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MKW Coder/Developer of th...
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Make it to 10,000
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Miniturbos and Inside Dri...
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Code request???
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CPUs/Online Players Have ...
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Offline Hide and Seek
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Show Nametags During Coun...
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Item Reset Code with Time...
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Racer Count Modifier
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Experimental Impervious 2 [_tZ] |
Posted by: Vega - 03-24-2023, 06:13 PM - Forum: Online Non-Item
- No Replies
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Experimental Impervious 2 [_tZ]
Prevents you from being frozen from drop-hacked items and maintains item collisions.
{NTSC-U}
C2798A48 00000004
387D0174 3D808002
398C0884 7D8903A6
4E800421 2C030000
7FA3EB78 60000000
06798A58 00000008
41820008 4B887E95
{PAL}
C27A1A54 00000004
387D0174 3D808002
398C13E4 7D8903A6
4E800421 2C030000
7FA3EB78 60000000
067A1A64 00000008
41820008 4B87F9E9
{NTSC-J}
C27A10C0 00000004
387D0174 3D808002
398C1308 7D8903A6
4E800421 2C030000
7FA3EB78 60000000
067A10D0 00000008
41820008 4B8802A1
{NTSC-K}
C278FE14 00000004
387D0174 3D808002
398C144C 7D8903A6
4E800421 2C030000
7FA3EB78 60000000
0678FE24 00000008
41820008 4B891691
Code creator: _tZ
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Experimental Impervious [_tZ] |
Posted by: Vega - 03-24-2023, 06:12 PM - Forum: Incomplete & Outdated Codes
- No Replies
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Experimental Impervious [_tZ]
Outdated by v2
Prevents you from being frozen from drop-hacked items and maintains item collisions
This code has not been tested online.
{NTSC-U}
C6794CA8 8079ABD4
{PAL}
C679DCB4 807A3BE0
{NTSC-J}
C679D320 807A324C
{NTSC-K}
C678C074 80791FA0
Code creator: _tZ
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Disable play_rec.dat [_tZ] |
Posted by: Vega - 03-24-2023, 06:10 PM - Forum: Misc/Other
- No Replies
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Disable play_rec.dat [_tZ]
Useful if you would like to use multiple dolphin instances
{NTSC-U}
041A0024 60000000
{PAL}
041A00C4 60000000
{NTSC-J}
0419FFE4 60000000
{NTSC-K}
041A0420 60000000
Code creator: _tZ
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Checkpoint Display [_tZ] |
Posted by: Vega - 03-24-2023, 06:07 PM - Forum: Visual & Sound Effects
- No Replies
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Checkpoint Display [_tZ]
Displays key checkpoint and checkpoint in the seconds and milliseconds of the timer
{NTSC-U}
047ED488 60000000
C27ED9F8 00000006
3D80809C 818C8F68
880C0B64 5400103A
3D80080A 818CBF70
818C000C 7D8C002E
A38C000A 8BAC0027
60000000 60000000
{PAL}
047F7F88 60000000
C27F84F8 00000006
3D80809C 818CD728
880C0B64 5400103A
3D80809C 818CD730
818C000C 7D8C002E
A38C000A 8BAC0027
60000000 60000000
{NTSC-J}
047F75F4 60000000
C27F7B64 00000006
3D80809C 818CC788
880C0B64 5400103A
3D80809C 818CC790
818C000C 7D8C002E
A38C000A 8BAC0027
60000000 60000000
{NTSC-K}
047E6348 60000000
C27E68B8 00000006
3D80809B 818CBD68
880C0B64 5400103A
3D80809B 818CBD70
818C000C 7D8C002E
A38C000A 8BAC0027
60000000 60000000
Code creator: _tZ
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Anti Crush WW [_tZ] |
Posted by: Vega - 03-24-2023, 06:04 PM - Forum: Online Non-Item
- Replies (1)
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Anti Crush WW [_tZ]
Prevents server-side crushing. (May remove some other functionality from something)
{NTSC-U}
04586DE0 60000000
{PAL}
0458D604 60000000
{NTSC-J}
0458CF84 60000000
{NTSC-K}
0457B65C 60000000
Code creator: _tZ
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Respawn as If Certain Slot Online [_tZ] |
Posted by: Vega - 03-24-2023, 05:59 PM - Forum: Online Non-Item
- No Replies
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Respawn as If Certain Slot Online [_tZ]
XX = Slot
NTSC-U
0457DB60 38A000XX
04514538 60000000
PAL
04584384 38A000XX
045189AC 60000000
NTSC-J
04583D04 38A000XX
0451832C 60000000
NTSC-K
045723DC 38A000XX
045069CC 60000000
Code creator: _tZ
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[Code Request] MK8 Style Horn |
Posted by: FunkyKing - 03-24-2023, 06:31 AM - Forum: Code Support / Help / Requests
- No Replies
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Hi,
I've been trying to implement a horn like in Mario Kart 8, Double Dash or Super Circuit, but have not gotten very far. It would function such that when you press a button on a controller in a race, a sound effect will play (It can be any revo_kart.brsar sound). If anyone could help provide a code, I would greatly appreciate it. Thank you.
