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PostPosted: Mon Jun 11, 2007 8:32 pm 
By Viper

Activator 1 P1
D0367054 00??
Activator 2 P1
D0367055 00??
Dual Activator P1
D1367054 ????
Activator 1 P2
D036705C 00??
Activator 2 P2
D036705D 00??
Dual Activator P2
D136705C ????
Activator 1 P3
D0367064 00??
Activator 2 P3
D0367065 00??
Dual Activator P3
D1367064 ????
Activator 1 P4
D036706C 00??
Activator 2 P4
D036706D 00??
Dual Activator P4
D136706C ????
Activator 1 P1 #2
D033AFF8 00??
Activator 2 P1 #2
D033AFF9 00??
Dual Activator P1 #2
D133AFF8 ????
Activator 1 P2 #2
D033AFFE 00??
Activator 2 P2 #2
D033AFFF 00??
Dual Activator P2 #2
D133AFFE ????
Activator 1 P3 #2
D033B004 00??
Activator 2 P3 #2
D033B005 00??
Dual Activator P3 #2
D133B004 ????
Activator 1 P4 #2
D033B00A 00??
Activator 2 P4 #2
D033B00B 00??
Dual Activator P4 #2
D133B00A ????
Activator 1 P1 #4
D033AFD8 00??
Activator 2 P1 #4
D033AFD9 00??
Dual Activator P1 #4
D133AFD8 ????
Control Stick Activator 1 P1
D0367056 00??
Control Stick Activator 2 P1
D0367057 00??
Dual Control Stick Activator P1
D1367056 ????
Control Stick Activator 1 P2
D036705E 00??
Control Stick Activator 2 P2
D036705F 00??
Dual Control Stick Activator P2
D136705E ????
Control Stick Activator 1 P3
D0367066 00??
Control Stick Activator 2 P3
D0367067 00??
Dual Control Stick Activator P3
D1367066 ????
Control Stick Activator 1 P4
D036706E 00??
Control Stick Activator 2 P4
D036706F 00??
Dual Control Stick Activator P4
D136706E ????
Control Stick Activator 1 P1 #2
D033AFFA 00??
Control Stick Activator 2 P1 #2
D033AFFB 00??
Dual Control Stick Activator P1 #2
D133AFFA ????
Control Stick Activator 1 P2 #2
D033B000 00??
Control Stick Activator 2 P2 #2
D033B001 00??
Dual Control Stick Activator P2 #2
D133B000 ????
Control Stick Activator 1 P3 #2
D033B006 00??
Control Stick Activator 2 P3 #2
D033B007 00??
Dual Control Stick Activator P3 #2
D133B006 ????
Control Stick Activator 1 P4 #2
D033B00C 00??
Control Stick Activator 2 P4 #2
D033B00D 00??
Dual Control Stick Activator P4 #2
D133B00C ????
Control Stick Activator 1 P1 #3
D133AFAC ????
Control Stick Activator 2 P1 #3
D133AFAE ????


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PostPosted: Mon Jun 11, 2007 8:48 pm 
By Viper

Max Health Modifier
81254226 ????
81254236 ????
The value of the first line is normally 1 higher than the value on the second. Default is 0881 and 0880. Basicly, when your health tries to go above 0881, it's reset to 0880.
No Max Health
81254228 1000
This removes the barrier that keeps you from gaining more health when you have full health, so you can increase it even more. :)
Infinite Health
81254208 2400
1-Up Worth Modifier (Default is 0001)
802F3C9F 00??
1-Up's Worth Nothing
812F3CA0 2400
Gain Lives Instead Of Losing Them
81259CA6 0001
81259DC2 0001
Never Lose Lives
81259CA8 2400
81259DC4 2400
Can Breath Underwater Without Losing Energy
812541B8 2400
Gain Energy When Breathing Underwater Instead Of Losing It
802541B7 0021
Amount Of Energy Taken Away While Breathing Underwater Modifier (Default is 0003)
812541A6 ????
You may also need 812541AA ???? at some point.
Amount of Health You Get From Coins Modifier (Default is 0040)
812541D6 ????
Coins Don't Refill Health
812541D8 2400
File 2's Coins, Stars, etc. Mirrors File 1
81323B54 0810
81323B56 0000
81400000 3C0A
81400002 8020
81400004 254B
81400006 7770
81400008 254A
8140000A 7700
8140000C 0000
8140000E 6821
81400010 8D4C
81400012 0000
81400014 AD6C
81400016 0000
81400018 254A
8140001A 0004
8140001C 256B
8140001E 0004
81400020 2DBB
81400022 006C
81400024 1760
81400026 FFFA
81400028 25AD
8140002A 0004
8140002C 080C
8140002E 8ED7
81400030 AF01
81400032 0000
Amount Of Time Invisible Caps Last Modifier
8124FBF2 ????
Amount Of Time Metal Caps Last Modifier
8124FC0A ????
Amount Of Time Wing Caps Last Modifier
8124FC22 ????
Amount Of Time All Caps Last Modifier (Alternate)
8124FC50 240E
8124FC52 ????
Caps Never Run Out
81254478 2400
Cap Timer Speed Modifier (FFFF Default)
81254476 ????
Most Things Don't Hurt Mario
81254A18 2400
Cannon Outside Open, Moat Drained, Doors Unlocked, Switches Activated, etc. (Basically - Game Complete)
8027A21C 0035
Skip Intro
8124BBD4 2400
Skip Lakitu Camera Intro On The Bridge
8124BD98 A020
Skip Lakitu Camera Intro On The Bridge (Alternate)
8124BD90 2410
8124BD92 0000
Skip Level Intros
81249924 1000
Exit Option Enabled On Pause Menu While Moving
812DCB74 2400
Exit Option Enabled On Pause Menu While Moving (Alternate)
812DCB6E FFFF
Exit Option Enabled On Pause Menu While Moving (Alternate 2)
812DCB68 3C09
812DCB6A 0800
Amount Of Time You Blink After Being Hit Modifier (Default 001e)
812689BE ????
Don't Blink When Hit
812689C0 2400
Blinking Timer Rate Modifier (Default Ffff)
81250546 ????
Never Stop Blinking After Hit Once
81250548 2400
Always Have Special Triple Jump (Alternate)
8126B828 2400
All Star-Sealed Doors Unlock Without Any Stars
8124E498 2400
All 3 Switches Are Activated
812C1368 1000
Have Key To Basement
8124E1D8 1000
Basement Door Unlocked
8124E1C8 1000
Have Key To Second Floor
8124E14C 1000
Second Floor Door Unlocked
8124E13C 1000
Have Access To All 6 Stars On Course Start Screens
81328520 0C00
81328522 00CC
81000330 0161
81000332 6024
81000334 3C1B
81000336 1022
81000338 377B
8100033A 74C0
8100033C 176C
8100033E 0009
81000340 2400
81000344 3C1B
81000346 8017
81000348 3C01
8100034A 240F
8100034C 3421
8100034E 0006
81000350 AF61
81000352 6B54
81000354 2401
81000356 A02F
81000358 A761
8100035A 6B58
8100035C 2401
8100035E 1519
81000360 A761
81000362 6C1C
81000364 03E0
81000366 0008
81000368 2400
All Stars In-level Collected/Uncollected Modifier
812F2548 ????
1000 - Not Collected (Yellow)
2400 - Collected (Transparent Blue)
Cheat Device Button To Unlock All 6 Stars On Course Start Screens
881B9AA1 0006
891B9AA2 0606
Stars You Already Have Still Add To Your Total
81279E08 0C00
81279E0A 0018
81279E0C 3C1B
81279E0E 8000
81000060 8764
81000062 005C
81000064 5580
81000066 0001
81000068 2484
8100006A 0001
8100006C 03E0
8100006E 0008
81000070 A764
81000072 005C
8127A0A0 0800
8127A0A2 001D
8127A0A4 3C1B
8127A0A6 8000
81000074 877B
81000076 005C
81000078 03E0
8100007A 0008
8100007C 005B
8100007E 1021
Extra stars aren't saved.
Get More Stars And Save Them (Part 1)
81279E08 0C00
81279E0A 0015
81279E0C 3C1B
81279E0E 8020
81000054 0004
81000056 28C0
81000058 00A4
8100005A 2823
8100005C 0005
8100005E 2900
81000060 0365
81000062 D821
81000064 9364
81000066 7733
81000068 5580
8100006A 0001
8100006C 2484
8100006E 0001
81000070 03E0
81000072 0008
81000074 A364
81000076 7733
81279D48 0C00
81279D4A 0024
81000090 25BB
81000092 7733
81000094 25E5
81000096 7725
81000098 54BB
8100009A 0001
8100009C A02B
8100009E 7725
810000A0 03E0
810000A2 0008
810000A4 2400
8127A0A0 0800
8127A0A2 002A
8127A0A4 285B
8127A0A6 0078
810000A8 1760
810000AA 0003
810000AC 3C1B
810000AE 8020
810000B0 036E
810000B2 D821
810000B4 937B
810000B6 7733
810000B8 03E0
810000BA 0008
810000BC 005B
810000BE 1021
Notes: *By default, extra stars are only counted after you get 120 normal ones. This can be altered by changing this line: 8127A0A6 0078. 0078 is 120, 0000 will make it work all the time, etc.

*This works for all 4 save games. The only downside is that you have no Rainbow Ride coins record. This replaces that. Before you ask, getting coins in that level doesn't mess up the count.

*The only known issue is the Castle Secret Stars disaply on the pause menu while you're in the castle. Part 2 is the fix for this, if you don't mind the extra lines.

*Maximum is 255 EXTRA stars. This is because we're using an 8-bit coin record for our counter. Total stars you can get with this code would be 375. Although, you could see some more if you used the 175 stars code on the site, which gives you a bunch of Castle Secret Stars that didn't actually exist.

