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  Need Help With Battle Code
Posted by: Zeem - 03-14-2022, 07:50 PM - Forum: Code Support / Help / Requests - Replies (8)

I'm looking for someone to fix this code made by Ro (he gave me permission to post it here). This code turns the team mode into FFA mode, but it has some bugs. I'm not sure if this is all I need to share, but here's the code:

NTSC-U:
C252BA24 00000002
38E00000 90FF0B90
911F00F4 00000000


Here are the bugs I found when testing the code:
-You start at the same spot as someone else
-You don't lose points from hitting yourself when you have 1 balloon left
-It still shows team results, and the results screen is really messed up

Ro also has a "get points from hitting teammates" code but it crashes on console. If you want to see that code, I can post it here.

Help would be very appreciated!

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  Hello!
Posted by: Zeem - 03-12-2022, 11:46 PM - Forum: Introductions - Replies (2)

I joined this forum because I'm interested in trying to learn how to create my own codes. I'm not sure how successful I'll be, but I figured it's worth a try. I'm working on a battle mod called Bob-omb Blast Revolution, a very skill-based battle mode where you can only get bob-ombs. I completed the alpha version (it may be released soon), and I have some ambitious goals for the beta version. I might drop a code request soon; help would be appreciated!

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  Fix TC Glitch [CLF78]
Posted by: CLF78 - 03-06-2022, 01:16 PM - Forum: Offline; Item - No Replies

Fixes the commonly known TC glitch.

NTSC-U
C27D83C0 0000000A
1C000248 80A40250
38A50001 7CA903A6
80A40244 38A5FFFC
80C301A0 84E50004
7C071800 41820010
80E701A0 7C073000
4182001C 4200FFE8
80C60000 80C60004
80E6000C 54E700C2
90E6000C 00000000

PAL
C27B096C 0000000A
1C000248 80A40250
38A50001 7CA903A6
80A40244 38A5FFFC
80C301A0 84E50004
7C071800 41820010
80E701A0 7C073000
4182001C 4200FFE8
80C60000 80C60004
80E6000C 54E700C2
90E6000C 00000000

NTSC-J
C27AFFD8 0000000A
1C000248 80A40250
38A50001 7CA903A6
80A40244 38A5FFFC
80C301A0 84E50004
7C071800 41820010
80E701A0 7C073000
4182001C 4200FFE8
80C60000 80C60004
80E6000C 54E700C2
90E6000C 00000000

NTSC-K
C279ED2C 0000000A
1C000248 80A40250
38A50001 7CA903A6
80A40244 38A5FFFC
80C301A0 84E50004
7C071800 41820010
80E701A0 7C073000
4182001C 4200FFE8
80C60000 80C60004
80E6000C 54E700C2
90E6000C 00000000

Source:

Code:
# Original instruction
mulli r0, r0, 0x248

# Note: the following loop is for mods where players can have multiple TCs on their heads

# Get active tc count (plus 1 to take the tc being deleted into account)
lwz r5, 0x250(r4)
addi r5, r5, 1
mtctr r5

# Get tc object array
lwz r5, 0x244(r4)
subi r5, r5, 4

# Get associated player
lwz r6, 0x1A0(r3)

# Check if the tc is the same as the one we're hooking in
loop:
lwzu r7, 0x4(r5)
cmpw r7, r3
beq skip

# Check if the tc's associated player is the same as the one we're checking
lwz r7, 0x1A0(r7)
cmpw r7, r6
beq exitLoop

# Continue loop
skip:
bdnz+ loop

# No other tcs found, mask tc flag in PlayerSub1c
lwz r6, 0(r6)
lwz r6, 0x4(r6)
lwz r7, 0xC(r6)
rlwinm r7, r7, 0, 3, 1
stw r7, 0xC(r6)

# Return
exitLoop:

Code created by: CLF78

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  MKDS Star Character Animation [Ro]
Posted by: _Ro - 03-05-2022, 05:51 AM - Forum: Offline; Item - Replies (5)

MKDS Star Character Animation [Ro]

This code will make your character animated (item hit success, win animation is broken) when you are in a Star, similarly to Mario Kart DS's character animation when in a star. It is done by modifying what loads the damage animation to execute the damage animation when in a star, and also when hit, and then load a different animation if in a star. As mentioned above, the win animation breaks - it resets when another animation is about to start and it will only stop the animation (after star ends) when another animation starts. No other animations can happen during the process of the star animation.

This code is poorly done andwritten and had me confused on why the other ways I tried didn't worked, so I am releasing it in the only way I got to work. Tips and helps are highly appreciated.

