 2007 7:23 am ] |
Post subject: | Re: 1337 Mario Kart 64 (U) Hacks |
HypaHacka, what what! wrote: Oh yeah and I forgot to mention last time these codes are not to be hosted on GSCentral or any site or work run by Rune or his associates, DIAF, etc etc etc. Do you actually think that will make a difference? I don't bother adding those little messages because I don't believe the ass wipe will take it into consideration. |
Author: | HyperHacker [ Thu Jun 21, 2007 9:51 pm ] |
Post subject: | Re: 1337 Mario Kart 64 (U) Hacks |
I think it may actually be illegal to host a work (in this case, assembly programs, and the other codes may count too) when the author has specifically said you can't. If nothing else, for him to copy them despite that notice would be further evidence that he steals codes. |
Author: | Hextator [ Fri Jun 22, 2007 11:21 am ] |
Post subject: | |
My aim bot, except for the arctan function, was entirely by me, and modifies the game's original code in no way whatsoever. So if anything, I have legal authority over that piece of work. Makes me feel all tingly inside <3 I don't suppose it matters if we restrict use of our work after it's already been taken? Just because we didn't warn them not to use it doesn't mean they can...it's implied that the author can submit users of their code to their conditions, is it not? |
Author: | HyperHacker [ Fri Aug 03, 2007 11:57 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
8129D830 080A 8129D832 7561 8129D834 2400 All item boxes become shrubbery Note: On tracks without shrubbery (including Koopa Troopa Beach and DK's Jungle Parkway, which use a different set of trees), the item boxes are simply removed. Special item boxes, such as the one above the rock in Koopa Troopa Beach, are not affected. 8129D584 080A 8129D586 760C 8129D588 2400 All shrubbery becomes item boxes Using both at once will crash the game. "Shrubbery" is trees, cacti, bushes, etc. They're all the same object, just with different graphics. I might be able to swap other things around such as piranha plants and palm trees too. We'll see. |
Author: | Parasyte [ Sat Aug 04, 2007 10:06 am ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Some oldies, but goodies(?) CPU Racers Never Use Items 8101ACF0 1000 Music Modifier 810C34C0 3C04 810C34C2 0001 810C34C4 2484 810C34C6 FF?? All Players Can Choose The Same Character 810B3924 2400 810B3936 7FFF 810B39A4 2400 810B39B6 7FFF 810B3A38 2400 810B3A4E 7FFF |
Author: | HyperHacker [ Sat Aug 04, 2007 1:02 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
8129DCF6 ???? 8129DD02 ???? Yoshi Valley giant egg X coord modifier (default C50F C000) 8129DD0C 3C06 8129DD0E ???? Yoshi Valley giant egg Y coord modifier (high 2 bytes only, default 0000; 4200 puts it just high enough that you can't get squished) 8129DCFA ???? 8129DCFE ???? Yoshi Valley giant egg Z coord modifier (default 441E 8000) 8129DD08 2400 Yoshi Valley giant egg is invisible and located at the finish line. 8129E118 2400 No coconuts are thrown in DK's Jungle Parkway 8129DE5A ???? Kalimari Desert 1st train crossing signal X coord (default C4D2) Note: Moves the right-side signal from the first intersection. 8129DE5E ???? Kalimari Desert 1st train crossing signal Y coord (default 4000) 8129DE66 ???? Kalimari Desert 1st train crossing signal Z coord (default 420C) 8129DE60 2400 Kalimari Desert 1st train crossing signal is right in front of the finish line 8129DE88 2400 Kalimari Desert 1st train crossing signal is removed 8029DEA7 0000 Kalimari Desert 1st train crossing signal goes off when the train is at the second intersection 8129DBEE ???? Mario Raceway giant Mario sign X coord (high 2 bytes only, default 4316) 8129DBF6 ???? Mario Raceway giant Mario sign Y coord (high 2 bytes only, default 4220) 8129DBE2 ???? 8129DBE6 ???? Mario Raceway giant Mario sign Z coord (default C4A2 8000) 8129DBF0 2400 Mario Raceway giant Mario sign is right behind the finish line Stay tuned, there's more where that came from, but I have to go to work. ![]() |