*If you want to reset your extra star counter, use one of the following codes and press the Cheat Device Button:
File 1: 88207733 0000
File 2: 882077A3 0000
File 3: 88207813 0000
File 4: 88207883 0000
Get More Stars And Save Them (Part 2-Optional)
812D8B40 3C1B
812D8B42 8020
812D8B48 036E
812D8B4A D821
812D8B4C 937B
812D8B4E 7733
812D8B50 021B
812D8B52 8023
812D8B54 009B
812D8B56 2023
This fixes the Castle Secret Stars count on the pause screen.
Save File Modifier (?=1-4)
8032DDF5 000?
Blue Coins From Timed Blocks Never Disapear
812C23E8 1000
812A36BC 1000
Yellow Coin Worth Modifier (Default 03)
803301F9 00??
Blue Coin Worth Modifier -- From Ghosts (Default 05)
802AC11F 00??
Blue Coin Worth Modifier -- From Timed Blocks (Default 05)
800ED723 00??
Stepping Blocks Last Forever
812B18FC 2400
812B1904 1000
Tick Tock Clock - Stop The Things That Slide Out Of The Wall
81307688 2400
813076A8 2400
Tick Tock Clock - Stop Pendulums
81306F08 2400
81306E30 2400
Tick Tock Clock - Stop Yellow Boxes
812FA7EC 2400
Bowser In The Sky Doesn't Break The Platform After 2nd Hit
812B7F60 1000
Jump Height Increase (All Jump Types)
812523D4 0C0F
812523D6 FFFC
812523E0 AFA6
812523E2 0020
813FFFF0 3C1B
813FFFF2 ????
813FFFF4 03E0
813FFFF6 0008
813FFFF8 00BB
813FFFFA 2821
???? is added to the default height of whatever jump is being performed. 0040 is a nice increase. 00E0 makes you pretty much hit the ceiling everywhere even on regular jumps.
Higher Jumping
812523FC 4604
Mario Is A Bit Faster And Climbs Hills
81265380 4604
Mario In A Hurry
812653CE 3F40
Backflip Height Modifier (4278 Default)
81252662 ????
Long Jump Height Modifier (41F0 Default)
812528AE ????
Wall Kick Height Modifier (4278 Default)
81252766 ????
Jumping Out Of Water Height Modifier (4228 Default)
812526CE ????
Cartwheel Jump Height Modifier (4278 Default)
812527B6 ????
3rd Jump Height Modifier (428A Default)
8125267A ????
Metal Mario Underwater Jump Height Modifier (4200 Default)
81252BF2 ????
Winged Mario Flight Take Off Height Modifier (42A4 Default)
812526AA ????
Ass Fire Jump Height Modifier (42A8 Default)
8126E3BA ????
First Jump Distance Multiplier
81252746 ????
81252748 4481
8125274A 2000
Your current movement speed is multiplied by ????. Default for full speed running is around 3Fxx. 4010 seems nice.
Second Jump Distance Multiplier (Default Around 3F10)
81252622 ????
81252624 4481
81252626 5000
Third Jump Distance Multiplier (Default Around 3F4C)
8125268A ????
8125268C 4481
8125268E 3000
Wall Kick Distance Modifier (Default 41C0)
81252792 ????
Long Jump Distance Modifier (Default 4240)
81252924 2400
8125292E ????
Metal Mario Underwater Jump Distance Modifier
81252BF8 3C1B
81252BFA ????
81252C00 AC9B
81252C02 0054
Cartwheel Jump Distance Modifier (Default 4100)
812527C2 ????
Don't Slow Down While Flying
8126B1D4 2400
8126B214 2400
Flight Take Off Speed Modifier (Default 4200)
8126F4E6 ????
Metal Mario Underwater Run Speed Modifier
81273688 2400
81273696 ????
812736B0 4612
812736FE ????
8127371A ????
???? Is your acceleration (402C gives pretty good results). XXXX is your max speed. The XXXX should both be the same value (Default 4200 and 4200).
Run Speed Modifier
81265366 ????
81265380 4604
812653A8 1000
812653CE ????
812653EE ????
???? is your acceleration. I advise keeping between 4000 and 4400. XXXX and XXXX are Max Speed (Default 4240). They should both match.
Hills Don't Slow You Down
81264CD0 2400
Swim Speed Modifier (Default 3F00)
81271B9A ????
81270D28 1000
Skip That "Reacting To The Star" Door Activation Crap
8124E530 1000
Stop Timer On Princess Slide
8124B4E4 2400
Princess Slide Timer Rate Modifier (Default 0001)
8124B4E2 ????
Always Get The Second Star On Princess Secret Slide
812507A8 2400
Time Limit For Second Princess Slide Star Modifier (Default 0276)
812507A6 ????
No Damage From Being Burnt
8126CE08 2400
81267BC8 2400
8126CEE4 2400
Never Take Extra Damage From Being Capless
8124D918 1000
Capless Damage Multiplier Modifier (Default 1)
8024D927 00??
Cap(s) Required To Take Normal Damage Modifier (Default 10)12
8024D917 00??
Never Take Extra Fall Damage From Being Capless
8126A38C 2400
Always Take Extra Fall Damage (As If Capless)
8126A394 2400
Cap(s) Required To Take Normal Fall Damage Modifier (Default 10)
8026A383 00??
Fall Damage Multiplier Modifier -- With Cap (Default 08)
8026A39B 00??
Fall Damage Multiplier Modifier -- Without Cap (Default 0C)
8026A39F 00??
Set Fall Damage To Nothing
8126A3AC A180
Never Take Extra Crush Damage From Being Capless
8125AB08 2400
Always Take Extra Crush Damage (As If Capless)
8125AB10 2400
Cap(s) Required To Take Normal Crush Damage Modifier (Default 10)
8025AB07 00??
Crush Damage Multiplier Modifier -- With Cap (Default 0C)
8025AB17 00??
Crush Damage Multiplier Modifier -- Without Cap (Default 12)
8025AB1B 00??
Set Crush Damage To Nothing
8125AB28 A320
Don't Take Damage, Run, Or Burn From Fire
8124EC24 2400
Door To Second Floor Doesn't Warn You About Needing A Key
8124E18C 2400
Door To Basement Doesn't Warn You About Needing A Key
8124E218 2400
Star Doors Don't Warn You About Needing Star Power
8124E634 2400
Wind Has No Effect On You
81255824 1000
8126A650 1000
Display Cap Time Remaining In Place Of Stars Count On Pickup
8124B2C4 0C00
8124B2C6 00D2
8124B2CA 0006
81000348 3339
8100034A 000E
8100034C 1720
8100034E 0002
81000350 8719
81000352 00B6
81000354 8719
81000356 00AA
81000358 03E0
8100035A 0008
8100035C 3C01
8100035E 8034
Coins Give You More Cap Time
8124DB54 0C00
8124DB56 00CC
81000330 A5C8
81000332 00A8
81000334 0019
81000336 C980
81000338 95CF
8100033A 00B6
8100033C 01F9
8100033E 7821
81000340 03E0
81000342 0008
81000344 A5CF
81000346 00B6
The amount of time they give is based on the coin value (1, 2 or 5) multiplied (value << 5).
Cannons Can Rotate 360 Degrees Around
8125FEAC 1000
8125FECC 1000
Cannons Can Point As High As You Want
8125FE74 1000
Cannons Can Point Lower
8125FE90 1000
Cannon Sight Y Coord Modifier
8133B19C ????
Cannon Sight X/Z Coord Modifier
8133B19E ????
Cheat Device Button For Warp Modifier
8933B4A0 ????
8933B4A2 ????
8833B4A4 00??
Press the button before jumping into a painting and you'll be warped to the location specified.
0000,0000,0000 - Wherever the painting would normally take you
0108,0802,000A - Shifting Sand Land Pyramid
010C,2402,000A - Tall, Tall Mountain Slide
Climbing Across Monkey Bars Max Speed Modifier (4080)
8125ED0A ????
Climbing Across Monkey Bars Accleration Modifier (3F80)
8125ED1E ????
Game Doesn't End If You Have 0 Lives
8124AB14 1000
8124AB9C 1000
Maximum Lives You Can Have Modifier (Default 0065,0064)
8124B25A ????
8124B26E ????
Break Max Lives
8124B25C 1000
Number Of Lives You Get At Game Start Modifier
8025501B 00??
Don't Lose Lives When You Die On Bowser Levels
81259F7C 2400
Gain Lives When You Die On Bowser Levels
81259F7A 0001
Max Coins Modifier (Default 03E8,03E7)
8124B282 ????
8124B296 ????
Break Max Coins
8124B284 1000
Skip Intros In Bowser Levels
81249B7C 2400
Sweeper Flip Height Modifier (Default 42BE)
812B1D36 ????
Sweeper Flip Distance Modifier (Default C234)
812B1D22 ????
Cannons In All Levels Open
8127A36C 2408
Cannons In All Levels Open (Savable)
8127A368 9048
8127A36C 3508
8127A370 A048
8127A372 769C

