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PostPosted: Mon Feb 04, 2008 7:59 pm 
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Kunt (Banned)
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Joined: Wed Oct 11, 2006 8:19 am
Posts: 549
Location: With your momz
It is not supposto


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PostPosted: Thu Mar 06, 2008 2:28 am 
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Komrade
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Joined: Tue Mar 27, 2007 6:23 pm
Posts: 1354
Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Minor bump, I was reading through some of these older posts...
Zeld wrote:
So I was noobing around in the MAC memory of my DS, and...well, this:
[...]
Apparently, this IP:

mprimeds publicip 1938615832

which I searched for as "193.86.158.32", is some server in Amsterdam.
Are you sure it's not 115.140.238.24? I find it pretty unlikely that they just stored an IP address with the decimal points removed. That could create ambiguity, say if you have 123.12.34.5, which would look the same as 12.31.234.5.

Also, those "garbage" packets, could they be compressed?

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PostPosted: Fri Mar 07, 2008 1:02 pm 
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Komrade
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Joined: Tue Mar 27, 2007 10:18 am
Posts: 1328
About the "garbage looking stuff", I mostly meant stuff that can't be read as ASCII. I didn't bother to check if it was raw or compressed binary data.

The IP thing; I wasn't really thinking at the time, so I didn't consider that it might not be a string with no periods. It makes more sense the other way.

OrgName: Asia Pacific Network Information Centre
OrgID: APNIC
Address: PO Box 2131
City: Milton
StateProv: QLD
PostalCode: 4064
Country: AU

Heh.

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PostPosted: Sun Mar 16, 2008 11:00 am 
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Kommunist
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Joined: Sat Jan 19, 2008 2:22 pm
Posts: 30
Title: Origin
Heres one I modified from the Rapid Fire in Somedude's subscription

Hold opposite trigger for rapid fire (not tested on wifi)
works with left and right handed

94000130 fcff0000
520d9cb8 00000000
220dab48 000000ff
d0000000 00000000
520d9cb8 00000001
220dba78 000000ff
d0000000 00000000
520d9cb8 00000002
220dc9a8 000000ff
d0000000 00000000
520d9cb8 00000003
220dd8d8 000000ff
d2000000 00000000

I have the aimbot v4.0 and with Zeld's kind permission I would like to save him the trouble of putting it on

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PostPosted: Sun Mar 16, 2008 5:08 pm 
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Komrade
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Posts: 1328
The hell?

Dude, the aim bot is at version 3.9.3, and the last version released was 3.9.1 (originally just referred to as 3.9).

I don't know where you get this "4.0" number from.

The reason ARP is being so crude to Megablast is because the last thing we need is Rune stealing more codes from us, and since he clearly enjoys stealing from me the most, anything posted aim bot related is guaranteed to be stolen.

The reason Rune stealing codes is a problem is because he hands them out to people while insulting the creators in the process. Therefore, it's just as bad to post the code in plain view as it is to ask Rune for it.

Megablast asked Rune for it and then rubbed it in my face in a PM, so he deserves any shit talk he gets. I hope his parents crap on his face in his sleep so he can choke on it; same goes for Rune.

Since WiFi is already ruined and Rune can't really insult me more than he already has, I thought I'd go ahead and

Public Domain:

Code:
@The aim bot 3.9.3 source:

@.org 0x37FBACC
@mov pc, #0x2000000

@037FBACC E3A0F402

@037FBACC E3A00005 //Disabler for reloading test script

@.org 0x2000000

@Let's go ahead and make it so arm-eabi of our favorite GNU compiler adds the
@AR friendly lines on there for us :D

.long 0xE2000000

@This ought to make the second half of the E code type work regardless of the
@program's size
@The 8 is the size of the above stuff that isn't part of the program that the
@E type code is copying to WRAM

.long ReferenceLabel-8

@Preserve registers

ldr r0, CustomStack
stmdb r0!, {r1-r11, lr}

@Load player ID of who to lock on to

ldrb r3, Target

@Load latch that must be off in order to change "Target"

ldrb r2, Latch

@Load keypad info

ldr r4, IOKeys
ldrh r4, [r4]

@Check if Start is pressed

tst r4, #0x8

@If it isn't, enable changes to Target for the next time it is pressed
@and skip target change routine

movne r2, #0x0
bne NoTargetChange

@Else, check if "Latch" is disabled, and if it is, increment "Target",
@and set the latch

cmp r2, #0x1
addne r3, r3, #0x1
movne r2, #0x1

NoTargetChange:

@Store "Latch" value and set "Target" to 0 if it is 4, then store "Target" value

strb r2, Latch
and r3, r3, #0x3
strb r3, Target

@Load user's player ID

ldr r1, PlayerID
ldr r1, [r1]

@Check to see if it matches the target and exit the routine if it does

cmp r1, r3
beq AimAtSelf

@Otherwise, load pointers to data of user and target

mov r2, #0xF30
mul r0, r1, r2
mul r5, r3, r2
ldr r4, PlayerData
add r5, r5, r4
add r4, r4, r0

@Load X, Z, and Y positions of user and target and calculate the difference between them
@Also load the speed vectors of the target and add them to the differences so that the aim bot
@will "lead" the shot
@The difference between Y values is made negative because the game's Y coordinate
@is...BACKWARDS?!
@In the process, check if the target is in alt form and aim lower if it is
@and higher if it isn't

ldr r8, [r4]
ldr r9, [r5]
ldr r10, [r5, #0x1C]
add r9, r9, r10
sub r8, r9, r8
ldr r9, [r4, #0x4]
ldr r10, [r5, #0x4]
ldr r11, [r5, #0x20]
add r10, r10, r11
sub r9, r10, r9
ldrb r10, [r5, #0x4BA]
cmp r10, #0x1
addne r9, r9, #0x200
subeq r9, r9, #0xA00
ldr r10, [r4, #0x8]
ldr r3, [r5, #0x8]
ldr r11, [r5, #0x24]
add r3, r3, r11
sub r10, r10, r3

