Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 549
» Latest member: dqnny
» Forum threads: 1,670
» Forum posts: 12,142

Full Statistics

Online Users
There are currently 87 online users.
» 2 Member(s) | 82 Guest(s)
Bing, Facebook, Google, Seeky

Latest Threads
Make it to 10,000
Forum: General Discussion
Last Post: Cealgair
3 hours ago
» Replies: 5,866
» Views: 4,285,836
Example of Modifying Item...
Forum: Other
Last Post: Fifty
Yesterday, 05:20 PM
» Replies: 3
» Views: 9,194
Disable Boost Pads
Forum: Code Support / Help / Requests
Last Post: Katos
Yesterday, 10:38 AM
» Replies: 0
» Views: 69
TT Recorder's Resource Pa...
Forum: Non-Hacking MKW Threads
Last Post: Fifty
05-17-2024, 09:21 PM
» Replies: 5
» Views: 18,827
Wiimote Speaker Sound Pla...
Forum: Incomplete & Outdated Codes
Last Post: _Ro
05-17-2024, 06:11 AM
» Replies: 0
» Views: 54
Mini Turbo Functionality
Forum: Code Support / Help / Requests
Last Post: DracoTH
05-16-2024, 05:55 PM
» Replies: 0
» Views: 50
Frame rate / game speed
Forum: Code Support / Help / Requests
Last Post: Katos
05-15-2024, 05:46 PM
» Replies: 0
» Views: 92
Force 30 FPS [Nick Reynol...
Forum: Misc/Other
Last Post: Katos
05-13-2024, 02:23 PM
» Replies: 4
» Views: 20,385
Vehicle Stats Modifier [J...
Forum: Offline Non-Item
Last Post: Katos
05-13-2024, 10:27 AM
» Replies: 7
» Views: 17,131
Blue shell cooldown [Gabe...
Forum: Online; Item
Last Post: Gaberboo
05-13-2024, 05:29 AM
» Replies: 0
» Views: 81

 
  Blueshell behavior request + existing Code
Posted by: daerup - 08-20-2023, 08:43 PM - Forum: Code Support / Help / Requests - No Replies

Hi,
I am curious to know if there is a code available that alters the behavior of the blueshell in such a way that, when thrown by the leading player (1st place), it targets the second-ranking player instead of the thrower. So with this Code, you cant blue yourself any longer. I think this would be really fun for offline play with friends Big Grin
Does this or something similar already exist?



On a another note, I recall seeing a code that caused a player who was hit by a shock to get squished when bumped by someone who is normally sized (like when getting bumped by a mega), same as it has been in Mario Kart 64.
I cant for the live of me find this anywhere and I am starting to question if it even exists lol.

Does somebody have this code?

Thanks for your time.
Kind regards

Daerup

Print this item

  How to change the text of credits
Posted by: Zack - 08-12-2023, 03:58 PM - Forum: Code Support / Help / Requests - Replies (3)

So i've been working on a Mario Kart Wii mod for a while and wanted to know how to change the text of the credits. (The one with the Staff Roll B music)

I know how to change the text normally for like the menus and stuff, but not this one.

Could someone please help!

EDIT: I know StaffRoll.bmg exists, I just don't know where

Print this item

  Skip Ghost Selection Screen [Gabriela_]
Posted by: Gabriela_ - 08-10-2023, 08:16 PM - Forum: Time Trials & Battle - No Replies

Skip Ghost Selection Screen [Gabriela_]

Considering most distributions don't support ghosts that screen becomes unnecessary for them. This code skips the screen and just shows start game confirmation instead.

PAL:
028409FE 0000001F
04840A00 42800015

NTSC-U:
02825F9E 0000001F
04825FA0 42800015

NTSC-J:
0284006A 0000001F
0484006C 42800015

NTSC-K:
0282EDBE 0000001F
0482EDC0 42800015

Code created by: Gabriela_

Print this item

  Show Minimap Topography [Mu1hwu]
Posted by: Mu1hwu - 08-05-2023, 11:54 PM - Forum: Visual & Sound Effects - Replies (2)

Show Minimap Topography [Mu1hwu]

Video:

 

Shows hidden topography on the Minimap.

