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

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 635
» Latest member: matfawcett
» Forum threads: 1,812
» Forum posts: 13,910

Full Statistics

Online Users
There are currently 76 online users.
» 1 Member(s) | 73 Guest(s)
Bing, Google, iRG

Latest Threads
Make it to 10,000
Forum: General Discussion
Last Post: Fifty
9 hours ago
» Replies: 7,271
» Views: 5,566,396
Online Name Icon Modifier...
Forum: Online Non-Item
Last Post: Zeraora
Today, 12:15 AM
» Replies: 4
» Views: 297
Request: Customizable Rea...
Forum: Code Support / Help / Requests
Last Post: WaluigiisFluffy
Yesterday, 08:43 PM
» Replies: 0
» Views: 26
About Roles & Forum Ranki...
Forum: Site Advancement
Last Post: Vega
Yesterday, 08:05 PM
» Replies: 2
» Views: 6,808
All About BATs
Forum: PowerPC Assembly
Last Post: Vega
Yesterday, 08:03 PM
» Replies: 4
» Views: 3,792
Thunder Cloud Effect Modi...
Forum: Offline; Item
Last Post: Vega
Yesterday, 07:30 PM
» Replies: 3
» Views: 635
Request for Help to Adapt...
Forum: Code Support / Help / Requests
Last Post: Kizame
Yesterday, 07:15 PM
» Replies: 2
» Views: 57
Offline Hide and Seek
Forum: Code Support / Help / Requests
Last Post: WaluigiisFluffy
Yesterday, 04:57 PM
» Replies: 8
» Views: 223
Remove HUD [Bully]
Forum: Visual & Sound Effects
Last Post: WaluigiisFluffy
12-20-2024, 09:17 PM
» Replies: 2
» Views: 6,244
Position Jumper Code
Forum: Code Support / Help / Requests
Last Post: WaluigiisFluffy
12-20-2024, 08:28 PM
» Replies: 0
» Views: 55

 
  Fake Item Box Rotation Speed Modifier [Box Master]
Posted by: Vega - 03-18-2018, 02:45 AM - Forum: Offline; Item - No Replies

Fake Item Box Rotation Speed Modifier [Box Master]

NTSC-U
048A0E20 XXXXXXXX

PAL
048A57E0 XXXXXXXX

NTSC-J
048A4940 XXXXXXXX

NTSC-K
04893C40 XXXXXXXX

X Values:
40000000 - Default Speed
43000000 - Really Fast

Code created by: Box Master

Print this item

  Course Replacement -Online- [Luis]
Posted by: Star - 03-18-2018, 02:36 AM - Forum: Online Non-Item - No Replies

Course Replacement -Online- [Luis]

(NTSC-U)
028AXXXX 0000YYYY
 
XXXX Values (Original Course) :
F136 = Mario Circuit
F13A = Moo Moo Meadows
F13E = Mushroom Gorge
F142 = Grumble Volcano
F146 = Toad's Factory
F14A = Coconut Mall
F14E = DK Summit
F152 = Wario's Gold Mine
F156 = Luigi Circuit
F15A = Daisy Circuit
F15E = Moonview Highway
F162 = Maple Treeway
F166 = Bowser's Castle
F16A = Rainbow Road
F16E = Dry Dry Ruins
F172 = Koopa Cape
F176 = GCN Peach Beach
F17A = GCN Mario Circuit
F17E = GCN Waluigi Stadium
F182 = GCN DK Mountain
F186 = DS Yoshi Falls
F18A = DS Desert Hills
F18E = DS Peach Gardens
F192 = DS Delfino Square
F196 = SNES Mario Circuit 3
F19A = SNES Ghost Valley 2
F19E = N64 Mario Raceway
F1A2 = N64 Sherbet Land
F1A6 = N64 Bowser's Castle
F1AA = N64 DK's Jungle Parkway
F1AE = GBA Bowser Castle 3
F1B2 = GBA Shy Guy Beach
F1B6 = Delfino Pier
F1BA = Block Plaza
F1BE = Chain Chomp Roulette
F1C2 = Funky Stadium
F1C6 = Thwomp Desert
F1CA = GCN Cookie Land
F1CE = DS Twilight House
F1D2 = SNES Battle Course 4
F1D6 = GBA Battle Course 3
F1DA = N64 Skyscraper
F20E = Galaxy Colosseum (Ring Mision)
F212 = Mario Circuit Demo (Winningrund Demo)
F216 = Mario Circuit Demo (Loser Demo)
F21A = Mario Circuit Demo (Draw Demo)
F21E = Luigi Circuit Demo (Ending Demo)
 