@Divide each value by 2 until all three are less than 65535
@so they can be used by the math functions later
@Mostly handled by a sub routine

mov r3, r8
bl Setto16Bit
mov r3, r9
bl Setto16Bit
mov r3, r10
bl Setto16Bit

@Pythagorean theorem is used to find distance between the vertical axes of the user and target

mul r0, r8, r8
mul r1, r10, r10
add r0, r0, r1
swi #0xD0000

@The arctangent of the height difference between the user and target divided
@by the distance between their vertical axes is the angle that the user needs to aim
@up or down
@The arctangent function isn't made to handle negative inputs, so we copy whether
@the input is negative to a separate register in the mean time and use the
@absolute values (this is done for both uses of the arctangent)
@The pythagorean formula above may possibly make one of the inputs greater
@than 65535, which is too big to use, so the following snippet fixes that

mov r1, r9
ands r6, r1, #0x80000000
rsbmi r1, r1, #0x0
orr r11, r0, #0x4000
mov r3, #0x0
WidthCheckTwo:
tst r11, #0x80000000
moveq r11, r11, lsl #0x1
addeq r3, r3, #0x1
beq WidthCheckTwo
rsb r3, r3, #0x11
mov r0, r0, asr r3
mov r1, r1, asr r3

@First, the arctangent:

bl Arctan

@Now, the arctangent returns the wrong result, because the math the aim bot uses is
@based on spherical coordinates, but the game uses Euclidean coordinates
@so another formula is needed to take the result and convert it to the correct result
@seen below (and also after the other arctangent)

bl Recalc

@Check if the input was negative and correct the output if it was:

cmp r6, #0x0
rsbne r0, r0, #0x0

@Finally done with that angle. Two to go! Let's store our result:

str r0, [r4, #0x84]

@The next angle is the arctangent of the difference between the Y values
@of the user and target divided by the difference of the X values;
@this is the angle the user must face left or right to aim at the target
@The values must be made into positive values and the signs of the values
@set aside (like last time)

mov r0, r8
mov r1, r10
ands r6, r0, #0x80000000
rsbmi r0, r0, #0x0
ands r7, r1, #0x80000000
rsbmi r1, r1, #0x0

bl Arctan

bl Recalc

@Check if the inputs were negative and correct the results accordingly, again:

cmp r7, #0x0
rsbeq r0, r0, #0x0

@Store the angle we just calculated:

str r0, [r4, #0x88]

@Now this is some magic. Remember how we converted to Euclidean coordinates the wrong way?
@This was made possible by making one of the Euclidean coordinates no longer able to hold
@values other than the maximum positive and negative values. Seriously, this is hax.
@We use the sign of one of the inputs on the previous function to determine which value
@to use, and store it just like that.

mov r1, #0x1000
cmp r6, #0x0
rsbne r1, r1, #0x0
str r1, [r4, #0x80]

@So...we're done, right? That was all three angles.
@No, of course we're not done. Why else would there be more code?
@Remember that first angle we stored?
@It was wrong. We need more magic in order to completely convert to Euclidean coordinates.
@...BEHOLD!

tst r0, #0x80000000
rsbmi r0, r0, #0x0
mul r1, r0, r0
ldrh r2, aFour
umull r3, r11, r1, r2
movs r3, r3, lsr #0x1F
addne r11, r11, #0x1
ldr r2, bFour
umull r3, r1, r2, r0
movs r3, r3, lsr #0x1F
addne r11, r11, #0x1
add r0, r1, r11
ldrh r1, cFour
add r0, r0, r1
ldr r1, [r4, #0x84]
ands r2, r1, #0x80000000
rsbmi r1, r1, #0x0
mul r0, r1, r0
mov r0, r0, lsr #0xC
cmp r2, #0x0
rsbne r0, r0, #0x0

@I inlined the programming instead of putting it in a sub routine
@because this routine is only used once (the others are used at least
@twice each).

@The magic is complete! All recalculation formulas were derived using the TI-83's
@curve of best fit functionality given empirical data collected from the game.
@The formulas were converted to the programming you've just seen, and plugged in
@where necessary to make this ugly thing work.
@Let's save that angle before we forget:

str r0, [r4, #0x84]

@Now, here's where the program finally dies. But wait, where is that "Arctan" sub routine
@we called? Or the Recalc and Setto16Bit routines, for that matter?

AimAtSelf:
ldr r0, CustomStack
sub r0, r0, #0x30
ldmia r0!, {r1-r11, lr}
mov r0, #0x5
ldr r12, Return
bx r12

@This isn't it. This is just a bunch of variables we used. Most of which
@belong to the recalculation magic. If you really want to make a "miss" bot,
@change the values that look like "aOne" or "bTwo". Then, feel like an idiot
@for doing so. DO NOT MESS WITH MAGIC.

IOKeys:
.long 0x4000130
PlayerID:
.long 0x20D9CB8
PlayerData:
.long 0x20DA730
Return:
.long 0x37FBB2C

@Some literals for the final bit of magic:

aFour:
.short 0x6829
cFour:
.short 0xB4F
bFour:
.long 0xE2B912F3

@Here's "Setto16Bit". The maximum value a 16 bit variable can
@hold is 655535. This routine converts those differences
@between user and target coordinates into usable 16 bit
@values (values all less than 65535).

Setto16Bit:
tst r3, #0x80000000
rsbmi r3, r3, #0x0
orr r3, r3, #0x4000
mov r6, #0x0
WidthCheckOne:
tst r3, #0x80000000
moveq r3, r3, lsl #0x1
addeq r6, #0x1
beq WidthCheckOne
rsb r6, r6, #0x11
mov r8, r8, asr r6
mov r9, r9, asr r6
mov r10, r10, asr r6
bx lr

@Oh. HERE'S the Arctan. Off all by itself at the end.
@Optimized by yours truly, and yoinked from YE OLDE GBA BIOS.
@I'll give you a hint. It's a recursive fraction. Look up
@Arctan and recursive fraction stuff on Wikipedia. I'm not
@your math professor. GET OUTTA HERE.
@"Wry is Arctan missing? What that mean?"
@Back when I left it out, it was because the Arctan I
@was using was a direct rip from copyrighted code
@that I did not feel like openly distributing out of
@morality. However, since the code has been optimized and
@mostly rewritten, it not only is quite different from
@the original code, but the original code was being "sold"
@as part of the GBA "package" so long ago that no profits
@could possibly be injured by the use of the code.
@If you disagree, you got jokes.

