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Accurate Item Roulette [C...
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Request for memory addres...
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Textures/texture packs in...
Forum: Coding & Hacking General Discussion
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MKW Coder/Developer of th...
Forum: Coding & Hacking General Discussion
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Allow Pausing Before Race...
Forum: Offline Non-Item
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Top 10 Most Influential C...
Forum: Coding & Hacking General Discussion
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Show Ice Cube on Online P...
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CPU Control Cycler [Ro]
Forum: Offline Non-Item
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Thunder Cloud Effect Modi...
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Always Show Timer on Vote Screen [Chadderz] |
Posted by: Vega - 01-03-2025, 01:45 AM - Forum: Visual & Sound Effects
- No Replies
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Always Show Timer on Vote Screen [Chadderz]
Immediately displays the timer during the course vote.
Credit is given to Chadderz as the code is derived from the CTGP 1.02 source
PAL
04650254 60000000
NTSC-U
0461CF40 60000000
NTSC-J
0464F8C0 60000000
NTSC-K
0463E56C 60000000
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EVENT Announcement Timer [MrBean] |
Posted by: Vega - 01-03-2025, 01:44 AM - Forum: Online; Item
- No Replies
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EVENT Announcement Timer [MrBean]
Also referred to as "Anti-Freeze from Item Spam"
Specifies how many frames each EVENT entry is kept in the buffer when sending to players. Lower values will remove entries from the buffer sooner, allowing you to stockpile more entries without crashing.
XXXX = value in frames, it is not recommended to go above the default value of 200 frames (0xC8)
PAL
0465B870 38C6XXXX
0465BB40 3864XXXX
NTSC-U
04657254 38C6XXXX
04657524 3864XXXX
NTSC-J
0465AEDC 38C6XXXX
0465B1AC 3864XXXX
NTSC-K
04649B88 38C6XXXX
04649E58 3864XXXX
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No Boundary Check [Sponge] |
Posted by: Vega - 01-03-2025, 01:44 AM - Forum: Offline Non-Item
- No Replies
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No Boundary Check [Sponge]
Also known as Disable Boundaries. You can drive in out of bounds areas without respawning.
Unlike Anarion's version, this does not cause the character to make "drowning" noises when the player does an action and does not cause the camera to have issues online.
Recommended to be paired with this code
PAL
02571714 00004800
02571DC4 00004800
025867CC 00004800
0259BE28 00004800
NTSC-U
0256C8C4 00004800
0256CF74 00004800
0257FFA8 00004800
025B0E10 00004800
NTSC-J
02571094 00004800
02571744 00004800
0258614C 00004800
0259B7A8 00004800
NTSC-K
0255F76C 00004800
0255FE1C 00004800
02574824 00004800
02589E80 00004800
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Spoof Serversided Position based on KMP Section Offset [Sponge] |
Posted by: Vega - 01-03-2025, 01:43 AM - Forum: Online Non-Item
- No Replies
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Spoof Serversided Position based on KMP Section Offset [Sponge]
Spoofs your coordinates sent to other players based on the Section Offset you specify.
The first code cycles one Section entry per execution and resets after the final entry, whilst the second code chooses a random Section entry each time the code executes.
XX = Section Offset
YY = Section Offset Sub-value
The following sections are usable as they have 3D Position Vectors:
XX values:
0x8 - Kart Point (KTPT)
0x10 - Enemy Point (ENPT)
0x18 - Item Point (ITPT)
0x28 - Geo Object (GOBJ)
0x2C - Area (AREA)
0x30 - Camera (CAME)
0x34 - Jugem Point (JGPT)
0x38 - Cannon Point (CNPT)
0x40 - Mission Success Point (MSPT)
YY values:
0x0 - Kart Point (KTPT)
0x4 - Enemy Point (ENPT)
0x8 - Item Point (ITPT)
0x10 - Geo Object (GOBJ)
0x12 - Area (AREA)
0x14 - Camera (CAME)
0x16 - Jugem Point (JGPT)
0x18 - Cannon Point (CNPT)
0x1C - Mission Success Point (MSPT)
Note: Code 1 uses the byte at address 0x80001600. Ensure no other codes read or write to this address.
