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How to Make your own Chea...
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11 hours ago
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Prevent Item Usage in Bul...
Forum: Offline; Item
Last Post: _Ro
Yesterday, 11:29 PM
» Replies: 0
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Lightning Only Shocks Pla...
Forum: Offline; Item
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Yesterday, 11:26 PM
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Choose Character+Vehicle ...
Forum: Offline Non-Item
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No Countdown / Finish Sou...
Forum: Visual & Sound Effects
Last Post: B_squo
05-01-2025, 10:22 PM
» Replies: 0
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No Countdown / Finish tex...
Forum: Visual & Sound Effects
Last Post: B_squo
05-01-2025, 10:13 PM
» Replies: 0
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Countdown Time Modifier [...
Forum: Visual & Sound Effects
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05-01-2025, 10:05 PM
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INCOMPLETE: How to create...
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MKW LAN Mod Guide [w/ USB...
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Prevent Item Usage in Bullet Bill [Ro] |
Posted by: _Ro - Yesterday, 11:29 PM - Forum: Offline; Item
- No Replies
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Prevent Item Usage in Bullet Bill [Ro]
This code prevents using items in Bullet Bill. It's useful because in most packs, "No Bullet Icon" is present, allowing you to get items in Bullet, however, there are two problems with this: - It may be unfair at times and out of place. By preventing the usage, you can get items, but you cannot use them until the Bullet ends.
- Using status items will just waste them, for example: Using a Star or a Mushroom will just do nothing and you'll lose your item. This is the main reason why I made this code
There are two versions of this code:
Code 1 prevents all item usage in Bullet.
Code 2 only prevent status items only (Mushroom, Golden, Star, Mega, Bullet), all other items are still usable. You can modify or add more items if you want, source is included.
Code 1 (Prevent all item usage in Bullet):
NTSC-U
0478EC38 3C600A0C
PAL
04797BB0 3C600A0C
NTSC-J
0479721C 3C600A0C
NTSC-K
04785F70 3C600A0C
Code 2 (Prevent status items only)
NTSC-U
C278EC38 00000008
3C60020C 4800000D
0405090A 0F0BFF00
7D6802A6 809D008C
898B0000 2C0C00FF
41820018 7C046000
4182000C 396B0001
4BFFFFE4 64630800
60000000 00000000
PAL
C2797BB0 00000008
3C60020C 4800000D
0405090A 0F0BFF00
7D6802A6 809D008C
898B0000 2C0C00FF
41820018 7C046000
4182000C 396B0001
4BFFFFE4 64630800
60000000 00000000
NTSC-J
C279721C 00000008
3C60020C 4800000D
0405090A 0F0BFF00
7D6802A6 809D008C
898B0000 2C0C00FF
41820018 7C046000
4182000C 396B0001
4BFFFFE4 64630800
60000000 00000000
NTSC-K
C2785F70 00000008
3C60020C 4800000D
0405090A 0F0BFF00
7D6802A6 809D008C
898B0000 2C0C00FF
41820018 7C046000
4182000C 396B0001
4BFFFFE4 64630800
60000000 00000000
Code: Code 2 Source:
NTSC-U 8078EC38
PAL 80797BB0
NTSC-J 8079721C
NTSC-K 80785F70
lis r3, 0x20C # Original instruction
# Table of items that should not be usable in Bullet
bl itemTable
.long 0x0405090A # Mushroom, Triple Mushroom, Star, Golden
.long 0x0F0BFF00 # Bullet, Mega and end of table (0xFF). If you add more items, make sure to add 0xFF as the last one
itemTable:
mflr r11
loop:
lwz r4, 0x8C (r29)
lbz r12, 0 (r11)
cmpwi r12, 0xFF # Check if end of table and break
beq break
cmpw r4, r12 # Check if item trying to be used is in the table and if it is, prevent usage in Bullet and break
beq found
addi r11, r11, 1 # Increment table address to the next one and loop back
b loop
found:
oris r3, r3, 0x800 # Prevent item usage in Bullet
# Break out
break:
Code creator: Ro
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Lightning Only Shocks Players Ahead (Like POW and Mario Kart World) [Ro] |
Posted by: _Ro - Yesterday, 11:21 PM - Forum: Offline; Item
- Replies (1)
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Lightning Only Shocks Players Ahead (Like POW and Mario Kart World) [Ro]
This code makes it so the Lightning will only shock players ahead of you, like the POW Block. This is actually how the Lightning works in Mario Kart World. I don't like this change but I thought it would be a cool concept code, plus, I'm bored.
