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  No Checkpoints (Instant Laps) [Hamster35000vr]
Posted by: Vega - 03-15-2018, 12:27 AM - Forum: Offline Non-Item - No Replies

No Checkpoints (Instant Laps) [Hamster35000vr]

Code only works offline. You simply need to cross the line to record a lap, no need to race the track.

NTSC-U
C252FEB8 00000002
38A50001 B0A30024
B0A30023 00000000

PAL
C2534A00 00000002
38A50001 B0A30024
B0A30023 00000000

NTSC-J
C2534380 00000002
38A50001 B0A30024
B0A30023 00000000

NTSC-K
C2522A58 00000002
38A50001 B0A30024
B0A30023 00000000

Code created by: Hamster35000vr

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  About GCN Trigger Glitch
Posted by: Vega - 03-14-2018, 11:46 PM - Forum: Coding & Hacking General Discussion - Replies (2)

About the GCN Trigger Glitch

To GCN Users: Have you ever deactivated a code, but it didn't deactivate and it only happened with the L/R triggers? Well this is because of the design of the GCN and actually has nothing to do with a faulty code, Wii, ISO, etc. We call this the 'GCN Trigger Glitch'.

The GCN comes with two type types of buttons. Standard membrane buttons and spring actuated buttons. The L/R buttons are the only spring actuated buttons. These spring buttons are designed with a 'two-stage' trigger like feature. Two-stage meaning you have a first motion of travel, then you get to a 'wall'. After that, more force is needed to get past this 'wall' and enter into the second short stage of motion of travel to full compression of the button. You will hear an audible click once you pass the 'wall'.

For unknown reasons, regardless of what cheat codes you are using with the L/R buttons as deactivators, if you don't press your button past that first stage (receive audible click/go pass the 'wall'), then your code won't deactivate.This can obviously happen to an activator too if set to L/R button(s). A tutorial to change a code configuration to stop the glitch entirely can be found HERE

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  Convert Codes to have Default Deactivated State
Posted by: Vega - 03-14-2018, 11:41 PM - Forum: Coding (Non-ASM) and Dolphin - No Replies

Convert Codes to have Default Deactivated State

This guide is very useful for those who want to completely get rid of the 'GCN Trigger Glitch'. It is recommended you read this thread HERE for concise info about the GCN Trigger Glitch

So let's say you have to have the GCN L/R button as your act/deact and you never want to have the GCN glitch happen, you can convert standard codes to always be deactivated until the activator is pressed and HELD. The moment the activator is released, code is auto deactivated. For example, let's take a NTSC-U Shared Item Code (which is a common victim to GCN trigger glitch) and convert it. The code will have prefilled XYZ values (GCN port 1, Start Button for activator, L button for deactivator, and Blue Shell for shared item code)

28343E80 EF7F1080
C27AB704 00000002
38600007 90770020
60000000 00000000
E0000000 00000000
28343E80 FF3F00C0
047AB704 90770020
E0000000 80008000

With a standard configuration like this, once you activate code, you must deactivate manually to turn back off the code. However, with the GCN L/R trigger glitch, if you don't fully press the trigger(s) the deactivator won't register and the code remains activated. The common sense thing to do first, is to move the deactivator as the first line of the code. This causes the game to read that deactivator line first, thus the code's default state is deactivated. After that, we obviously no longer need the halfway terminator as it's there to only serve the purpose of allowing you to stay deactivated only after you press the deactivator. Lastly, we don't need the deactivator-specific controller line since once we release our activator we are defaulted back to being deactivated. With everything mentioned and applied, the code now looks like this---

047AB704 90770020 <-- deact as top (code defaults to deacted state)
28343E80 EF7F1080 <-- controller act line (must press and HOLD while passing item box)
C27AB704 00000002 <-- base shared code
38600007 90770020 <-- base shared code
60000000 00000000 <-- base shared code
E0000000 80008000 <-- final terminator neede to not conflict with other codes in GCT if present