Enemy Miscellaneous Codes
Ghost With The Course 5 Cage Always Looks Solid
80341CBF 00FF
80341D47 00FF
All Ghosts Always Look Solid
802C3AE3 00FF
Bouncing Box First Jump Height Modifier (Default 4234)
8126CF7A ????
Bouncing Box First Jump Distance Modifier (Default 4200)
8126CF8A ????
Bouncing Box Second Jump Height Modifier (Default 4270)
8126CFA2 ????
Bouncing Box Second Jump Distance Modifier (Default 4210)
8126CFB2 ????
Bouncing Box Third Jump Height Modifier (Default 42C8)
8126CFCA ????
Bouncing Box Third Jump Distance Modifier (Default 4240)
8126CFDA ????
Can't Be Grabbed By Big Bomb-omb
8124FDC4 2400
Able To Get Away When Grabbed By Big Bomb-omb
8124F87C 2400
Distance Big Bomb-omb Throws You Modifier (Default 4248)
812A9628 3C1B
812A962A ????
812A9634 AD7B
Height Big Bomb-omb Throws You Modifier (Default 4248)
812A9638 3C1B
812A963A ????
812A9644 AD9B
Big Bomb-omb Health Modifier
D134E0FE E15C
8034E26F 00??
Goombas Don't Push You Back
8124D4AC 2400
Chain Chomp And Bubble Bombs Can't Touch You
8124F188 2400
Chain Chomp And Bubble Bombs Don't Push You Back
812688B4 2400
Chain Chomp And Bubble Bombs Don't Knock You Down
8125319C 2400
Whomp Health Modifier
D134501E 3C5C
8134518E ????
Cap Modification
Picking Up Any Cap Gives You All 3 Powers
8124FBB8 35F9
8124FBBA 000E
Caps Do Nothing But The Music Still Plays
8124FBBC 2400
Caps Last Forever On Pickup And The Music Doesn't Change
8124FBC8 1000
8124FBCA 001B
Invisible Cap Music Modifier (Default 040E)
8124FBFA ????
Invisible Cap Doesn't Change Music
8124FBFC A7A0
Metal Cap Music Modifier (Default 040F)
8124FC12 ????
Metal Cap Doesn't Change Music
8124FC14 A7A0
Wing Cap Music Modifier (Default 040E)
8124FC2A ????
Wing Cap Doesn't Change Music
8124FC2C A7A0
Start Most Levels With Cap Modifier (Default 11)
80254B9A 00??
11 - Normal
13 - Invisible
15 - Metal
17 - Metal and Invisible
19 - Wing
1B - Wing and Invisible
1D - Wing and Metal
1F - All 3
Start Most Levels With Cap Time Modifier
81254BE0 341B
81254BE2 ????
81254BF0 A51B
81254BF2 00B6
Cap Powers Don't Flicker When The Timer Gets Low
81254428 2400
Modify When Cap Powers Start To Flicker (Default 003D)
81254426 ????
Always Transparent (Different From Invisible Cap Effect)
81254708 2400
Modify Which Cap Makes You Transparent (Default -- Teleport Effect?)
80254707 00??
00 - None
02 - Invisible
04 - Metal
06 - Metal or Invisible
08 - Wing
0A - Wing or Invisible
0C - Wing or Metal
0E - Wing, Metal, or Invisible
10 - Regular Cap
80 - Teleporting only?
Can Always "Take Off" Triple Jump From A Standing Start
81252FDC 2400
Modify Which Cap Allows You To "Take Off" Triple Jump From A Standing Start
80252FDB 00??
Can Always "Take Off" Triple Jump While Running
81264358 2400
Modify Which Cap Allows You To "Take Off" Triple Jump While Running
80264357 00??
Can Always Fly On Triple Jump
8126EC90 1000
Modify Which Cap Allows You To Fly On Triple Jump
8026EC8F 00??
Always Clank When Running
81263F2C 2400
Modify Which Cap Makes You Clank While Running
80263F2B 00??
Always Clank When Jumping
81251674 2400
Modify Which Cap Makes You Clank When Jumping
80251673 00??
Always Clank When You Hit The Ground
81251530 2400
Modify Which Cap Makes You Clank When You Hit The Ground
8025152F 00??
Always Fireproof
8124EB14 1000
Modify Which Cap Makes You Fireproof
8024EB13 00??
Always Sink Toward The Bottom In Water
812701D4 2400
Modify Which Cap Causes You To Sink Toward The Bottom In Water
802701D3 2400
Always Stuck On The Bottom (Heavy) In Water
81270258 2400
Modify Which Cap Makes You Stuck On The Bottom (Heavy) In Water
80270257 00??
Always Look Metallic
812545D0 2400
Modify Which Cap Makes You Look Metallic
802545CF 00??
Always Kill Enemies On Contact
8124F374 2400
Modify Which Caps Allow You To Kill Enemies On Contact
8024F373 00??
Always Invulnerable To Most Things
8124D94C 2400
Modify Which Cap Makes You Invulnerable To Most Things
8024D94B 00??
Always Invulnerable From To Being Crushed
8125AAE8 1000
Modify Which Cap Makes You Invulnerable To Being Crushed
8025AAE7 00??
Can Always Walk Through Certain Enemies
8124D9C8 1000
Modify Which Cap Allows You To Walk Through Enemies
8024D9C7 00??
Always Able To Walk Through Red Mesh
81380D50 2400
Modify Which Cap Allows You To Walk Through Red Mesh
80380D4F 00??
Can Always Walk Through Shock Orbs
8124F028 1000
Modify Which Cap Lets You Walk Through Shock Orbs
8024F027 00??

Specific Star Requirements Modifiers
Number Of Stars To Access The Cannon (Default 0078)
812F0A12 ????
Cannon Always Open
812F0A14 2400
Number Of Stars For Yoshi To Appear On The Castle Roof (Default 0078)
812F8EC6 ????
Yoshi Is Always On The Castle Roof
812F8EC8 2400
Yoshi Keeps Coming Back After You've Talked To Him
80332618 0000
Yoshi Keeps Coming Back After You've Talked To Him (Alternate)
812F9584 2400
Yoshi Keeps Coming Back After You've Talked To Him (Alternate 2)
812F8EDC 1000
First "Mips" The Rabbit Speed Modifier (Default 4220)
812F84F2 ????
Second "Mips" The Rabbit Speed Modifier (Default 4234)
812F854E ????
Number Of Stars To Make "Mips" The Rabbit Appear - 1st Time (Default 000f)
812F84CA ????
"Mips" The Rabbit Is Always There Even After Caught
812F8526 FFEF
812F8534 2400
First "Mips" The Rabbit Is Always There Until Caught
812F84CC 2400
Number Of Stars To Make "Mips" The Rabbit Appear - 2nd Time (Default 0032)
812F8522 ????
Second "Mips" The Rabbit Is Always There Until Caught
812F8524 2400
Number Of Stars To Access "Tower Of The Wing Cap" Modifier (Default 000A)
812636D6 ????
Always Have Access To "Tower Of The Wing Cap"
812636D8 2400
Number Of Stars To Turn On Light For "Tower Of The Wing Cap" Modifier (Default 000A)
812D23A2 ????
Light For "Tower Of The Wing Cap" Is Always On
812D23A4 2400
Light For "Tower Of The Wing Cap" Stays On After The Switch Is Active
812D23B4 2400
Number Of Stars To Access "Big Boo's Haunt" (Default 000c)
812C516E ????
Always Have Access To "Big Boo's Haunt"
812C5170 1000
Number Of Stars For Random Ghosts To Appear In Courtyard (Default 000c)
812C3696 ????
Always Have Random Ghosts In The Courtyard
812C3698 1000
Number Of Stars For Ghost To Appear In Hallway (Default 000c)
812C345A ????
Always Have Ghost In The Hallway
812C345C 1000
Number Of Stars Needed To Climb The "endless Stairs"
8124A3AA ????
Can Always Climb The "Endless Stairs"
8124A3AC 2400
Stars Needed To Open Bob-omb Battlefield (Default 00)
D033E1F0 0000
8033E1F0 00??
Stars Needed To Open Whomp's Fortress (Default 01)
D033E450 0001
8033E450 00??
Stars Needed To Open Princess' Secret Slide (Default 01)
D033E6B0 0001
8033E6B0 00??
Stars Needed To Open Jolly Roger Bay (Default 03)
D033E910 0003
8033E910 00??
Stars Needed To Open Cool, Cool Mountain (Default 03)
D033EB70 0003
8033EB70 00??
Stars Needed To Open Bowser In The Dark World (Default 08)
D0344810 0008
80344810 00??
Stars Needed To Open Bowser In The Fire Sea (Default 1e)
D0342930 001E
80342930 00??
Stars Needed To Open Hazy Maze Cave (Default 00)
D03439D0 0000
803439D0 00??
Stars Needed To Open Tiny-huge Island (Default 00)
D0346950 0000
80346950 00??
Stars Needed To Open Snowman's Land (Default 00)
D0344A70 0000
80344A70 00??
Stars Needed To Open Door To The 3rd Floor (Default 32)
D0345D70 0032
80345D70 00??
Stars Needed To Open Door To Bowser In The Sky Without Warning (Default 46)
D0345FD0 0046
80345FD0 00??

Red Coin Codes
Red Coin Worth Modifier (Default 02)
80332799 00??
Number Of Red Coins Needed For A Star Modifier
802F2F83 00??
802F2DDE 00??
Red Coin Star Always Appears When You Enter A Level
812F2F8C 1000
812F2DE4 2400
Always Have 8 Red Coins On Bowser Levels
812F32E4 2400
Start Each Course With 8 Red Coins
812F2D70 AF08
Starting Number Of Red Coins Modifier
802F2D6A 00??
Number of coins you start with is 8 - 00??, so to start with 8 the value would be 0010.
Have 8 Red Coins On "Bowser In The Dark World"
803495DF 0008
Have 8 Red Coins On "Bowser In The Fire Sea"
80346B1F 0008
Have 8 Red Coins On "Bowser In The Sky"
80348C5F 0008
Have 8 Red Coins On "Mario Wings Over The Rainbow"
8034133F 0008
Have 8 Red Coins On "The Secret Aquarium"
8033FDDF 0008
Have 8 Red Coins On "Tower Of The Wing Cap"
80344E9F 0008
Have 8 Red Coins On "Vanish Cap Under The Moat"
80342FBF 0008
Have 8 Red Coind On "Cavern Of The Metal Cap"
80340E7F 0008
Have 8 Red Coins On "Whomp's Fortress"
80344C3F 0008
Have 8 Red Coins On "Jolly Roger Bay"
80346B1F 0008
Have 8 Red Coins On "Cool, Cool, Mountain"
8034619F 0008
Have 8 Red Coins On "Big Boo's Haunt"
8034665F 0008
Have 8 Red Coins On "Hazy Maze Cave"
8034C2FF 0008
Have 8 Red Coins On "Lethal Lava Land" And "Shifting Sand Land"
803450FF 0008
Have 8 Red Coins On "Dire, Dire Docks"
803482DF 0008
Have 8 Red Coins On "Snowman's Land"
803468BF 0008
Have 8 Red Coins On "Wet-Dry World"
8034159F 0008
Have 8 Red Coins On "Tall, Tall Mountain"
80347BBF 0008
Have 8 Red Coins On "Tiny-Huge Island"
80341A5F 0008
Have 8 Red Coins On "Tick Tock Clock"
8034DABF 0008
Have 8 Red Coins On "Rainbow Ride"
80349F5F 0008

File 1 Codes
Have All Doors Unlocked, Mario's Cap Is Gone, The Moat Is Drained, And The Red/Blue/Green Switches Are Activated
81207708 FFFF
8120770A FFFF
You still need the right amount of stars for the Big Star doors though.
Have All 175 Stars (GS 3.0 or Higher Needed!)
50000D02 0000
8120770C FFFF
Have Maxed Out Coin Records For All Levels (GS 3.0 or Higher Needed!)
50000802 0000
81207724 FFFF
Have All 175 Stars & Maxed Out Coin Records For All Levels (GS 3.0 or Higher Needed!)
50001402 0000
8120770C FFFF
Size Modifiers
Ghost With Course 5 Cage Width Modifier (Default 40000000?)
81341BF4 ????
81341BF6 ????
Ghost With Course 5 Cage Height Modifier (Default 40000000?)
81341BF8 ????
81341BFA ????
Ghost With Course 5 Cage Depth Modifier (Default 40000000?)
81341BFC ????
81341BFE ????
All Ghosts Width Modifier
8129F408 3C1B
8129F40A ????
8129F40C AC9B
All Ghosts Height Modifier
8129F410 3C1B
8129F412 ????
8129F414 AC9B
All Ghosts Depth Modifier
8129F418 3C1B
8129F41A ????
8129F41C AC9B
All Ghosts Overall Size Modifier (Default 4000?)
812C3868 3C05
812C386A ????
All Goombas Width Modifier (Default 3fc0)
8129F43C 3C1B
8129F43E ????
8129F440 ADDB
8129F442 002C
8129F444 E5CC
All Goombas Height Modifier (Default 3fc0)
8129F448 3C1B
8129F44A ????
8129F44C ADDB
8129F44E 0030
8129F450 E5CC
All Goombas Depth Modifier (Default 3fc0)
8129F454 3C1B
8129F456 ????
8129F458 ADDB
8129F45A 0034
All Goombas Overall Size Modifier (Default 3fc0)
8129F438 3C1B
8129F43A ????
8129F444 ADDB
8129F450 ADDB
8129F458 ADDB
8129F45A 002C
Chain Chomp Width Modifier (Default 4000)
8133FD14 ????
Chain Chomp Height Modifier (Default 4000)
8133FD18 ????
Chain Chomp Depth Modifier (Default 4000)
8133FD1C ????
Big Bomb-omb Width Modifier (Default 3F80)
D134E0FE E15C
8134E114 ????
Big Bomb-omb Height Modifier (Default 3F80)
D134E0FE E15C
8134E118 ????
Big Bomb-omb Depth Modifier (Default 3F80)
D134E0FE E15C
8134E11C ????
Whomp Width Modifier (Default 4000)
D134501E 3C5C
81345034 ????
Whomp Height Modifier (Default 4000)
D134501E 3C5C
81345038 ????
Whomp Depth Modifier (Default 4000)
D134501E 3C5C
8134503C ????