Code 1:
PAL
C258CBA0 00000017
7C8B2378 3D80809C
818CD6E8 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38A40001 7CA728AE
280500FF 41820050
7C8720AE 7D876378
7D8C2A14 3CC08000
A0661600 A0E70004
28070000 41820030
38630001 7C033840
41800008 38600000
B0661600 7C6321D6
7C0C1C6E D00100F0
C00C0004 D00100F8
C00C0008 7D645B78
7FA3EB78 00000000
NTSC-U
C258637C 00000017
7C8B2378 3D80809C
818C8F28 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38A40001 7CA728AE
280500FF 41820050
7C8720AE 7D876378
7D8C2A14 3CC08000
A0661600 A0E70004
28070000 41820030
38630001 7C033840
41800008 38600000
B0661600 7C6321D6
7C0C1C6E D00100F0
C00C0004 D00100F8
C00C0008 7D645B78
7FA3EB78 00000000
NTSC-J
C258C520 00000017
7C8B2378 3D80809C
818CC748 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38A40001 7CA728AE
280500FF 41820050
7C8720AE 7D876378
7D8C2A14 3CC08000
A0661600 A0E70004
28070000 41820030
38630001 7C033840
41800008 38600000
B0661600 7C6321D6
7C0C1C6E D00100F0
C00C0004 D00100F8
C00C0008 7D645B78
7FA3EB78 00000000
NTSC-K
C257ABF8 00000017
7C8B2378 3D80809B
818CBD28 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38A40001 7CA728AE
280500FF 41820050
7C8720AE 7D876378
7D8C2A14 3CC08000
A0661600 A0E70004
28070000 41820030
38630001 7C033840
41800008 38600000
B0661600 7C6321D6
7C0C1C6E D00100F0
C00C0004 D00100F8
C00C0008 7D645B78
7FA3EB78 00000000
Code 2:
PAL
C258CBA0 00000016
7C8B2378 3D80809C
818CD6E8 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C A08C0004
28040000 41820074
38600000 3CE0800F
60E72EE0 7CE903A6
4E800421 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38C40001 7CC730AE
280600FF 41820024
7D8C3214 7C8720AE
7C6321D6 7C0C1C6E
D00100F0 C00C0004
D00100F8 C00C0008
7D645B78 7FA3EB78
60000000 00000000
NTSC-U
C258637C 00000016
7C8B2378 3D80809C
818C8F28 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C A08C0004
28040000 41820074
38600000 3CE0800F
60E72E40 7CE903A6
4E800421 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38C40001 7CC730AE
280600FF 41820024
7D8C3214 7C8720AE
7C6321D6 7C0C1C6E
D00100F0 C00C0004
D00100F8 C00C0008
7D645B78 7FA3EB78
60000000 00000000
NTSC-J
C258C520 00000016
7C8B2378 3D80809C
818CC748 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C A08C0004
28040000 41820074
38600000 3CE0800F
60E72E00 7CE903A6
4E800421 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38C40001 7CC730AE
280600FF 41820024
7D8C3214 7C8720AE
7C6321D6 7C0C1C6E
D00100F0 C00C0004
D00100F8 C00C0008
7D645B78 7FA3EB78
60000000 00000000
NTSC-K
C257ABF8 00000016
7C8B2378 3D80809B
818CBD28 806C00XX
81830008 3C809000
7C0C2040 40800008
8183000C A08C0004
28040000 41820074
38600000 3CE0800F
60E72F58 7CE903A6
4E800421 48000025
1C0810FF 140810FF
140810FF 14FF04FF
3C0C300C 48141C08
1C080CFF 1C080000
7CE802A6 388000YY
38C40001 7CC730AE
280600FF 41820024
7D8C3214 7C8720AE
7C6321D6 7C0C1C6E
D00100F0 C00C0004
D00100F8 C00C0008
7D645B78 7FA3EB78
60000000 00000000
Code 1 Source:
Code: #Inject at 8058CBA0 PAL
#Inject at 8058637C NTSC-U
#Inject at 8058C520 NTSC-J
#Inject at 8057ABF8 NTSC-K
.set currentEntry, 0x80001600
.set region, '' # Specify which region to compile for
.set SectionOffset, 0xXX # Specify which Section Offset we want to load
.if (region == 'P' || region == 'p') # RMCP
.set RacePointer, 0x809BD6E8
.set UtilRandom, 0x800F2EE0
.elseif (region == 'E' || region == 'e' || region == 'U' || region == 'u') # RMCE
.set RacePointer, 0x809B8F28
.set UtilRandom, 0x800F2E40
.elseif (region == 'J' || region == 'j') # RMCJ
.set RacePointer, 0x809BC748
.set UtilRandom, 0x800F2E00
.elseif (region == 'K' || region == 'k') # RMCK
.set RacePointer, 0x809ABD28
.set UtilRandom, 0x800F2F58
.else # Invalid Region
.abort