Ok great, we did a simple conversion. Now let's say you have two shared item codes which obviously both use the same RAM address. Now you could add two separate entire codes in the format we just did, but why do that when we can do a special method to make one larger code that contains both shared codes with both controller activator lines. Now heres a doubled-shared code in the proper form of what I'm taking about. (first code will be from earlier, second shared code will be Y button activator for shock)

047AB704 90770020 <-- deact on top as it should be
28343E80 EF7F1080
C27AB704 00000002 
38600007 90770020 
60000000 00000000 
28343E81 F77F0880 <--2nd controller act line for 2nd shared code, notice the +1 to controller address value
C27AB704 00000002
38600008 90770020
60000000 00000000
E0000000 80008000 <-- final terminator 

You will notice that the 2nd controller address value needed a +1. If you are using codes in this special format, the controller address values must have their own unique value. If you have this format with 3 codes with a different 3rd controller activator line, the 3rd controller address value would be a +2 from the original value (example 3E82). You do a +1 for every controller address line you add. As you can also see, there is no halfway terminator line. If one was added, it would render the second half useless. For a final example here is the special format with 3 shared codes (3rd shared code will be for shroom using X button as the activator)

047AB704 90770020
28343E80 EF7F1080
C27AB704 00000002 
38600007 90770020 
60000000 00000000 
28343E81 F77F0880
C27AB704 00000002
38600008 90770020
60000000 00000000
28343E82 FB7F0480
C27AB704 00000002
38600004 90770020
60000000 00000000
E0000000 80008000

In conclusion, if you are a GCN user, you no longer have to worry about that silly trigger glitch.

Happy Coding!

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  Soft Drift vs Corner Drift
Posted by: Vega - 03-14-2018, 09:28 PM - Forum: Non-Hacking MKW Threads - Replies (6)

Soft Drift vs Corner Drift

If you've been in the TT community long enough, you have come across these two terms. These terms get misused quite frequently so I will explain the differences between the two.

There are multiple ways to charge a MT boost. It all depends on the variety of analog stick movements. These movements can dictate how fast a MT boost will charge. The analog stick track/channel on any controller has 8 corners. 2 for top/bottom, 2 for left/right, and the other 4 for pure diagonal direction. A corner drift is a drift with its MT being charged by the analog stick placed completely in one of the four corners during the entire process of the charge. The corner drift is commonly mistaken as soft drift because when a corner drift is being executed, the character will not drift in the most possible horizontal fashion thus displaying a type of 'soft' curvature to the drift.

The soft drift is a drift with its MT being charged by the analog stick never touching the perimeter wall of the analog stick track/channel. It doesn't matter which direction(s) the analog stick is pointing at as long as the perimeter wall is never contacted by the analog stick. Usually, this type of analog stick movement requires the 'soft/gentle' push/control of the stick, hence why it is called the 'soft drift'. If done correctly, MTs can be charged extremely fast. This method of MT charging is vastly difficult and basically requires natural talent/gift. Only one top tier TTer is known to use this MT charging method, and that person is Jascha.

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  What got you into Hacking?
Posted by: Vega - 03-14-2018, 07:44 PM - Forum: Coding & Hacking General Discussion - Replies (23)

So if you are in this sub-forum, chances are you love to Hack up the Wii/MKW  Big Grin Whether it's using cheat codes, messing with RAM, making codes, fixing codes, analysis, brick test, etc; please post what got you into hacking. Also tell us what's your favorite type of hacking.

---

Back in April 2009, a friend of mine was in a WW with a hacker throwing a bunch of blue shells. He knew something wasn't right and realized those blues were cheated. After some days of research, he discovered about HBC/Ocarina, and installed that shit! We would go into WW's doing the simple 'caveman' item wheel' & speed hacks. 

Fast forward to summer 2011, I ran into the wiihacks.com forums (now shutdown). I took a risk and softmodded my Wii plus region-changed it to Korea. But silly me I didn't realize you need a Korean MKW Disc for the Korean Menu. But I wanted to keep the Wii Korean. After some web browsing, I figured out about the whole ISO scene. Got a torrent and waited almost a week for my Korean ISO to download. After that, I guess you could say the rest was history.

