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  Request: steal item code
Posted by: DrTap - 07-25-2024, 09:22 PM - Forum: Code Support / Help / Requests - Replies (3)

It is possible to make a code that steal an item from a random CPU/Player when using an item activator like the blooper or thundercloud?

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  Thunder Cloud Effect Modifier [Unnamed]
Posted by: Unnamed - 07-25-2024, 02:28 PM - Forum: Offline; Item - No Replies

Thunder Cloud Effect Modifier [Unnamed]

This code is the generalization of the “Mega Cloud” code from JoshuaMK. I have fixed the Item Loss bug and now you can choose the Item effect you want. If you choose Shock, POW or Blooper, then it will be like if you fired the Item when the TC zaps you.


NTSC-U
C2579DCC 0000000E
9421FFE0 BF61000C
541BF0BE 7C0802A6
90010008 3FE0809C
83FFEE20 8BDF0010
7C1BF000 40800038
1C1B0248 819F0014
7C6C0214 81630090
396B0001 91630090
396000II 1D6B001C
3D80809B 618CEEB0
7D8C582E 7D8803A6
4E800021 80010008
7C0803A6 BB61000C
38210020 00000000

PAL
C2580630 0000000E
9421FFE0 BF61000C
541BF0BE 7C0802A6
90010008 3FE0809C
83FF3618 8BDF0010
7C1BF000 40800038
1C1B0248 819F0014
7C6C0214 81630090
396B0001 91630090
396000II 1D6B001C
3D80809C 618C36B8
7D8C582E 7D8803A6
4E800021 80010008
7C0803A6 BB61000C
38210020 00000000

NTSC-J
C257FFB0 0000000E
9421FFE0 BF61000C
541BF0BE 7C0802A6
90010008 3FE0809C
83FF2678 8BDF0010
7C1BF000 40800038
1C1B0248 819F0014
7C6C0214 81630090
396B0001 91630090
396000II 1D6B001C
3D80809C 618C2718
7D8C582E 7D8803A6
4E800021 80010008
7C0803A6 BB61000C
38210020 00000000

NTSC-K
C256E688 0000000E
9421FFE0 BF61000C
541BF0BE 7C0802A6
90010008 3FE0809B
83FF1C58 8BDF0010
7C1BF000 40800038
1C1B0248 819F0014
7C6C0214 81630090
396B0001 91630090
396000II 1D6B001C
3D80809B 618C1CF8
7D8C582E 7D8803A6
4E800021 80010008
7C0803A6 BB61000C
38210020 00000000


Values
II: Item Values
04 = Mushroom
08 = Shock
09 = Star
0B = Mega
0C = Blooper
0D = Pow
0F = Bullet



Source:
##################################################

#### Hook Adresses #####
### 80579DCC  (NTSC-U)
### 80580630  (PAL)
### 8057FFB0  (NTSC-J)
### 8056E688  (NTSC-K)

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

### ItemFunctions ###
## 809BEEB0 (NTSC-U)
## 809C36B8 (PAL)
## 809C2718 (NTSC-J)
## 809B1CF8 (NTSC-K)

#################################################

stwu r1, -0x20(r1)
stmw r27, 0xC(r1)
srwi r27, r0, 2
mflr r0
stw r0, 8(r1)
lis r31, PlayerHolder_upper
lwz r31, PlayerHolder_lower
lbz r30, 0x10(r31)
cmpw r27, r30
bge skip
mulli r0, r27, 0x248
lwz r12, 0x14(r31)
add r3, r12, r0
lwz r11, 0x90(r3)
addi r11, r11, 1
stw r11, 0x90(r3) # Add 1 to the Item count, to avoid Item loss
li r11, 0xII      # Our Item
mulli r11, r11, 0x1C
lis r12, ItemFunctions_upper
ori r12, r12, ItemFunctions_lower
lwzx r12, r12, r11
mtlr r12
blrl
skip:
lwz r0, 8(r1)
mtlr r0
lmw r27, 0xC(r1)
addi r1, r1, 0x20

##############################################

Code Creator: Unnamed
Code Credits: JoshuaMK (found Hook adress)

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  Show Every Object on Minimap [Ro]
Posted by: _Ro - 07-24-2024, 12:40 AM - Forum: Visual & Sound Effects - No Replies

Show Every Object on Minimap [Ro]

This code will make every object visible on the minimap as a dot, similar to how it looks like in KMP editors. You can also change the color of the dots.
You can change the color and size of the dots. I plan to work on a version where I can remove objects that aren't important (doesn't affect gameplay or are visual things like camera flashes from audience etc...) and having dot color based on the object, example, objects that damage you will be red, objects that gives you advantage will be pink and so on... Objects that move will move on the minimap and objects that can be destroyed will disappear temporarily when destroyed on the minimap.
I already released a code to force a specific object to be visible on the minimap (Show Item Boxes on Minimap https://mariokartwii.com/showthread.php?...item+boxes) but not all of them. 
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