NTSC-U
00384CD8 00000000

PAL
00389060 00000000

NTSC-J
003889E0 00000000

NTSC-K
00377080 00000000

Code creator: Mu1hwu
Code credits: Ro (Console Support)

Print this item

  Show Item Boxes on Minimap [Ro]
Posted by: _Ro - 08-04-2023, 08:19 PM - Forum: Visual & Sound Effects - No Replies

Show Item Boxes on Minimap [Ro]

This code will show item boxes on minimap as a dot. If an item box is destroyed, the icon will disappear until the item box respawns. You can also choose what color the icon will be. Unfortunately, there are two catches to this code: It will not affect moving item boxes (can only target one object at time, to be worked on a future version of the code) and the other one is that you MUST use the "Show Battle Map Icons" code by CLF78 (I did not include it in my code to not take any credits and to make sure people are aware of his code. "Show Battle Map Icons" code by CLF78: https://mariokartwii.com/showthread.php?tid=1840

This code can be modified to target any object of choice, this includes moving objects: Icons of the moving object will move on the minimap. It is possible that I will work on a v2 of this code where it affects all item boxes (both stationary and moving boxes) - 80887CDC call NTSC-U for reference

Any region other than NTSC-U is untested!

NTSC-U
04887C1C 48000024
04887C48 3AE00065
04887C44 3AA0000X

PAL
0488C04C 48000024
0488C078 3AE00065
0488C074 3AA0000X

NTSC-J
0488B6B8 48000024
0488B6E4 3AE00065
0488B6E0 3AA0000X

NTSC-K
0487A40C 48000024
0487A438 3AE00065
0487A434 3AA0000X


Icon Color (X Value):
1: Yellow
2: Blue
3: Red
4: Black
5: Grey
6: Dark Blue
7: Cyan (Recommended color)
8: Pink

Code Creator: Ro
Code Credits: CLF78 (Show Battle Map Icons)

Print this item

  Three In One Item Max Probability Code [Unnamed]
Posted by: Unnamed - 08-04-2023, 06:52 AM - Forum: Online; Item - No Replies

Three In One Item Max Probability Code [Unnamed]


This code increases the probability of getting an item of your choice to the highest value that the game allows. Also, you can change the behavior of the code by changing certain instructions. Here is an overview of the different modifications:

For the "Perfect Item Code": leave the code as it is. With this you will only get the item if it is allowed in the position for the current In-Race room size.
For the "Selective Item Max Probability": Change "2C000000" to "4C421182". This will give you the item even if it is not allowed in the position for the current In-Race room size.
For the "Positional Selective Item Max Probability": Change "2C000000" to "4C421182" and "4C421242" to "2C0C00PP". You will only get the item if you are in the position you have previously set in the code. Again, you will receive the item even if it is not allowed in the position for the current In-Race room size.

If your item is not available or you are not allowed to get it (Mega in Mega, or Triple Items in Triple Items), this address will not be called and the code will not work. Therefore it follows all item rules. In addition, I included a check of the ItemBoxSetting to make sure the code will not execute on special probability tables (like leafpiles or woodboxes).

NOTE: This code makes use of the adresses 0x8167000C to 0x8167000D. Make sure no other codes in your GCT are using those adresses.