Currently my fav type of hacking is messing with MKW RAM plus porting codes. This also includes double check other people's code and fixing/refining them. Whenever I'm not doing that, I'm doing general Softmod stuff/tests (Bootmii, NAND work, etc).

Tongue

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  Glossary
Posted by: Vega - 03-14-2018, 07:29 PM - Forum: Resources and References - Replies (4)

Glossary

Activator: For a cheat code that contains two controller lines, the first line can be referred to as the 'activator'.
Address: A location in Memory.
Assembly: Also called Assembler Code. In most cases on this Forum, this is referring to PowerPC Assembly, which is the Assembly language of the instructions that Broadway (Wii's CPU) and WIi games execute. Assembly Language is a low level computer programming language that is a compiled hexadecimal form of Machine Binary code. Code creators are familiar with PowerPC Assembly. Most advanced cheat codes are written in Assembly.
ARM: The Assembly language of Starlet.
ASM: Abbreviation for Assembly
BannerbombV1: The original Hackmii installer exploit using your SD card menu within Wii Settings. Created by Comex. Works on System Menus 3.0- 4.1.
BannerbombV2: Due to Nintendo blocking the original Bannerbomb when the 4.2 was released, Comex made a Version 2 of his Bannerbomb exploit. Exploit uses the SD card menu at the Wii's Main Menu. Works on System Menus 4.0 - 4.2.
Breakpoint: An action by USB Gecko or Dolphin to pause the game if a certain value in memory is written to and/or read from, or if a certain instruction in memory is executed.
Brick (semi): Due to inapproriate mod(s), the Wii is unable to boot to the System Menu. But HBC, Priloader, or Bootmii (as IOS) is still accessible for repairs. Bootmii as Boot2 is not required to repair the Brick.
Brick (beyond semi but not full): A brick that can only be fixed via Bootmii as Boot2. Please not that for Wiis that are unable to install Bootmii as Boot2 then this Brick would be considred Full.
Brick (full): A brick where no known method can recover a Wii that has Bootmii as Boot2 installed. Certain inapproriate writes to the SEEPROM will cause a full Brick. Also writing to the boot1 contents of the physical NAND will cause a full Brick.
Bootmii (boot2): Hacking software that modifies the boot2 code of the Wii
Bootmii (IOS): Bootmii installed as an IOS, can only be reached via Priiloader or HBC
Broadway: The name of the Wii's CPU that runs its games, Wii Menu, and channels. However it is not the Wii's "main" CPU that has full hardware rights/accessibility. That would be Starlet. See Starlet for more details.
BP: Abbreviation for Breakpoint
Cheat Code: Any amount of hexadecimal number sequences/strings that modifies MKWii RAM
cIOS: Stands for Custom IOS. It is any IOS with rewritten/modified code to hack/modify the Wii.
Client-Sided: When using a code online, it only effects you.
Compiler: Any program that takes a user's Assembly source and converts it to a usable Gecko cheat code. May also be referred to as an Assembler.
Controller Address: The XXXX value of the controller line. This differs for every controller, player (player 1, 2, 3, etc), and version of MKW.
Controller Line: The 2833XXXX YYYYZZZZ/2834XXXX YYYYZZZZ line you see in cheat codes. These lines are added to a code to allow manual activation, or activation + deactivation. 2833 is for Korean MKW while 2834 is for all others. The X values are the controller address, for the controller the player is using. Z values are for the button(s) used to activate and/or deactivate. Y value is an equation result hex number to allow the Z button (s) to be pressed to activate/deactivate a code while other button(s) are being pressed.
CTGP: Stands for Custom Track Grand Prix. It is a HBC application that boots your official MKW Disc along with encrypted modifications done to prevent the loading of cheat codes. Comes with many custom tracks. If custom tracks are enabled you will then have your region ID temporarily changed to a random number along with everyone else (always white line). The number changes every so often to prevent players from faking the use of CTGP. CTGP runs on the Wiimmfi Server. It is created by Chadderz along with the help of other elite MKW Coders/Devs. It also has a website with a plethora of information such as their own TT Top 10 rankings that come with ghost download capabilities. Link to website - http://www.chadsoft.co.uk
Data Save: Also called Save Data. It is an encrypted binary file that contains the save progress of a particular Wii game. However when this term is used on this Forum, it is usually referring to what is known as "rksys.dat". See rksys.dat for more details.
Deactivator: For cheat codes with two controller lines, the second line (which is after the Halfway Terminator) is also known as the deactivator.
Default Instruction: The original instruction of a particular address.
Disc Region Code: A singular byte of code within the region.bin section of all Wii games. This is the true 'Region' Code for games unlike the 'Language Code'. It designates what Region of Wii System Menu the disc runs on. 0 = Japan System Menu (Japanese/Trad.Chinese aka Taiwan games). 1 = American System Menu. 2 = PAL System Menu. 4 = Korean System Menu.