YYYY Values (Course Replacement) :
BFA4 = Mario Circuit
BFB4 = Moo Moo Meadows
BFC0 = Mushroom Gorge
BFD0 = Grumble Volcano
BFE0 = Toad's Factory
BFF0 = Coconut Mall
C000 = DK Summit
C014 = Wario's Gold Mine
C028 = Luigi Circuit
C038 = Daisy Circuit
C048 = Moonview Highway
C05C = Maple Treeway
C070 = Bowser's Castle
C080 = Rainbow Road
C090 = Dry Dry Ruins
C0A0 = Koopa Cape
C0B0 = GCN Peach Beach
C0C0 = GCN Mario Circuit
C0D0 = GCN Waluigi Stadium
C0E0 = GCN DK Mountain
C0F0 = DS Yoshi Falls
C100 = DS Desert Hills
C110 = DS Peach Gardens
C120 = DS Delfino Square
C12C = SNES Mario Circuit 3
C13C = SNES Ghost Valley 2
C14C = N64 Mario Raceway
C15C = N64 Sherbet Land
C16C = N64 Bowser's Castle
C17C = N64 DK's Jungle Parkway
C18C = GBA Bowser Castle 3
C19C = GBA Shy Guy Beach
C1AC = Delfino Pier
C1BC = Block Plaza
C1CC = Chain Chomp Roulette
C1DC = Funky Stadium
C1EC = Thwomp Desert
C1F8 = GCN Cookie Land
C20C = DS Twilight House
C220 = SNES Battle Course 4
C230 = GBA Battle Course 3
C240 = N64 Skyscraper
C250 = Galaxy Colosseum (Ring Mision)
C260 = Mario Circuit Demo (Winningrund Demo)
C270 = Mario Circuit Demo (Loser Demo)
C27C = Mario Circuit Demo (Draw Demo)
C288 = Luigi Circuit Demo (Ending Demo)
 
-----------------------------------
 
(PAL)
028BXXXX 0000YYYY
 
XXXX Values (Original Course) :
3986 = Mario Circuit
398A = Moo Moo Meadows
398E = Mushroom Gorge
3992 = Grumble Volcano
3996 = Toad's Factory
399A = Coconut Mall
399E = DK Summit
39A2 = Wario's Gold Mine
39A6 = Luigi Circuit
39AA = Daisy Circuit
39AE = Moonview Highway
39B2 = Maple Treeway
39B6 = Bowser's Castle
39BA = Rainbow Road
39BE = Dry Dry Ruins
39C2 = Koopa Cape
39C6 = GCN Peach Beach
39CA = GCN Mario Circuit
39CE = GCN Waluigi Stadium
39D2 = GCN DK Mountain
39D6 = DS Yoshi Falls
39DA = DS Desert Hills
39DE = DS Peach Gardens
39E2 = DS Delfino Square
39E6 = SNES Mario Circuit 3
39EA = SNES Ghost Valley 2
39EE = N64 Mario Raceway
39F2 = N64 Sherbet Land
39F6 = N64 Bowser's Castle
39FA = N64 DK's Jungle Parkway
39FE = GBA Bowser Castle 3
3A02 = GBA Shy Guy Beach
3A06 = Delfino Pier
3A0A = Block Plaza
3A0E = Chain Chomp Roulette
3A12 = Funky Stadium
3A16 = Thwomp Desert
3A1A = GCN Cookie Land
3A1E = DS Twilight House
3A22 = SNES Battle Course 4
3A26 = GBA Battle Course 3
3A2A = N64 Skyscraper
3A5E = Galaxy Colosseum (Ring Mision)
3A62 = Mario Circuit Demo (Winningrund Demo)
3A66 = Mario Circuit Demo (Loser Demo)
3A6A = Mario Circuit Demo (Draw Demo)
3A6E = Luigi Circuit Demo (Ending Demo)
 