NTSC-U
C27AC9F4 00000003
3E408167 9892000C
98B2000D 7D124378
60000000 00000000
2834XXXX YYYYZZZZ
C27ACDDC 00000007
3D808167 896C000C
898C000D 2C0B0000
40820020 2C1500II
40A20018 4C421242
40A20010 2C000000
41820008 38007D00
7ED60214 00000000
E0000000 00000000
2834XXXX VVVVWWWW
047ACDDC 7ED60214
E0000000 80008000

PAL
C27BB454 00000003
3E408167 9892000C
98B2000D 7D124378
60000000 00000000
2834XXXX YYYYZZZZ
C27BB83C 00000007
3D808167 896C000C
898C000D 2C0B0000
40820020 2C1500II
40A20018 4C421242
40A20010 2C000000
41820008 38007D00
7ED60214 00000000
E0000000 00000000
2834XXXX VVVVWWWW
047BB83C 7ED60214
E0000000 80008000

NTSC-J
C27BAAC0 00000003
3E408167 9892000C
98B2000D 7D124378
60000000 00000000
2834XXXX YYYYZZZZ
C27BAEA8 00000007
3D808167 896C000C
898C000D 2C0B0000
40820020 2C1500II
40A20018 4C421242
40A20010 2C000000
41820008 38007D00
7ED60214 00000000
E0000000 00000000
2834XXXX VVVVWWWW
047BAEA8 7ED60214
E0000000 80008000

NTSC-K
C27A9814 00000003
3E408167 9892000C
98B2000D 7D124378
60000000 00000000
2833XXXX YYYYZZZZ
C27A9BFC 00000007
3D808167 896C000C
898C000D 2C0B0000
40820020 2C1500II
40A20018 4C421242
40A20010 2C000000
41820008 38007D00
7ED60214 00000000
E0000000 00000000
2833XXXX VVVVWWWW
047A9BFC 7ED60214
E0000000 80008000


XXXX = Controller Adress
YYYY/ZZZZ = Activator for Code
VVVV/WWWW = Deactivator
PP = Position to execute code (only in "Positional Selective Item Max Probability" modification)
II = Item to maximize Probability
II Values:
00 = Green Shell
01 = Red Shell
02 = Banana
03 = Fake Item Box
04 = Mushroom
05 = Triple Mushroom
06 = Bob-omb
07 = Blue Shell
08 = Lightning
09 = Star
0A = Golden Mushroom
0B = Mega Mushroom
0C = Blooper
0D = POW Block
0E = Cloud
0F = Bullet Bill
10 = Triple Green Shell
11 = Triple Red Shell
12 = Triple Banana
14 = Nothing




Source:

############################################################
########## Store ItemBoxSetting and Position to Memory ##############

############################################################
## Inject at ##########################
## NTSC-U: 807AC9F4
## PAL:    807BB454
## NTSC-J: 807BAAC0
## NTSC-K: 807A9814
###################################

lis r18, 0x8167 # r18 gets overwritten by default instruction.
stb r4, 0xC (r18) # store ItemBoxSetting to Memory
stb r5, 0xD (r18) # store Position to Memory
mr r18,r8 # default Instruction

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

############################################################
############ Compare Variables, Max Out Probability ################

############################################################
## Inject at ##########################
## NTSC-U: 807ACDDC
## PAL:    807BB83C
## NTSC-J: 807BAEA8
## NTSC-K: 807A9BFC
###################################

lis r12, 0x8167
lbz r11,0xC(r12) # Load ItemBoxSetting into r11
lbz r12,0xD(r12) # Load the Position into r12

#############################################
############### Register Overview ###############
#############################################
### r0 = Probability of current Item
### r11 = ItemBoxSetting
### r12 = Position
### r21 = Current Item
#############################################

cmpwi r11,0              ## most important, compare the ItemBoxSetting to 0
bne- skip_max_out  ## if not equal, we have a special item probability table, skip code
cmpwi r21, II              ## then, compare current Item to the Item we want to max out the probability
bne+ skip_max_out  ## if not equal, skip code
crset cr0 + eq            ## either set the equal bit of cr0 (always equal) or compare the Position to the one we want to execute the code. Depends on modification.
bne+ skip_max_out  ## if not equal, skip code
cmpwi r0,0                ## either compare the Probability of current Item to 0 or clear the equal bit of cr0 (never equal). Depends on modification.
beq- skip_max_out  ## if equal, skip code
li r0,32000                ## Max out the Probability for this Item
skip_max_out:
add r22,r22,r0          ## Default Instruction, add the previous summed up Probability to the current one.