Arctan:
stmdb sp!, {r3, lr}
cmp r1, #0x0
moveq r0, #0x0
beq End
cmp r0, #0x0
moveq r0, #0x4000
beq End
mov r2, r0, lsl #0xE
mov r3, r1, lsl #0xE
cmp r0, r1
blt OverOne
cmp r0, r1
moveq r0, #0x2000
beq End
mov r1, r0
mov r0, r3
bl Recursive
b End
OverOne:
mov r0, r2
bl Recursive
rsb r0, r0, #0x4000
End:
ldmia sp!, {r3, lr}
bx lr
Recursive:
mov r2, r1
DivOne:
cmp r2, r0, lsr #0x1
movls r2, r2, lsl #0x1
bcc DivOne
mov r3, #0x0
DivTwo:
cmp r0, r2
adc r3, r3, r3
subcs r0, r0, r2
teq r2, r1
movne r2, r2, lsr #0x1
bne DivTwo
mov r1, r0
mov r0, r3
mul r1, r0, r0
mov r1, r1, asr #0xE
rsb r1, r1, #0x0
mov r3, #0xA9
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x390
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x900
add r3, r3, #0x1C
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0xFA0
add r3, r3, #0x16
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x1680
add r3, r3, #0x2A
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x2080
add r3, r3, #0x1
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x3600
add r3, r3, #0x51
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0xA200
add r3, r3, #0xF9
mul r0, r3, r0
mov r0, r0, asr #0x10
bx lr

@The actual recalculation formula (that's all that will be said;
@the formula is just a big hack...not just for this code, but for life! Converting
@spherical coordinates to Euclidean coordinates is NOT supposed to be done with
@polynomials!):

Recalc:
mov r0, r0, lsr #0x2
mov r1, #0x1C
cmp r0, r1
blt CorrectDone
mov r1, #0xFE0
cmp r0, r1
movlt r2, r0
mullt r0, r2, r0
@ldrlt r1, aOne
movlt r1, #0x77
mullt r11, r1, r0
ldrlt r1, bOne
mullt r0, r1, r2
movlt r11, r11, lsr #0x13
movlt r0, r0, lsr #0x10
sublt r0, r0, r11
movlt r1, #0x35
sublt r0, r0, r1
movge r0, #0x18000
bge CorrectDone
mov r1, #0xD00
cmp r0, r1
movge r1, r0
mulge r0, r1, r0
umullge r3, r2, r0, r1
ldrge r0, aThree
mulge r2, r0, r2
umullge r12, r11, r3, r0
addge r2, r2, r11
movge r12, r2, lsr #0x4
mulge r0, r1, r1
ldrge r2, bThree
umullge r11, r3, r0, r2
movge r11, r11, lsr #0x1B
movge r3, r3, lsl #0x5
addge r11, r3, r11
ldrge r2, cThree
mulge r0, r1, r2
movge r0, r0, lsr #0x8
subge r1, r12, r11
addge r1, r1, r0
ldrge r0, dThree
subge r0, r1, r0
bge CorrectDone
mov r1, #0x800
add r1, #0xD0
cmp r0, r1
movge r2, r0
mulge r0, r2, r0
@ldrge r1, aTwo
movge r1, #0xD9
mulge r11, r1, r0
ldrge r1, bTwo
mulge r0, r1, r2
movge r11, r11, lsr #0x11
movge r0, r0, lsr #0x11
subge r0, r11, r0
ldrgeh r1, cTwo
addge r0, r0, r1
CorrectDone:
bx lr

@Literals used by above magic and a couple used by the input
@routine at the beginning

@aOne:
@.byte 0x77
bOne:
.long 0x1F27D
@aTwo:
@.byte 0xD9
bTwo:
.long 0xD0310
cTwo:
.short 0x220A
.short 0
aThree:
.long 0x1F8F58
bThree:
.long 0x256C62B
cThree:
.long 0x3B1BB
dThree:
.long 0xF767A

@For those of you who have made sense of this, you may have been wondering where
@the heck "CustomStack" was. It's right here at the end, so no lines of all 0s
@are necessary in the E type code to make room for the custom stack.

CustomStack:
.long CustomStack+0x200002C

@Last AR line (the hook that's at the top of the file):

EndofProgram:

@Let's put in a spacer in case the program size isn't a multiple of 8
@so the resulting output is guaranteed to fit right into an AR handler

.org (EndofProgram+4)&0xFFFFFFF8

ReferenceLabel:

@The hook itself, as seen at the beginning of the source code

.long 0x037FBACC
mov pc, #0x2000000

@The following is so that the E type code won't overwrite these variables
@but it will add extra lines of "0" that must be erased from the end of
@the code

.org CustomStack+0x34

Target:
.byte 0
Latch:
.byte 0
.short 0


Note: SubDrag would laugh at this. I was asking him stuff about "wtf why did Nintendo use Euclidean coordinates?" and "Well how the hell do I calculate the angles now?" and he linked me to the associated wikipedia article filled with all these matrix transforms I didn't bother reading about.

So that just left me with that nasty hack ^. Now you know why it still doesn't aim perfectly (although some of the imperfection is due to the fact that when you're aiming at a certain angle, the game stops automatically centering the cursor and instead allows it to float off center; this is not the aim bot's fault, the game is just dorky).

Oh, also note, I didn't use the CLZ instruction. I was going to, but it wasn't working in No$GBA, so I assumed it wouldn't work on the hardware.

Hurfadurf, it probably would. I really don't know. Silly me for thinking No$GBA was precise enough to give me a good idea of what I had to play with.

