Kodewerx https://www.kodewerx.org/forum/ |
|
[N64] Super Mario 64 [U] [GS] https://www.kodewerx.org/forum/viewtopic.php?f=18&t=2821 |
Page 1 of 2 |
Author: | dlong [ Mon Jun 11, 2007 8:32 pm ] |
Post subject: | [N64] Super Mario 64 [U] [GS] |
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 ???? |
Author: | dlong [ Mon Jun 11, 2007 8:48 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 |
Author: | dlong [ Mon Jun 11, 2007 8:50 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 |
Author: | dlong [ Mon Jun 11, 2007 8:51 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 |
Author: | dlong [ Mon Jun 11, 2007 8:52 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 |
Author: | dlong [ Fri Nov 16, 2007 3:39 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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) ![]() |
Author: | lemmayoshi [ Fri Nov 16, 2007 5:28 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
That's awesome. Well done. EDIT: This freezes PJ64 |
Author: | dlong [ Fri Nov 16, 2007 5:42 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
It works in Nemu. |
Author: | dlong [ Fri Nov 16, 2007 6:13 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
Fixed and optimized. It was lemma's fault. |
Author: | James0x57 [ Sun Nov 18, 2007 7:19 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
Cool. |
Author: | dlong [ Sun Nov 18, 2007 9:55 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
It's too bad MO killed himself. He requested this code about a year and a half ago. |
Author: | Hextator [ Sun Feb 03, 2008 1:11 pm ] |
Post subject: | |
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 |
Author: | HyperHacker [ Fri May 09, 2008 1:03 am ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
Looks like these were missed. ![]() 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. ![]() |
Author: | messiaen [ Thu Jul 24, 2008 12:07 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 |
Author: | lemmayoshi [ Thu Jul 24, 2008 6:44 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
Awesome. Welcome to Kodewerx ![]() |
Author: | messiaen [ Fri Aug 01, 2008 12:33 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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. |
Author: | misc. [ Sun Sep 07, 2008 4:00 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 |
Author: | messiaen [ Wed Sep 10, 2008 5:02 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 ![]() 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 |
Author: | HyperHacker [ Wed Sep 10, 2008 8:58 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
misc. wrote: I just made this code using my gameshark and thought I would post it here 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. >_>)
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 |
Author: | messiaen [ Thu Sep 11, 2008 9:04 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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/ |
Author: | messiaen [ Sun Sep 14, 2008 12:24 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 ![]() |
Author: | HyperHacker [ Sun Nov 09, 2008 5:16 am ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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. ![]() (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? ![]() Quote: -8191 is written at 80253AD0 in level 15 *falls asleep on keyboard and mumbles incoherently about Mario Kart and special offers or something*
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... |
Author: | HyperHacker [ Sun Nov 09, 2008 11:58 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 ![]() 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 |
Author: | messiaen [ Mon Nov 10, 2008 9:26 am ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 ![]() 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. |
Author: | HyperHacker [ Mon Nov 10, 2008 10:23 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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 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.;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 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 |
Author: | HyperHacker [ Mon Dec 01, 2008 10:40 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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. |
Author: | Hextator [ Tue Dec 02, 2008 1:46 pm ] |
Post subject: | |
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... |
Author: | HyperHacker [ Thu Dec 04, 2008 8:37 pm ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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. |
Author: | Viper [ Sun Dec 14, 2008 7:07 am ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
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. |
Author: | HyperHacker [ Wed Dec 17, 2008 1:09 am ] |
Post subject: | Re: [N64] Super Mario 64 [U] [GS] |
That'd still break if you managed to max it out. |
Page 1 of 2 | All times are UTC - 8 hours [ DST ] |
Powered by phpBB® Forum Software © phpBB Group https://www.phpbb.com/ |