.endif
mr r11, r4 # Backup r4 safely so we can restore it later on
lis r12, RacePointer@ha
lwz r12, RacePointer@l(r12)
lwz r3, SectionOffset(r12) # Load the section offset we specified
lwz r12, 0x8(r3)
lis r4, 0x9000
cmplw r12, r4 # Check if r12 has the mem90 pointer loaded
bge notAREA
lwz r12, 0xC(r3) # All other Sections load from 0x8 whilst AREA loads from 0xC
notAREA:
bl offsetLength # Use the bl trick to setup the lengths of each Section and distance from the first Position Vector
.long 0x1C0810FF
.long 0x140810FF
.long 0x140810FF
.long 0x14FF04FF
.long 0x3C0C300C
.long 0x48141C08
.long 0x1C080CFF
.long 0x1C080000
offsetLength:
mflr r7
li r4, ((SectionOffset- 0x8) / 0x2)
addi r5, r4, 0x1
lbzx r5, r7, r5
cmplwi r5, 0xFF
beq exit # Exit the code early if r5 is 0xFF, these Sections lack Position Vectors
lbzx r4, r7, r4
mr r7, r12
add r12, r12, r5 # Add the value from r5 to align r12 with the first Position Vector
lis r6, currentEntry@ha
lhz r3, currentEntry@l(r6) # Load the last stored entry
lhz r7, 0x4(r7) # Load the number of entries in the specified section
cmplwi r7, 0
beq exit # Exit code early if the Section lacks any entries
addi r3, r3, 1
cmplw r3, r7
blt validEntry # Cycle through each entry until we reach the final entry, then reset the counter
li r3, 0
validEntry:
sth r3, currentEntry@l(r6) # Store the entry for the next time the code executes
mullw r3, r3, r4 # Load entry length into r4 and multiply it with the random number from the call earlier
lfsux f0, r12, r3 # Load and store the position of the entry to our sent coordinates
stfs f0, 0xF0(r1)
lfs f0, 0x4(r12)
stfs f0, 0xF8(r1)
lfs f0, 0x8(r12)
exit:
mr r4, r11 # Restore r4 back from r11
mr r3, r29 # Default Instruction
Code 2 source:
Code: #Inject at 8058CBA0 PAL
#Inject at 8058637C NTSC-U
#Inject at 8058C520 NTSC-J
#Inject at 8057ABF8 NTSC-K
.set region, '' # Specify which region to compile for
.set SectionOffset, 0xXX # Specify which Section Offset we want to load
.if (region == 'P' || region == 'p') # RMCP
.set RacePointer, 0x809BD6E8
.set UtilRandom, 0x800F2EE0
.elseif (region == 'E' || region == 'e' || region == 'U' || region == 'u') # RMCE
.set RacePointer, 0x809B8F28
.set UtilRandom, 0x800F2E40
.elseif (region == 'J' || region == 'j') # RMCJ
.set RacePointer, 0x809BC748
.set UtilRandom, 0x800F2E00
.elseif (region == 'K' || region == 'k') # RMCK
.set RacePointer, 0x809ABD28
.set UtilRandom, 0x800F2F58
.else # Invalid Region
.abort
.endif
mr r11, r4 # Backup r4 safely so we can restore it later on
lis r12, RacePointer@ha
lwz r12, RacePointer@l(r12)
lwz r3, SectionOffset (r12) # Load the section offset we specified
lwz r12, 0x8(r3)
lis r4, 0x9000
cmplw r12, r4 # Check if r12 has the mem90 pointer loaded
bge notAREA
lwz r12, 0xC(r3) # All other Sections load from 0x8 whilst AREA loads from 0xC
notAREA:
lhz r4, 0x4(r12) # Load the number of entries in the specified section
cmplwi r4, 0
beq exit # Exit code early if the Section lacks any entries
li r3, 0
lis r7, UtilRandom@ha
ori r7, r7, UtilRandom@l
mtctr r7
bctrl # Call UtilRandom, the result will be placed in r3
bl offsetLength # Use the bl trick to setup the lengths of each Section and distance from the first Position Vector
.long 0x1C0810FF
.long 0x140810FF
.long 0x140810FF
.long 0x14FF04FF
.long 0x3C0C300C
.long 0x48141C08
.long 0x1C080CFF
.long 0x1C080000
offsetLength:
mflr r7
li r4, ((SectionOffset- 0x8) / 0x2)
addi r6, r4, 0x1
lbzx r6, r7, r6
cmplwi r6, 0xFF
beq exit # Exit the code early if r6 is 0xFF, these Sections lack Position Vectors
add r12, r12, r6 # Add the value from r6 to align r12 with the first Position Vector
lbzx r4, r7, r4