NOTE: Battle has original Lightning behavior. If you want to make it position based (Untested, I don't know if it works), change 818C0B70 to 39800000
NTSC-U
C27A91F8 0000000B
819F8F68 818C0B70
2C0C0003 4182000C
2C0C0009 4180000C
7C1BC800 48000038
572B15BA 576915BA
819F8F70 818C000C
7D4C582E 7D8C482E
894A0020 898C0020
7C0A6000 38000000
40810008 38000001
2C000000 00000000
PAL
C27B7C58 0000000B
819FD728 818C0B70
2C0C0003 4182000C
2C0C0009 4180000C
7C1BC800 48000038
572B15BA 576915BA
819FD730 818C000C
7D4C582E 7D8C482E
894A0020 898C0020
7C0A6000 38000000
40810008 38000001
2C000000 00000000
NTSC-J
C27B72C4 0000000B
819FC788 818C0B70
2C0C0003 4182000C
2C0C0009 4180000C
7C1BC800 48000038
572B15BA 576915BA
819FC790 818C000C
7D4C582E 7D8C482E
894A0020 898C0020
7C0A6000 38000000
40810008 38000001
2C000000 00000000
NTSC-K
C27A6018 0000000B
819FBD68 818C0B70
2C0C0003 4182000C
2C0C0009 4180000C
7C1BC800 48000038
572B15BA 576915BA
819FBD70 818C000C
7D4C582E 7D8C482E
894A0020 898C0020
7C0A6000 38000000
40810008 38000001
2C000000 00000000
Code creator: Ro
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No Countdown / Finish Sounds |
Posted by: B_squo - 05-01-2025, 10:22 PM - Forum: Visual & Sound Effects
- No Replies
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This code removes the sound effects for the countdown and finish.
- First and second lines: GO!
- Third and fourth lines: 3, 2, 1
- Fifth line: Ghost replay finish
- Sixth line: Race finish
- Seventh line: Battle finish
For the "GO!" and "3, 2, 1" lines, the code just assigns those events to a dummy, silence sound effect. You can change it to the sound ID you want by changing the last two bytes. If you use the "GO!" and "3, 2, 1" lines at the same time, make sure you don't assign the same sound ID to each line (that's why, in the code below, the "GO!" sound is assigned sound ID 0000, while the "3, 2, 1" sound is assigned sound ID 01CF, both of which are silent).
(PAL)
04857788 38800000
04716640 28040000
048577e0 388001cf
04716638 280401cf
0470b468 60000000
0470b39c 60000000
0470b378 60000000
(USA)
04835cf8 38800000
0470eb9c 28040000
04835d50 388001cf
0470eb94 280401cf
04704ac4 60000000
047049f8 60000000
047049d4 60000000
(JPN)
04856df4 38800000
04715cac 28040000
04856e4c 388001cf
04715ca4 280401cf
0470aad4 60000000
0470aa08 60000000
0470a9e4 60000000
(KOR)
04845b48 38800000
047049e8 28040000
04845ba0 388001cf
047049e0 280401cf
046f9810 60000000
046f9744 60000000
046f9720 60000000
|
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No Countdown / Finish text |
Posted by: B_squo - 05-01-2025, 10:13 PM - Forum: Visual & Sound Effects
- No Replies
|
 |
This code hides the different countdown and "finish" text.
- First line: FINISH!
- Second line: YOU WIN!
- Third line: YOU LOSE!
- Fourth line: 3, 2, 1, GO!
On the first three lines, the BMG ID is modified to be zero, but you can change it to any BMG ID you want, by changing the last two bytes on each line. You can also remove any line you don't want to hide some elements, but not others.
(PAL)
04856f2c 3a400000
04857174 3a400000
0485720c 3a400000
048576a8 38600000
(USA)
0483549c 3a400000
048356e4 3a400000
0483577c 3a400000
04835c18 38600000
(JPN)
04856598 3a400000
048567e0 3a400000
04856878 3a400000
04856d14 38600000
(KOR)
048452ec 3a400000
04845534 3a400000
048455cc 3a400000
04845a68 38600000
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Countdown Time Modifier [B_squo] |
Posted by: B_squo - 05-01-2025, 10:05 PM - Forum: Visual & Sound Effects
- No Replies
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 |
This code allows the player to modify the countdown time before starting a race.
The values are:
- XXXX: The number of frames the countdown lasts. This is gotten by adding 1 to the number of seconds you want the countdown to last, and then multiplying that with 60 (or 50 if playing in PAL 50Hz). For example, for a 100 seconds countdown, this is (100 + 1) x 60 = 6060 (put 17AC in the code).