YYYY Values (Course Replacement) :
051C = Mario Circuit
052C = Moo Moo Meadows
0538 = Mushroom Gorge
0548 = Grumble Volcano
0558 = Toad's Factory
0568 = Coconut Mall
0578 = DK Summit
058C = Wario's Gold Mine
05A0 = Luigi Circuit
05B0 = Daisy Circuit
05C0 = Moonview Highway
05D4 = Maple Treeway
05E8 = Bowser's Castle
05F8 = Rainbow Road
0608 = Dry Dry Ruins
0618 = Koopa Cape
0628 = GCN Peach Beach
0638 = GCN Mario Circuit
0648 = GCN Waluigi Stadium
0658 = GCN DK Mountain
0668 = DS Yoshi Falls
0678 = DS Desert Hills
0688 = DS Peach Gardens
0698 = DS Delfino Square
06A4 = SNES Mario Circuit 3
06B4 = SNES Ghost Valley 2
06C4 = N64 Mario Raceway
06D4 = N64 Sherbet Land
06E4 = N64 Bowser's Castle
06F4 = N64 DK's Jungle Parkway
0704 = GBA Bowser Castle 3
0714 = GBA Shy Guy Beach
0724 = Delfino Pier
0734 = Block Plaza
0744 = Chain Chomp Roulette
0754 = Funky Stadium
0764 = Thwomp Desert
0770 = GCN Cookie Land
0784 = DS Twilight House
0798 = SNES Battle Course 4
07A8 = GBA Battle Course 3
07B8 = N64 Skyscraper
07C8 = Galaxy Colosseum (Ring Mision)
07D8 = Mario Circuit Demo (Winningrund Demo)
07E8 = Mario Circuit Demo (Loser Demo)
07F4 = Mario Circuit Demo (Draw Demo)
0800 = Luigi Circuit Demo (Ending Demo)
 
-----------------------------------

(NTSC-J)
028BXXXX 0000YYYY
 
XXXX Values (Original Course) :
2AE6 = Mario Circuit
2AEA = Moo Moo Meadows
2AEE = Mushroom Gorge
2AF2 = Grumble Volcano
2AF6 = Toad's Factory
2AFA = Coconut Mall
2AFE = DK Summit
2B02 = Wario's Gold Mine
2B06 = Luigi Circuit
2B0A = Daisy Circuit
2B0E = Moonview Highway
2B12 = Maple Treeway
2B16 = Bowser's Castle
2B1A = Rainbow Road
2B1E = Dry Dry Ruins
2B22 = Koopa Cape
2B26 = GCN Peach Beach
2B2A = GCN Mario Circuit
2B2E = GCN Waluigi Stadium
2B32 = GCN DK Mountain
2B36 = DS Yoshi Falls
2B3A = DS Desert Hills
2B3E = DS Peach Gardens
2B42 = DS Delfino Square
2B46 = SNES Mario Circuit 3
2B4A = SNES Ghost Valley 2
2B4E = N64 Mario Raceway
2B52 = N64 Sherbet Land
2B56 = N64 Bowser's Castle
2B5A = N64 DK's Jungle Parkway
2B5E = GBA Bowser Castle 3
2B62 = GBA Shy Guy Beach
2B66 = Delfino Pier
2B6A = Block Plaza
2B6E = Chain Chomp Roulette
2B72 = Funky Stadium
2B76 = Thwomp Desert
2B7A = GCN Cookie Land
2B7E = DS Twilight House
2B82 = SNES Battle Course 4
2B86 = GBA Battle Course 3
2B8A = N64 Skyscraper
2BBE = Galaxy Colosseum (Ring Mision)
2BC2 = Mario Circuit Demo (Winningrund Demo)
2BC6 = Mario Circuit Demo (Loser Demo)
2BCA = Mario Circuit Demo (Draw Demo)
2BCD = Luigi Circuit Demo (Ending Demo)
 
