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  The Flying Dutchman enters the Arena
Posted by: Wingcapman - 09-16-2022, 06:16 PM - Forum: Introductions - Replies (2)

Hey hello all, Wingcapman here!
(You can call me Wing if you prefer shortnames as my nickname is pretty long.)

Surprisingly I never made an account here, so I thought I'd change that. I'm mainly here for codes as well as some of the discoveries that have been made for Mario Kart Wii. So I might not be THAT active here.

Hope everyone is having a nice day further. Smile

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  Disable Chain Chomp Wheel Chain Chomp Launch/Shot Sound Effect [Ro]
Posted by: _Ro - 09-10-2022, 01:32 AM - Forum: Visual & Sound Effects - No Replies

Disable Chain Chomp Wheel Rolling Chain Chomp Launch/Shot Sound Effect [Ro]

This code disables the Chain Chomp Wheel Rolling Chain Chomp Launch/Shot Sound Effect. Made to be used in Custom Tracks that use the rolling chain chomp object. The sound effect is the loud "BOOM" that happens when the chomp starts moving.

NTSC-U
04887668 38800000

PAL
0488BA98 38800000

NTSC-J
0488B104 38800000

NTSC-K
04879E58 38800000

Code credits: Ro

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  Disable GBA Shy Guy Beach Camera Height Lock in Specific Slots [Ro]
Posted by: _Ro - 09-10-2022, 01:26 AM - Forum: Visual & Sound Effects - No Replies

Disable GBA Shy Guy Beach Camera Height Lock in Specific Slots [Ro]

This code allows disabling the GBA Shy Guy Beach camera height lock when under a certain Y coordinate for specific slots. This is made for Custom Track creators & Custom Track Distributions.

NTSC-U
C2597A00 00000003
801F0B68 2C0000XX
40820008 38000000
60000000 00000000
C259B370 00000003
80030B68 2C0000XX
40820008 38000000
60000000 00000000

PAL
C25A2A38 00000003
801F0B68 2C0000XX
40820008 38000000
60000000 00000000
C25A63A8 00000003
80030B68 2C0000XX
40820008 38000000
60000000 00000000

NTSC-J
C25A23B8 00000003
801F0B68 2C0000XX
40820008 38000000
60000000 00000000
C25A5D28 00000003
80030B68 2C0000XX
40820008 38000000
60000000 00000000

NTSC-K
C2590A90 00000003
801F0B68 2C0000XX
40820008 38000000
60000000 00000000
C2594400 00000003
80030B68 2C0000XX
40820008 38000000
60000000 00000000

Code creator: Ro

Quote:Source:
lwz r0, 0xB68 (r3)
cmpwi r0, 0xXX
bne AllowCameraLockrSGB
li r0, 0
AllowCameraLockrSGB:

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  Disable Rocket Start & Burn Out in Specific Slots [Ro]
Posted by: _Ro - 09-10-2022, 01:17 AM - Forum: Offline Non-Item - No Replies

Disable Rocket Start & Burn Out in Specific Slots [Ro]

This code allows disabling the rocket start & burn out in specific slots. Originally in the game the rocket start & burn out are disabled in Funky Stadium & Chain Chomp Wheel. This code can be useful to be used in Custom Tracks that start with boost pannels. The code comes with one slot but it can be modified for many different slots, just edit the source below (which is very simple). Made for Custom Track creators & Custom Track Distributions.

