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  ARMv8 / AArch64 Full Tutorial
Posted by: Vega - 03-03-2023, 02:26 AM - Forum: Other - No Replies

Not sure where to post this since it's not Wii related. Anyway....

Link - https://mariokartwii.com/armv8/

This is a full Beginner's ARMv8 (AArch64) Tutorial. Even if you know literally nothing about Assembly or Computer Programming Languages at all, you can read this Tutorial from Start to Finish and learn how to write your ARMv8 Assembly Programs. ARMv8 is the Assembly Language of the Nintendo Switch. The "Cheat Code community" for the Switch is tiny, and creating Assembly based Cheat Codes is very quirky (there's no such thing as Gecko Codes for the Switch). For the in's and out's of Switch Cheat Codes, view the GBA Temps Switch specific sub-forum - https://gbatemp.net/forums/nintendo-switch.283/

Unfortunately, there is zero ARMv8 Assembly support on that forum. Also, the guides on the Forum are pretty "scattered". Luckily there is a YouTuber named "Reclaimer Shawn" who has created a great video playlist for creating Nintendo Switch Cheat Codes.

https://www.youtube.com/watch?v=qmqpeaqh...oL3iXzhzdu
Part 4 of the series, he does a broad ARMv8 Assembly Tutorial

His Video inspired me to make a full 34-Chapter ARMv8 Tutorial. You can apply this tutorial for Assembly assistance on the Switch, or for other general programming purposes. ARMv8 / AArch64 is probably the most challenging Assembly Language to learn as a beginner. Hell, even if you are well versed on other languages (i.e. PowerPC), there is still a tough learning curve to overcome. Therefore, once you have learned the ARMv8 Assembly Language, learning other Assembly Languages will be a cake walk.

Link - https://mariokartwii.com/armv8/

Final Note: The tutorial is for those who own a Linux Machine due to the guides being Linux-specific on installing certain programs/software. For Windows & Mac Users, the 3 programs that need to be installed are the GNU AArch64 Assembler, QEMU, and GNU Debugger. A Google Search may be able to find a guide for you to install those.

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  Adressing for processing incoming race data of other players
Posted by: tefo7 - 02-17-2023, 11:36 AM - Forum: Code Support / Help / Requests - Replies (3)

Hi,

has anyone an adress where I could hook in to evaluate incoming data of other players during a race?

I have found

Code:
RKNetController_processRACEPacket
at
at

Code:
80659a84

but this seems only relevant during establishing a connection when being in private rooms.

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  SMG on Gamepad
Posted by: v800 - 02-10-2023, 10:51 AM - Forum: General Discussion - No Replies

Newbie here,

@SuperHackio has posted a patch to play SMG with classic controller on his YT channel. As it's aimed to work with Riivolution, this patch doesn't work with Wimms tools. I'd like to apply it to an ISO/wbfs and then install it in my Wii U with my preferred injection aplication forcing gamepad compatibility.Anyone here knows how to do this?
Thanks in advance.

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  You cannot play [marito_yo]
Posted by: marito_yo - 02-09-2023, 03:00 AM - Forum: Misc/Other - No Replies

You cannot play [marito_yo]

This code will disable the option to select a license, making it impossible to play the game.

NTSC-U
045d7648 60000000

PAL
045d7648 60000000

NTSC-J
045F19F8 60000000

NTSC-K
045E053C 60000000

Code creator: marito_yo

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  Miniturbo boost is mushroom boost [Gaberboo]
Posted by: Gaberboo - 02-07-2023, 06:14 PM - Forum: Offline Non-Item - Replies (1)

PAL
C25830E0 00000006
A95D0148 7FE90734
7C095000 811D0000
81080004 81280008
61290080 91280008
40810008 B3FD0148
70000004 60000000
045830E8 A81D0110
04583100 B3FD0110
04583108 60000004

NTSC-U
C257C87C 00000006
A95D0148 7FE90734
7C095000 811D0000
81080004 81280008
61290080 91280008
40810008 B3FD0148
70000004 60000000
0457C884 A81D0110
0457C89C B3FD0110
0457C8A4 60000004

