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  Instant Voting Roulette Decide / Skip Voting [Ro]
Posted by: _Ro - 03-08-2024, 05:22 PM - Forum: Online Non-Item - Replies (2)

Instant Voting Roulette Decide / Skip Voting [Ro]

This code will skip the voting and go directly to the race after the host sends the event that that determines what course will be picked and the voting is ready to start. You will not get to see what course was picked as you'll directly fade into the track.

NTSC-U
046127A4 4800011C

PAL
04643BC4 4800011C

NTSC-J
04643230 4800011C

NTSC-K
04631EDC 4800011C

Code creator: Ro

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  Water Splash Particle When Landing [Ro]
Posted by: _Ro - 03-08-2024, 05:17 PM - Forum: Visual & Sound Effects - No Replies

Water Splash Particle When Landing [Ro]

When landing on the ground, instead of seeing smoke particle, you will see water splash particle. Recommended to use with Water Splash Sound When Landing.

NTSC-U
0469049C 60000000

PAL
04694924 60000000

NTSC-J
04693F90 60000000

NTSC-K
04682CCC 60000000

Code creator: Ro

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  Toyota Moving Forward [Ro]
Posted by: _Ro - 03-08-2024, 05:14 PM - Forum: Online Non-Item - No Replies

Toyota Moving Forward [Fishguy, Ro]

Allows moving and doing actions during damage. You will not lose speed but you will still have knockback from damage. It is recommended to use Knockback Height Modifier by Suppastario to avoid going to the air during damage (so you can still continue driving on the ground). Only affects you, has fix for character damage animation and minimap damage icon spin.
Credits for Fishguy for base code.

NTSC-U
C25635E0 00000003
98850014 89850017
718C0002 40820008
90850008 00000000
C258E014 00000002
90C30008 39800000
99830014 00000000
C27BCCC4 00000003
88040014 70000001
40820008 80040008
60000000 00000000
C27E1AE0 00000003
88030014 70000001
40820008 80030008
60000000 00000000
04563664 60000000

PAL
C2567960 00000003
98850014 89850017
718C0002 40820008
90850008 00000000
C2594838 00000002
90C30008 39800000
99830014 00000000
C27CB724 00000003
88040014 70000001
40820008 80040008
60000000 00000000
C27EB38C 00000003
88030014 70000001
40820008 80030008
60000000 00000000
045679E4 60000000

NTSC-J
C25672E0 00000003
98850014 89850017
718C0002 40820008
90850008 00000000
C25941B8 00000002
90C30008 39800000
99830014 00000000
C27CAD90 00000003
88040014 70000001
40820008 80040008
60000000 00000000
C27EA9F8 00000003
88030014 70000001
40820008 80030008
60000000 00000000
04567364 60000000

NTSC-K
C25559B8 00000003
98850014 89850017
718C0002 40820008
90850008 00000000
C2582890 00000002
90C30008 39800000
99830014 00000000
C27B9AE4 00000003
88040014 70000001
40820008 80040008
60000000 00000000
C27D974C 00000003
88030014 70000001
40820008 80030008
60000000 00000000
04555A3C 60000000

Code creator: Fishguy (Base code), Ro

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  Item Cycler [Bully, Ro]
Posted by: _Ro - 03-06-2024, 10:53 PM - Forum: Online; Item - Replies (1)

Item Cycler [Bully, Ro]

This code will allow cycling through items. You can cycle to the left (decrement) or to the right (increment). The items are infinite but you can make a deactivator to disable the code at will. It is coded from Bully's Always Have Item code.
Useful for debugging purposes. Only NTSC-U has been tested.

Updated as of March 6th of 2024: Added "Item Use Flash Fix for Item Hack" (https://mariokartwii.com/showthread.php?tid=2111) which makes item flash on the roulette if using an item, something that originally doesn't happen. if you don't like this flash, you can remove it (it's at the bottom of the code, look the post for the code to know what part to remove). Reposted code in correct section.

NTSC-U
C27E4B88 00000013
48000009 00000000
7CC802A6 3CE08034
89460000 A187XXXX
718BYYYY 41820040
8BE60001 2C1F0000
40820034 718BLLLL
41820014 2C0A0000
394AFFFF 40820020
39400013 718BRRRR
41820014 2C0A0012
394A0001 40810008
39400000 3BE00001
40820008 3BE00000
9BE60001 99460000
9144008C 38C00001
2C0A0005 4182000C
2C0A0010 41800008
38C00003 90C40090
60000000 00000000
C278894C 00000002
3BE00001 9BFD0238
83E3008C 00000000
047E4E00 60000000

PAL
C27EEE98 00000013
48000009 00000000
7CC802A6 3CE08034
89460000 A187XXXX
718BYYYY 41820040
8BE60001 2C1F0000
40820034 718BLLLL
41820014 2C0A0000
394AFFFF 40820020
39400013 718BRRRR
41820014 2C0A0012
394A0001 40810008
39400000 3BE00001
40820008 3BE00000
9BE60001 99460000
9144008C 38C00001
2C0A0005 4182000C
2C0A0010 41800008
38C00003 90C40090
60000000 00000000
C2791958 00000002
3BE00001 9BFD0238
83E3008C 00000000
047EF110 60000000
 