- YYYY: The number of seconds the countdown lasts. For example, for a 100 seconds countdown, this is 100 (put 0064 in the code).
- ZZZZ: The number of seconds the countdown lasts plus 1. For example, for a 100 seconds countdown, this is 100 + 1 = 101 (put 0065 in the code).
- RRRR (optional): This is the number of frames during the countdown where the player's nametag hides. This is gotten by substracting the total countdown time in seconds + 1 with the number of seconds you want the nametag to hide, and then multiplying that with 60 (or 50 if playing in PAL 50Hz).
For example, for a 100 seconds countdown, if I want the nametag to hide after 3 seconds from the start of the countdown, we do ((100 + 1) - 3) x 60 = 5880 (put 16F8 in the code). If you don't care about this, you can remove this line, but this makes the nametag hide three seconds before the countdown ends, as usual.
- QQQQ: The BMG ID for the first number displayed by the countdown. Every second, the game adds 1 to this ID, so you get the different text that is displayed.
This means that, if you want to display a sequence of strings during the countdown, they must be put one after the other when it come to their BMG IDs.
For the video below, I modified Race_E.szs to change the text there to have each number from 100 to 1 (and then GO!). Then, I noted down the BMG ID corresponding to the number 100, and put that into this code.
(PAL)
04533540 2000XXXX
045330b8 2060XXXX
0485777c 2800YYYY
04857654 2800ZZZZ
0483376c 3863QQQQ
047f138c 2c03RRRR
(USA)
0452e9f8 2000XXXX
0452e570 2060XXXX
04835cec 2800YYYY
04835bc4 2800ZZZZ
0481b86c 3863QQQQ
047e6d64 2c03RRRR
(JPN)
04532ec0 2000XXXX
04532a38 2060XXXX
04856de8 2800YYYY
04856cc0 2800ZZZZ
04832dd8 3863QQQQ
047f09f8 2c03RRRR
(KOR)
04521598 2000XXXX
04521110 2060XXXX
04845b3c 2800YYYY
04845a14 2800ZZZZ
04821b2c 3863QQQQ
047df74c 2c03RRRR
Example video (modifying the countdown time to 100 seconds)
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Slippery Blooper Ink [KooShnoo] |
Posted by: KooShnoo - 04-22-2025, 09:18 PM - Forum: Incomplete & Outdated Codes
- Replies (1)
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Slippery Ink [KooShnoo]
This makes the blooper ink slippery, just like it is mario kart 8 and mario kart 8 deluxe.
There are two variants, slippery and super slippery.
Slippery ink makes the kart act like it's on sand when inked.
Super slippery ink and makes the kart slip out and act like it's on ice when inked.
Known Issues:
I think that slightly slippery blooper option *increases* your traction on sherbet land because of the way i made it
you see, the slippery ink just gives you sand physics when inked
but sand is weaker than rSL's ice slipperiness >.<
unimplmented fix:
Code: ```diff
- collisionData->handlingFactor = kartStats->handling[KCL_TYPE_MASK_SANDY_ROAD];
+ collisionData->handlingFactor = MAX(kartStats->handling[KCL_TYPE_MASK_SANDY_ROAD], collisionData->handlingFactor);
```
this would probably fix it, but i haven;t added it yet (too lazy)
These are all PAL codes.