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Last edited by Hextator on Fri Apr 18, 2008 5:15 pm, edited 1 time in total.

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 Post subject: Re:
PostPosted: Fri Apr 11, 2008 5:11 pm 
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Kommunist
Kommunist

Joined: Sun Jul 01, 2007 6:12 pm
Posts: 4
Zeld wrote:
The hell?

Dude, the aim bot is at version 3.9.3, and the last version released was 3.9.1 (originally just referred to as 3.9).

I don't know where you get this "4.0" number from.

The reason ARP is being so crude to Megablast is because the last thing we need is Rune stealing more codes from us, and since he clearly enjoys stealing from me the most, anything posted aim bot related is guaranteed to be stolen.

The reason Rune stealing codes is a problem is because he hands them out to people while insulting the creators in the process. Therefore, it's just as bad to post the code in plain view as it is to ask Rune for it.

Megablast asked Rune for it and then rubbed it in my face in a PM, so he deserves any shit talk he gets. I hope his parents crap on his face in his sleep so he can choke on it; same goes for Rune.

Since WiFi is already ruined and Rune can't really insult me more than he already has, I thought I'd go ahead and

Public Domain:

@the aim bot 3.9.3 source:

@.org 0x37FBACC
@mov pc, #0x2000000

@037FBACC E3A0F402

@037FBACC E3A00005 //Disabler for reloading test script

@.org 0x2000000

@Let's go ahead and make it so arm-eabi of our favorite GNU compiler adds the
@AR friendly lines on there for us :D

.long 0xE2000000

@This ought to make the second half of the E code type work regardless of the
@program's size
@The 8 is the size of the above stuff that isn't part of the program that the
@E type code is copying to WRAM

.long ReferenceLabel-8

@Preserve registers

ldr r0, CustomStack
stmdb r0!, {r1-r11, lr}

@Load player ID of who to lock on to

ldrb r3, Target

@Load latch that must be off in order to change "Target"

ldrb r2, Latch

@Load keypad info

ldr r4, IOKeys
ldrh r4, [r4]

@Check if Start is pressed

tst r4, #0x8

@If it isn't, enable changes to Target for the next time it is pressed
@and skip target change routine

movne r2, #0x0
bne NoTargetChange

@Else, check if "Latch" is disabled, and if it is, increment "Target",
@and set the latch

cmp r2, #0x1
addne r3, r3, #0x1
movne r2, #0x1

NoTargetChange:

@Store "Latch" value and set "Target" to 0 if it is 4, then store "Target" value

strb r2, Latch
and r3, r3, #0x3
strb r3, Target

@Load user's player ID

ldr r1, PlayerID
ldr r1, [r1]

@Check to see if it matches the target and exit the routine if it does

cmp r1, r3
beq AimAtSelf

@Otherwise, load pointers to data of user and target

mov r2, #0xF30
mul r0, r1, r2
mul r5, r3, r2
ldr r4, PlayerData
add r5, r5, r4
add r4, r4, r0

@Load X, Z, and Y positions of user and target and calculate the difference between them
@Also load the speed vectors of the target and add them to the differences so that the aim bot
@will "lead" the shot
@The difference between Y values is made negative because the game's Y coordinate
@is...BACKWARDS?!
@In the process, check if the target is in alt form and aim lower if it is
@and higher if it isn't

ldr r8, [r4]
ldr r9, [r5]
ldr r10, [r5, #0x1C]
add r9, r9, r10
sub r8, r9, r8
ldr r9, [r4, #0x4]
ldr r10, [r5, #0x4]
ldr r11, [r5, #0x20]
add r10, r10, r11
sub r9, r10, r9
ldrb r10, [r5, #0x4BA]
cmp r10, #0x1
addne r9, r9, #0x200
subeq r9, r9, #0xA00
ldr r10, [r4, #0x8]
ldr r3, [r5, #0x8]
ldr r11, [r5, #0x24]
add r3, r3, r11
sub r10, r10, r3

@Divide each value by 2 until all three are less than 65535
@so they can be used by the math functions later
@Mostly handled by a sub routine

mov r3, r8
bl Setto16Bit
mov r3, r9
bl Setto16Bit
mov r3, r10
bl Setto16Bit

@Pythagorean theorem is used to find distance between the vertical axes of the user and target

mul r0, r8, r8
mul r1, r10, r10
add r0, r0, r1
swi #0xD0000

@The arctangent of the height difference between the user and target divided
@by the distance between their vertical axes is the angle that the user needs to aim
@up or down
@The arctangent function isn't made to handle negative inputs, so we copy whether
@the input is negative to a separate register in the mean time and use the
@absolute values (this is done for both uses of the arctangent)
@The pythagorean formula above may possibly make one of the inputs greater
@than 65535, which is too big to use, so the following snippet fixes that

mov r1, r9
ands r6, r1, #0x80000000
rsbmi r1, r1, #0x0
orr r11, r0, #0x4000
mov r3, #0x0
WidthCheckTwo:
tst r11, #0x80000000
moveq r11, r11, lsl #0x1
addeq r3, r3, #0x1
beq WidthCheckTwo
rsb r3, r3, #0x11
mov r0, r0, asr r3
mov r1, r1, asr r3

@First, the arctangent:

bl Arctan

@Now, the arctangent returns the wrong result, because the math the aim bot uses is
@based on spherical coordinates, but the game uses Euclidean coordinates
@so another formula is needed to take the result and convert it to the correct result
@seen below (and also after the other arctangent)

bl Recalc

@Check if the input was negative and correct the output if it was:

cmp r6, #0x0
rsbne r0, r0, #0x0

@Finally done with that angle. Two to go! Let's store our result:

str r0, [r4, #0x84]