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MKDS MT charging [vabold, Gaberboo] |
Posted by: Gaberboo - 03-18-2023, 03:44 AM - Forum: Offline Non-Item
- No Replies
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PAL
c2578088 00000002
b3df0254 9bdf00ca
60000000 00000000
0657ee50 00000080
a80300fc 2c000003
4c800020 80830000
80840004 80040014
54000739 4c820020
3ca0808b c0040088
c0255ccc fc400850
80a300cc 2c85ffff
ff010040 ff820040
41860010 41990020
4d9d0020 4800000c
419c0014 4d980020
38000001 980300ca
4e800020 88a300ca
2c050000 4d820020
a8a300fc 38a50001
b0a300fc 4bffffe0
NTSC-U
c2571824 00000002
b3df0254 9bdf00ca
60000000 00000000
065785ec 00000080
a80300fc 2c000003
4c800020 80830000
80840004 80040014
54000739 4c820020
3ca0808b c0040088
c025140c fc400850
80a300cc 2c85ffff
ff010040 ff820040
41860010 41990020
4d9d0020 4800000c
419c0014 4d980020
38000001 980300ca
4e800020 88a300ca
2c050000 4d820020
a8a300fc 38a50001
b0a300fc 4bffffe0
NTSC-J
c2577a08 00000002
b3df0254 9bdf00ca
60000000 00000000
0657ee50 00000080
a80300fc 2c000003
4c800020 80830000
80840004 80040014
54000739 4c820020
3ca0808b c0040088
c0254e2c fc400850
80a300cc 2c85ffff
ff010040 ff820040
41860010 41990020
4d9d0020 4800000c
419c0014 4d980020
38000001 980300ca
4e800020 88a300ca
2c050000 4d820020
a8a300fc 38a50001
b0a300fc 4bffffe0
NTSC-K
c25660e0 00000002
b3df0254 9bdf00ca
60000000 00000000
0656cea8 00000080
a80300fc 2c000003
4c800020 80830000
80840004 80040014
54000739 4c820020
3ca0808a c0040088
c0254144 fc400850
80a300cc 2c85ffff
ff010040 ff820040
41860010 41990020
4d9d0020 4800000c
419c0014 4d980020
38000001 980300ca
4e800020 88a300ca
2c050000 4d820020
a8a300fc 38a50001
b0a300fc 4bffffe0
Code: # inject at 0x80578088 (PAL)
# inject at 0x80571824 (NTSC-U)
# inject at 0x80577a08 (NTSC-J)
# inject at 0x805660e0 (NTSC-K)
sth r30, 0x254(r31)
stb r30, 0xCA(r31) # set our fields to a predictable value
# replace at 8057ee50 (PAL)
# replace at 805785ec (NTSC-U)
# replace at 8057e7d0 (NTSC-J)
# replace at 8056cea8 (NTSC-K)
.set region, 'P'
.if (region == 'P')
.set STICK_CHARGE_THRESHOLD, 0x808b5ccc
.elseif (region == 'E')
.set STICK_CHARGE_THRESHOLD, 0x808b140c
.elseif (region == 'J')
.set STICK_CHARGE_THRESHOLD, 0x808b4e2c
.elseif (region == 'K')
.set STICK_CHARGE_THRESHOLD, 0x808a4144
.else
.err
.endif
# r0 = 0
# r3 = KartMove
# r4 = KartState
# f0 = KartState::stickX
# f1 = STICK_CHARGE_THRESHOLD
# f2 = -STICK_CHARGE_THRESHOLD
# cr1 = KartMove::hopStickX compared to -1
# cr6 = f1 compared to f0
# cr7 = f2 compared to f0
# exit if SMT is already charged
lha r0, 0xfc (r3)
cmpwi r0, 0x3
bgelr
# exit if player is remote
lwz r4, 0x0 (r3)
lwz r4, 0x4 (r4)
lwz r0, 0x14 (r4)
rlwinm. r0, r0, 0x0, 0x1c, 0x1c
bnelr