Toad Codes
Every Toad You Talk To Gives You A Star Every time You Talk Them
81276714 1000
81276748 2400
Number Of Stars For Special Toad To Appear In Basement (Default 000C)
8127699A ????
Number Of Stars For Special Toad To Appear On Second Floor (Default 0019)
812769CE ????
Number Of Stars For Special Toad To Appear On Basement (Default 0023)
81276A02 ????
All 3 Special Toads Always Appear
81276A34 2400
First Special Toad Has A Star Every time He's Loaded
812769B0 1000
Second Special Toad Has A Star Every time He's Loaded
812769E4 1000
Third Special Toad Has A Star Every time He's Loaded
81276A18 1000
First Special Toad Has A Star Every time You Talk To Him
812769B0 1000
81276748 2400
Second Special Toad Has A Star Every time You Talk To Him
812769E4 1000
81276768 2400
Third Special Toad Has A Star Every time You Talk To Him
81276A18 1000
8127678C 2400


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PostPosted: Mon Jun 11, 2007 8:50 pm 
By Viper

File 2 Codes

Have All Doors Unlocked, Mario's Cap Is Gone, The Moat Is Drained, And The Red/Blue/Green Switches Are Activated1
81207778 FFFF
8120777A FFFF
Have All 175 Stars (Cheat Device 3.0 or Higher Needed!)
50000D02 0000
8120777C FFFF
Have Maxed Out Coin Records For All Levels (Cheat Device 3.0 or Higher Needed!)
50000802 0000
81207794 FFFF
Have All 175 Stars & Maxed Out Coin Records For All Levels (Cheat Device 3.0 or Higher Needed!)
50001402 0000
8120777C FFFF
Have All 7 Stars
Bomb-Omb Battlefield
8020777C 00FF
Whomp's Fortress
8020777D 00FF
Jolly Roger Bay
8020777E 00FF
Cool, Cool Mountain
8020777F 00FF
Big Boo's Haunt
80207780 00FF
Hazy Maze Cave
80207781 00FF
Lethal Lava Land
80207782 00FF
Shifting Sand Land
80207783 00FF
Dire, Dire Docks
80207784 00FF
Snowman's Land
80207785 00FF
Wet-Dry World
80207786 00FF
Tall, Tall Mountain
80207787 00FF
Tiny-Huge Island
80207788 00FF
Tick Tock Clock
80207789 00FF
Rainbow Ride
8020778A 00FF
1st 7 Castle Secret Stars
8020778B 00FF
2nd 7 Castle Secret Stars
8020778C 00FF
3rd 7 Castle Secret Stars
8020778D 00FF
4th 7 Castle Secret Stars
8020778E 00FF
5th 7 Castle Secret Stars
8020778F 00FF
6th 7 Castle Secret Stars
80207790 00FF
7th 7 Castle Secret Stars
80207791 00FF
8th 7 Castle Secret Stars
80207792 00FF
9th 7 Castle Secret Stars
80207793 00FF
10th 7 Castle Secret Stars
80207794 00FF
Have All 175 Stars (Above Codes Combined)
8120777C FFFF
8120777E FFFF
81207780 FFFF
81207782 FFFF
81207784 FFFF
81207786 FFFF
81207788 FFFF
8120778A FFFF
8120778C FFFF
8120778E FFFF
81207790 FFFF
81207792 FFFF
81207794 FFFF
Have All Normal Stars (120)
8120777C 7F7F
8120777E 7F7F
81207780 7F7F
81207782 7F7F
81207784 7F7F
81207786 7F7F
81207788 7F7F
8020778A 007F
8020778B 00FF
8120778C FF01
Have All Normal Stars (120) (Cheat Device 3.0+)
8020778B 00FF
8120778C FF01
50000F01 0000
8020777C 007F
Maxed Out Coin Records Saved Per Stage
Bomb-Omb Battlefield
80207795 00FF
Whomp's Fortress
80207796 00FF
Jolly Roger Bay
80207797 00FF
Cool, Cool Mountain
80207798 00FF
Big Boo's Haunt
80207799 00FF
Hazy Maze Cave
8020779A 00FF
Lethal Lava Land
8020779B 00FF
Shifting Sand Land
8020779C 00FF
Dire, Dire Docks
8020779D 00FF
Snowman's Land
8020779E 00FF
Wet-Dry World
8020779F 00FF
Tall, Tall Mountain
802077A0 00FF
Tiny-Huge Island
802077A1 00FF
Tick Tock Clock
802077A2 00FF
Rainbow Ride
802077A3 00FF
Have All Maxed Out Coin Records (Above Codes Combined)
80207795 00FF
81207796 FFFF
81207798 FFFF
8120779A FFFF
8120779C FFFF
8120779E FFFF
812077A0 FFFF
812077A2 FFFF


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PostPosted: Mon Jun 11, 2007 8:51 pm 
By Viper

File 3 Codes

Have All Doors Unlocked, Mario's Cap Is Gone, The Moat Is Drained, And The Red/Blue/Green Switches Are Activated1
812077E8 FFFF
812077EA FFFF
Have All 175 Stars (Cheat Device 3.0 or Higher Needed!)
50000D02 0000
812077EC FFFF
Have Maxed Out Coin Records For All Levels (Cheat Device 3.0 or Higher Needed!)
50000802 0000
81207804 FFFF
Have All 175 Stars & Maxed Out Coin Records For All Levels (Cheat Device 3.0 or Higher Needed!)
50001402 0000
812077EC FFFF
Have All 7 Stars
Bomb-Omb Battlefield
802077EC 00FF
Whomp's Fortress
802077ED 00FF
Jolly Roger Bay
802077EE 00FF
Cool, Cool Mountain
802077EF 00FF
Big Boo's Haunt
802077F0 00FF
Hazy Maze Cave
802077F1 00FF
Lethal Lava Land
802077F2 00FF
Shifting Sand Land
802077F3 00FF
Dire, Dire Docks
802077F4 00FF
Snowman's Land
802077F5 00FF
Wet-Dry World
802077F6 00FF
Tall, Tall Mountain
802077F7 00FF
Tiny-Huge Island
802077F8 00FF
Tick Tock Clock
802077F9 00FF
Rainbow Ride
802077FA 00FF
1st 7 Castle Secret Stars
802077FB 00FF
2nd 7 Castle Secret Stars
802077FC 00FF
3rd 7 Castle Secret Stars
802077FD 00FF
4th 7 Castle Secret Stars
802077FE 00FF
5th 7 Castle Secret Stars
802077FF 00FF
6th 7 Castle Secret Stars
80207800 00FF
7th 7 Castle Secret Stars
80207801 00FF
8th 7 Castle Secret Stars
80207802 00FF
9th 7 Castle Secret Stars
80207803 00FF
10th 7 Castle Secret Stars
80207804 00FF
Have All 175 Stars (Above Codes Combined)
812077EC FFFF
812077EE FFFF
812077F0 FFFF
812077F2 FFFF
812077F4 FFFF
812077F6 FFFF
812077F8 FFFF
812077FA FFFF
812077FC FFFF
812077FE FFFF
81207800 FFFF
81207802 FFFF
81207804 FFFF
Have All Normal Stars (120)
812077EC 7F7F
812077EE 7F7F
812077F0 7F7F
812077F2 7F7F
812077F4 7F7F
812077F6 7F7F
812077F8 7F7F
802077FA 007F
802077FB 00FF
812077FC FF01
Have All Normal Stars (120) (Cheat Device 3.0+)
802077FB 00FF
812077FC FF01
50000F01 0000
802077EC 007F
Maxed Out Coin Records Saved Per Stage
Bomb-Omb Battlefield
80207805 00FF
Whomp's Fortress
80207806 00FF
Jolly Roger Bay
80207807 00FF
Cool, Cool Mountain
80207808 00FF
Big Boo's Haunt
80207809 00FF
Hazy Maze Cave
8020780A 00FF
Lethal Lava Land
8020780B 00FF
Shifting Sand Land
8020780C 00FF
Dire, Dire Docks
8020780D 00FF
Snowman's Land
8020780E 00FF
Wet-Dry World
8020780F 00FF
Tall, Tall Mountain
80207810 00FF
Tiny-Huge Island
80207811 00FF
Tick Tock Clock
80207812 00FF
Rainbow Ride
80207813 00FF
Have All Maxed Out Coin Records (Above Codes Combined)
80207805 00FF
81207806 FFFF
81207808 FFFF
8120780A FFFF
8120780C FFFF
8120780E FFFF
81207810 FFFF
81207812 FFFF


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PostPosted: Mon Jun 11, 2007 8:52 pm 
By Viper