Author: | HyperHacker [ Tue Jan 29, 2008 11:19 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Well, better late than never. ![]() 812ABD3C 2402 812ABD3E 00?? Everything is... 01: Pavement (00, 07, 08, 10), walls/floor of tunnel (06), rainbow track (13) 02: Dirt track (01, 04, 09, 11, 14, 18), edge of pools (07) 03: Dirt track (06, 07), out-of-bounds beach sand (06) 04: Concrete (track, walls, Bowser statue) (02, 03, 07 (castle)) 05: Snow track (05), ice cave floor/walls/ceiliing (not pillars) (12) 06: Track and guardrails; wood? (03), bridges near/into castle (07), wood holding up boost ramp (18) 07: Dirt (00, 08) 08: Grass (both in and out of bounds) (00, 02, 04, 07, 08, 09, 18) (try this in DK Jungle ![]() 09: Ice track (both in and out of bounds) (12) 0A: Beach sand (06) 0B: Off-track snow (05) 0C: Chocolate walls (01), rock walls (06) 0D: Off-track dirt (11) 0E: Train tracks and dirt surrounding them (11) 0F: Cave interior (18) 10: Rickety wood/rope bridge (02, 18) 11: Solid wooden bridge (02, 05) FC Weaker boost ramp used in DK's Jungle Parkway (keeps you at ~60km/h) FD Forbidden (Lakitu picks you up) FE Boost ramp used in Royal Raceway ![]() FF Solid (level numbers in brackets in decimal) The Royal Raceway boost ramp is fun because it locks you at well over max speed and severely reduces gravity. This is awesome in Wario Stadium. Sherbet Land breaks somehow. O_o The intro demos also end up looking pretty funny. |
Author: | HyperHacker [ Mon Feb 04, 2008 1:02 am ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Small variation on that: 812ABD38 080F 812ABD3A FFFB 813FFFEC 241B 813FFFEE 00xx 813FFFF0 5362 813FFFF2 0001 813FFFF4 2402 813FFFF6 00yy 813FFFF8 03E0 813FFFFA 0008 813FFFFC 2400 Surface Remap - all surfaces of type xx become type yy Uses the same list as above, which I updated. (The level numbers are just noting which levels they're used in; you can use them anywhere.) Word of warning, if you choose a boost ramp and wind up in a corner, you're fucked. ![]() Code: 802ABD38 j 803FFFEC 803FFFEC ADDIU $K1, $zero, 00xx BEQL $V0, $K1, hax ADDIU $V0, $zero, 00yy hax: JR $RA NOP I wrote the actual assembly on paper on the toilet. Also, for once I kept it all in the lower 4MB! ![]() |
Author: | HyperHacker [ Mon Feb 04, 2008 9:22 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
And one more: 812ABD34 3C03 812ABD36 8040 812ABD3C 8062 812ABD3E FFFF 803FFFFF 00?? Basically does the same thing as the "Everything is..." code above, except you can use activators to change the value on the fly without breaking emulators. For example: 812ABD34 3C03 812ABD36 8040 812ABD3C 8062 812ABD3E FFFF 803FFFFF 00FE D0196504 0040 803FFFFF 0001 D0196505 0002 803FFFFF 00FD When holding B, everything is pavement. When holding C-Left, everything is out of bounds (=press C-Left to be towed). Otherwise, everything is a boost ramp. This way you can use stars and mushrooms and shit (hold B and use with C-Down) and get a tow if you get stuck in a corner. Interesting side effect, this affects everyone, so when you press C-Left, everyone gets towed. ![]() |
Author: | HyperHacker [ Fri Mar 21, 2008 8:49 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Have these really not been done yet? 81090F78 2400 Don't Lose Balloons When Falling Off Course 8108CD44 2400 + 8108CBE4 2400 Don't Lose Balloons When Hitting Bananas Or Fast-Moving Players 8108E5BC 2400 Don't Lose Balloons When Hitting Fake Items Or Bomb Karts 8108E9F4 2400 Don't Lose Balloons When Hitting Red Shells, Spiny Shells, Or Invincible Players 8108C6B8 2400 Don't Lose Balloons When Hitting Green Shells 8108E0FC 2400 Don't Lose Balloons When Hit By Lightning |
Author: | Radical Hacker [ Sat Mar 22, 2008 1:55 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
r those codes 4 battle mode? |
Author: | HyperHacker [ Sat Mar 22, 2008 2:53 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
No, they're for that other mode where you have balloons. ![]() |
Author: | HyperHacker [ Wed Apr 23, 2008 1:23 am ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Finally. 8107AFD8 0C0F 8107AFDA FFC0 813FFF00 3C1B 813FFF02 8019 813FFF04 8F7B 813FFF06 D3FC 813FFF08 001B 813FFF0A D903 813FFF0C 03E0 813FFF0E 0008 813FFF10 3362 813FFF12 000F Truly random items, but sometimes you get no item Code: 8007AFD8 JAL 803FFF00 803FFF00 LUI $K1, 8019 LW $K1, D3FC($K1) SRA $K1, $K1, 4 JR $RA ANDI $V0, $K1, 000F 8107AFD8 0C0F 8107AFDA FFC0 813FFF00 3C1B 813FFF02 8019 813FFF04 8F7B 813FFF06 D3FC 813FFF08 001B 813FFF0A D903 813FFF0C 3362 813FFF0E 000F 813FFF10 1002 813FFF12 FFFD 813FFF14 2400 813FFF18 03E0 813FFF1A 0008 813FFF1C 2400 Truly random items (always get an item) Code: 8007AFD8 JAL 803FFF00 803FFF00 LUI $K1, 8019 LW $K1, D3FC($K1) notzero: SRA $K1, $K1, 4 ANDI $V0, $K1, 000F BEQ $V0, $zero, notzero NOP JR $RA NOP 8018D3FC is a frame counter, good for random numbers like this (as long as you don't need a constant supply), but I found the low 4 bits tended to be biased toward certain values. This is fun in Battle Mode where you can get Mushrooms, or lightning which makes all other players lose a balloon. ![]() Nemu and Renegade actually run in WINE. ![]() |
Author: | leveln [ Fri Jun 27, 2008 6:05 am ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