NTSC-U
C258F1F0 00000003
80030B68 2C0000XX
40820008 38000022
60000000 00000000

PAL
C2595A14 00000003
80030B68 2C0000XX
40820008 38000022
60000000 00000000

NTSC-J
C2595394 00000003
80030B68 2C0000XX
40820008 38000022
60000000 00000000


NTSC-K
C2583A6C 00000003
80030B68 2C0000XX
40820008 38000022
60000000 00000000


Code credits: Ro


Quote:Source:
lwz r0, 0xB68 (r3)
cmpwi r0, 0x
bne allowRocket&Burn
li r0, 0x22
allowRocket&Burn:

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  Display Mushroom Gorge Clouds in Specific Slots [Ro]
Posted by: _Ro - 09-10-2022, 01:12 AM - Forum: Visual & Sound Effects - No Replies

Display Mushroom Gorge Clouds in Specific Slots [Ro]

This code allows displaying the Mushroom Gorge clouds in any selected slot(s). The code comes with one extra slot to pick other than Mushroom Gorge to have the clouds display, however it can be modified to many different slots. This was made for Custom Track creators and Custom Track Distributions. To add more slots edit the source code, which is very simple.

NTSC-U
C2676EB8 00000003
80030B68 2C0000XX
40820008 38000002
60000000 00000000
C2676F5C 00000003
80040B68 2C000001
40820008 38000002
60000000 00000000

PAL
C267B340 00000003
80030B68 2C0000XX
40820008 38000002
60000000 00000000
C267B3E4 00000003
80040B68 2C000001
40820008 38000002
60000000 00000000

NTSC-J
C267A9AC 00000003
80030B68 2C0000XX
40820008 38000002
60000000 00000000
C267AA50 00000003
80040B68 2C000001
40820008 38000002
60000000 00000000

NTSC-K
C26696E8 00000003
80030B68 2C0000XX
40820008 38000002
60000000 00000000
C266978C 00000003
80040B68 2C000001
40820008 38000002
60000000 00000000

Code creator: Ro
Code credits: _tZ (Symbol Map)

Quote:Source:
lwz r0, 0xB68 (r3)
cmpwi r0, 0xXX
bne noClouds
li r0, 2
noClouds:

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  Countdown v2.0 not working with WSZST
Posted by: Luigi Hack Fan - 08-24-2022, 03:48 PM - Forum: Code Support / Help / Requests - Replies (1)

I noticed that if I encode the Countdown Code (gct) with WSZST, it doesnt work that well. If the timer runs out, you will stop driving and may have to wait, until the CPUs having no more time. Normally the race should end but this doesnt happen, even after letting it run for like 5min. 

I use GeckoLoader to encode it, which seems to work on dolphin only. On Console you will only get a blackscreen after starting. i tried everything, but nothing worked. I dont want to remove Countdown because it is such a cool gamemode. Any solution ?
By the way: GeckoLoader doesnt work with ANY code at all. It always freezes

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  Remove Countdown Font [Vega]
Posted by: Vega - 08-09-2022, 01:27 AM - Forum: Visual & Sound Effects - No Replies

Remove Countdown Font [Vega]

I'm sure somebody has made this already, but it's not on the forum. So I went ahead and made my own version.

NTSC-U
C25C3590 00000003
280E04B0 2B8E04B5
4C41E202 4D820020
9421FFD0 00000000

PAL
C25D00B0 00000003
280E04B0 2B8E04B5
4C41E202 4D820020
9421FFD0 00000000

NTSC-J
C25CF98C 00000003
280E04B0 2B8E04B5
4C41E202 4D820020
9421FFD0 00000000

NTSC-K
C25BE234 00000003
280E04B0 2B8E04B5
4C41E202 4D820020
9421FFD0 00000000

Code creator: Vega
Code credits: WhatIsLoaf (MSG ID's)

Source:
#NTSC-U = 805C3590
#PAL = 805D00B0
#NTSC-J = 805CF98C
#NTSC-K = 805BE234

#r14 = current MSG ID

#Check MSD ID one value past both lower and upper bound of IDs for "3", "2", "1", and "GO!"
cmplwi r14, 0x04B0
cmplwi cr7, r14, 0x4B5

#AND the results of both checks
crand 4*cr0+eq, 4*cr0+gt, 4*cr7+lt

#End function if MSG ID is in range
beqlr-

#Original Instruction; make Stack Frame for prologue
stwu sp, -0x0030 (sp)

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  Start Boost Modifier [Vega]
Posted by: Vega - 08-08-2022, 08:46 PM - Forum: Offline Non-Item - Replies (2)

Start Boost Modifier [Vega]

This code allows you to set what kind of start boost you get at the beginning of the race. There are two different configurations to this code. 1st config effects both you and CPUs. 2nd config allows you to choose between effecting you or effecting CPUs.