File 4 Codes

Have All Doors Unlocked, Mario's Cap Is Gone, The Moat Is Drained, And The Red/Blue/Green Switches Are Activated1
81207858 FFFF
8120785A FFFF
Have All 175 Stars (Cheat Device 3.0 or Higher Needed!)
50000D02 0000
8120785C FFFF
Have Maxed Out Coin Records For All Levels (Cheat Device 3.0 or Higher Needed!)
50000802 0000
81207874 FFFF
Have All 175 Stars & Maxed Out Coin Records For All Levels (Cheat Device 3.0 or Higher Needed!)
50001402 0000
8120785C FFFF
Have All 7 Stars
Bomb-Omb Battlefield
8020785C 00FF
Whomp's Fortress
8020785D 00FF
Jolly Roger Bay
8020785E 00FF
Cool, Cool Mountain
8020785F 00FF
Big Boo's Haunt
80207860 00FF
Hazy Maze Cave
80207861 00FF
Lethal Lava Land
80207862 00FF
Shifting Sand Land
80207863 00FF
Dire, Dire Docks
80207864 00FF
Snowman's Land
80207865 00FF
Wet-Dry World
80207866 00FF
Tall, Tall Mountain
80207867 00FF
Tiny-Huge Island
80207868 00FF
Tick Tock Clock
80207869 00FF
Rainbow Ride
8020786A 00FF
1st 7 Castle Secret Stars
8020786B 00FF
2nd 7 Castle Secret Stars
8020786C 00FF
3rd 7 Castle Secret Stars
8020786D 00FF
4th 7 Castle Secret Stars
8020786E 00FF
5th 7 Castle Secret Stars
8020786F 00FF
6th 7 Castle Secret Stars
80207870 00FF
7th 7 Castle Secret Stars
80207871 00FF
8th 7 Castle Secret Stars
80207872 00FF
9th 7 Castle Secret Stars
80207873 00FF
10th 7 Castle Secret Stars
80207874 00FF
Have All 175 Stars (Above Codes Combined)
8120785C FFFF
8120785E FFFF
81207860 FFFF
81207862 FFFF
81207864 FFFF
81207866 FFFF
81207868 FFFF
8120786A FFFF
8120786C FFFF
8120786E FFFF
81207870 FFFF
81207872 FFFF
81207874 FFFF
Have All Normal Stars (120)
8120785C 7F7F
8120785E 7F7F
81207860 7F7F
81207862 7F7F
81207864 7F7F
81207866 7F7F
81207868 7F7F
8020786A 007F
8020786B 00FF
8120786C FF01
Have All Normal Stars (120) (Cheat Device 3.0+)
8020786B 00FF
8120786C FF01
50000F01 0000
8020785C 007F
Maxed Out Coin Records Saved Per Stage
Bomb-Omb Battlefield
80207875 00FF
Whomp's Fortress
80207876 00FF
Jolly Roger Bay
80207877 00FF
Cool, Cool Mountain
80207878 00FF
Big Boo's Haunt
80207879 00FF
Hazy Maze Cave
8020787A 00FF
Lethal Lava Land
8020787B 00FF
Shifting Sand Land
8020787C 00FF
Dire, Dire Docks
8020787D 00FF
Snowman's Land
8020787E 00FF
Wet-Dry World
8020787F 00FF
Tall, Tall Mountain
80207880 00FF
Tiny-Huge Island
80207881 00FF
Tick Tock Clock
80207882 00FF
Rainbow Ride
80207883 00FF
Have All Maxed Out Coin Records (Above Codes Combined)
80207875 00FF
81207876 FFFF
81207878 FFFF
8120787A FFFF
8120787C FFFF
8120787E FFFF
81207880 FFFF
81207882 FFFF


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PostPosted: Fri Nov 16, 2007 3:39 pm 
I did something right!

Replace Mario's jump with spin jump:
81252E18 0800
81252E1A 0024
81000090 3C1B
81000092 0300
81000094 277B
81000096 0880
81000098 173B
8100009A 0003
8100009C 0000
8100009E 0000
810000A0 3C19
810000A2 1080
810000A4 2739
810000A6 08A4
810000A8 0809
810000AA 4B88
810000AC ADF9
810000AE 000C

Code:
.ORG 80252E18
J 80000090
.ORG 80000090
LUI $K1, 0300
ADDIU $K1, $K1, 0880
BNE $K1, $T9, SORRY
NOP
LUI $T9, 1080
ADDIU $T9, $T9, 08A4
SORRY:
J 80252E20
SW $T9, 0x000C ($T7)


Image


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PostPosted: Fri Nov 16, 2007 5:28 pm 
That's awesome. Well done.

EDIT: This freezes PJ64


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PostPosted: Fri Nov 16, 2007 5:42 pm 
It works in Nemu.


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PostPosted: Fri Nov 16, 2007 6:13 pm 
Fixed and optimized. It was lemma's fault.


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PostPosted: Sun Nov 18, 2007 7:19 pm 
Offline
Krew (Admin)
Krew (Admin)
User avatar

Joined: Sun Oct 01, 2006 9:46 pm
Posts: 2331
Location: *poof*
Title: The Mad Hacker
Cool.

_________________
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PostPosted: Sun Nov 18, 2007 9:55 pm 
It's too bad MO killed himself. He requested this code about a year and a half ago.


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 Post subject:
PostPosted: Sun Feb 03, 2008 1:11 pm 
Offline
Komrade
Komrade

Joined: Tue Mar 27, 2007 10:18 am
Posts: 1328
Improved Walk through Walls

It works a lot better than the old one, but the code is massive.

I basically ported the walk through walls code I wrote for Metroid Prime: Hunters.

It makes Mario a bit faster, propels him upward (through some floors, even) when pressing A (improved moon jump, see), and most importantly, you can go through more walls than previously possible.

Some walls still can't be passed and other walls will either kill you as soon as you go through or will kill you if you wait outside the level for too long. I haven't had any issues with the game freezing other than when I entered a room that had a cutscene and was spawned in the wrong spot due to the way the code works, which caused the game to expect me to be in a place I wasn't and wait in an infinite loop. In other words, no more nasty freezes (only harmless, avoidable ones).

Edit: Only works in Nemu for some reason. I guess PJ64 is stupider than I thought?

;Constant hook
80327650
J 80400010
LUI K0, $8036

;AT and K1 are free
80400010
ADDIU K0, K0, $72B0
SD AT, $0020 (K0)

;Inject code here
;
;Walk through Walls
;
;Remote coords at 80400000 (12 bytes)
;Timer at 8040000C (1 byte)
;Reset with L: 80367055 20
;Jump with A: 80367054 80

LUI K0, $8040
LBU K1, $000C (K0)
ADDIU K1, K1, $0001
ANDI K1, K1, $0007
BNEZ K1, WTWEnd
SB K1, $000C (K0)

LUI K0, $8036
LBU K1, $7055 (K0)
ANDI K1, K1, $0020
BEQZ K1, WTWUpdate
LUI K0, $8040

LUI K1, $8034
LW AT, $B1AC (K1)
SW AT, $0000 (K0)
LW AT, $B1B0 (K1)
SW AT, $0004 (K0)
LW AT, $B1B4 (K1)
J WTWEnd
SW AT, $0008 (K0)

WTWUpdate:
LUI K1, $8034
LI AT, Pool
;NOP below to accomodate for assembler - not to remain in final assembly
NOP
SWC1 F0, $0000 (AT)
SWC1 F1, $0004 (AT)
SW V0, $0008 (AT)

LWC1 F0, $B1B8 (K1)
LWC1 F1, $0000 (K0)
ADD.S F0, F0, F1
SWC1 F0, $0000 (K0)
SWC1 F0, $B1AC (K1)

LWC1 F0, $B1C0 (K1)
LWC1 F1, $0008 (K0)
ADD.S F0, F0, F1
SWC1 F0, $0008 (K0)
SWC1 F0, $B1B4 (K1)

LUI K1, $8036
LBU V0, $7054 (K1)
ANDI V0, V0, $0080
BNEZ V0, WTWNewZ
LUI K1, $8034

LWC1 F0, $B1B0 (K1)
J WTWComplete
SWC1 F0, $0004 (K0)

WTWNewZ:
LUI V0, $4248
SW V0, $B1BC (K1)
LWC1 F0, $0004 (K0)
MTC1 V0, F1
ADD.S F0, F0, F1
SWC1 F0, $0004 (K0)
SWC1 F0, $B1B0 (K1)

WTWComplete:
LWC1 F0, $0000 (AT)
LWC1 F1, $0004 (AT)
LW V0, $0008 (AT)

WTWEnd:

;
;End Inject

;If K0 needs to be free
LUI K0, $8036
J 8032765C
ADDIU K0, K0, $72B0
Pool:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Current Assembly for Constant hook:

81327650 0810
81327652 0004
81327654 3C1A
81327656 8036

81400010 275A
81400012 72B0
81400014 FF41
81400016 0020
81400018 3C1A
8140001A 8040
8140001C 935B
8140001E 000C
81400020 277B
81400022 0001
81400024 337B
81400026 0007
81400028 141B
8140002A 0030
8140002C A35B
8140002E 000C
81400030 3C1A
81400032 8036
81400034 935B
81400036 7055
81400038 337B
8140003A 0020
8140003C 101B
8140003E 0009
81400040 3C1A
81400042 8040
81400044 3C1B
81400046 8034
81400048 8F61
8140004A B1AC
8140004C AF41
8140004E 0000
81400050 8F61
81400052 B1B0
81400054 AF41
81400056 0004
81400058 8F61
8140005A B1B4
8140005C 0810
8140005E 003B
81400060 AF41
81400062 0008
81400064 3C1B
81400066 8034
81400068 3C01
8140006A 8040
8140006C 3421
8140006E 00F8
81400070 E420
81400072 0000
81400074 E421
81400076 0004
81400078 AC22
8140007A 0008
8140007C C760
8140007E B1B8
81400080 C741
81400082 0000
81400084 4601
81400086 0000
81400088 E740
8140008A 0000
8140008C E760
8140008E B1AC
81400090 C760
81400092 B1C0
81400094 C741
81400096 0008
81400098 4601
8140009A 0000
8140009C E740
8140009E 0008
814000A0 E760
814000A2 B1B4
814000A4 3C1B
814000A6 8036
814000A8 9362
814000AA 7054
814000AC 3042
814000AE 0080
814000B0 1402
814000B2 0004
814000B4 3C1B
814000B6 8034
814000B8 C760
814000BA B1B0
814000BC 0810
814000BE 0038
814000C0 E740
814000C2 0004
814000C4 3C02
814000C6 4248
814000C8 AF62
814000CA B1BC
814000CC C740
814000CE 0004
814000D0 4482
814000D2 0800
814000D4 4601
814000D6 0000
814000D8 E740
814000DA 0004
814000DC E760
814000DE B1B0
814000E0 C420
814000E2 0000
814000E4 C421
814000E6 0004
814000E8 8C22
814000EA 0008
814000EC 3C1A
814000EE 8036
814000F0 080C
814000F2 9D97
814000F4 275A
814000F6 72B0

Notes on Differences:

Here is the old WTW:

81380EE0 1000

It was 3 lines, but I chopped off the two other lines because they were unnecessary, and were causing freezes. The single line above, against my memory, lets you go through almost as many walls as the obtusely large code above. It does not, unlike the above code, however, let you pass through ceilings or certain thicker walls. It also doesn't make you faster or jump better. When you touch walls, you get stuck on them unless they're passable.