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


Code Creator: Unnamed

Print this item

Big Grin Angry Wigglers [Ro]
Posted by: _Ro - 07-31-2023, 09:33 AM - Forum: Visual & Sound Effects - Replies (1)

Angry Wigglers [Ro]

This code will make the Wigglers from Maple Treeway angry  Angry - the Wigglers will be have the angry red texture, will be blowing steam out of their nose with smoke and emitting the smoke sound effect as well. This is a visual code and will not modify Wiggler's behavior, therefore, this code is safe for legit gameplay. 
This angry effect is present in a tournament where you race the Wiggler on Wario's Gold Mine and it gets angry, thanks to the Maple Treeway Wigglers having the angry texture and particle effects present in the file, it is possible to reproduce this effect in Maple Treeway! The code ports are untested and ported by hand.

UPDATED 09/09/2023: Added missing smoke SFX

NTSC-U
C26BD7C0 00000007
9421FF80 BC610008
7FE3FB78 38800000
38A00000 3D80806C
618C20B0 7D8903A6
4E800421 B8610008
38210080 819F0000
60000000 00000000
C26BEF50 00000006
9421FF80 BC610008
38800000 38A00000
3D80806C 618C1F58
7D8903A6 4E800421
B8610008 38210080
81830000 00000000
C26BDAC8 00000006
C024AE98 9421FF80
BC610008 38800274
3D808080 618CCA28
7D8903A6 4E800421
B8610008 38210080
60000000 00000000

PAL
C26C83B4 00000007
9421FF80 BC610008
7FE3FB78 38800000
38A00000 3D80806C
618CCCA4 7D8903A6
4E800421 B8610008
38210080 819F0000
60000000 00000000
C26C9B44 00000006
9421FF80 BC610008
38800000 38A00000
3D80806C 618CCB4C
7D8903A6 4E800421
B8610008 38210080
81830000 00000000
C26C86BC 00000006
C024F9E8 9421FF80
BC610008 38800274
3D808082 618C053C
7D8903A6 4E800421
B8610008 38210080
60000000 00000000

NTSC-J
C26C7A20 00000007
9421FF80 BC610008
7FE3FB78 38800000
38A00000 3D80806C
618CC310 7D8903A6
4E800421 B8610008
38210080 819F0000
60000000 00000000
C26C91B0 00000006
9421FF80 BC610008
38800000 38A00000
3D80806C 618CC1B8
7D8903A6 4E800421
B8610008 38210080
81830000 00000000
C26C7D28 00000006
C024EB48 9421FF80
BC610008 38800274
3D808081 618CFBA8
7D8903A6 4E800421
B8610008 38210080
60000000 00000000

NTSC-K
C26B675C 00000007
9421FF80 BC610008
7FE3FB78 38800000
38A00000 3D80806B
618CB04C 7D8903A6
4E800421 B8610008
38210080 819F0000
60000000 00000000
C26B7EEC 00000006
9421FF80 BC610008
38800000 38A00000
3D80806B 618CAEF4
7D8903A6 4E800421
B8610008 38210080
81830000 00000000
C26B6A64 00000006
C024F9E8 9421FF80
BC610008 38800274
3D808080 618CE8F0
7D8903A6 4E800421
B8610008 38210080
60000000 00000000

Code creator: Ro

Print this item

  Connect online on game boot?
Posted by: waltressartemiscali - 07-28-2023, 06:07 PM - Forum: Code Support / Help / Requests - Replies (1)

I think I saw a code for this on here at one point. Now I want to use this to connect to wiimmfi skipping the 30s of menuing every time i play.. someone help me out

Print this item

  Auto Use Dodge Item When Shocked -Online- [Unnamed]
Posted by: Unnamed - 07-17-2023, 10:46 AM - Forum: Online; Item - Replies (2)

Auto Use Dodge Item When Shocked -Online- [Unnamed]


Online only.