YYYY Values (Course Replacement) :
FB6C = Mario Circuit
FB7C = Moo Moo Meadows
FB88 = Mushroom Gorge
FB98 = Grumble Volcano
FBA8 = Toad's Factory
FBB8 = Coconut Mall
FBC8 = DK Summit
FBDC = Wario's Gold Mine
FBF0 = Luigi Circuit
FC00 = Daisy Circuit
FC10 = Moonview Highway
FC24 = Maple Treeway
FC38 = Bowser's Castle
FC48 = Rainbow Road
FC58 = Dry Dry Ruins
FC68 = Koopa Cape
FC78 = GCN Peach Beach
FC88 = GCN Mario Circuit
FC98 = GCN Waluigi Stadium
FCA8 = GCN DK Mountain
FCB8 = DS Yoshi Falls
FCC8 = DS Desert Hills
FCD8 = DS Peach Gardens
FCE8 = DS Delfino Square
FCF4 = SNES Mario Circuit 3
FD04 = SNES Ghost Valley 2
FD14 = N64 Mario Raceway
FD24 = N64 Sherbet Land
FD34 = N64 Bowser's Castle
FD44 = N64 DK's Jungle Parkway
FD54 = GBA Bowser Castle 3
FD64 = GBA Shy Guy Beach
FD74 = Delfino Pier
FD84 = Block Plaza
FD94 = Chain Chomp Roulette
FDA4 = Funky Stadium
FDB4 = Thwomp Desert
FDC0 = GCN Cookie Land
FDD4 = DS Twilight House
FDE8 = SNES Battle Course 4
FDF8 = GBA Battle Course 3
FE08 = N64 Skyscraper
FE18 = Galaxy Colosseum (Ring Mision)
FE28 = Mario Circuit Demo (Winningrund Demo)
FE38 = Mario Circuit Demo (Loser Demo)
FE44 = Mario Circuit Demo (Draw Demo)
FE50 = Luigi Circuit Demo (Ending Demo)
 
-----------------------------------

(NTSC-K)
028AXXXX 0000YYYY
 
XXXX Values (Original Course) :
1DFE = Mario Circuit
1E02 = Moo Moo Meadows
1E06 = Mushroom Gorge
1E0A = Grumble Volcano
1E0E = Toad's Factory
1E12 = Coconut Mall
1E16 = DK Summit
1E1A = Wario's Gold Mine
1E1E = Luigi Circuit
1E22 = Daisy Circuit
1E26 = Moonview Highway
1E2A = Maple Treeway
1E2E = Bowser's Castle
1E32 = Rainbow Road
1E36 = Dry Dry Ruins
1E3A = Koopa Cape
1E3E = GCN Peach Beach
1E42 = GCN Mario Circuit
1E46 = GCN Waluigi Stadium
1E4A = GCN DK Mountain
1E4E = DS Yoshi Falls
1E52 = DS Desert Hills
1E56 = DS Peach Gardens
1E5A = DS Delfino Square
1E5E = SNES Mario Circuit 3
1E62 = SNES Ghost Valley 2
1E66 = N64 Mario Raceway
1E6A = N64 Sherbet Land
1E6E = N64 Bowser's Castle
1E72 = N64 DK's Jungle Parkway
1E76 = GBA Bowser Castle 3
1E7A = GBA Shy Guy Beach
1E7E = Delfino Pier
1E82 = Block Plaza
1E86 = Chain Chomp Roulette
1E8A = Funky Stadium
1E8E = Thwomp Desert
1E92 = GCN Cookie Land
1E96 = DS Twilight House
1E9A = SNES Battle Course 4
1E9E = GBA Battle Course 3
1EA2 = N64 Skyscraper
1ED6 = Galaxy Colosseum (Ring Mision)
1EDA = Mario Circuit Demo (Winningrund Demo)
1EDE = Mario Circuit Demo (Loser Demo)
1EE2 = Mario Circuit Demo (Draw Demo)
1EE6 = Luigi Circuit Demo (Ending Demo)
 
YYYY Values (Course Replacement) :
E920 = Mario Circuit
E930 = Moo Moo Meadows
E93C = Mushroom Gorge
E94C = Grumble Volcano
E95C = Toad's Factory
E970 = Coconut Mall
E980 = DK Summit
E994 = Wario's Gold Mine
E9A8 = Luigi Circuit
E9B8 = Daisy Circuit
E9C8 = Moonview Highway
E9DC = Maple Treeway
E9F0 = Bowser's Castle
EA00 = Rainbow Road
EA10 = Dry Dry Ruins
EA20 = Koopa Cape
EA30 = GCN Peach Beach
EA40 = GCN Mario Circuit
EA50 = GCN Waluigi Stadium
EA60 = GCN DK Mountain
EA70 = DS Yoshi Falls
EA80 = DS Desert Hills
EA90 = DS Peach Gardens
EAA0 = DS Delfino Square
EAAC = SNES Mario Circuit 3
EABC = SNES Ghost Valley 2
EACC = N64 Mario Raceway
EADC = N64 Sherbet Land
EAEC = N64 Bowser's Castle
EAFC = N64 DK's Jungle Parkway
EB0C = GBA Bowser Castle 3
EB1C = GBA Shy Guy Beach
EB2C = Delfino Pier
EB3C = Block Plaza
EB4C = Chain Chomp Roulette
EB5C = Funky Stadium
EB6C = Thwomp Desert
EB78 = GCN Cookie Land
EB8C = DS Twilight House
EBA0 = SNES Battle Course 4
EBB0 = GBA Battle Course 3
EBC0 = N64 Skyscraper
EBD0 = Galaxy Colosseum (Ring Mision)
EBE0 = Mario Circuit Demo (Winningrund Demo)
EBF0 = Mario Circuit Demo (Loser Demo)
EBFC = Mario Circuit Demo (Draw Demo)
EC08 = Luigi Circuit Demo (Ending Demo)