NTSC-U
04887D00 60000000
04887D70 38A0000X
04887D68 38C0000Y

PAL
0488C130 60000000
0488C1A0 38A0000X
0488C198 38C0000Y

NTSC-J
0488B79C 60000000
0488B80C 38A0000X
0488B804 38C0000Y

NTSC-K
0487A4F0 60000000
0487A560 38A0000X
0487A558 38C0000Y

X: Color
1: Yellow
2: Blue
3: Red
4: Black
5: Grey
6: Dark Blue
7: Cyan
8: Pink

Y: Size
0: Very small
1: Normal size
2: Bigger
3: Very big


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

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  Coin Magnet [Unnamed]
Posted by: Unnamed - 07-23-2024, 01:00 PM - Forum: Time Trials & Battle - No Replies

Coin Magnet [Unnamed]

Coin Runners only


Editing KMPs to move coins (and maybe start positions) has in my eyes two disadvantages: First you have to waste time to find the correct configuration of where to put them, and second you will not be able to play normal games anymore, unless you find a way to toggle between custom track files.

This is a much easier way to do "coin KMP" now, with this code! Simply press your activator and you will attract the coins like a magnet. Of course, this is only working for free coins. Works offline and online.

NOTE: You mustn't press any other buttons when pressing your button(s) to make the code work.


NTSC-U
C27815F0 00000013
3D608034 A16BXXXX
280BZZZZ 40820080
8168FFD0 3D80808D
618C78EC 7C0C5800
4082006C 3D60809C
814BD110 818B8F68
898C0B84 814A0020
1D8C0004 7D8C502E
818C0000 818C0008
818C0090 818C0004
814C0068 816C006C
818C0070 91480000
91680004 91880008
91480034 91680044
91880054 9148009C
916800A0 918800A4
9148016C 91680170
91880174 C0250008
60000000 00000000

PAL
C2785A20 00000013
3D60803Q A16BXXXX
280BZZZZ 40820080
8168FFD0 3D80808D
618CC774 7C0C5800
4082006C 3D60809C
814B18F8 818BD728
898C0B84 814A0020
1D8C0004 7D8C502E
818C0000 818C0008
818C0090 818C0004
814C0068 816C006C
818C0070 91480000
91680004 91880008
91480034 91680044
91880054 9148009C
916800A0 918800A4
9148016C 91680170
91880174 C0250008
60000000 00000000

NTSC-J
C278508C 00000013
3D608034 A16BXXXX
280BZZZZ 40820080
8168FFD0 3D80808D
618CB8C4 7C0C5800
4082006C 3D60809C
814B0958 818BC788
898C0B84 814A0020
1D8C0004 7D8C502E
818C0000 818C0008
818C0090 818C0004
814C0068 816C006C
818C0070 91480000
91680004 91880008
91480034 91680044
91880054 9148009C
916800A0 918800A4
9148016C 91680170
91880174 C0250008
60000000 00000000

NTSC-K
C2773DE0 00000013
3D608033 A16BXXXX
280BZZZZ 40820080
8168FFD0 3D80808C
618CAC0C 7C0C5800
4082006C 3D60809B
814BFF38 818BBD68
898C0B84 814A0020
1D8C0004 7D8C502E
818C0000 818C0008
818C0090 818C0004
814C0068 816C006C
818C0070 91480000
91680004 91880008
91480034 91680044
91880054 9148009C
916800A0 918800A4
9148016C 91680170
91880174 C0250008
60000000 00000000


Values:

XXXX: Controller Adress
ZZZZ: Button
Q: Higher CA (PAL only)
Q = 5 for GCN controller
else Q = 4


---------------------------------------------------------------------------------------------------------


Source:
#### Hook Adresses ####
### 807815F0 (NTSC-U)
### 80785A20 (PAL)
### 8078508C (NTSC-J)
### 80773DE0 (NTSC-K)

## The Hook adress seems like to be in a function that loads the coordinates of objects and then do some calculations (no Idea what lol), we can use this adress for our code. ##
## (Function name is BoxColManager_calc according to symbol map) ##