Dolphin: Also called Dolphin Emulator. It is software installed on a computer that emulates the Wii Console and its games. It can also be used as a remote dubbing tool to create cheat codes.
Error 002: An error displayed on your screen with white font and a blue background. It is caused when a game that runs on IOS55 is ran on a different IOS.
Error 003: An error displayed on your screen with the message of "Error 003: unauthorized device has been detected". Error 003 is caused when a System Menu 4.2 or higher running is installed on a Korean Wii that has been region-changed. What occurs is that IOS70/80 uses a specific syscall that gets executed every time the Wii Menu is first booted that is known as syscall 0x45. This syscall checks if a Korean Wii is region changed by encrypting a certain byte pattern with the Korean Key present in the SEEPROM. Native non-Korean Wiis don't have the Korean Key so they wouldn't every suffer from Error 003. If you plan on region changing a Korean Wii or purchasing a region-changed Korean Wii, that you immediately remove the Korean Key before doing any System Menu modifications.
Exploit: Any software that supplies the Hackmii software for installation of HBC and/or Bootmii.
Final Terminator: The final line for many cheat codes, this line is added to prevent codes from conflicting with each other.
Game ID: The six character unique identifier for every Wii Game. Usually begins with 4 letters and ends with two numbers. The fourth number is the 'language code'. It's commonly called as a 'region' code.
GCT: Acronym for Gecko Code Type. It is a file type which contains cheat codes that are designed to be used in conjunction with the Gecko Code Handler.
Hackmii: Software supplied by an exploit to install HBC and/or Bootmii on your Wii. It comes in a singular file called 'boot.elf'.
Halfway Terminator: A line of code added above the second controller address line to allow you to deactivate a code without confliction on the activator
HBC: Abbreviation to Homebrew Channel
Homebrew Channel: Software installed on the Wii (via some sort of exploit) as a Channel to enable hacks
Instruction: An operation by the Wii's CPU that modifies memory and/or registers.
IOS: Possibly stands for 'Input/Output System'. It's a piece of Software that contains mostly ARM code which can be initially called by both Starlet and Broadway. Since IOS is mostly ARM Code, Starlet usually is responsible for executing code of any IOS. IOS can contain PPC code that is meant to be executed by Broadway in certain uncommon occasions.
ISO: Wii disc image file
Language Code: The fourth letter on most Wii Game ID's. Mistakenly called the 'Region Code'. In most cases, 'Region' Code can be the proper term, but with the Traditional Chinese/Taiwan Games, those games are still technically Japanese Region (They run on the Japanese System Menu, which is the Menu that Taiwan Wiis use) E = American Games (English, French, Spanish). P = PAL Games (English, Spanish, French, German, Dutch). J = Japanese Games. K = Korean Games. W = Taiwan Games (Traditional Chinese).
Letterbomb A Hackmii installer exploit for System Menu 4.3. It requires your MAC Address. It is based off Giantpune's original Mailbox Bomb. Link to Letterbomb Exploit Creator Page - https://please.hackmii.com
Line Color: Colored line underneath a person's name on WiFi determined by one's Region ID. The color settings of the line itself is stored in the StaticR.rel file.
MAC Address: The specific unique hexadecimal identifier to your Wii's WiFi module.
MAC Address (LAN): MAC Address to your LAN Adapter
Mailbox Bomb: The original Hackmii installer exploit that gets accessed via manipulating the Wii Message Board. Exploit requires your MAC Address, and the Wii to be set on the correct date. Exploit created by Giantpune, and it helped/inspired the creation of Letterbomb and WilBrand. Works on System Menu's 3.0  - 4.3. For any menu other than 4.3, it is not recommended because it requires a lot of extra steps. Thus, using Bannerbomb is the better choice.
Multi Mod Manager (aka MMM): An early HBC app used to install WAD files to the Wii. It has been replaced by the much superior WiiMod. However, MMM works on System Menus 3.0 & 3.1, unlike WiiMod. Therefore MMM is used for Softmod guides if one's Wii is on 3.0/3.1. Wii Motion Plus equipped Wii Remotes do NOT work on MMM.
NAND: The flash file system to the Wii
NTSC-J: ID/Name given for all Japanese Games
NTSC-K: ID/Name given for all Korean Games
NTSC-U: ID/Name given for all American Games
NTSC-T: ID/Name given for all Taiwan/Traditional Chinese Games (only 8 official games exist). These game still have the Japanese Disc Region Code and run on the Japanese System Menu (which the Menu that Taiwan Wiis use). This means these games can also run on Japanese Wiis. Nintendo has never made a NTSC-T version of MKWii.
Null: Any Hex byte that has a value of 00.
Ocarina: Computer program used to create GCT files. This term is also used in USB loaders in place of 'SD cheats'. One would set the Ocarina setting to ON within a USB loader to enable cheat codes.
Off/On Switch: A line of code that allows the same button(s) for use as both the activator and deactivator.