@The next angle is the arctangent of the difference between the Y values
@of the user and target divided by the difference of the X values;
@this is the angle the user must face left or right to aim at the target
@The values must be made into positive values and the signs of the values
@set aside (like last time)

mov r0, r8
mov r1, r10
ands r6, r0, #0x80000000
rsbmi r0, r0, #0x0
ands r7, r1, #0x80000000
rsbmi r1, r1, #0x0

bl Arctan

bl Recalc

@Check if the inputs were negative and correct the results accordingly, again:

cmp r7, #0x0
rsbeq r0, r0, #0x0

@Store the angle we just calculated:

str r0, [r4, #0x88]

@Now this is some magic. Remember how we converted to Euclidean coordinates the wrong way?
@This was made possible by making one of the Euclidean coordinates no longer able to hold
@values other than the maximum positive and negative values. Seriously, this is hax.
@We use the sign of one of the inputs on the previous function to determine which value
@to use, and store it just like that.

mov r1, #0x1000
cmp r6, #0x0
rsbne r1, r1, #0x0
str r1, [r4, #0x80]

@So...we're done, right? That was all three angles.
@No, of course we're not done. Why else would there be more code?
@Remember that first angle we stored?
@It was wrong. We need more magic in order to completely convert to Euclidean coordinates.
@...BEHOLD!

tst r0, #0x80000000
rsbmi r0, r0, #0x0
mul r1, r0, r0
ldrh r2, aFour
umull r3, r11, r1, r2
movs r3, r3, lsr #0x1F
addne r11, r11, #0x1
ldr r2, bFour
umull r3, r1, r2, r0
movs r3, r3, lsr #0x1F
addne r11, r11, #0x1
add r0, r1, r11
ldrh r1, cFour
add r0, r0, r1
ldr r1, [r4, #0x84]
ands r2, r1, #0x80000000
rsbmi r1, r1, #0x0
mul r0, r1, r0
mov r0, r0, lsr #0xC
cmp r2, #0x0
rsbne r0, r0, #0x0

@I inlined the programming instead of putting it in a sub routine
@because this routine is only used once (the others are used at least
@twice each).

@The magic is complete! All recalculation formulas were derived using the TI-83's
@curve of best fit functionality given empirical data collected from the game.
@The formulas were converted to the programming you've just seen, and plugged in
@where necessary to make this ugly thing work.
@Let's save that angle before we forget:

str r0, [r4, #0x84]

@Now, here's where the program finally dies. But wait, where is that "Arctan" sub routine
@we called? Or the Recalc and Setto16Bit routines, for that matter?

AimAtSelf:
ldr r0, CustomStack
sub r0, r0, #0x30
ldmia r0!, {r1-r11, lr}
mov r0, #0x5
ldr r12, Return
bx r12

@This isn't it. This is just a bunch of variables we used. Most of which
@belong to the recalculation magic. If you really want to make a "miss" bot,
@change the values that look like "aOne" or "bTwo". Then, feel like an idiot
@for doing so. DO NOT MESS WITH MAGIC.

IOKeys:
.long 0x4000130
PlayerID:
.long 0x20D9CB8
PlayerData:
.long 0x20DA730
Return:
.long 0x37FBB2C

@Some literals for the final bit of magic:

aFour:
.short 0x6829
cFour:
.short 0xB4F
bFour:
.long 0xE2B912F3

@Here's "Setto16Bit". The maximum value a 16 bit variable can
@hold is 655535. This routine converts those differences
@between user and target coordinates into usable 16 bit
@values (values all less than 65535).

Setto16Bit:
tst r3, #0x80000000
rsbmi r3, r3, #0x0
orr r3, r3, #0x4000
mov r6, #0x0
WidthCheckOne:
tst r3, #0x80000000
moveq r3, r3, lsl #0x1
addeq r6, #0x1
beq WidthCheckOne
rsb r6, r6, #0x11
mov r8, r8, asr r6
mov r9, r9, asr r6
mov r10, r10, asr r6
bx lr

@Oh. HERE'S the Arctan. Off all by itself at the end.
@Optimized by yours truly, and yoinked from YE OLDE GBA BIOS.
@I'll give you a hint. It's a recursive fraction. Look up
@Arctan and recursive fraction stuff on Wikipedia. I'm not
@your math professor. GET OUTTA HERE.
@"Wry is Arctan missing? What that mean?"
@Back when I left it out, it was because the Arctan I
@was using was a direct rip from copyrighted code
@that I did not feel like openly distributing out of
@morality. However, since the code has been optimized and
@mostly rewritten, it not only is quite different from
@the original code, but the original code was being "sold"
@as part of the GBA "package" so long ago that no profits
@could possibly be injured by the use of the code.
@If you disagree, you got jokes.

Arctan:
stmdb sp!, {r3, lr}
cmp r1, #0x0
moveq r0, #0x0
beq End
cmp r0, #0x0
moveq r0, #0x4000
beq End
mov r2, r0, lsl #0xE
mov r3, r1, lsl #0xE
cmp r0, r1
blt OverOne
cmp r0, r1
moveq r0, #0x2000
beq End
mov r1, r0
mov r0, r3
bl Recursive
b End
OverOne:
mov r0, r2
bl Recursive
rsb r0, r0, #0x4000
End:
ldmia sp!, {r3, lr}
bx lr
Recursive:
mov r2, r1
DivOne:
cmp r2, r0, lsr #0x1
movls r2, r2, lsl #0x1
bcc DivOne
mov r3, #0x0
DivTwo:
cmp r0, r2
adc r3, r3, r3
subcs r0, r0, r2
teq r2, r1
movne r2, r2, lsr #0x1
bne DivTwo
mov r1, r0
mov r0, r3
mul r1, r0, r0
mov r1, r1, asr #0xE
rsb r1, r1, #0x0
mov r3, #0xA9
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x390
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x900
add r3, r3, #0x1C
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0xFA0
add r3, r3, #0x16
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x1680
add r3, r3, #0x2A
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x2080
add r3, r3, #0x1
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x3600
add r3, r3, #0x51
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0xA200
add r3, r3, #0xF9
mul r0, r3, r0
mov r0, r0, asr #0x10
bx lr