mullw r3, r3, r4 # Load entry length into r4 and multiply it with the random number from the call earlier
lfsux f0, r12, r3 # Load and store the position of the entry to our sent coordinates
stfs f0, 0xF0(r1)
lfs f0, 0x4(r12)
stfs f0, 0xF8(r1)
lfs f0, 0x8(r12)
exit:
mr r4, r11 # Restore r4 back from r11
mr r3, r29 # Default Instruction
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Drive After Balloon Loss [Sponge] |
Posted by: Vega - 01-03-2025, 01:43 AM - Forum: Time Trials & Battle
- No Replies
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Drive After Balloon Loss [Sponge]
Allows you to continue driving after having all your balloons popped in battle
PAL
045817A4 48000008
NTSC-U
0457AF40 48000008
NTSC-J
04581124 48000008
NTSC-K
0456F7FC 48000008
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Force Gold Wii Wheel [Sponge] |
Posted by: Vega - 01-03-2025, 01:42 AM - Forum: Online Non-Item
- No Replies
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Force Gold Wii Wheel [Sponge]
Forces your wheel to appear golden for yourself and others online
Recommended to be paired with this code made by Bully
PAL
046435D4 60000000
04643678 60000000
NTSC-U
046121B4 60000000
04612258 60000000
NTSC-J
04642C40 60000000
04642CE4 60000000
NTSC-K
046318EC 60000000
04631990 60000000
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Online Player Ranking Modifier [Sponge] |
Posted by: Vega - 01-03-2025, 01:42 AM - Forum: Online Non-Item
- No Replies
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Online Player Ranking Modifier [Sponge]
Changes the ranking next to your Mii for both you and other players online
XX = any value from 0 to 11 (0x0 to 0xB). values 0 to 3 represent star ranks alone, with 4 to 7 and 8 to 11 representing both white wheel and gold wheel variants respectively
PAL
045E3D40 386000XX
NTSC-U
045CDF64 386000XX
NTSC-J
045E361C 386000XX
NTSC-K
045D1EDC 386000XX
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Disable Blackscreen Fade [Sponge] |
Posted by: Vega - 01-03-2025, 01:41 AM - Forum: Visual & Sound Effects
- No Replies
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Disable Blackscreen Fade [Sponge]
Removes the fade effect during screen transitions
PAL
0442AAC8 00000000
NTSC-U
04426748 00000000
NTSC-J
0442a448 00000000
NTSC-K
04418AE8 00000000
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BRLAN Animation Speed Modifier [Sponge] |
Posted by: Vega - 01-03-2025, 01:41 AM - Forum: Visual & Sound Effects
- No Replies
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BRLAN Animation Speed Modifier [Sponge]
Defines the Speed used by all BRLAN entries
XXXXXXXX = Speed, default value is 1.0f (0x3F800000)
PAL
04898BB0 XXXXXXXX
NTSC-U
048917E8 XXXXXXXX
NTSC-J
04897D10 XXXXXXXX
NTSC-K
04886FE8 XXXXXXXX
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Force BRSTM Volume Output [Sponge] |
Posted by: Vega - 01-03-2025, 01:40 AM - Forum: Visual & Sound Effects
- No Replies
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Force BRSTM Volume Output [Sponge]
Forces all BRSTM files to output at a specified value
XX = any value from 0 to 255 (0x0 to 0xFF)
PAL
C209E9F0 00000003
88030019 2C000002
380000XX 41820008
88030014 00000000
NTSC-U
C209E950 00000003
88030019 2C000002
380000XX 41820008
88030014 00000000
NTSC-J
C209E910 00000003
88030019 2C000002
380000XX 41820008
88030014 00000000
NTSC-K
C209EA50 00000003
88030019 2C000002
380000XX 41820008
88030014 00000000
Code: .set volume, 0xFF
lbz r0, 0x19(r3)
cmpwi r0, 0x2 # Compare if audio type is BRSTM
li r0, volume
beq end # Load specified volume and exit if true, otherwise load value defined in BRSAR
lbz r0, 0x14(r3)
end:
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