Notable walls I can go through with my code would be the walls separating rooms that one would normally use a door to get through. A bit faster than using a door. :3

Other thick walls would include the castle. The spire on top, in the front yard map, specifically. Much easier to pass through with my code; the normal walk through walls usually just has you running straight up it. The normal code kills collision and therefore works smoother, however, whereas my code does not, and so things get a bit choppy when you pass through walls. In addition, my code makes it harder to swim...a code to make your vertical speed negative when pressing a button is rather necessary.

Some walls that can't be passed through with the one liner can be passed through only to kill you in the process - if you push hard enough with my code, you'll usually go through eventually, but die from being outside of the map. Other times you won't die until you've remained out of the map for a few seconds.

I find the ability to pass through ceilings to be the defining aspect of my code were I to convince someone to use it instead, though the speed increase is particularly nice as well.

Lastly, if you don't like scanning for a way to kill collision without making floors unusable, you could always reuse my source. :3

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PostPosted: Fri May 09, 2008 1:03 am 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Looks like these were missed. :P
812541AA ???? How fast you lose health underwater (default 1)
8125417A ???? How fast you heal when in water (default 1A)
Use a negative value for the opposite effect (i.e. being underwater heals you, being on the surface kills you). I'm not sure how the first one compares to Viper's version, it works fine for me with just this line. :?

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PostPosted: Thu Jul 24, 2008 12:07 pm 
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Hello, first post here!

While looking at the "Unhacked/impossible N64 Hacking" thread, I found this one: "Penguin/Koopa speed modifier".

So, here's my Koopa Double Speed code! Cheap, but works :).

810EF71C 3200
810EF71E 0096 <-- Change this to affect the scaling (%)
810EF720 0C00
810EF722 0000
810EF724 802F
810EF726 BC4C
810EF728 0800
810EF72A 0000
810EF72C 0C00
810EF72E 0000
810EF730 802F
810EF732 D7F8
810EF734 0C00
810EF736 0000
810EF738 802F
810EF73A D7F8
810EF73C 0900
810EF73E 0000

And a few others codes I created:

Night Mode
81337048 8027
8133704A E0A0

Mario the Boxer
81336EE8 8027
81336EEA 4F90

Immediate Kick
81336ED0 8027
81336ED2 51EC


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PostPosted: Thu Jul 24, 2008 6:44 pm 
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Title: "Hacker"
Awesome. Welcome to Kodewerx :)


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PostPosted: Fri Aug 01, 2008 12:33 pm 
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A few more codes by me:

2x Speed Penguin Code

810F0534 0400
810F0536 0000
810F0538 1300
810F053A 1064
810EC1E4 0800
810EC1E6 0000
810EC1E8 0C00
810EC1EA 0000
810EC1EC 8031
810EC1EE 2070
810EC1F0 0C00
810EC1F2 0000
810EC1F4 8031
810EC1F6 2070
810EC1F8 0900
810EC1FA 0000

And this one not only makes the penguin 2x faster but also turns it in a star you can collect.

810F0534 0400
810F0536 0000
810F0538 1300
810F053A 1064
810EC1E4 0E45
810EC1E6 4BFF
810EC1E8 0C00
810EC1EA 0000
810EC1EC 802F
810EC1EE 24F4
810EC1F0 0800
810EC1F2 0000
810EC1F4 0C00
810EC1F6 0000
810EC1F8 8031
810EC1FA 2070
810EC1FC 0C00
810EC1FE 0000
810EC200 8031
810EC202 2070
810EC204 0C00
810EC206 0000
810EC208 802F
810EC20A 31BC
810EC20C 0900
810EC20E 0000

However, both codes will crash the Bowser Fire Sea Level.


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PostPosted: Sun Sep 07, 2008 4:00 pm 
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I just made this code using my gameshark and thought I would post it here

when you hit the goomba on the bridge on bomb-omb battlefield it will push you further away from the goomba than normal

80000011 0063
80001863 005B

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01101011 01101111 01100100 01100101 01110111 01100101 01110010 01111000 =kodewerx.
0110100001110010001000000110110001101001011011100110010100100000011101000110000101100111

The box said "Requires Windows 95, NT, or better", so I installed Fedora.
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PostPosted: Wed Sep 10, 2008 5:02 pm 
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That doesn't seem like a valid code. The goomba on the bridge will push you farther away without any code.

Here is a code I created that makes King Bob-omb's star be spawned in the Floating Island :D. The coordinates are floats loaded by load immediate instructions.

812A7A84 1002
812A7A86 0021
812A7AD4 3C01
812A7AD6 4580
812A7AD8 3421
812A7ADA 2000
812A7ADC 4481
812A7ADE 6000
812A7AE0 3C06
812A7AE2 44CB
812A7AE4 34C6
812A7AE6 A000
812A7AE8 3C01
812A7AEA 4570
812A7AEC 3421
812A7AEE A000
812A7AF0 4481
812A7AF2 7000
812A7AF4 0C0A
812A7AF6 9562
812A7AF8 3C07
812A7AFA 4348
812A7AFC 3C0F
812A7AFE 8036
812A7B00 8DEF
812A7B02 1160
812A7B04 240E
812A7B06 0008
812A7B08 ADEE
812A7B0A 014C


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PostPosted: Wed Sep 10, 2008 8:58 pm 
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Title: Mario Kart 64 Hacker
misc. wrote:
I just made this code using my gameshark and thought I would post it here

when you hit the goomba on the bridge on bomb-omb battlefield it will push you further away from the goomba than normal

80000011 0063
80001863 005B
Yeah, I don't think that's actually doing anything except maybe making some part of the game crash. Looking in the RAM viewer, 80000011 is in the bootup code, which the GS probably bypasses, and 80001863 seems to be unused. (At least at the opening screen; I forgot my controller, so that's as far as I'm going to look. >_>)

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PostPosted: Thu Sep 11, 2008 9:04 pm 
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I don't think this is the case, but sometimes if you miss an .ORG to specify the initial PC (in case of an ASM hack) Renegade 64 might produce some invalid code.

By the way, I have set up a site with some misc info on Mario 64, including a few codes / ASM hacks.

http://sites.google.com/site/messiaen64/


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PostPosted: Sun Sep 14, 2008 12:24 pm 
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Here is an ASM code I created, called "Mario Gets a Divine Hand". It replaces the "death at the bottom" function:

812505D8 3C01
812505DA 803F
812505DC 8C29
812505DE 7FFC
812505E0 1409
812505E2 000D
812505E4 2400
812505E6 0000
812505E8 3C01
812505EA 4500
812505EC 4481
812505EE 4000
812505F0 C5C6
812505F2 0070
812505F4 C5C4
812505F6 0040
812505F8 4608
812505FA 3280
812505FC 460A
812505FE 203C
81250600 2400
81250602 0000
81250604 4500
81250606 000B
81250608 2400
8125060A 0000
8125060C 3C01
8125060E 803F
81250610 2409
81250612 0001
81250614 A029
81250616 7FFF
81250618 3C01
8125061A 42AA
8125061C 4481
8125061E 3000
81250620 C5C4
81250622 0040
81250624 4606
81250626 2100
81250628 E5C4
8125062A 0040
8125062C 1000
8125062E 0001
81250630 2400
81250632 0000
81250634 8FBF
81250636 0014
81250638 27BD
8125063A 0018
8125063C 03E0
8125063E 0008
81250640 2400
81250642 0000
81250644 3C01
81250646 803F
81250648 AC20
8125064A 7FFC
8125064C 3C1F
8125064E 8025
81250650 37FF
81250652 085C
81250654 03E0
81250656 0008
81250658 2400
8125065A 0000
81250850 2401
81250852 000A
81250854 1430
81250856 FF7B
81250858 2400
8125085A 0000
8125085C 2401
8125085E 000A
81250860 1030
81250862 000C
81250864 2400
81250866 0000
81250868 2401
8125086A 0032
8125086C 1030
8125086E 000D
81250870 2400
81250872 0000
81250874 2401
81250876 0033
81250878 1030
8125087A 000F
8125087C 2400
8125087E 0000
81250880 2401
81250882 0034
81250884 1030
81250886 0010
81250888 2400
8125088A 0000

Jesus mode is not required for it to work :D.


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PostPosted: Sun Nov 09, 2008 5:16 am 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Fuck that's a long code. I was just poking with the bottom-death functions and found where it determines whether to kill you. My eventual goal is that whenever there's no ground below you (i.e. you're falling to your doom), Mario will simply walk in midair, or a platform will spawn below him.

For now, I did this.
812505E8 3C1B
812505EA ????
812505EC ADDB
812505EE 004C
812505F4 1000 Set Mario's Y speed when no ground below him
0000 = Mario will just float, and you can try to guide him back to land. Beware, if you bounce off something, you can't control him, and he's doomed to float around for all eternity.
3F80 = Mario gradually rises.
4200 = Mario flies up at a decent speed, which can make it difficult to get back on the ground.
4500 = Rocket Mario blasts off into space, don't count on ever seeing him again.
C500 = Mario plummets instantly to the bottom of the level, where (if he survives the fall) he can wander around on the invisible floor.

The game checks the type of polygon below you, and if it's one of the invisible death floor types (0x0A, 0x32, 0x33, 0x34, 0x38), checks Mario's distance from it on the Y axis to determine whether he should die.
8033B1E0 is a float that tells the Y position of the polygon below Mario. You can tell if he's on the ground when his Y coordinate (8033B1B0) equals this. (I think it's safe to just do an equal-to, even though they're floats - from what I've seen they're always perfectly equal when Mario is on the ground; presumably the game adjusts his Y position to make it so.) I haven't looked to see if that's how the game checks though. I need to bypass an "is-in-air" check for the walking-in-air hack.

812505DA ???? How high above a death floor you can be without dying (normally 4500, which is 2048.0)
With negative values you can fall to the invisible floor at the bottom and walk on it. Very high values will kill you as soon as there's no ground under you.

812563D8 2400 Mario's Y position doesn't change when in the air.

Also, if you set his status (8033B17C) to 0C400201 when in the air, you can jump in mid-air.

Now I haven't used your "divine hand" code, but I assume it boosts Mario back up when he hits the bottom? Much simpler if you just replace the call to the routine that would kill you when that happens.
812505FC 3C04
812505FE 4220
81250600 ADC4
81250602 004C Mario gets a divine hand. :P (Mario flies back up when he reaches the bottom of the level. Change the second line if the speed is not suitable. Sometimes he inches his way up, other times just rockets away.)
(What the hell does yours do to be so long?)