NTSC-J
C27EE504 00000013
48000009 00000000
7CC802A6 3CE08034
89460000 A187XXXX
718BYYYY 41820040
8BE60001 2C1F0000
40820034 718BLLLL
41820014 2C0A0000
394AFFFF 40820020
39400013 718BRRRR
41820014 2C0A0012
394A0001 40810008
39400000 3BE00001
40820008 3BE00000
9BE60001 99460000
9144008C 38C00001
2C0A0005 4182000C
2C0A0010 41800008
38C00003 90C40090
60000000 00000000
C2790FC4 00000002
3BE00001 9BFD0238
83E3008C 00000000
047EE77C 60000000

NTSC-K
C27DD258 00000013
48000009 00000000
7CC802A6 3CE08035
89460000 A187XXXX
718BYYYY 41820040
8BE60001 2C1F0000
40820034 718BLLLL
41820014 2C0A0000
394AFFFF 40820020
39400013 718BRRRR
41820014 2C0A0012
394A0001 40810008
39400000 3BE00001
40820008 3BE00000
9BE60001 99460000
9144008C 38C00001
2C0A0005 4182000C
2C0A0010 41800008
38C00003 90C40090
60000000 00000000
C277FD18 00000002
3BE00001 9BFD0238
83E3008C 00000000
047DD4D0 60000000

XXXX: Controller Address
YYYY: Both buttons values that will cycle items left and right, masked together (LLLL + RRRR = YYYY). E.g (Wiimote): D-Pad Left (0001) cycles item to the left < and D-Pad Right (0002) cycles item to the right >, therefore YYYY will be 0003 (0001 + 0002 = 0003)
LLLL: Button value that will cycle items to the left < (decrement) 
RRRR: Button value that will cycle items to the right > (increment)

Code:
Source:
bl start # bl trick so values of the code are stored to address below
.value 0 #this place will hold the stored item ID value and the pressed state value. Done this way to avoid loading and storing from EVA
start:
mflr r6 # r6 will hold the address where values of the code will be stored
lis r7, 0x803Q # Q is 5 for NTSC-K, 4 for all other regions
lbz r10, 0 (r6) # Load item value
lhz r12, 0xXXXX (r7) # Load halfword from controller address
andi. r11, r12, 0xYYYY # Change YYYY to both buttons that will cycle items left and right, masked together (LLLL + RRRR = YYYY). E.g (Wiimote): D-Pad Left (0001) cycles item to the left < and D-Pad Right (0002) cycles item to the right >, therefore YYYY will be 0003 (0001 + 0002 = 0003)
beq skip #Not pressed, skip all the code
lbz r31, 1 (r6) # Button pressed, now let's check the pressed state
cmpwi r31, 0 # Is button state not pressed
bne skip # If state is not not pressed (0), skip the code that cycles item
# Code here will only execute for a frame
andi. r11, r12, 0xLLLL # Change LLLL to button value that will cycle items to thee left < (decrement)
beq add
cmpwi r10, 0 # Check if item is Green Shell
subi r10, r10, 1 # Subtract item value (to cycle to the left)
bne skip # If item is not Green Shell, continue code as normal
li r10, 0x13 # Set item to Triple Bananas (last item of the list) if trying to subtract item ID if it's Green Shell - ID is off because of logic but it works as intended
add:
andi. r11, r12, 0xRRRR # Change RRRR to button value that will cycle items to the right > (increment)
beq skip # Button is not pressed, skip cycling to the right
cmpwi r10, 0x12 # Check if item is Triple Banana
addi r10, r10, 1 # Increment item value (to cycle to the left)
ble skip # If item ID is less than invalid ID (0x13, ID is off because of logic but it works as intended), skip resetting item back to Green Shell
reset:
li r10, 0 # Reset item to Green Shell
skip:
li r31, 1 # # Button is set to pressed by default, but depending if button to cycle item is pressed or if in pressed state (1), this might be replaced with not pressed (0) after the branch below
bne skip2 # If button to cycle item is pressed, skip setting not pressed (0) and if button state is pressed (1), skip setting not pressed (0)
li r31, 0 # If button to cycle item is not pressed, set state to not pressed (0)
skip2:
stb r31, 1 (r6) # Store button press state
stb r10, 0(r6) # Store item ID
stw r10, 0x8C (r4) # Store item ID to item pointer
li r6, 1 # Set item amount to one
cmpwi r10, 5 # Check if item is Triple Mushroom
beq triple # Jump to set amount to three
cmpwi r10, 0x10 # If item ID is less than Triple Green Shell (0x10 and above are all Triple Items)
blt storeamt # Skip setting amount to three
triple:
li r6, 3 # Set amount to three
storeamt:
stw r6, 0x90 (r4) #Store amount to item pointer

Base code (Always Have Item [Bully]): https://mariokartwii.com/showthread.php?tid=50

Code credits: Bully (Original Always Have Item code), Ro (Making an item cycler from Bully's code)

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  Item Use Flash Fix for Item Hack [Ro]
Posted by: _Ro - 03-06-2024, 07:48 PM - Forum: Visual & Sound Effects - No Replies

Item Use Flash Fix for Item Hack [Ro]

This code will force the item to flash on the item roulette when used if using an item hack that normally doesn't make the item flash when used, for e.g: Bully's Item Hack (https://mariokartwii.com/showthread.php?...+have+item). Made this code to include in my Item Cycler hack (https://mariokartwii.com/showthread.php?tid=2093) because I really like the item flash when using an item and it makes it look fancier and better.