NTSC-U:
C27BCCC4 00000004
80040008 54000001
4182000C 38000001
48000008 80040008
60000000 00000000
C27BCD0C 00000004
80040008 54000001
4182000C 38800014
48000008 3880001A
60000000 00000000


PAL (Untested):
C27CB724 00000004
80040008 54000001
4182000C 38000001
48000008 80040008
60000000 00000000
C27CB76C 00000004
80040008 54000001
4182000C 38800014
48000008 3880001A
60000000 00000000


NTSC-J (Untested):
C27CAD90 00000004
80040008 54000001
4182000C 38000001
48000008 80040008
60000000 00000000
C27CADD8 00000004
80040008 54000001
4182000C 38800014
48000008 3880001A
60000000 00000000

NTSC-K (Untested):
C27B9AE4 00000004
80040008 54000001
4182000C 38000001
48000008 80040008
60000000 00000000
C27B9B2C 00000004
80040008 54000001
4182000C 38800014
48000008 3880001A
60000000 00000000

Code:
Play Animation
Write to:
NTSC-U: 807BCCC4
PAL: 807CB724
NTSC-J: 807CAD90
NTSC-K: 807B9AE4

lwz r0, 8(r4) #Loads player status
rlwinm. r0, r0, 0, 0, 0 #Checks if player status is star
beq notIn #If not in a star, skip to original instruction (or else breaks, idk why)
li r0, 1 #Load 1 if in star (the address below checks for it to load damage animation)
b end #Skip original instruction
notIn: #Label name for original instruction
lwz r0, 8(r4) #Original instruction
end: #End of function (return)



Animation Replacement
Write to:
NTSC-U: 807BCD0C
PAL: 807CB76C
NTSC-J: 807CADD8
NTSC-K: 807B9B2C

lwz r0, 8(r4) #Loads player status
rlwinm. r0, r0, 0, 0, 0 #Checks if player status is star
beq notIn #If not in a star, skip to original instruction (or else breaks, idk why)
li r4, 0x14 #Loads item hit success animation
b end #Skip original instruction
notIn: #Label name for original instruction
li r4, 0x1A #Original instruction
end: #End of function (return)

Code by: Ro
Code credits: Skullface (for the address) and mdmwii for animation values

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  Allow Mega in a Mega [Unnamed]
Posted by: Unnamed - 02-23-2022, 09:17 AM - Forum: Offline; Item - No Replies

Allow Mega in a Mega [Unnamed]


Normally you cannot get a Mega Mushroom while you are in a Mega Mushroom state. This code removes this rule and allows you to still get a Mega Mushroom.

NTSC-U
047ACD04 60000000

PAL
047BB764 60000000

NTSC-J
047BADD0 60000000

NTSC-K
047A9B24 60000000



Source:
# changed "beq- 0xC" to "nop". This way, the Probability of a Mega will not be zeroed out.


Code Creator: Unnamed

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  Lightning Shock Length Modifier [1superchip]
Posted by: 1superchip - 02-21-2022, 04:31 AM - Forum: Offline; Item - Replies (1)

Lightning Shock Length Modifier [1superchip]

This code modifies how long each position is shocked for by the lightning.

NTSC-U:
0688D508 00000018
GGGGHHHH IIIIJJJJ
KKKKLLLL MMMMNNNN
OOOOPPPP QQQQRRRR

PAL:
06891A20 00000018
GGGGHHHH IIIIJJJJ
KKKKLLLL MMMMNNNN
OOOOPPPP QQQQRRRR

NTSC-J:
06891070 00000018
GGGGHHHH IIIIJJJJ
KKKKLLLL MMMMNNNN
OOOOPPPP QQQQRRRR

NTSC-K:
0687FE28 00000018
GGGGHHHH IIIIJJJJ
KKKKLLLL MMMMNNNN
OOOOPPPP QQQQRRRR

Value - Place - Default

GGGG = 1st place (0x02B2)
HHHH = 2nd place (0x0285)
IIII = 3rd place (0x0258)
JJJJ = 4th place (0x022B)
KKKK = 5th place (0x01FE)
LLLL = 6th place (0x01C2)
MMMM = 7th place (0x0186)
NNNN = 8th place (0x014A)
OOOO = 9th place (0x010E)
PPPP = 10th place (0x00D2)
QQQQ = 11th place (0x0096)
RRRR = 12th place (0x005A)

Note: Value is signed, max value is 0x7FFF

Code Creator: 1superchip

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  Play different item receive sound when receiving Shock, Star & Bullet [Ro]
Posted by: _Ro - 02-13-2022, 02:16 AM - Forum: Visual & Sound Effects - No Replies

Play different item receive sound when receiving Shock, Star & Bullet [Ro]

This code allows you to modify what item receive sound the roulette plays when you receive a Shock, Star & Bullet. This code is a request and I decided to make it. Of course it is customizable to any item and sound you want as long as you know what you are doing. The value to put is the revo_kart.brsar sound index of the sound you want. Look up the source to edit it as you desire.