NTSC-J
C2582A60 00000006
A95D0148 7FE90734
7C095000 811D0000
81080004 81280008
61290080 91280008
40810008 B3FD0148
70000004 60000000
04582A68 A81D0110
04582A80 B3FD0110
04582A88 60000004

NTSC-K
C2571138 00000006
A95D0148 7FE90734
7C095000 811D0000
81080004 81280008
61290080 91280008
40810008 B3FD0148
70000004 60000000
04571140 A81D0110
04571158 B3FD0110
04571160 60000004

Intended to be assembled as a raw

Code:
.set region, ''

.if (region == 'P')
    .set KartMoveReleaseMt, 0x80582f9c
.elseif (region == 'E')
    .set KartMoveReleaseMt, 0x8057c738
.elseif (region == 'J')
    .set KartMoveReleaseMt, 0x8058291c
.elseif (region == 'K')
    .set KartMoveReleaseMt, 0x80570ff4
.else
    .err
.endif
.long 0xC2000000+KartMoveReleaseMt-0x80000000+0x144
.long (realend-start) >> 3
start:
lha       r10, 0x148 (r29)
extsh     r9,r31
cmpw      r9,r10
lwz       r8, 0x0 (r29)
lwz       r8, 0x4 (r8)
lwz       r9, 0x8 (r8)
ori       r9, r9, 0x80 # bit must be set for offroad immunity
stw       r9, 0x8 (r8)
ble       end
sth       r31, 0x148 (r29)
end:
andi.     r0, r0, 0x4 # beq after hook
.balign   8
realend:

.long 0x04000000+KartMoveReleaseMt-0x80000000+0x14C
lha       r0, 0x110 (r29)

.long 0x04000000+KartMoveReleaseMt-0x80000000+0x164
sth       r31, 0x110 (r29)

.long 0x04000000+KartMoveReleaseMt-0x80000000+0x16c
ori       r0, r0, 0x4
The mkw-sp ghidra is super helpful

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  Force Respawn + Button Activation in Dolphin
Posted by: tefo7 - 02-07-2023, 08:18 AM - Forum: Code Support / Help / Requests - Replies (4)

Hi,

I'm trying to use a NoBoundaryCheck code in combination with the ForceRespawn + ButtonActivation code for dolphin in online mode in private rooms. In posts a few years ago I read button activated gecko codes don't work properly on dolphin.

That's the code I was trying to use:

Code:
C2590680 00000009
80030014 3D808034
A18C583C 280C0010
40A20030 778C8000
41820028 819C0000
758B8000 4182001C
818C0000 898C0010
2C0C0000 40A2000C
64000001 90030014
60000000 00000000

So a ForceRespawn is supposed to be triggered when pressing the <+> button for the wiimote in dolphin but nothing is happening.
I have stumbled upon those codes and was wondering what they are exactly needed for?

http://wiigeckocodes.github.io/games/hac...riokartwii[RMCA01].html

Code:
Button Activators

Master Button Activator Wiimote [[url=http://wiigeckocodes.github.io/games/hacks/m/index.php?chid=R&hacker=Bully@Wiiplaza]Bully@Wiiplaza[/url]]
F6000001 80008100
70E09FFF 807F0000
D2000004 00000002
807F0000 3D808000
906C1550 00000000
E0000000 80008000


Master Button Activator GCN [[url=http://wiigeckocodes.github.io/games/hacks/m/index.php?chid=R&hacker=Bully@Wiiplaza]Bully@Wiiplaza[/url]]
F6000001 80008100
2C1C0000 7C03212E
D2000018 00000002
7C03202E 3D808000
900C1554 00000000
E0000000 80008000


Wiimote Button Activator [[url=http://wiigeckocodes.github.io/games/hacks/m/index.php?chid=R&hacker=Bully@Wiiplaza]Bully@Wiiplaza[/url]]
28001552 YYYYZZZZ

*Requires the "Master Button Activator Wiimote" code*


GCN Button Activator [[url=http://wiigeckocodes.github.io/games/hacks/m/index.php?chid=R&hacker=Bully@Wiiplaza]Bully@Wiiplaza[/url]]
28001554 YYYYZZZZ