I suppose I will make my first contribution.. The following were found and written on a real N64 by me, Poregon. Code: Vertical Split Screen in 2-Player Mode: D00DC533 0001 800DC533 0002 Track Progress Meter Around Screen (Like 1-Player Mode)*: D00DC53B 0002 800DC53B 0001 * Careful, this will easily halt the game in 3-Player or 4-Player Mode. These two work nicely together to give a sexy split-screen for a widescreen TV. Works perfect on my HD plasma, I just wish I could boost the graphics to 640x480 ![]() Vertical Split works for all 2-Player modes. The activator is on because it will force Player-2 in all Player-1 modes (GP and TT) and will only allow 2 players in 3-Player and 4-Player modes. If you try to force 3-Player mode or 4-Player mode in other settings it will give weird results, sometimes adding a dead-CPU player to battle or versus but still show them on the score screen. Cheers! ![]() ![]() |
Author: | HyperHacker [ Fri Jun 27, 2008 2:01 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
That's been known for a while (see debug menu) but I'm not sure if anyone made a code out of it. It's probably possible to increase the resolution, but I wouldn't know how, and the game might not look very nice because it's designed with the assumption that the FOV is a certain size. Although I believe most early emulators forced a certain resolution (and current ones still have the option) and it worked, so it's hard to be sure. The hardware might not be able to keep up with the higher fill rate required. |
Author: | leveln [ Fri Jun 27, 2008 2:51 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Only Player-1 can select their player with the debug menu. Code lets all 4 choose. |
Author: | leveln [ Fri Jun 27, 2008 6:48 pm ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Adding on to the Maximum Speed modifiers by HyperHacker: Code: Speed Modifiers: 800F6BA5 00?? Player-1 800F797D 00?? Player-2 800F8755 00?? Player-3 800F952D 00?? Player-4 800FA305 00?? Player-5 800FB0DD 00?? Player-6 800FBEB5 00?? Player-7 800FCC8D 00?? Player-8 Defaults (depends on character used): Time Trials: 9B, 9D 50CC: 91, 93 100CC: 9B, 9D 150CC: A0, A2 Extra: A0, A2 Battle: 75 Suggested: CD through FF :) Cheers! Oh, you can hop from platform to platform in block fort with a high enough speed ![]() |
Author: | orbitaldecay [ Sun May 03, 2009 11:43 am ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
I've been doing a little N64 asm hacking and I thought I'd make some GS codes from some of the interesting things I've come across. This is my first time making GS codes, so let me know if I fucked something up / mistyped something / posted something that's already been posted. If anybody has any requests, let me know. All of these codes work in PJ64 1.6 using Mario Kart 64 (U) [!].z64. Special Bolt Instead of making racers tiny when a lightning bolt is used, all players explode like they were hit by a green shell. Pretty dramatic effect. Code: 802B2F43 0004 802B2F57 0004 802B2F6B 0004 802B2F7F 0004 Poison Mushrooms Using mushrooms electrocutes you instead of giving you a boost. Code: 802B3042 0040 802B3052 0040 802B3062 0040 802B3072 0040 Green Shells Only Only get green shells from boxes. Only applies to human players. Code: 8007B000 003C 8007B001 0005 8007B002 0000 8007B003 0003 Lightning Bolts Only Code: 8007B000 003C 8007B001 0005 8007B002 0000 8007B003 0008 Mushrooms Only Code: 8007B000 003C
8007B001 0005 8007B002 0000 8007B003 000C |
Author: | Parasyte [ Sun May 03, 2009 11:46 am ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Not a fuck up, but you can use 16-bit writes to make the final codes smaller. (Sort of like compression, I suppose.) I will use your green shells code, as an example. Note that N64 is big endian, so the GS codes are as well (PSX on the other hand is little endian, and again, so are its GS codes) Green Shells Only - by orbitaldecay Code: 8107B000 3C05
8107B002 0003 |
Author: | orbitaldecay [ Sun May 03, 2009 11:55 am ] |
Post subject: | Re: [N64] Mario Kart 64 [U] [GS] |
Thanks for the tip. ![]() Edit: Parasyte wrote: Not a fuck up, but you can use 16-bit writes to make the final codes smaller. (Sort of like compression, I suppose.) I will use your green shells code, as an example. Note that N64 is big endian, so the GS codes are as well (PSX on the other hand is little endian, and again, so are its GS codes) Green Shells Only - by orbitaldecay Code: 8107B000 3C05 8107B002 0003 This code doesn't work on PJ64 on winxp, though it does work on Mupen64Plus on my Linux box. Posted another thread about it here as to avoid further polluting this thread with my noobness http://www.kodewerx.org/forum/viewtopic.php?f=5&t=6738&p=73803#p73803 |
Page 1 of 1 | All times are UTC - 8 hours [ DST ] |
Powered by phpBB® Forum Software © phpBB Group https://www.phpbb.com/ |