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

### PlayerBase ###
## 809BD110 (NTSC-U)
## 809C18F8 (PAL)
## 809C0958 (NTSC-J)
## 809AFF38 (NTSC-K)

### CoinIdentifier ###
## 808D78EC (NTSC-U)
## 808DC774 (PAL)
## 808DB8C4 (NTSC-J)
## 808CAC0C (NTSC-K)

###########################################


lis r11, CA_upper
lhz r11, CA_lower ## CA means controller adress
cmplwi r11, _button
bne skip
####################
### r8 helds the pointer to the coordinates of the current object
####################
lwz r11, -0x30 (r8) ## load Identifier adress of current object.
lis r12, CoinIdentifier_upper
ori r12, r12, CoinIdentifier_lower  ## load Identifier adress of coin.
cmpw r12, r11 ## compare them, if they are not equal, this object is not a coin, skip code
bne skip
####################
# if this is a coin, get the player coordinates and store them to the coin coordinates.
####################
lis r11, RaceData_upper ## same as PlayerBase_upper
lwz r10, PlayerBase_lower
lwz r12, RaceData_lower
lbz r12, 0xB84 (r12) ## load player slot of local player
lwz r10, 0x20 (r10)
mulli r12, r12, 4
lwzx r12, r12, r10 ## load player base of local player
lwz r12, 0 (r12)
lwz r12, 8 (r12)
lwz r12, 0x90 (r12)
lwz r12, 4 (r12) ## get pointer to coordinates
lwz r10, 0x68 (r12)
lwz r11, 0x6C (r12)
lwz r12, 0x70 (r12) ## load each coordinate in register
stw r10, 0 (r8)
stw r11, 4 (r8)
stw r12, 8 (r8)
stw r10, 0x34 (r8)
stw r11, 0x44 (r8)
stw r12, 0x54 (r8)
stw r10, 0x9C (r8)
stw r11, 0xA0 (r8)
stw r12, 0xA4 (r8)
stw r10, 0x16C (r8)
stw r11, 0x170 (r8)
stw r12, 0x174 (r8) ## we need to store each player coordinate to four different spots.

skip:
lfs f1, 8(r5) ## Default instruction

---------------------------------------------------------

Code Creator: Unnamed
Code Credits: Vega (for Player Coordinate Pointer Chain)

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  Green Shell Character (Always Koopa Shell Lose Anim) [Ro]
Posted by: _Ro - 07-20-2024, 03:21 AM - Forum: Visual & Sound Effects - No Replies

Green Shell Character (Always Koopa Shell Lose Anim) [Ro]

Another silly and useless code. This code forces Koopa to do the losing animation, which is him going inside of his shell and never appearing again, thus, it looks like you're driving a green shell character. I had this idea after I had a memory of me recording that animation as a kid and pretending it was a custom character. 
You can customize  this code to affect more characters, change the desired animation or just use Force Character Animation (https://mariokartwii.com/showthread.php?tid=2208) to force every character to do a specific animation.
Second C2 hook is a fix to remove throw anim.

NTSC-U
C27BD5D8 00000004
83E30000 83FF007C
2C1F000E 40820008
3880000A 7C9F2378
60000000 00000000
C27C3DB0 00000004
80030004 807E0000
8063007C 2C03000E
40820008 3800FFFF
60000000 00000000

PAL
C27CC038 00000004
83E30000 83FF007C
2C1F000E 40820008
3880000A 7C9F2378
60000000 00000000
C27D2810 00000004
80030004 807E0000
8063007C 2C03000E
40820008 3800FFFF
60000000 00000000

NTSC-J
C27CB6A4 00000004
83E30000 83FF007C
2C1F000E 40820008
3880000A 7C9F2378
60000000 00000000
C27D1E7C 00000004
80030004 807E0000
8063007C 2C03000E
40820008 3800FFFF
60000000 00000000

NTSC-K
C27BA3F8 00000004
83E30000 83FF007C
2C1F000E 40820008
3880000A 7C9F2378
60000000 00000000
C27C0BD0 00000004
80030004 807E0000
8063007C 2C03000E
40820008 3800FFFF
60000000 00000000

Code creator: Ro
Code credits: mdmwii (Character Animation Modifier and IDs)

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  Force Character Animation [Ro]
Posted by: _Ro - 07-20-2024, 03:17 AM - Forum: Visual & Sound Effects - No Replies

Force Character Animation [Ro]

This code will force every character to a desired animation. Replace XX with the animation ID. Can be modified to affect specific character(s), code example here: https://mariokartwii.com/showthread.php?tid=2209

NTSC-U
047BD5D8 3BE000XX

PAL
047CC038 3BE000XX

NTSC-J
047CB6A4 3BE000XX
 
NTSC-K
047BA3F8 3BE000XX

00 = Turning
01 = Boosting/Splitstream
02 = Drift left
03 = Drift right
04 = Wheelie
05 = Accelerating/Driving
06 = Reversing/Looking Backwards
07 = Idle
08 = Win (two arms, 1st)
09 = Win (one arm, => 2nd)
0A = Lose
0B-0E = Freeze
0F = Another idle
10-13 = Freeze
14 = Hit Success/Cheer
15 = Throwing Item Forward
16 = No animation (Multiplayer/LOD?)
17 = Throwing Item Backward
1A = Damage/Out of Bounds
1B-1C = No animation (Multiplayer/LOD?)
1D = In air
1E = Trick

Code creator: Ro
Code credits: mdmwii (Character Animation Modifier and IDs)

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  Request: Disable CPU Rubberband Effect
Posted by: Vega - 07-17-2024, 07:29 PM - Forum: Code Support / Help / Requests - Replies (3)

For context, during offline VS Races, the CPUs will drive much faster if you are in 1st place. Can somebody make a code (or provide any address/documentation) to disable & enable this at will?