I wanted to see how to improve Vegas Auto Attempt code and this is the outcome. Unlike his code, this code directly hooks the address that calls the shock damage on your console when another slot (not you) fires the shock and is only called once. This is the reason why the code should be completely independent of the NATNEG between clients.

Basically, the code works by delaying the shock damage (a few frames) on your console so that there is enough time to use our dodge item.

In addition to checking if you have a dodge item, this code also checks, unlike Vegas code, if you are already in star or mega state and does NOT fire a dodge item if that is the case. However, also for any moments where you normally can't use an item (i.e. during exit of cannon, spinning from getting hit by an item, etc), the code won't work.

NOTE: This code makes use of memory addresses 0x81670008 thru 0x81670009. Make sure no other codes in your GCT/Cheat-Manager are using those addresses!


NTSC-U
C278DD50 00000003
3F408167 987A0009
3B800005 9B9A0008
60000000 00000000
C2531134 00000008
901D0048 3FC08167
8BFE0008 2C1F0000
41A2000C 3BFFFFFF
9BFE0008 8BFE0008
2C1F0002 40A20018
887E0009 3FC0807A
63DE91C0 7FC803A6
4E800021 00000000
C251CE8C 0000000F
3D608167 898B0008
2C0C0004 40A20060
3D80809C 816CEE20
818C8F68 898C0B84
816B0014 1D8C0248
7D8C5A14 816C008C
2C0B0009 41820014
2C0B000B 4182000C
2C0B000F 40A20028
816C0000 816B0004
818B000C 558C0420
816B0008 556B0000
7D6B6215 40820008
60000004 B01E002C
60000000 00000000

PAL
C2796D5C 00000003
3F408167 987A0009
3B800005 9B9A0008
60000000 00000000
C2535C7C 00000008
901D0048 3FC08167
8BFE0008 2C1F0000
41A2000C 3BFFFFFF
9BFE0008 8BFE0008
2C1F0002 40A20018
887E0009 3FC0807B
63DE7C20 7FC803A6
4E800021 00000000
C2521300 0000000F
3D608167 898B0008
2C0C0004 40A20060
3D80809C 816C3618
818CD728 898C0B84
816B0014 1D8C0248
7D8C5A14 816C008C
2C0B0009 41820014
2C0B000B 4182000C
2C0B000F 40A20028
816C0000 816B0004
818B000C 558C0420
816B0008 556B0000
7D6B6215 40820008
60000004 B01E002C
60000000 00000000

NTSC-J
C27963C8 00000003
3F408167 987A0009
3B800005 9B9A0008
60000000 00000000
C25355FC 00000008
901D0048 3FC08167
8BFE0008 2C1F0000
41A2000C 3BFFFFFF
9BFE0008 8BFE0008
2C1F0002 40A20018
887E0009 3FC0807B
63DE728C 7FC803A6
4E800021 00000000
C2520C80 0000000F
3D608167 898B0008
2C0C0004 40A20060
3D80809C 816C2678
818CC788 898C0B84
816B0014 1D8C0248
7D8C5A14 816C008C
2C0B0009 41820014
2C0B000B 4182000C
2C0B000F 40A20028
816C0000 816B0004
818B000C 558C0420
816B0008 556B0000
7D6B6215 40820008
60000004 B01E002C
60000000 00000000

NTSC-K
C278511C 00000003
3F408167 987A0009
3B800005 9B9A0008
60000000 00000000
C2523CD4 00000008
901D0048 3FC08167
8BFE0008 2C1F0000
41A2000C 3BFFFFFF
9BFE0008 8BFE0008
2C1F0002 40A20018
887E0009 3FC0807A
63DE5FE0 7FC803A6
4E800021 00000000
C250F324 0000000F
3D608167 898B0008
2C0C0004 40A20060
3D80809B 816C1C58
818CBD68 898C0B84
816B0014 1D8C0248
7D8C5A14 816C008C
2C0B0009 41820014
2C0B000B 4182000C
2C0B000F 40A20028
816C0000 816B0004
818B000C 558C0420
816B0008 556B0000
7D6B6215 40820008
60000004 B01E002C
60000000 00000000