# r0 is always zero after this point
# load important variables, check directions
lis r5, STICK_CHARGE_THRESHOLD@ha
lfs f0, 0x88 (r4)
lfs f1, STICK_CHARGE_THRESHOLD@l (r5)
fneg f2, f1
lwz r5, 0xcc (r3)
cmpwi cr1, r5, -0x1
fcmpo cr6, f1, f0
fcmpo cr7, f2, f0
beq cr1,calcLeft
calcRight:
bgt cr6, calcDriftState
bgtlr cr7
b applyOpposite
calcLeft:
blt cr7, calcDriftState
bltlr cr6
# if the stick is in the opposite threshold, set field 0xca of KartMove to true
applyOpposite:
li r0, 1
setAndReturn:
stb r0, 0xca (r3)
blr
# if the stick has been in the opposite threshold and is in the correct threshold, update drift state
calcDriftState:
lbz r5, 0xca (r3)
cmpwi r5, 0
beqlr
lha r5, 0xfc (r3)
addi r5, r5, 0x1
sth r5, 0xfc (r3)
# r0 = 0
b setAndReturn
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Call Item Function Anytime [Unnamed] |
Posted by: Unnamed - 03-03-2023, 03:57 PM - Forum: Online; Item
- Replies (3)
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Call Item Function Anytime [Unnamed]
This Code lets you call any item function you want, including Shroom, Star, Mega, POW, Bullet, Blooper and Shock. You can activate w/o item in inventory, but if you have one you will lose it because this code is server sided.
Note: This code uses the adresses 0x80000A00 and 0x80000A01. Make sure no other codes are using those adresses.
NTSC-U
C279093C 00000016
3D808034 A18CXXXX
718CZZZZ 41A2007C
3D808000 A18C0A00
2C0C0000 4082006C
9421FFB0 BDC10008
7C0F0378 7C701B78
7C912378 3C60809C
8083EE20 80638F68
80840014 88630B84
1C630248 7C641A14
3A600001 92630090
3A6000II 1E73001C
3E40809C 6252EEB0
7E52982E 7E4903A6
4E800421 7DE07B78
7E038378 7E248B78
B9C10008 38210050
3D808034 A18CXXXX
39600001 718CZZZZ
40820008 39600000
3D808000 B16C0A00
7C630214 00000000
PAL
C2799948 00000016
3D80803Q A18CXXXX
718CZZZZ 41A2007C
3D808000 A18C0A00
2C0C0000 4082006C
9421FFB0 BDC10008
7C0F0378 7C701B78
7C912378 3C60809C
80833618 8063D728
80840014 88630B84
1C630248 7C641A14
3A600001 92630090
3A6000II 1E73001C
3E40809C 625236B8
7E52982E 7E4903A6
4E800421 7DE07B78
7E038378 7E248B78
B9C10008 38210050
3D80803Q A18CXXXX
39600001 718CZZZZ
40820008 39600000
3D808000 B16C0A00
7C630214 00000000
NTSC-J
C2798FB4 00000016
3D808034 A18CXXXX
718CZZZZ 41A2007C
3D808000 A18C0A00
2C0C0000 4082006C
9421FFB0 BDC10008
7C0F0378 7C701B78
7C912378 3C60809C
80832678 8063C788
80840014 88630B84
1C630248 7C641A14
3A600001 92630090
3A6000II 1E73001C
3E40809C 62522718
7E52982E 7E4903A6
4E800421 7DE07B78
7E038378 7E248B78
B9C10008 38210050
3D808034 A18CXXXX
39600001 718CZZZZ
40820008 39600000
3D808000 B16C0A00
7C630214 00000000
NTSC-K
C2787D08 00000016
3D808033 A18CXXXX
718CZZZZ 41A2007C
3D808000 A18C0A00
2C0C0000 4082006C
9421FFB0 BDC10008