I would take a quick stab at this but I can't get Dolphin to work on my main computer.

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  Item Box Respawn Timer Modifier [Unnamed]
Posted by: Unnamed - 07-15-2024, 11:23 AM - Forum: Offline; Item - No Replies

Item Box Respawn Timer Modifier [Unnamed]

This code will change the respawn time of the Item boxes. Like most Offline Item codes works online too, but only for you.


NTSC-U
C28153C8 00000002
3980TTTT 919B00B8
901B00B0 00000000

PAL
C2828EDC 00000002
3980TTTT 919B00B8
901B00B0 00000000

NTSC-J
C2828548 00000002
3980TTTT 919B00B8
901B00B0 00000000

NTSC-K
C281729C 00000002
3980TTTT 919B00B8
901B00B0 00000000


Values:
TTTT = Timer in frames


Code Creator: Unnamed
Code Credits: Anarion

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  Force Character/Vehicle Color Modifier [Ro]
Posted by: _Ro - 07-15-2024, 08:07 AM - Forum: Visual & Sound Effects - No Replies

Force Character/Vehicle Color Modifier [Ro]

This code calls the N64 Sherbet Land frozen color so character/vehicle has the "white frozen color" at all times and allows you to modify the color to any of you want. If you don't use the line that modifies the color, the color will be frozen-like, very similar to "Platinum Runner". This code works for all players and in every course.

NTSC-U
C269A6E8 00000006
93C10088 9421FF80
BC610008 807F0118
3D808058 618CB174
7D8903A6 4E800421
B8610008 38210080
60000000 00000000
0488D764 RRGGBBFF

PAL
C269EB70 00000006
93C10088 9421FF80
BC610008 807F0118
3D808059 618C1998
7D8903A6 4E800421
B8610008 38210080
60000000 00000000
04891C7C RRGGBBFF

NTSC-J
C269E1DC 00000006
93C10088 9421FF80
BC610008 807F0118
3D808059 618C1318
7D8903A6 4E800421
B8610008 38210080
60000000 00000000
048912CC RRGGBBFF

NTSC-K
C268CF18 00000006
93C10088 9421FF80
BC610008 807F0118
3D808057 618CF9F0
7D8903A6 4E800421
B8610008 38210080
60000000 00000000
04880084 RRGGBBFF

RRGGBB: Hex RGB color value. Original is C8C8C8

Code creator: Ro

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  Ice Cube Always Visible in N64 Sherbet Land/Everyone is Frozen [Ro]
Posted by: _Ro - 07-15-2024, 07:43 AM - Forum: Visual & Sound Effects - No Replies

Ice Cube Always Visible in N64 Sherbet Land/Everyone is Frozen [Ro]

Can't decide a code name. This code will make the ice cube that appears when respawning in N64 Sherbet Land always visible (only in N64 Sherbet Land), as well as making the character/vehicle frozen color. Checks added to not work outside of N64 Sherbet Land because the game freezes, else, it would be only 3 lines. 
For reference, first line removes ice break when respawned (not necessary, ice is still visible with other parts of the code, but thought it would be cool, wouldn't make sense to have ice
break particle and sound while the ice itself doesn't break). Hook checks if course is N64 Sherbet Land and applies two booleans to true, thus, causing some branches to not happen and
executing the part of the code wanted (can be done one line but works in every course; crash). Last line is to fix an issue where respawning will remove the frozen color.

Code affects every player. Silly idea that I had Tongue

NTSC-U
0457B69C 60000000
C269A6E4 00000005
7C7F1B78 3D80809C
818C8F68 818C0B68
2C0C001B 40820010
39800001 999F0069
999F007B 00000000
0469AF24 38000000

PAL
04581F00 60000000
C269EB6C 00000005
7C7F1B78 3D80809C
818CD728 818C0B68
2C0C001B 40820010
39800001 999F0069
999F007B 00000000
0469F3AC 38000000

NTSC-J
04581880 60000000
C269E1D8 00000005
7C7F1B78 3D80809C
818CC788 818C0B68
2C0C001B 40820010
39800001 999F0069
999F007B 00000000
0469EA18 38000000

NTSC-K
0456FF58 60000000
C268CF14 00000005
7C7F1B78 3D80809B
818CBD68 818C0B68
2C0C001B 40820010
39800001 999F0069
999F007B 00000000
0468D754 38000000

Code creator: Ro

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