NTSC-U
C278F140 00000004
388000E3 381CFFF8
28000001 4081000C
2C1C000F 40820008
38800XXX 00000000

PAL (Untested)
C279814C 00000004
388000E3 381CFFF8
28000001 4081000C
2C1C000F 40820008
38800XXX 00000000

NTSC-J (Untested)
C27977B8 00000004
388000E3 381CFFF8
28000001 4081000C
2C1C000F 40820008
38800XXX 00000000

NTSC-K (Untested)
C278650C 00000004
388000E3 381CFFF8
28000001 4081000C
2C1C000F 40820008
38800XXX 00000000

Code:
Write to:
NTSC-U: 8078F140
PAL: 8079814C
NTSC-J: 807977B8
NTSC-K: 8078650C

Source:
li r4, 0xE3           #Play original item receive sound
subi r0, r28, 8     #Subtract R28 (item ID) value by 8 and stores to R0
cmplwi r0, 1       #Checks if R0 is less than the value of 1 (8 - 8 shock ID) = 0 (8 - 9 star ID) = -1
ble custom         #If value is less than one, play custom receive sound
cmpwi r28, 0xF   #Checks if received item is Bullet
bne end             #If not equal, don't do anything, skip to end (return)
custom:             #Custom receive sound label
li r4, 0xXXX        #Play custom receive sound (revo_kart.brsar sound index ID)
end:                  #End of the function (return)

Code by: Ro
Code credits: Seeky (helped me short it and taught me a different way to do checks that saves lines. Thank you very much!)

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  Separated Countdown Count Sounds
Posted by: _Ro - 02-13-2022, 02:06 AM - Forum: Visual & Sound Effects - Replies (2)

Separated Countdown Count Sounds [Ro]

This code will separate the countdown count sounds to allow the user to play different sounds (and any) on each count number. This is useful for modders who want to customize their countdown sounds to have a voice saying the number (inspired on the old classic starting music song edit). This will work in Battle as well. The values are the revo_kart.brsar index of the song - adding new entries should work for this. 

NTSC-U
C2835D50 00000004
38800XXX 2C060001
41800000 4181000C
38800YYY 48000000
38800ZZZ 00000000

PAL (Untested)
C28577E0 00000004
38800XXX 2C060001
41800000 4181000C
38800YYY 48000000
38800ZZZ 00000000

NTSC-J (Untested)
C2856E4C 00000004
38800XXX 2C060001
41800000 4181000C
38800YYY 48000000
38800ZZZ 00000000

NTSC-K (Untested)
C2845BA0 00000004
38800XXX 2C060001
41800000 4181000C
38800YYY 48000000
38800ZZZ 00000000

Code:
Write to:
NTSC-U: 80835D50
PAL: 808577E0
NTSC-J: 80856E4C
NTSC-K: 80845BA0

Source:
# Initialise as 3 by default
li r4, 0xXXX #Countdown Count '3' Sound

cmpwi r6, 1
blt end # 3
bgt num1

# Flows into num2 anyway without a branch
num2:
li r4, 0xYYY #Countdown Count '2' Sound
b end

num1:
li r4, 0xZZZ #Countdown Count '1' Sound

end:

Code created by: Ro
Code credits: Seeky (for small optimazion and help)

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  Mario Kart Wii - Service Pack (MKW-SP)
Posted by: stebler - 02-07-2022, 10:38 AM - Forum: Hacking General Discussion - Replies (6)

Mario Kart Wii - Service Pack (MKW-SP)

Authors: stebler et al.

Mario Kart Wii - Service Pack is an experimental, open-source, cross-platform mod for MKW aiming to provide a variety of features and improvements over the base game.

Current features:
- A new save system allowing for more than 4 licenses, ghosts saved on the SD card (or equivalent) as separate files with additional metadata (and read-only support for the CTGP format), custom settings and no region lock.
- A way to replay or race against up to 11 ghosts at once, with (in replays) the ability to switch between ghosts like in live view, tags for every ghost (can be configured to display the name, finish time or creation date) and a tailored selection UI.
- A native-looking speedometer, an option to show Mii heads on the minimap and various UI and UX improvements.
- Many others such as 200cc, My Stuff including differential patching or ghost solidity options.

Planned features:
- (0.2) Track packs with in-game selection and updates and an improved UI with cups replaced with a simple sortable list and track previews.
- (0.2) Several existing and unique features for custom tracks.
- (0.2) An in-game updater for MKW-SP itself.
- (0.3) Online support with a a custom client-server protocol, allowing for cheat-prevention, race recordings, lag-free spectator mode and reconnecting in the middle of a race.
- (0.3) A revamped team mode with friendly fire, up to 6 teams and some kind of in-game communication for random matchmaking.

Links:
Download: v0.1.4
Website: https://www.mkw-sp.com
GitHub: https://github.com/stblr/mkw-sp
DIscord: https://discord.gg/TPSKtyKgqD
Showcase video: https://www.youtube.com/watch?v=KF3y3nQneBo

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  Stop the game from evaluating controller input
Posted by: Wiimm - 01-28-2022, 09:43 PM - Forum: Code Support / Help / Requests - No Replies

I built a hook into LE_CODE that changes internal values for certain controller inputs. In particular, I have defined 2 buttons ALT1 and ALT2 for each controller type, which are never used together in the standard game (compare http://wiki.tockdom.com/wiki/LE-CODE/Con...ns#Buttons).

My problem: I would like to ensure that the game does not receive any controller input as soon as ALT1 and ALT2 are pressed. Does anyone of you have an idea how and where the game receives and evaluates the inputs?

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