@The actual recalculation formula (that's all that will be said;
@the formula is just a big hack...not just for this code, but for life! Converting
@spherical coordinates to Euclidean coordinates is NOT supposed to be done with
@polynomials!):

Recalc:
mov r0, r0, lsr #0x2
mov r1, #0x1C
cmp r0, r1
blt CorrectDone
mov r1, #0xFE0
cmp r0, r1
movlt r2, r0
mullt r0, r2, r0
@ldrlt r1, aOne
movlt r1, #0x77
mullt r11, r1, r0
ldrlt r1, bOne
mullt r0, r1, r2
movlt r11, r11, lsr #0x13
movlt r0, r0, lsr #0x10
sublt r0, r0, r11
movlt r1, #0x35
sublt r0, r0, r1
movge r0, #0x18000
bge CorrectDone
mov r1, #0xD00
cmp r0, r1
movge r1, r0
mulge r0, r1, r0
umullge r3, r2, r0, r1
ldrge r0, aThree
mulge r2, r0, r2
umullge r12, r11, r3, r0
addge r2, r2, r11
movge r12, r2, lsr #0x4
mulge r0, r1, r1
ldrge r2, bThree
umullge r11, r3, r0, r2
movge r11, r11, lsr #0x1B
movge r3, r3, lsl #0x5
addge r11, r3, r11
ldrge r2, cThree
mulge r0, r1, r2
movge r0, r0, lsr #0x8
subge r1, r12, r11
addge r1, r1, r0
ldrge r0, dThree
subge r0, r1, r0
bge CorrectDone
mov r1, #0x800
add r1, #0xD0
cmp r0, r1
movge r2, r0
mulge r0, r2, r0
@ldrge r1, aTwo
movge r1, #0xD9
mulge r11, r1, r0
ldrge r1, bTwo
mulge r0, r1, r2
movge r11, r11, lsr #0x11
movge r0, r0, lsr #0x11
subge r0, r11, r0
ldrgeh r1, cTwo
addge r0, r0, r1
CorrectDone:
bx lr

@Literals used by above magic and a couple used by the input
@routine at the beginning

@aOne:
@.byte 0x77
bOne:
.long 0x1F27D
@aTwo:
@.byte 0xD9
bTwo:
.long 0xD0310
cTwo:
.short 0x220A
.short 0
aThree:
.long 0x1F8F58
bThree:
.long 0x256C62B
cThree:
.long 0x3B1BB
dThree:
.long 0xF767A

@For those of you who have made sense of this, you may have been wondering where
@the heck "CustomStack" was. It's right here at the end, so no lines of all 0s
@are necessary in the E type code to make room for the custom stack.

CustomStack:
.long CustomStack+0x200002C

@Last AR line (the hook that's at the top of the file):

EndofProgram:

@Let's put in a spacer in case the program size isn't a multiple of 8
@so the resulting output is guaranteed to fit right into an AR handler

.org (EndofProgram+4)&0xFFFFFFF8

ReferenceLabel:

@The hook itself, as seen at the beginning of the source code

.long 0x037FBACC
mov pc, #0x2000000

@The following is so that the E type code won't overwrite these variables
@but it will add extra lines of "0" that must be erased from the end of
@the code

.org CustomStack+0x34

Target:
.byte 0
Latch:
.byte 0
.short 0

Note: SubDrag would laugh at this. I was asking him stuff about "wtf why did Nintendo use Euclidean coordinates?" and "Well how the hell do I calculate the angles now?" and he linked me to the associated wikipedia article filled with all these matrix transforms I didn't bother reading about.

So that just left me with that nasty hack ^. Now you know why it still doesn't aim perfectly (although some of the imperfection is due to the fact that when you're aiming at a certain angle, the game stops automatically centering the cursor and instead allows it to float off center; this is not the aim bot's fault, the game is just dorky).

Oh, also note, I didn't use the CLZ instruction. I was going to, but it wasn't working in No$GBA, so I assumed it wouldn't work on the hardware.

Hurfadurf, it probably would. I really don't know. Silly me for thinking No$GBA was precise enough to give me a good idea of what I had to play with.



Thanks


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PostPosted: Thu May 08, 2008 3:40 pm 
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Title: hackman
REMOVED!!!!!!!!!IT WAS A CODE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Last edited by mhacker on Sun Jun 22, 2008 11:15 am, edited 3 times in total.

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PostPosted: Thu Jun 05, 2008 4:29 am 
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the autofire code doesnt work 4 me


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PostPosted: Thu Jun 05, 2008 6:14 am 
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Me to.


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PostPosted: Sat Jun 07, 2008 10:31 am 
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Maybe i just punched it wrong

but if u look at it, it looks pretty fake...


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PostPosted: Fri Jun 13, 2008 10:18 pm 
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Title: PwNz0r of the 'tards
Hey, I'm new here and I don't know if I have permission or not to post the AIMBOT code here... Because lately, I've read some controversies over the legal rights and ownership of this code and not to share it. Can I? I'm not even sure if this code is correct. It's the beta code...


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PostPosted: Fri Jun 20, 2008 2:03 pm 
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Title: hackman
i don't why its not working it works perfectly fine for me, i'll look into and see whats wrong with it and its not fake,oh and for pdlqboy you can't post the aimbot here or else it wil be deleted.this is a different one and it does work and not work with imp,hammer and omega canonn,and works on wifi.sorry about it for being to long.tell me if theres a problem with the code.
it fire chage shots but you dont have to press any thing for it to work and also you don't have even aim at your enimies sometimes shots hit you as well.
code:
520D9CB8 00000000 020DB03C FEDCBA98 020DB03d 76543210 D0000000 00000000 520D9CB8 00000001 020DBF6C FEDCBA98 020Dbf6d 76543210 D0000000 00000000 520D9CB8 00000002 020DCE9C FEDCBA98 020DCE9d 76543210 D0000000 00000000 520D9CB8 00000003 020DDDCC FEDCBA98 020DDDcd 76543210 D2000000 00000000520D9CB8 00000000 020DAF74 000000FF D0000000 00000000 520D9CB8 00000001 020DBEA4 000000FF D0000000 00000000 520D9CB8 00000002 020DCDD4 000000FF D0000000 00000000 520D9CB8 00000003 020DDD04 000000FF D2000000 00000000

i give 99% of credit of this code to ZELD all i did was removed one line from one code and then combined the to codes to gether in which ZELD mosty the cretor of this code all i did was tinkered with them