Source:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#######################################################
############## Shock event call #######################
#######################################################

#######################################################
## Inject at ##########################################

## NTSC-U 0x8078DD50 ###
## PAL 0x80796D5C ###
## NTSC-J 0x807963C8 ###
## NTSC-K 0x8078511C ###

#######################################################################################
## This adress normally calls the "Force Shock damage" on your console if another slot fired a shock. Therefore, it will only get called once, and should not get affected by NATNEG.
## To make the code work, we will overwrite the call and will store a frame counter to memory to let another adress call the event if a certain number is reached. That way, we delay the shock a few frames and can use our item.
## Again I repeat: The adress is ONLY called if another Slot fired the shock, it will not get called if you fire it.
#######################################################################################

lis r26, 0x8167 # r26, r28 and r29 are safe for use
stb r3, 0x0009 (r26) # r3 holds the player slot that used the shock, store it to memory
li r28, 5 # prepare frame counter
stb r28, 0x0008 (r26) # store frame counter

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

#############################################################################
############### frame counter and apply shock damage ########################
#############################################################################

#######################################################
## Inject at ##########################################

## NTSC-U 0x80531134 ###
## PAL 0x80535C7C ###
## NTSC-J 0x805355FC ###
## NTSC-K 0x80523CD4 ###

###########################################
#### Shock Damage Adress ####
# 807A91C0 # NTSC-U
# 807B7C20 # PAL
# 807B728C # NTSC-J
# 807A5FE0 # NTSC-K

#######################################################################################
## To apply the shock damage, the frame counter gets lowered every frame when shock event was triggered. And if it reaches a certain number (2), we will call the shock damage.
## In Addition, if the frame counter is equal to 4 (two frames earlier than 2), we will use our dodge item (3rd ASM).
#######################################################################################

stw r0, 0x48(r29) # default instruction

####################################################
### Lowering the frame counter if it is not 0 ######
####################################################

lis r30, 0x8167
lbz r31, 0x0008(r30) # Load the frame counter
cmpwi r31, 0
beq+ skip_lowering  # If 0, do not lower the counter
addi r31, r31, -1  # If not 0, lower the counter, it will lowered every frame til it hits 0 again
stb r31, 0x0008(r30) # store lowered frame counter

skip_lowering:

#####################################################
## Check if we need to apply shock damage ###
#####################################################

lbz r31, 0x0008(r30)  # load the frame counter
cmpwi r31, 2
bne+ skip_shocked    # if it is not 2 (two frames after we fired our item), skip the code

lbz r3, 0x0009(r30)  # load the player slot that used the shock
lis r30, ShockDamageUpper
ori r30, r30, ShockDamageLower
mtlr r30
blrl                  # apply shock damage

skip_shocked:

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

#############################################################################
######################## Item Usage hook ###################################
#############################################################################

#######################################################
## Inject at ##########################################

## NTSC-U 0x8051CE8C ###
## PAL 0x80521300 ###
## NTSC-J 0x80520C80 ###
## NTSC-K 0x8050F324 ###

###########################################
#### Pointers ####

## PlayerHolder ##
# 809BEE20 # NTSC-U
# 809C3618 # PAL
# 809C2678 # NTSC-J
# 809B1C58 # NTSC-K

## RaceData ##
# 809B8F68 # NTSC-U
# 809BD728 # PAL
# 809BC788 # NTSC-J
# 809ABD68 # NTSC-K

#######################################################################################
## If the frame counter will equal 4, 2 frames before the shock damage is called, we will check if a dodge item is hold and if we are not in Mega or Star state.
## If so, the code will flip the Item usage bit and it will fire 2 frames before the shock damage is applied.
#######################################################################################