PAL (Slippery)
c256ee0c 00000006
815b0004 812a0004
8129000c 75291000
41820018 812a0000
81290014 81290000
c00900f4 d0040068
39610030 00000000
Code: the constants are:
Action::SpinSomeSpeed = 0 // like a banana
KCL_TYPE_MASK_SANDY_ROAD = 1 // like DDR
KCL_TYPE_MASK_ICY_ROAD = 5 // like rSL
slippery:
```cpp
auto kartStats = m_accessor->kartSettings->param->stats;
if (m_accessor->kartState->onBit(Inked)) {
// add sand slipperiness
collisionData->handlingFactor = kartStats->handling[KCL_TYPE_MASK_SANDY_ROAD];
}
```
```ppc
lwz r10,4(r27)
lwz r9,4(r10)
lwz r9,12(r9)
andis. r9,r9,4096
beq ret
lwz r9,0(r10)
lwz r9,20(r9)
lwz r9,0(r9)
lfs f0,244(r9)
stfs f0,104(r4)
ret:
addi r11,r1,0x30
```
PAL (Super Slippery)
c256ee0c 00000008
815b0004 812a0004
8129000c 75291000
41820028 812a0000
c0040064 81290014
81290000 c1890104
d1840068 c1890084
ec000332 d0040064
39610030 00000000
c2581afc 00000007
7fc3f378 81230000
38e00000 38c00000
38a00000 8069002c
38800000 8123000c
8129000c 7d2903a6
4e800421 7fc3f378
60000000 00000000
Code: super slippery:
```cpp
auto kartStats = m_accessor->kartSettings->param->stats;
if (m_accessor->kartState->onBit(Inked)) {
// add stronger ice slipperiness
collisionData->handlingFactor = kartStats->handling[KCL_TYPE_MASK_ICY_ROAD];
// add additional ice slowdown
collisionData->speedFactor *= kartStats->speed[KCL_TYPE_MASK_ICY_ROAD];
}
```
```cpp
m_accessor->action->start(action, Action::SpinSomeSpeed, 0, 0, 0);
```
```ppc
or r3,r30,r30
lwz r9,0(r3)
li r7,0
li r6,0
li r5,0
lwz r3,44(r9)
li r4,0
lwz r9,12(r3)
lwz r9,12(r9)
mtctr r9
bctrl
or r3,r30,r30
```
```ppc
lwz r10,4(r27)
lwz r9,4(r10)
lwz r9,12(r9)
andis. r9,r9,4096
beq ret
lwz r9,0(r10)
lfs f0,100(r4)
lwz r9,20(r9)
lwz r9,0(r9)
lfs f12,260(r9)
stfs f12,104(r4)
lfs f12,132(r9)
fmuls f0,f0,f12
stfs f0,100(r4)
ret:
addi r11,r1,0x30
```
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Access already finished competitions [B_squo] |
Posted by: B_squo - 04-11-2025, 01:23 PM - Forum: Online Non-Item
- No Replies
|
 |
Access already finished competitions [B_squo]
This code allows you to access a competition that has already finished.
(PAL)
0466c914 38000001
(USA)
046651b0 38000001
(JPN)
0466bf80 38000001
(KOR)
0465ac6c 38000001
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Select any Mii in Character Selection Screen (Single Player Menus) [B_squo] |
Posted by: B_squo - 04-11-2025, 12:27 PM - Forum: Incomplete & Outdated Codes
- Replies (1)
|
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Select any Mii in Character Selection Screen (Single Player Menus) [B_squo]
Video
With this mod, when selecting a Mii in the character selection screen, you will be able to select any Mii from your console / a Guest Mii by bringing up the selection menu typically only used in Local multiplayer.
This code is offline-only, at least temporarily, in order to prevent situations where the player's Mii name would not match the Mii name seen by the Wiimmfi server, which according to that server's rules, it's banworthy.
The Gecko code itself won't work as is. You have to copy some specific files from MenuMulti.szs to MenuSingle.szs and Event.szs (otherwise the game will crash).
The following BRCTRs must be present in those files: - /button/ctrl/MiiSelectArrowLeft.brctr
- /button/ctrl/MiiSelectArrowRight.brctr
- /button/ctrl/MiiSelectMii.brctr
- /button/ctrl/Back.brctr
- /control/ctrl/MiiBlackBack.brctr
- /control/ctrl/MiiSelectName.brctr
- /control/ctrl/TabControlMiiSelect.brctr
- /bg/ctrl/MenuObiBottom.brctr
- /bg/ctrl/MenuObiTop.brctr
Their associated BRLYTs and TPLs must also be present, in the respective /blyt and /timg folders.
If you don't want to be copying the exact files over, you can just copy the entire /bg , /button and /control folders from MenuMulti.szs to the other files, without overwriting the files with the same name, with the exception of Back.brctr, MenuObiBottom.brctr and MenuObiTop.brctr .
Those three files must be replaced with the ones from MenuMulti.szs.
Here you have example patches for patching both files so that they're compatible with the Gecko code.