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PostPosted: Wed Jul 02, 2008 4:00 pm 
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Ok, thanks for that heads-up :D


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PostPosted: Sat Jul 12, 2008 2:59 pm 
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anyone have the ranking points modifier code? thanks


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PostPosted: Sat Jul 12, 2008 3:32 pm 
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Title: Origin
This is not a request thread

Learn the rules

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PostPosted: Mon Jul 14, 2008 4:22 pm 
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Radical Hacker wrote:
System: Nintendo DS

Hex ------ Number Of Stars On Hunters License
0 ------ 1. Bounty Hunter
1 ------ 2. Super Hunter
2 ------ 3. Elite Hunter
3 ------ 4. Master Hunter
4 ------ 5. Legendary Hunter



i dont get the chart i have quoted.
the chart is from the always five star code.


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PostPosted: Tue Jul 15, 2008 7:13 am 
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Thats better.

What's not to get? It's pretty self explanitory

i think it's part of a code like 12345678 9abcdef(here's where you put the number)
or something like that

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PostPosted: Tue Jul 15, 2008 12:12 pm 
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so that means i replace all the 0's with 1's for like bounty hunter?


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PostPosted: Wed Jul 16, 2008 5:37 am 
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I'm not really sure. I tried that method once and changed the wrong numbers

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Title: PwNz0r of the 'tards
hack1162 wrote:
Radical Hacker wrote:
System: Nintendo DS

Hex ------ Number Of Stars On Hunters License
0 ------ 1. Bounty Hunter
1 ------ 2. Super Hunter
2 ------ 3. Elite Hunter
3 ------ 4. Master Hunter
4 ------ 5. Legendary Hunter



i dont get the chart i have quoted.
the chart is from the always five star code.


I suppose that you're new to hacking. Those are hexes to the original code that allows you to change your rank.


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PostPosted: Tue Sep 02, 2008 11:05 am 
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**Edit** Moved message to v1.1 Topic. Sorry for any confusion that I caused. **End of Edit**

Metroid Prime Hunters v1.1 Thread

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PostPosted: Sat Dec 27, 2008 3:05 pm 
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hello idk whether its belongs here but i thought of a aimbot that aims to the points that u have in the survive mode

for the eu version i found out the addresses for the timer and set them to 2 when so moves or u shot at them the value gets 0 and some other counter add this value by one.
When this adress reach the 2 the dot appears which shows u the stay of ur opponents.

the aimbot can aim at these dots then and someone can combine the code with the code always survive mode idk,...

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Metroid Prime Hunters Namehack v2.0
see opponents hand fixed 2.0


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PostPosted: Mon Dec 29, 2008 1:29 pm 
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Here is a little code I putted together, it's called "Power Beam Battle".
Here are "credit sources" from the people who made codes to help make this.
nicky041192
Virus
KickenChicken57
kyle
somedude
zeld
King Rhyno

May need some testing BUT it should work online IF everyone has it on, AND this is mainly used for bot battles.
Code:
120da862 00000000
d0000000 00000000
120db792 00000000
d0000000 00000000
120dc6c2 00000000
d0000000 00000000
120dd5f2 00000000
d2000000 00000000
220dab48 000000ff
d0000000 00000000
220dba78 000000ff
d0000000 00000000
220dc9a8 000000ff
d0000000 00000000
220dd8d8 000000ff
d2000000 00000000
94000130 feff0000
520d9cb8 00000000
220dad5d 000000a0
220dad5e 00000000
d0000000 00000000
94000130 feff0000
220dbc8d 000000a0
220dbc8e 00000000
d0000000 00000000
220dcbbd 000000a0
220dcbbe 00000000
d0000000 00000000
220ddaed 000000a0
220ddaee 00000000
d2000000 00000000
120da860 00000000
120da864 00000000
d2000000 00000000
120db790 00000000
120db794 00000000
d2000000 00000000
120dc6c0 00000000
120dc6c4 00000000
d2000000 00000000
120dd5f0 00000000
120dd5f4 00000000
d2000000 00000000
0225c578 50575220
0225c57c 4245414d
0225c580 20424154
0225c584 544c4500
0225c588 00000000
d2000000 00000000
94000130 fcf70000
020e4a3c 00000000
d2000000 00000000

Oh yeah, reply to me if a bug in it OR a miss Credit, AND help me make a commpressed version.
EDIT: Saddly it still needs some fixes, BUGS: Freeses on weapon pickup and gun pickup, freeses on choosing rockets, and instead of "PWN BEAM BATTLES" on the start menu it says "PWRBABE". So gunna fix it.
_________________________________________________
Here is a simple form of it, NO BUGS.
All same Credit, and named Rapid Battles. It's simply "Everyone has rapid fire" and "Hold R to zoom". Works on Wi-Fi IF everyone has it on. AND mainly used for bot battles.
Code:
94000130 feff0000
520d9cb8 00000000
220dad5d 000000a0
220dad5e 00000000
d0000000 00000000
94000130 feff0000
520d9cb8 00000001
220dbc8d 000000a0
220dbc8e 00000000
d0000000 00000000
520d9cb8 00000002
220dcbbd 000000a0
220dcbbe 00000000
d0000000 00000000
520d9cb8 00000003
220ddaed 000000a0
220ddaee 00000000
d2000000 00000000
220dab48 000000ff
d0000000 00000000
220dba78 000000ff
d0000000 00000000
220dc9a8 000000ff
d0000000 00000000
220dd8d8 000000ff
d2000000 00000000
Please try to fix the PWR BEAM BATTLES code.
AND if you test/fix/help on this you'll be credited.