lis r11, 0x8167
lbz r12, 0x0008 (r11)  # load the frame counter
cmpwi r12, 4
bne+ default          # if it is 4 (two frames before we call the shock damage), we want to fire our dodge item if we have one and are not in star or mega state.
lis r12, PlayerHolderUpper
lwz r11, PlayerHolderLower (r12) # PlayerHolder Pointer
lwz r12, RaceDataLower (r12) # RaceData Pointer
lbz r12, 0x0B84 (r12) # Player Slot Byte
lwz r11, 0x0014 (r11)
mulli r12, r12, 0x248
add r12, r12, r11
lwz r11, 0x008C (r12) # Item of local Player
cmpwi r11, 0x9
beq- state_check      # If Star, go to state check
cmpwi r11, 0xB
beq- state_check      # If Mega, go to state check
cmpwi r11, 0xF
bne+ default          # If NOT Bullet,  we have no dodge Item, skip code
state_check:
lwz r11, 0 (r12)
lwz r11, 0x4 (r11)
lwz r12, 0xC (r11)    # Load second state word of local player
rlwinm r12, r12, 0, 16, 16  # Bit 16 helds Mega state, mask all other bits out
lwz r11, 0x8 (r11)    # Load first state word of local player
rlwinm r11, r11, 0, 0, 0    # Bit 0 helds Star state, mask all other bits out
add. r11, r11, r12          # add the states and compare to 0
bne- default                # if not both are 0 (no state), skip the code
go:
ori r0, r0, 0x4              # Flip the Item Usage Bit!
default:
sth r0, 0x002C (r30)        # Store item Input to memory

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


Code Creator: Unnamed
Code Credits: 1superchip (Force Shock Damage), Seeky (Item Usage Adress)

Print this item

  TC Given Slot Modifier & Randomizer [Vega]
Posted by: Vega - 07-06-2023, 07:04 PM - Forum: Offline; Item - No Replies

TC Given Slot Modifier & Randomizer [Vega]

For offline use only.

This code will allow you to modify who gets the TC whenever it gets passed. Therefore you can choose a slot to get the TC even if said slot wasn't participating in the pass of said TC. There are two configs of the code. 1st config is to simply set a custom slot to always get the TC. 2nd config generates the slot value randomly so you will never know who gets the TC.

X = Slot
0 = P1
1 = P2/CPU1
2 = P3/CPU2
.. ..
B = Final CPU

1st config:
NTSC-U
047D8BC4 3BC0000X

PAL
047B1120 3BC0000X

NTSC-J
047B07DC 3BC0000X

NTSC-K
0479F530 3BC0000X

2nd config:
NTSC-U
C0000000 00000004
3D808000 896C1500
396B0001 280B000C
41A00008 39600000
996C1500 4E800020
C27D8BC4 00000002
3FC08000 8BDE1500
60000000 00000000

PAL
C0000000 00000004
3D808000 896C1500
396B0001 280B000C
41A00008 39600000
996C1500 4E800020
C27B1120 00000002
3FC08000 8BDE1500
60000000 00000000

NTSC-J
C0000000 00000004
3D808000 896C1500
396B0001 280B000C
41A00008 39600000
996C1500 4E800020
C27B07DC 00000002
3FC08000 8BDE1500
60000000 00000000

NTSC-K
C0000000 00000004
3D808000 896C1500
396B0001 280B000C
41A00008 39600000
996C1500 4E800020
C279F530 00000002
3FC08000 8BDE1500
60000000 00000000



Code creator: Vega
Code credits: Bully (Can't Pass TCs)



1st Config "Source":
mr r30, r4 changed to li r4, 0xX.

2nd Config Sources
#C0 "Randomizer" Source
lis r12, 0x8000
lbz r11, 0x1500 (r12)
addi r11, r11, 1
cmplwi r11, 0xC
blt+ 0x8
li r11, 0
stb r11, 0x1500 (r12)

#C2 Source
#NTSC-U 807D8BC4
#PAL 807B1120
#NTSC-J 807B07DC
#NTSC-K 8079F530

#Load up item from EVA
lis r30, 0x8000
lbz r30, 0x1500 (r30)

Print this item