Code Creator: Luis

Print this item

  Invisible THP Videos [Luis]
Posted by: Star - 03-18-2018, 02:28 AM - Forum: Visual & Sound Effects - No Replies

Invisible THP Videos [Luis]

(NTSC-U)
049BD044 00000000

(PAL)
049C1804 00000000

(NTSC-J)
049C0864 00000000

(NTSC-K)
049AFE44 00000000

Code Creator: Luis

Print this item

  Blue Shell Warning [Luis]
Posted by: Star - 03-18-2018, 02:22 AM - Forum: Incomplete & Outdated Codes - No Replies

Blue Shell Warning [Luis]

NOTE: Outdated by Bully's Item Warning Online which allows you to monitor any item of your choice

(NTSC-U)
047A3C08 38C00000

(PAL)
047AE8B0 38C00000

(NTSC-J)
047ADF1C 38C00000

(NTSC-K)
0479CC70 38C00000

Code Creator: Luis

Print this item

  Freeze Penguins N64 Sherbet Land [DarkFlare]
Posted by: Vega - 03-18-2018, 02:04 AM - Forum: Offline Non-Item - No Replies

Freeze Penguins N64 Sherbet Land [DarkFlare]

NTSC-U
048A5FF4 60000000

PAL
048ABD74 60000000

NTSC-J
048AAED4 60000000

NTSC-K
0489A1D4 60000000

Code created by: DarkFlare

Print this item

  License Statistics Modifier [NinARM]
Posted by: Vega - 03-17-2018, 01:27 AM - Forum: Offline Non-Item - No Replies

License Statistics Modifier [NinARM]

Change Miis or log in a race/TT to save changes.

NTSC-U
48000000 809B8F88
DE000000 90009380
5A010000 000XXXXX
14000YYY 0000ZZZZ
E0000000 80008000

PAL
48000000 809BD748
DE000000 90009380
5A010000 000XXXXX
14000YYY 0000ZZZZ
E0000000 80008000

NTSC-J
48000000 809BC7A8
DE000000 90009380
5A010000 000XXXXX
14000YYY 0000ZZZZ
E0000000 80008000

NTSC-K
48000000 809ABD88
DE000000 90009380
5A010000 000XXXXX
14000YYY 0000ZZZZ
E0000000 80008000

X Values:
09050 = Top Left License
12440 = Top Right License
1B830 = Bottom Left License
24C20 = Bottom Right License

Y Values:
264 - WFC VS Win Count
268 - WFC VS Loss Count
26C - WFC Battle Win Count
270 - WFC Battle Loss Count
274 - Ghost Races Win Count
278 - Ghost Races Loss Count
27C - Total Race Count
280 - Total Battle Count
288 - Wii Wheel Percentage
28C - Ghost Challenges Sent
290 - Ghost Challenges Received
294 - Item Hits Given
298 - Item Hits Received
29C - Trick Count
2A0 - 1st Place Appearance Count

Z Values:
Any hexadecimal number

Code created by: NinARM
Code contributor(s): mdmwii

Print this item

  Freeze THP Videos [Luis]
Posted by: Star - 03-15-2018, 08:16 PM - Forum: Visual & Sound Effects - No Replies

Freeze THP Videos [Luis]

(NTSC-U)
049BD024 00000000

(PAL)
049C17E4 00000000

(NTSC-J)
049C0844 00000000

(NTSC-K)
049AFE24 00000000

Code Creator: Luis

Print this item

  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

Print this item

  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

Print this item

  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!

Print this item