Testers/fixers/helpers credits:
NONE! :o


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PostPosted: Tue Feb 03, 2009 5:04 pm 
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namehack v2.0 for US 1.0 by me (AMHE - e18d1857)
Code:
22148740 00000001



Immediately appearing Dots in survive mode (the position of enemy revealed) by me
note: it freezes the timer in mph; (mph uses alot of timers like the dh and da codes)

Code:
Code:
520da558 00000000
220DCE67 00000003
220DDD97 00000003
220DECC7 00000003
D0000000 00000000
520da558 00000001
220DBF37 00000003
220DDD97 00000003
220DECC7 00000003
D0000000 00000000
520da558 00000002
220DBF37 00000003
220DCE67 00000003
220DECC7 00000003
D0000000 00000000
520da558 00000003
220DBF37 00000003
220DCE67 00000003
220DDD97 00000003
D2000000 00000000



Code:
[size=150]
THE FOLLOWING CODES IS FOR EU 1.0 MPH BUT YOU EASILY CAN CONVERT IT INTO US 1.0 with 8a0 i think:[/size]

Before you read these addresses and what they does I wanted to let you know that dalle aka RxZ95sssPG leader helped me out with them and we wanted to make bots in wifi but gave it up so when you can help us answer:

220FF5FC 00000001
I dont know what this one does;

220DE592 00000001


220E83E0 00000001
At any reason some pointer or so is changing this address and there is no need to change this one because the pointer is changing it;
So it is better to find the pointer;
The second thing he found this one but it doesn’t do anything; /

220E83E2 00000001
One of the Address dalle aka RxZ95sssPG found for himself;
It let the game think that there are at least one bot ;
And you can start the game without really having any bots =D;

Add 3 samus bots without a name
Changes: 0bots, 1bot, 2bots, 3bots;
Dec values: 0, 64, 96, 112;
Hex values: 0, 40, 60, 70;
220CBE23 00000070

220DE592
No opponents = 0;
One or more opponents = 1;
No effect;

At the start of the game
220F74D4 00000000
222CD724 00000000
Changes the colour and textures of buttons and graphics etc;
Normal values when you reached the hostmenü at the end (waiting for opponents)
Then
220F74D4 00000080
222CD724 00000010
After u leave it its saved

At the start of the game
220F74D5 00000000
when you reached the hostmenü at the end (waiting for opponents)
the value of the address changes to 1;
also changes some graphics in the menue when change value;


220F74D6
220F74D7
I don’t really know what this strange address does <_<;

221FF614 00000000
The value is normally 0x00;
It changes to 196 and immediately to 188 when adding first bot;
In changes to 204 and immediately to 0 when deleting all bots;
When freeze to 0x00 you won`t be able to see the (-) button to delete bots;

221FF616 00000000
The value is normally 0x00;
It changes to 31 when adding first bot;
When freeze to 0x00 you won`t be able to see the (-) button to delete bots;



221FF617 00000000
The value is normally 0x00;
It changes to 2 when adding first bot;


This is for bot 3:::
The first u have to add before the others:
221FF638
The value is normally 0xC1;
It changes to 0xC2 when adding first bot;
It shows you the (-) button to delete bots when freezing to 0xC2;

After I found this one I wanted to find out the other (-) buttons for the other bots
Maybe it will work on wifi and you can kick the players then ^^,
So I scanned the followed address out of the ROM:

221FF638 for the first bot you add to the menue;
021FEBE8 for the second bot;
021FE198 for the last bot;

i posted here the eu addresses because there aren´t so much european hackers anymore with a eu 1.0 cardridge so dont be angry about the post i only want to be helped
as i said you can convert the codes i post i simply write the version of mph at the top of the code ;)

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Metroid Prime Hunters Namehack v2.0
see opponents hand fixed 2.0


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PostPosted: Wed Feb 04, 2009 11:32 pm 
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Joined: Wed Oct 11, 2006 9:49 pm
Posts: 344
Location: Cybertron
Title: Click Here <------
nice 8-)

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PostPosted: Sat Aug 22, 2009 5:05 pm 
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Joined: Thu Feb 26, 2009 3:32 pm
Posts: 1
Title: Yyhhggtt
Bots: Teleport Everybody to ??
Wi-Fi: Warp to player, NO NEED TO BE HOST OR PLAYER 2 LIKE ON FIRST PAGE.
Credits:
somedude, for posting the code
KickenChicken57 for making the code.
USAGE: A+DPad to teleport everybody, or you.
A+Left P1
A+Down P2
A+Right P3
A+Up P4
Code:
94000130 ffde0000
d3000000 020da730
f20db660 0000000c
d0000000 00000000
94000130 ffde0000
f20dc590 0000000c
d0000000 00000000
94000130 ffde0000
f20dd4c0 0000000c
d0000000 00000000
d2000000 00000000
94000130 ffbe0000
d3000000 020db660
f20da730 0000000c
d0000000 00000000
94000130 ffbe0000
f20dc590 0000000c
d0000000 00000000
94000130 ffbe0000
f20dd4c0 0000000c
d0000000 00000000
d2000000 00000000
94000130 ffee0000
d3000000 020dc590
f20da730 0000000c
d0000000 00000000
94000130 ffee0000
f20db660 0000000c
d0000000 00000000
94000130 ffee0000
f20dd4c0 0000000c
d0000000 00000000
d2000000 00000000
94000130 ff7e0000
d3000000 020dd4c0
f20da730 0000000c
d0000000 00000000
94000130 ff7e0000
f20db660 0000000c
d0000000 00000000
94000130 ff7e0000
f20dc590 0000000c
d0000000 00000000
d2000000 00000000

It could be Compressed, or cleaner. AND quite glitchy on Wi-Fi due to lag. (lol)


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PostPosted: Thu Sep 10, 2009 3:25 pm 
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Title: 一人偉大さ
Check this out. Its a start screen message.

0225c578 43554f54
0225c57c 4f462048
0225c580 554c2052
0225c584 00005a4c
d2000000 00000000

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