PAL: ID/Name given for all Games using European TV Format. European and Australian Wiis use PAL games.
PowerPC: Also called PPC. PowerPC is the Assembly Language of Broadway.
Priiloader: Software installed via an HBC app that patches your System Menu with various hacks. It can repair any brick (non hardware related) as long as the system menu wasn't modified/removed as a result of said brick.
RAM: MKWii's Random Access Memory. Can be modified via GCT files, ISO edits, USB Gecko, and/or Dolphin Emulator. All memory is in Hex.
RAM Dump: A binary file of MKWii's RAM.
Region ID: A hexadecimal byte value stored on the MKWii Data Save (rksys.dat). There are a set of instructions contained within the main.dol that always gets executed during boot. These instructions will calculate the Region ID value based on the region of the game, and sometimes also what Country setting that Wii NAND contains (depends on the region of the game). Sometime after these instructions have completed, the game will check for a Data Save. If one doesn't exist, it will be created and the Region ID will be written to it. If a data save does exist, the Region ID value is NOT written but is saved, and a flag is set & saved as well. Sometime later, instructions contained within the StaticR.rel are executed and check the flag. If the flag is set (is Data Save present?), the game will load the saved Region ID value (calculated by main.dol) and load the Region ID value from that is present on the Data Save. If they are NOT a match, the game will alert the user via an on-screen prompt that he/she must make a new Data Save or exit to the Wii Menu.
Register: A data holding place of the Wii's CPU. There are all types of Registers for the Wii's CPU. Usually when Registers are mentioned, they are usually referred to the 32 General Purpose Registers (GPR). The registers are used by the CPU to load/store data, plus many other actions. Code creators use the values of these Registers to assist them in making Cheat codes.
RestoreMii: Bootmii specific program to re-inject NAND meant to repair/fix bricks
rksys.dat A portion of the MKWii Data Save that is un-encrypted. Contains data such as Licenses, Friend Roster, TT Records, Favorite Character, Distance Driven, etc.
RMCE01: Game ID for NTSC-U MKWii
RMCJ01: Game ID for NTSC-J MKWii
RMCK01: Game ID for NTSC-K MKWii
RMCP01:  Game ID for PAL MKWii
SEEPROM: A small hardware chip where various information of the Wii is stored at. According to leaked official documentation, a portion of the SEEPROM is read-only. Results from a couple of personal tests I have done show that writing to this read-only portion cause your Wii to immediately halt which will result in a full Brick. Also, writing incorrect data to certain areas of the writeable portion will cause a full Brick. One must be extremely careful making writes to the SEEPROM. Under normal conditions, it can only be accessed by Starlet.
Server-Sided: When using a code online, it effects the other player(s).
Starlet: The Wii's main CPU. It runs all 3 boot stages of the Wii (boot 0,1,2). To keep this subject very simple once these 3 stages are complete, Starlet will then turn on Broadway and Broadway will execute a handful of instructions at a special region of Memory. Afterwards Broadway will jump to normal Memory and will then be in control while Starlet sits in the background in a constant loop waiting for interrupts. At this point the Wii Menu is now running.
Source: Also called Source Code. This is an ASM code's actual list of ASM instructions that are typed out by a Code Creator before being converted by a compiler.
System Menu: Technically stands for the wad file that contains the Wii's main menu, settings, and message board. Some people/programs will simply use the term to refer just to the main menu.
Softmod: Any hacks/mods done one the Wii beyond the point of just installing HBC and/or Bootmii. A Wii equipped with said hacks/mods is known as a 'Softmodded Wii'.
USB Gecko: A physical remote debugging tool used to hack the Wii/Gamecube and was the only method to make cheat codes before Dolphin-Emulator was created. It has a physical connection to both your computer and the Wii/Gamecube. A program for Windows is made for use with the tool.
USB Loader: Any HBC application that uses cIOS's to enable playing ISO/WBFS files that are on a USB stick/SD card
WAD: Official Nintendo file format that can contain IOS's, Channels, System Titles, System Menus, etc. This file format is used in essentially all Softmods to install both legit and hacked Wii files.
WBFS: Stands for Wii Backup File System. A proprietary file type designed for use with USB Loader Programs
WilBrand: A Windows .exe GUI interface for Giantpune's Mailbox Bomb.
WiiMod: HBC application that comes with many features. Such as installing/removing WADs, Channels, System Titles. WiiMod is a common app used in Softmodding to install WAD files. Available for use on System Menus 3.2 - 4.3.
WiiMod Lite: A version of WiiMod that doesn't include certain features that were not utilized much by Users of normal WiiMod. WiiMod Lite is more maintained today than normal WiiMod. As a result, it is the most common app used in Softmodding.