This has given me other ideas, such as copying Mario's coords to a temporary variable whenever he's on/over the ground and returning him to that spot when he falls (and maybe apply hitstun and lose health, Zelda-style), or spawning a platform at the bottom (as opposed to any time there's no ground below), but I'm not doing that now. Too tired.
(Also if you look at that address, 80250600, that triggers the falling death sequence. Might be possible to call that from wherever you want...)

I'd need to look at YE's debug spawning stuff to see how to trigger it in the NTSC version, and then I could do the platform spawning.

(Another idea: start flying as soon as you touch a wing cap. Then you could spawn wing cap boxes instead of platforms. Actually I wanted to have Mario gain a wing cap and fly his own ass back up when he reaches the bottom, but I'd have to figure out how to make him start flying. You could also make this stuff cost coins or something... Where you at Hex? ;) Do to Mario what you did to Marina.)

Quote:
-8191 is written at 80253AD0 in level 15
80253AC4 [0C 0E 06 40] calls 803C1900 (?) which calculates it
Disabling this call causes Mario to immediately move up to Y position 4000+ and then fall. As soon as he gets back up he warps again. This repeats until death. Poor Mario!
This happens because the game suddenly decides that's the ground height for a second, and then goes back to the old height.
If you disable it while not over ground you die (as if falling out) instantly instead of waiting to fall
It looks like the game is just using some random value for ground height, that ends up being way up, so Mario rises or is automatically out of bounds

80280774 various LUIs of 4600, C600, no idea what for, just random search results, look suspicious
803410D0 is some sort of related variable, it's zero in Whomp, -6655 in Bowser
8033DEF0 is another such variable, -3071 in Whomp, but ~275 in Slide - geometry data?
changing its sign doesn't appear to do anything
object positions maybe? for unused objects?

This routine starts at 802505C8, call @ 80250894 [0C094172], in some fairly complex looking if block
disable that call to be able to walk on the bottom of the level
it's comparing $S0 (0x15) to 0xA, 0x32, 0x33, 0x34, 0x38 - looks like level numbers, but these are in hex
it will skip the call if it's any of those
$S0 comes from 801AD340 (halfword), which looks suspiciously similar to Mario Kart's collision maps
if we change that to 0x0A, instant OoB
yup, this is the surface type - 1 is lava, 0x23 is super-quicksand :-p could make fun hax out of this so these are surface types that count as death floors, and if you're not standing on one, it will do the Y check
0x38 is death with upward wind; 0x33 starts the timer
actually it kills you if you're above it, not just on it, so it looks like this routine checks if you're within x distance above a death floor

Not found
Copying 4194304 bytes from "/home/hyperhacker/dev/win/src/mupen64plus-debug/mario64dump-bowser.bin" to tempfile... Done.
Loading notes for "/home/hyperhacker/dev/win/src/mupen64plus-debug/mario64dump-bowser.bin"... cFileBase::LoadNotes(): cannot open "/home/hyperhacker/dev/win/src/mupen64plus-debug/mario64dump-bowser.bin.notes"

over 15000 lines
whenever I see you
people said it was impossible
the first ever
light is shining through
if you knew
next time you see yourself
you aren't you anymore
fatal error, aborting
zzzzzzzzzzzzzzzzzzz...
*falls asleep on keyboard and mumbles incoherently about Mario Kart and special offers or something*

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PostPosted: Sun Nov 09, 2008 11:58 pm 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Oh bloody 'el, I'll do it meself.
[edit] Some of these codes didn't actually work; see below for corrected versions.


[REMOVED FAULTY CODE] Zelda-Style Respawn
When you fall out of the level, you respawn and lose health. The place you respawn is the last place you spent a second or two standing still. If this place is no longer there (e.g. a flying carpet), then you just fall over and over until you die.
This can be considered a beta version, because it has a few bugs/quirks:
1) I have no idea what would happen if you took off running as soon as the level started and fell off a cliff. You'd have no respawn point. God knows where you'd end up.
2) If you fall off with 1 health left, you respawn and then die, instead of just dying.
3) Needs to apply hitstun and make Mario stand still to be more like Zelda.
Also, Mario won't pant when low on health, but I don't think anyone gives a fuck.

Code:
;back up coords
;on entry, $T0 = 8033B170
80260D4C
J 803FFF0C

803FFF0C
LUI $A1,8040
LW $K1,003C($T0)
SW $K1,FF00($A1)
LW $K1,0040($T0)
SW $K1,FF04($A1)
LW $K1,0044($T0)
J 80260D54
SW $K1,FF08($A1)


;respawn
;on entry, $A0 = 8033B170
80250600
JAL 803FFF2C
LUI $A1, 8040

803FFF2C
LW $K1, FF00($A1) ;restore coords
SW $K1, 003C($A0)
LW $K1, FF04($A1)
SW $K1, 0040($A0)
LW $K1, FF08($A1)
SW $K1, 0044($A0)
LH $K1, 00AE($A0) ;lose health
ADDIU $K1, $K1, FF00
SLTI $A1, $K1, 0100
BEQL $A1, $zero, notdead
SH $K1, 00AE($A0)
J 8024A9CC ;call falling death routine
ADDIU $A1, $zero, 0013 ;param for falling death
notdead:
J 8025064C ;return to game
NOP


A variation on this, using the beta key counter at 8033B21C instead of health. The plan is to make blue coins add to that counter, so you get to respawn once for every blue coin you grab. (A ROM hack could add a whole new object instead of blue coins for this.) The code also moves the counter to a saner location and changes the glitchy graphics to stars.
[REMOVED FAULTY CODE] Respawn code using beta key count
Code:
;respawn: variation using beta key counter
;on entry, $A0 = 8033B170
80250600
JAL 803FFF2C
LUI $A1, 8040

803FFF2C
LW $K1, FF00($A1) ;restore coords
SW $K1, 003C($A0)
LW $K1, FF04($A1)
SW $K1, 0040($A0)
LW $K1, FF08($A1)
SW $K1, 0044($A0)
LB $K1, 00AC($A0) ;decrement key count
ADDIU $K1, $K1, FFFF
BEQ $K1, $zero, dead
SB $K1, 00AC($A0)
J 8025064C ;return to game
NOP
dead:
J 8024A9CC ;call falling death routine
ADDIU $A1, $zero, 0013 ;param for falling death

8024A9CC is some sort of transition function you can call. Different parameters do different transitions. 0x13 is falling death. 1 is some kind of fadeout-and-freeze.

81260D4A 0000 Mario doesn't pant when low on health.
Quote:
80260D48 checks if < 3 (0x0300, halfword) - Mario panting
this is a bit odd, if you set the check value above 5, the game freezes when this > your health > 4, but unfreezes when that is no longer true
81260D4A 0000 disables panting
this routine only runs when Mario is standing still

HUD/debug:
802537A8 loads pointer to "ANG %d" (80336420)
looks like 802D62D8 is print function
it does accept things like %8x, %08x
looks like 8033B1C0 is Mario's absolute speed on one axis (B1C4 is forward speed)

The hex display still does the negative check, e.g. 0xFFF1 shows as MF
so you can have 0xFF53 stars and it'll show "MAD" as the star count :P
could hack which character it uses


"ANG" debug display:
812537C8 2400 Disable [0C0B]
812537AA ????
812537AE ???? Text Pointer [80336420]
812537B2 ???? X Position [00D2]
812537BA ???? Y Position (0 is bottom of screen) [0058]
81336424 ???? Display: 2564=decimal 2578=hex 0000=none

"SPD" debug display:
812537F0 2400 Disable [0C0B]
812537D6 ????
812537DA ???? Text Pointer [80336428]
812537DE ???? Offset From 8033B170 (Mario data block) To Display (float; gets converted to int) [0054]
812537E2 ???? X Position [00D2]
812537E6 ???? Y Position [0048]
8133642C ???? Display: 2564=decimal 2578=hex 0000=none

"STA" debug display:
81253814 2400 Disable [0C0B]
812537FC ????
81253802 ???? Text Pointer [80336430]
81253806 ???? Mario Data Offset (word) [000C]
8125380A ???? X Position [00D2]
8125380E ???? Y Position [0038]
81253812 ???? Mask of Bits to Display [01FF]
81253818 2400 Show All 32 Bits [01C0]
81336434 ???? Display: 2564=decimal 2578=hex 0000=none
81336434 2530
81336436 3?78 Display Hex, Pad to Specified Number of Digits (1-8)
fortunately 0x80 works as a NULL terminator; there are pointers after this

"MEM" debug display:
8127F3AC 2400 Disable [0C0B]
81336F94 ???? Display: 2564=decimal 2578=hex 0000=none
8127E396 ????
8127E39A ???? Text Pointer [80336F90]
8127F3A6 ???? X Position [00B4]
8127F3AA ???? Y Position [0024]
The game reads a pointer P from 8033C388, and reads two words from P and P+4.
The displayed value is [P] - [P+4].
8127E3B0 ????
8127E3B2 ???? Change Display [016A3823]
000A3825 [P+4]
000B3825 [P]

"BUF" debug display:
81248C10 2400 Disable [0C0B]
81335B84 ???? Display: 2564=decimal 2578=hex 0000=none
81248C02 ????
81248C06 ???? Text Pointer [80335B80]
81248C0A ???? X Position [00B4]
81248C0E ???? Y Position [0014]
The game displays the word at 8033B070 minus the word at 8033B06C.
Looks like pointers to the end and beginning of a display list respectively.
The dlist is regenerated every frame.
81248C14 ????
81248C16 ???? Change display [03283823]
00083825 word from 8033B06C
00193825 word from 8033B070

Coin display:
81338394 ???? Display: 2564=decimal 2578=hex 0000=none
80338390 00?? 'x' Character [2A]
you can actually put a 3-character string here
8033838C 00?? Coin Character [2B]

Lives display:
81338394 ???? Display: 2564=decimal 2578=hex 0000=none
80338380 00?? Mario Head Character [2C]
80338384 00?? 'x' Character [2A]

Star display:
813383A0 ???? Display: 2564=decimal 2578=hex 0000=none
80338398 00?? Star Character [2D]
8033839C 00?? 'x' Character [2A]

Time display:
813383A8 ????
813383AA ????
813383AC ????
803383AE 00?? "TIME" Text [54494D45 000000]
813383B2 00?? Display, Minutes: 64=decimal 78=hex 00=none
803383B6 00?? # Digits in Seconds (32=2, 33=3, etc up to 39=9)
803383B7 00?? Display, Seconds: 64=decimal 78=hex 00=none
803383B5 0032
813383B6 ??00 Single-Digit Seconds: 64=decimal 78=hex 00=none
803383BD 00?? Display, 1/10th Seconds: 64=decimal 78=hex 00=none

I really don't feel like hacking the coords and pointers of all these right now.
Beware unsigned addition when modifying text pointers.