*Requires the "Master Button Activator GCN" code*


Master Button Activator Nunchuck Stick [[url=http://wiigeckocodes.github.io/games/hacks/m/index.php?chid=R&hacker=Anarion]Anarion[/url]]
F6000001 80008050
64008000 90030000
D200000C 00000005
A0030002 3D808000
B00C1562 B00C1566
A0C30060 B0CC1560
A0E30064 B0EC1564
80030000 00000000
E0000000 80008000


Nunchuck Stick Activator
20001560 XXXXZZZZ ↔ activation
20001564 XXXXZZZZ ↕ activation

Z=Button Value
X=Nunchuck Stick Direction Value
If you want the list of nunchuck stick direction values, contact me.
Enhanced, combined ideas, original by Bully@Wiiplaza and Hamster35000vr.

I have tried using those codes in combination and was not successful in making them work.

Is there anything I am missing?

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  Request: A Few Codes for a mod I'm working on
Posted by: VoutVouniern - 02-07-2023, 02:15 AM - Forum: Code Support / Help / Requests - No Replies

I'm currently in the process of making a rebalancing mod and would like some codes made for it. These codes are:
Blue Shells are obtained by 2nd and 3rd (though I'd do this part in ItemSlot.bin), but only if 1st is ~30,000 units ahead? Number might need tweaking but the idea is there.
Lakitu immediately saves you from a fall, but you still need to wait for him to drop you. I believe this is used in Hide & Seek?

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  Customizing Tracks (Race Speed, Boundaries, etc)
Posted by: tefo7 - 02-03-2023, 01:46 PM - Forum: Textures/Mods/CT's - No Replies

Hi,

I'm currently trying to collect some good tracks for the Hide and Seek mod and stumbled upon an issue I'm trying to solve.

There are certain tracks with lots of good hiding spots - unfortunately, as you are supposed to drive on the road there are a fair amount of fences, invisible walls, boundaries, etc.

I have thought about disabling boundary check with a gecko code but that on the other hand wouldn't solve the speed issue - on off track areas and especially on off boundary areas you are incredibly slow.

It might be best to manually edit those tracks. Can someone please provide some information on
1) which exact file in the *.szs tracks are responsible for speed on certain areas
2) how do I remove certain boundaries (like fences)
3) which tools would be best to edit those tracks besides wiimms tools?

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  Speed for Out of Boundary Areas
Posted by: tefo7 - 02-03-2023, 03:53 AM - Forum: Code Support / Help / Requests - Replies (3)

Hi,

I have found several codes for disabling out of boundary check and modifying speed. Does anyone know where the speed for out of boundary areas is set and could be manipulated?

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  Accessing UIElements for PlayerIcons on Minimap
Posted by: tefo7 - 02-01-2023, 03:54 AM - Forum: Code Support / Help / Requests - Replies (1)

Hi,

I am currently working on accessing the UIElements for PlayerIcons on the minimap and showing/hiding them.

What I have already found is the parent's UIElement (minimap)

I have two possibilities in mind, how to
1) find UIELements for playerIcons
2) find out the respective pid for the icon

(I) Finding an adress where the playerIcons are initialized and grabbing the pid
(II) Starting from the minimap elements and iterating through all children elements and grabbing the pid


This is what I got from documentation

Code:
  /* 0x68 */ UIControlCollection m_children;

Source: https://github.com/mkwcat/mkw-tournament...trol.h#L98

and

Code:
struct UIControlCollection {
    UIControlCollection();
    ~UIControlCollection();

    void init(UIControl* parent, int count);
    void set(int index, UIControl* control);

    /* 0x00 */ UIControl** m_children;
    /* 0x04 */ UIControl** m_children2;
    /* 0x08 */ UIControl* m_parent;
    /* 0x0C */ UIControl* m_root;
    /* 0x10 */ int m_count;
};

Source: https://github.com/mkwcat/mkw-tournament...trol.h#L32

So as the m_children and m_children2 are 2 bytes each I guess this value is some sort of index of the collection and not the item itself?
1) How do I iterate through all child objects
2) How do I get the pid of the player the icon represents?

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