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Information Intro to Wii/MKW Hacking
Posted by: Vega - 03-14-2018, 07:24 PM - Forum: Coding & Hacking General Discussion - No Replies

Intro to Wii/MKW Hacking

Hello and welcome! If you are new to hacking, I'd advise you to read and follow the tips in this thread. I'll help go over some basics with you.



Requirements:

It is advised (since you are a beginner/noob) to have a Windows computer at least on Windows 7 SP3 or later (8.1, 10, etc). If you use Linux, don't fear! I am a Linux user too (debian), and there is more than enough info to easily help Linux users with Wii/MKW Hacking. For Linux, it's recommended to have Debian 10, or Ubuntu 18.04 (or later). Essentially, all guides work on Linux, and if the guide is mainly based on Windows usage, there is also a Linux alternative listed. Be sure you have installed Wine on your Linux machine, it's necessary for some guides. You can find plenty of Wine installation info via a quick Google search.

You will also need an SD Card. This thread HERE will let you know which SD cards work and which ones don't.



Hacking Terms & Installing The Homebrew Channel

It is first recommended that you read over some of the Glossary thread HERE. You will need to know some of the terms and 'catch-phrases' so you don't get loss when reading a particular Hacking-related thread. Once you are somewhat familiarized with that, it is time to install the famous Homebrew Channel. In order to do any type of hacking on the Wii Console, the installation of this channel is required. Depending on your System Menu Version of your Wii, click the link correct link below

4.3 Letterbomb Method - http://mkwii.com/showthread.php?tid=30
4.0 - 4.2 BannerbombV2 Method - http://mkwii.com/showthread.php?tid=32
3.0 - 4.1 BannerbombV1 Method - http://mkwii.com/showthread.php?tid=33

To find out what your System Menu Version is, boot your Wii Console to the Main Menu. Then click the Settings Icon on the bottom left. Once at the Wii Settings, look at the number at the top right. You will notice that each thread link above contains another link to a thread about SD card compatibility. This is important, simply read over your particular HBC-install thread very well to ensure you purchase the right SD card if you don't have one already.