Text is ASCII with some special characters:
00=none
2A=x
2B=coin
2C=mario head
2D=star
Most other characters are blank; some letters (J, X, Z) are garbage

Beta key count (8033B21C)
812E3916 ???? X Position [00DC]
812E391E ???? Y Position [008E]
Saner values are 0x18, 0x10
803383A4 00?? Beta Key Character [2F]
you can put a string here, up to 3 chars, but it doesn't look very good because the string is repeated and spaced 1 character apart
802D6554 prints them

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Last edited by HyperHacker on Mon Nov 10, 2008 10:09 pm, edited 1 time in total.

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PostPosted: Mon Nov 10, 2008 9:26 am 
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Can't test your codes right now, but it looks very nice. I'm a begginer in MIPS ASM and I have progressed a lot since that
code :P. You can check the 'source' in pseudo-C and mips for this code at this link, but you're right, there are much easier (and better) ways to get the same effect.

http://sites.google.com/site/messiaen64 ... on-routine

This is also my old disassembly of the 0x0A Collision function:

http://sites.google.com/site/messiaen64 ... -at-bottom

You may also be interested in this, it's a disassembly of the entire checksum area (I'm always loading a more updated version), with many functions/addresses/misc stuff mapped (from Nagra's Mario Resource, Cellar Dweller notes, Gameshark codes and also a lot of stuff I disassembled).

http://sites.google.com/site/messiaen64 ... sembly-big

I'm always updating it, just search for the more recent file.


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PostPosted: Mon Nov 10, 2008 10:23 pm 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Nice. That could come in useful.

Fixed the respawn codes. Will edit in the health version.

Blue coins give beta keys:
8124DB48 080F
8124DB4A FFE0
813FFF80 241B
813FFF82 0005 ;coin worth to check for
813FFF84 173B
813FFF86 0004
813FFF88 85CF
813FFF8A 00A8
813FFF8C 81DB
813FFF8E 00AC
813FFF90 277B
813FFF92 0001 ;# keys to add
813FFF94 A1DB
813FFF96 00AC
813FFF98 0809
813FFF9A 36D4

Add the following lines if you want to make all coins worth the same amount:
813FFF9C 2419
813FFF9E ????

Blue coins still count as 5 coins because otherwise some 100-coin stars might be impossible.

Fixed respawn code using beta keys:
803383A4 002D ;keys -> stars
812E3916 0018 ;key xpos
812E391E 0010 ;key ypos
81250600 0C0F
81250602 FFCB
81250604 3C05
81250606 8040
81260D4C 080F
81260D4E FFC3
813FFF0C 3C05
813FFF0E 8040
813FFF10 8D1B
813FFF12 003C
813FFF14 ACBB
813FFF16 FF00
813FFF18 8D1B
813FFF1A 0040
813FFF1C ACBB
813FFF1E FF04
813FFF20 8D1B
813FFF22 0044
813FFF24 0809
813FFF26 835C
813FFF28 ACBB
813FFF2A FF08
813FFF2C 809B
813FFF2E 00AC
813FFF30 101B
813FFF32 000F
813FFF38 277B
813FFF3A FFFF
813FFF3C A09B
813FFF3E 00AC
813FFF40 8CBB
813FFF42 FF00
813FFF44 AC9B
813FFF46 003C
813FFF48 8CBB
813FFF4A FF04
813FFF4C AC9B
813FFF4E 0040
813FFF50 8CBB
813FFF52 FF08
813FFF54 AC9B
813FFF56 0044
813FFF58 241B
813FFF5A 001E
813FFF5C A49B
813FFF5E 0026
813FFF60 3C1B
813FFF62 0C40
813FFF64 377B
813FFF66 0201
813FFF68 0809
813FFF6A 4193
813FFF6C AC9B
813FFF6E 000C
813FFF70 0809
813FFF72 2A73
813FFF74 2405
813FFF76 0013
Code:
;back up coords
;on entry, $T0 = 8033B170
80260D4C
J 803FFF0C

803FFF0C
LUI $A1,8040
LW $K1,003C($T0)
SW $K1,FF00($A1)
LW $K1,0040($T0)
SW $K1,FF04($A1)
LW $K1,0044($T0)
J 80260D70
SW $K1,FF08($A1)

;respawn
80250600
JAL 803FFF2C
LUI $A1, 8040

803FFF2C
LB $K1, 00AC($A0) ;decrement key count
BEQ $K1, $zero, dead
NOP
ADDIU $K1, $K1, FFFF
SB $K1, 00AC($A0)
LW $K1, FF00($A1) ;restore coords
SW $K1, 003C($A0)
LW $K1, FF04($A1)
SW $K1, 0040($A0)
LW $K1, FF08($A1)
SW $K1, 0044($A0)
ADDIU $K1, $zero, 001E
SH $K1, 0026($A0) ;hitstun
LUI $K1, 0C40
ORI $K1, $K1, 0201
J 8025064C ;return to game
SW $K1, 000C($A0) ;position
dead:
J 8024A9CC ;call falling death routine
ADDIU $A1, $zero, 0013 ;param for falling death
Combining these makes blue coins even more valuable, as each one lets you survive falling once. If you fall off without having spent any time standing still, you respawn at the level's starting point.

The Zelda-style respawn (lose health when respawning instead of using keys) is almost the same, just using the health variable and decrementing before checking for zero (as we want Mario to die when he falls with 1 health, instead of respawning with none):
81250600 0C0F
81250602 FFCB
81250604 3C05
81250606 8040
81260D4C 080F
81260D4E FFC3
813FFF0C 3C05
813FFF0E 8040
813FFF10 8D1B
813FFF12 003C
813FFF14 ACBB
813FFF16 FF00
813FFF18 8D1B
813FFF1A 0040
813FFF1C ACBB
813FFF1E FF04
813FFF20 8D1B
813FFF22 0044
813FFF24 0809
813FFF26 835C
813FFF28 ACBB
813FFF2A FF08
813FFF2C 809B
813FFF2E 00AE
813FFF30 277B
813FFF32 FFFF
813FFF34 101B
813FFF36 000E
813FFF38 2400
813FFF3C A09B
813FFF3E 00AE
813FFF40 8CBB
813FFF42 FF00
813FFF44 AC9B
813FFF46 003C
813FFF48 8CBB
813FFF4A FF04
813FFF4C AC9B
813FFF4E 0040
813FFF50 8CBB
813FFF52 FF08
813FFF54 AC9B
813FFF56 0044
813FFF58 241B
813FFF5A 001E
813FFF5C A49B
813FFF5E 0026
813FFF60 3C1B
813FFF62 0C40
813FFF64 377B
813FFF66 0201
813FFF68 0809
813FFF6A 4193
813FFF6C AC9B
813FFF6E 000C
813FFF70 0809
813FFF72 2A73
813FFF74 2405
813FFF76 0013
A quirk of this I'm not going to bother fixing is if you manage to fall out of the level with no health, you'll respawn and then die, because you'll end up with -1 health, which this doesn't check for.

Other fun stuff:
Add to all coins' worth:
8124DB48 080F
8124DB4A FFE0
813FFF80 85CF
813FFF82 00A8
813FFF84 0809
813FFF86 36D4
813FFF88 2739 ;change to 2419 to set worth instead of adding
813FFF8A ????
Code:
8024DB48
J 803FFF80

803FFF80
LH $T7, 00A8($T6) ;replaced instruction
J 8024DB50
ADDIU $T9, $T9, 0009


Multiply all coins' worth:
8124DB48 080F
8124DB4A FFE0
813FFF80 85CF
813FFF82 00A8
813FFF84 241B
813FFF86 ????
813FFF88 033B
813FFF8A 0018
813FFF8C 0809
813FFF8E 36D4
813FFF90 0000
813FFF92 C812
Code:
8024DB48
J 803FFF80

803FFF80
LH $T7, 00A8($T6) ;replaced instruction
ADDIU $K1, $zero, 0002
MULT $T9, $K1
J 8024DB50
MFLO $T9

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PostPosted: Mon Dec 01, 2008 10:40 pm 
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Title: Mario Kart 64 Hacker
Quickie:
8124BEC8 2400
8124BED0 2400 Keep coins when leaving level
You start the next level with the same number of coins you had in the previous one, plus any you collected in the castle. Beware: if you start a level with more than 99 coins, you won't be able to get a 100-coin star.
If you omit the second line your coin counter will count up to the number every time you enter a level.

BTW, I bet the "death floor" mentioned above is why walking through walls tends to crash the game. There's no polygon below you, so the game freaks out.

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PostPosted: Tue Dec 02, 2008 1:46 pm 
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Does removing the second line also fix the issue with getting 100 coin stars?

Though really, you should have a separate variable count to 100 as you collect coins. Think you can make a code to have 100 coin stars sprout when you get 100 coins, regardless of how many you start with? And not be based on subtraction, in case you have like, 999 or whatever the maximum is and can't actually increase how many you're holding?

Wait, what am I saying? I probably won't mess with SM64 again anytime soon anyway...

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PostPosted: Thu Dec 04, 2008 8:37 pm 
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Nope, the star is part of the get-coin routine, so you have to actually push the count over 99 by grabbing a coin. (That's why Interact's original coin code gave 99 rather than 100, so you still had to get a coin to get the star.) A separate variable would work; I might also just have it reset to zero when you get 100 (as well as spawning a star), and give a 1up, like in older Mario games.

The real use I can see for this though would be in a ROM hack, where you'd spawn those stars some other way and use the coins to buy stuff. I'm not doing any Mario 64 ROM hacks right now though.

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PostPosted: Sun Dec 14, 2008 7:07 am 
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HyperHacker wrote:
Nope, the star is part of the get-coin routine, so you have to actually push the count over 99 by grabbing a coin. (That's why Interact's original coin code gave 99 rather than 100, so you still had to get a coin to get the star.) A separate variable would work; I might also just have it reset to zero when you get 100 (as well as spawning a star), and give a 1up, like in older Mario games.

The real use I can see for this though would be in a ROM hack, where you'd spawn those stars some other way and use the coins to buy stuff. I'm not doing any Mario 64 ROM hacks right now though.


You could also change the routine to divide the coin count by 100 and give a star if there's no remainder.

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Wed Dec 17, 2008 1:09 am 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
That'd still break if you managed to max it out.

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