NTSC-U
C278894C 00000002
3BE00001 9BFD0238
83E3008C 00000000
047E4E00 60000000

PAL
C2791958 00000002
3BE00001 9BFD0238
83E3008C 00000000
047EF110 60000000

NTSC-J
C2790FC4 00000002
3BE00001 9BFD0238
83E3008C 00000000
047EE77C 60000000

NTSC-K
C277FD18 00000002
3BE00001 9BFD0238
83E3008C 00000000
047DD4D0 60000000

Code creator: Ro

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  Logging game events to text file
Posted by: seanmcnally - 03-02-2024, 09:56 PM - Forum: Coding & Hacking General Discussion - Replies (26)

(UPDATE 3/21/2024: I figured all of this out, see here for my solution!)

Hey everyone,

New member here.  Want to first say thank you for all the incredibly detailed documentation on how this game works on the backend.  This site is a fantastic resource for those just getting into coding cheats for this game.

I'm working my way through the tutorial posts, learning how all of this works. I'm not going to take a shortcut and ask for a solution to my specific need, but instead, I want to know whether a specific aspect of my end goal is possible.  In the end, I want to be able to log game events to a text file in real time - specifically, item usage.  The most important parts of my project are logging when a star, thunderbolt, or blooper are used.

So my question is, if I'm able to isolate which parts of memory those events are stored in, is there a way to dump those parts of the memory to a text file?  It doesn't seem that Dolphin Memory Engine has this type of real-time export functionality.  Dolphin's logger can write to a file in real time, but I'm unsure whether I can get the memory to be output into the logger.  Has anyone ever done this before?  If all else fails, I suppose I could use an OCR on an open memory viewer window, but that solution isn't ideal.

For those curious, my project involves a tournament where the lights in the arena change in real time according to item usage  Smile

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  Allow looking backwards during the countdown [Gaberboo]
Posted by: Gaberboo - 03-01-2024, 06:22 AM - Forum: Offline Non-Item - No Replies

PAL
045A225C 38800001
NTSCU
04597224 38800001
NTSCJ
045A1BDC 38800001
NTSCK
045902B4 38800001

Code:
#replace at 805a225c PAL
#replace at 80597224 NTSC-U
#replace at 805a1bdc NTSC-J
#replace at 805902b4 NTSC-K

li r4, 0x1
Code credits: mkw-sp Ghidra

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  Allow pausing before the race starts [Gaberboo]
Posted by: Gaberboo - 03-01-2024, 05:55 AM - Forum: Offline Non-Item - Replies (1)

PAL
c2856a24 00000002
2c000003 4c400382
60000000 60000000
NTSCU
c2834f94 00000002
2c000003 4c400382
60000000 60000000
NTSCJ
c2856090 00000002
2c000003 4c400382
60000000 60000000
NTSCK
c2844de4 00000002
2c000003 4c400382
60000000 60000000

Code:
#inject at 80856a24 PAL
#inject at 80834f94 NTSC-U
#inject at 80856090 NTSC-J
#inject at 80844de4 NTSC-K

cmpwi r0, 0x3
cror eq, lt, lt
Code credits: mkw-sp Ghidra

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  Ghost Racer (Transparent) [acaruso, Ro]
Posted by: _Ro - 03-01-2024, 03:27 AM - Forum: Visual & Sound Effects - No Replies

Ghost Racer (Transparent) [acaruso, Ro]
This code makes the character and the vehicle transparent. This code requires course restart for it to be applied (same for deactivating). First line by acaruso.

NTSC-U
045A66A8 60000000
0458C150 38800001
047C38B4 38800001

PAL
045B15D0 60000000
04592974 38800001
047D2314 38800001

NTSC-J
045B0F50 60000000
045922F4 38800001
047D1980 38800001

NTSC-K
0459F628 60000000
045809CC 38800001
047C06D4 38800001

Code creator: acaruso (First line), Ro

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  No Fog [Ro]
Posted by: _Ro - 03-01-2024, 03:10 AM - Forum: Visual & Sound Effects - No Replies

No Fog [Ro]

Courses have no fog, similar to Dolphin's feature.

NTSC-U
045A30C8 4E800020

PAL
045ADFF0 4E800020

NTSC-J
045AD970 4E800020

NTSC-K
0459C048 4E800020

Code creator: Ro

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