ZZZZ = Start Boost 'Index'

ZZZZ Values:
FFFF = Blowout
0000 = No Boost
0001 = Small Boost
0002 = Less Small Boost
0003 = Medium Boost
0004 = Good Boost
0005 = Perfect Boost / Perfect Start

X (2nd config only)

X Values
1 = Code only effects You
0 = Code only effects CPUs

1st Config~
NTSC-U
0458F2A8 3880ZZZZ

PAL
04595ACC 3880ZZZZ

NTSC-J
0459544C 3880ZZZZ

NTSC-K
04583B24 3880ZZZZ

2nd Config~
NTSC-U
C258F2A8 00000003
2C050001 809F00A0
4X820008 3880ZZZZ
60000000 00000000

PAL
C2595ACC 00000003
2C050001 809F00A0
4X820008 3880ZZZZ
60000000 00000000

NTSC-J
C259544C 00000003
2C050001 809F00A0
4X820008 3880ZZZZ
60000000 00000000

NTSC-K
C2583B24 00000003
2C050001 809F00A0
4X820008 3880ZZZZ
60000000 00000000

Code creator: Vega
Code credits: Stebler (player.h) and Seeky (mkw-structures)

First Source (effects everyone)
32-bit RAM Write: lwz r4, 0x00A0 (r31) changed to li r4, X

Second source

#Address
#NTSC-U = 8058F2A8
#PAL = 80595ACC
#NTSC-J = 8059544C
#NTSC-K = 80583B24

#r5 always equals 1 when address is hooked on CPU
cmpwi r5, 1

#Original Instruction
lwz r4, 0x00A0 (r31)

#Branch set for code to only effect you. Change branch to "bne-" to only effect CPUs
beq- the_end

#Set new start boost index
li r4, 5 #Perfect start used for compilation, adjust this accordingly

#End
the_end:

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  Can someone explain this?
Posted by: Vega - 08-01-2022, 07:43 PM - Forum: Code Support / Help / Requests - No Replies

Let's say I wrote a code that uses the Hollywood Registers or the GPIO unit.

I've noticed (from the PPC side via a simple Gecko code) if I write something like to light up the Disc Drive or change the output color of the VI_SOLID, it can only take effect via Virtual Mode.

If I execute the same snippets of code in Real Mode or during an Exception, there is zero effect. I've tried loading/storing to 0x0D00XXXX, 0x0D80XXXX, 0xCD00XXXX, and 0xCD80XXXX during Real Mode. No effects/changes happen. The game doesn't crash at all using any of those address schemes, it's just as if the snippets of code don't exist.

Can somebody explain this?

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  Mirror Mode TTs [vabold]
Posted by: vabold - 07-26-2022, 04:46 AM - Forum: Time Trials & Battle - No Replies

Enables the flag for mirror mode in time trials.

PAL
C253056C 00000003
2C180002 40820008
38E00001 90FF0B90
60000000 00000000


NTSC-U
C252BA24 00000003
2C180002 40820008
38E00001 90FF0B90
60000000 00000000


NTSC-J
C252FEEC 00000003
2C180002 40820008
38E00001 90FF0B90
60000000 00000000


NTSC-K
C251E5C4 00000003
2C180002 40820008
38E00001 90FF0B90
60000000 00000000


Code:
# 8053056C - RMCP
# 8052BA24 - RMCE
# 8052FEEC - RMCJ
# 8051E5C4 - RMCK

cmpwi r24,2
bne end
li r7,1 # this flag should always be 0 in TTs
end:
stw r7,0xb90(r31)

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