7C0F0378 7C701B78
7C912378 3C60809B
80831C58 8063BD68
80840014 88630B84
1C630248 7C641A14
3A600001 92630090
3A6000II 1E73001C
3E40809B 62521CF8
7E52982E 7E4903A6
4E800421 7DE07B78
7E038378 7E248B78
B9C10008 38210050
3D808033 A18CXXXX
39600001 718CZZZZ
40820008 39600000
3D808000 B16C0A00
7C630214 00000000
XXXX = Controller Adress
Q Values:
4 for non GCN Controller
5 for GCN Controller
ZZZZ = Button Activator
II Item Values:
04 = Mushroom
08 = Shock
09 = Star
0B = Mega
0C = Blooper
0D = Pow
0F = Bullet
Source:
### Adresses ####
# 8079093C # NTSC-U
# 80799948 # PAL
# 80798FB4 # NTSC-J
# 80787D08 # NTSC-K
###########################################
#### Pointers ####
## PlayerHolder ##
# 809BEE20 # NTSC-U
# 809C3618 # PAL
# 809C2678 # NTSC-J
# 809B1C58 # NTSC-K
## RaceData ##
# 809B8F68 # NTSC-U
# 809BD728 # PAL
# 809BC788 # NTSC-J
# 809ABD68 # NTSC-K
## ItemFunctions ##
# 809BEEB0 # NTSC-U
# 809C36B8 # PAL
# 809C2718 # NTSC-J
# 809B1CF8 # NTSC-K
###########################################
lis r12, 0x803Q
lhz r12, 0xXXXX (r12) # load Halfword from Controller adress
andi. r12, r12, 0xZZZZ # compare anded halfword to 0
beq+ skip_maincode # if 0, button is not pressed, skip the code
##
lis r12, 0x8000
lhz r12, 0x0A00 (r12) # load Pressed Status
cmpwi r12, 0
bne- skip_maincode # only execute if the status was NOT pressed, we don't want to execute if this was pressed before
##
## Main code ####
stwu r1,-80(r1)
stmw r14,8(r1) # Push Stack
mr r15,r0
mr r16,r3
mr r17,r4 # Backup registers
lis r3, PlayerHolderUpper
lwz r4, PlayerHolderLower (r3)
lwz r3, RaceDataLower (r3)
lwz r4, 0x14 (r4) # load Item Pointer
lbz r3, 0x0B84 (r3) # load Player Slot
mulli r3, r3, 0x248
add r3, r4, r3 # Prepare r3 for Item Function call
li r19, 1
stw r19, 0x90 (r3) # Overwrite Item Number to only make item use once
li r19, 0xII # load Item in r19
mulli r19, r19, 0x1C # prepare Item offset
lis r18, ItemFunctionsUpper
ori r18, r18, ItemFunctionsLower
lwzx r18, r18, r19 # load the Adress of Item Function
mtctr r18
bctrl # call Item Function
mr r0,r15
mr r3,r16
mr r4,r17 # restore backed up registers
lmw r14,8(r1)
addi r1,r1,80 # pop stack
##
skip_maincode:
lis r12, 0x803Q
lhz r12, 0xXXXX (r12)
li r11, 1 # pressed means status value 1
andi. r12, r12, 0xZZZZ # compare anded halfword to 0
bne- Skip_not_pressed # if not 0, button is pressed, so skip status value change
##
Not_pressed:
li r11, 0 # no press status means value 0
##
Skip_not_pressed:
lis r12, 0x8000
sth r11, 0x0A00 (r12) # store Pressed Status to Exception Vector, this is to avoid Rapid Fire
## default Instruction ##
add r3,r3,r0
###########################
Code Creator: Unnamed
Code Credits: Fishguy
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