(PAL)
0462D32C 4B9D3485
0462D470 4B9D3341
0462D5B4 4B9D31FD
0462D800 4B9D2FB1
0462D86C 4B9D2F45
0462D8D8 4B9D2ED9
0462D944 4B9D2E6D
0462F684 4B9D112D
0462F768 4B9D1049
0462F840 4B9D0F71
0462FC3C 4B9D0B75
0462FCB4 4B9D0AFD
060007B0 0000002C
9421FFF0 7C0802A6
90010014 7FE3FB78
38800060 48622545
7FE3FB78 80010014
7C0803A6 38210010
4E800020 00000000
C2847E84 00000003
2C000045 41820010
2C000046 41820008
2C000047 00000000
04847E88 41820020
04847ED4 60000000
048315B8 60000000
04848858 48000044
04848950 480000F4
0459E3B0 60000000
047E3BB0 60000000
047E3928 60000000
0483E354 38600000
(USA)
045fc478 4ba04339
045fc5bc 4ba041f5
045fc700 4ba040b1
045fc94c 4ba03e65
045fc9b8 4ba03df9
045fca24 4ba03d8d
045fca90 4BA03D21
045fe7d0 4BA01fe1
045fe8b4 4BA01efd
045fe98c 4BA01e25
045fed88 4BA01a29
045fee00 4BA019b1
060007B0 0000002C
9421FFF0 7C0802A6
90010014 7FE3FB78
38800060 485f1691
7FE3FB78 80010014
7C0803A6 38210010
4E800020 00000000
C282afac 00000003
2C000045 41820010
2C000046 41820008
2C000047 00000000
0482afb0 41820020
0482affc 60000000
0484e290 60000000
0482b980 48000044
0482ba78 480000F4
045b3398 60000000
047ddb20 60000000
047dd898 60000000
048238f4 38600000
Known bugs:
When going back to the Time Trial course selection screen (by clicking on Change Course during gameplay), your selected Mii will revert back to your License's Mii, and sometimes the vehicle model will become invisible.
If you selected a Mii with different weight class than your License's Mii, you will be able to select their vehicles if you go back to the vehicle selection screen, and play with them just fine.
This is temporarily though, when you go back to the character selection screen, select your desired Mii again and it will be fixed, or just exit to the main menu.
Documentation (PAL)
Code: Add Mii Selection page to the sections that have the Character Select page
0462D32C 4B9D3485
0462D470 4B9D3341
0462D5B4 4B9D31FD
0462D800 4B9D2FB1
0462D86C 4B9D2F45
0462D8D8 4B9D2ED9
0462D944 4B9D2E6D
0462F684 4B9D112D
0462F768 4B9D1049
0462F840 4B9D0F71
0462FC3C 4B9D0B75
0462FCB4 4B9D0AFD
Small function that adds the Mii Selection page. Accessed from the branches in the lines above. Uses addresses 0x800007B0 thru 0x800007E0
060007B0 0000002C
9421FFF0 7C0802A6
90010014 7FE3FB78
38800060 48622545
7FE3FB78 80010014
7C0803A6 38210010
4E800020 00000000
Don't add extra buttons if going to the License settings / Mii Select on create / Mii Select on deleted Mii pages. This avoids a crash due to missing resources in MenuOther.szs, used by said pages.
04847E84 2C000054
C2847E84 00000003
2C000045 41820010
2C000046 41820008
2C000047 00000000
04847E88 41820020
Remove local multiplayer-only checks so that they pass if accessing other sections.
04847ED4 60000000
048315B8 60000000
04848858 48000044
04848950 480000F4
0459E3B0 60000000
The game crashes when selecting a Mii here because of a missing pane named ok_text_Xp (where X is a local player number). I wasn't able to fix this on time, so at the moment I skip this to avoid the crash, but has the side effect of not displaying the small "OK" text in in front of the Mii icon
047E3BB0 60000000
Allow loading the Mii Selection page instead of simply choosing the Mii when in single player modes
047E3928 60000000
Fixes an issue where selecting a Mii would then load the License's Mii data back
0483E354 38600000
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GP / Single VS Race Win or Lose Select [B_squo] |
Posted by: B_squo - 04-11-2025, 12:18 PM - Forum: Offline Non-Item
- No Replies
|
 |
GP / Single VS Race Win or Lose Select [B_squo]
With this code, you will be able to force the game into going to either the winning or the losing sequence when after finishing a Grand Prix or a (non-team) VS Race.
(PAL)
0485a8fc XXXXXXXX
(USA)
04838e6c XXXXXXXX
(JPN)
04859f68 XXXXXXXX
(KOR)
04848cbc XXXXXXXX
X Values:
- 4800004C (Lose)
- 60000000 (Win)
|
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GP only has 1 race [B_squo] |
Posted by: B_squo - 04-11-2025, 12:15 PM - Forum: Offline Non-Item
- No Replies
|
 |
GP only has 1 race [B_squo]
After finishing 1 Grand Prix race, you will go into the awards sequence.
(PAL)
0485a780 38000001
(USA)
04838cf0 38000001
(JPN)
04859dec 38000001
(KOR)
04848b40 38000001
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