Question: Hey Vega, my Wii is not on the latest 4.3, should I update it, or just use one of the other methods (non 4.3) to install HBC?

It is first recommended you upgrade your Wii legitimately to 4.3 before installing HBC if and only if you are on a 3.X version number. If you are on 4.0 or 4.1, don't worry about it. Keep in mind that sooner or later Nintendo will remove their Wii Update servers which will render the Update option in your Wii Settings useless (this scenario is covered further below). 

If you want do update your Wii, first make a valid Internet connection, then find the Wii System Update button and click on it. Follow the on screen instructions.



Post HBC Installation Tips

After installing the Homebrew Channel, you now have the ability to do much more with your Wii. You can do various things such as launching HBC applications, softmodding your Wii, playing Wii games with cheat codes, etc. The Guides sub-forum contains many various guides on many different types/forms of hacking/cheating. Don't be afraid to ask a 'newbie' question. Every person was once a noob in their past time.

To get started on how to play MKWii with various cheat codes, then this thread HERE will cover everything you need. If you want to start getting into the complex journey of creating your own codes, it is a good idea to start with basic cheat code documentation. This thread HERE contains very basic cheat code stuff. Once again, don't be afraid to ask questions! 



Solution for possible future issue when Nintendo removes Update Servers and you're on a 3.X System Menu Version:
You need to first install HBC via the thread that is for your particular System Menu Version. After that, you need to Softmod your Wii, Thread for that is HERE. The Softmod guide includes a section to where you will upgrade your Wii to 4.1 (the best menu version for a hacked Wii).

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  USB Gecko
Posted by: Phyz - 03-14-2018, 06:20 PM - Forum: Coding & Hacking General Discussion - Replies (13)

I didn't know, if I should post this in "MKW General" or "Guides/HowTo" in the cheats section.

Anyway, I get paid from my job tomorrow, and I REALLY want to get a USB Gecko. I understand that these are hard to come by now-a-days, but found some listings online. It's not that I'm lazy, but rather that I'd like to not get ripped off. I know that there are at least 2 good hackers on this site. 

If you know of any legit listings online for a USB Gecko, that would be greatly appreciated. (Post links below please)

Some side notes:

1. I'd like to not pay over $75 USD (for combined shipping/product cost), but am willing to pay more, if YOU REALLY think the product is in good condition/the seller has a good rep

2. I'd prefer the USB Gecko be shipped from an American seller to ensure compatibility/quick shipping; but once again, I'm willing to be flexible.

Also, I go on spring break tomorrow for school, and if I could have a chance to play around with it before spring break ends, that would be amazing.

Thanks for any help guys.

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  Zoom Out [Bully]
Posted by: Star - 03-14-2018, 06:16 PM - Forum: Visual & Sound Effects - No Replies

Zoom Out [Bully]

(NTSC-U)
C25988D0 00000002
3E2044B0 9238004C
C358004C 00000000

(PAL)
C25A3908 00000002
3E2044B0 9238004C
C358004C 00000000

(NTSC-J)
C25A3288 00000002
3E2044B0 9238004C
C358004C 00000000

(NTSC-K)
C2591960 00000002
3E2044B0 9238004C
C358004C 00000000

Code Creator: Bully

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  Disable Game Text [Sgt.Ghost]
Posted by: Star - 03-14-2018, 06:07 PM - Forum: Visual & Sound Effects - No Replies

Disable Game Text [Sgt.Ghost]

(NTSC-U)
0488F098 00000000

(PAL)
04894038 00000000

(NTSC-J)
04893688 00000000

(NTSC-K)
04882448 00000000

Code Creator: Sgt.Ghost

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