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  Mega Cloud [_tZ]
Posted by: CLF78 - 08-25-2020, 04:07 PM - Forum: Offline; Item - Replies (9)

Mega Cloud [_tZ]

This version of the Mega Thundercloud code is shorter and isn't affected by the "item loss" bug.

NTSC-U
C2579DCC 00000006
3D808078 618CF6A8
7D8803A6 4E800021
3C60809B 8803F0B1
2C000000 4182000C
38600008 3880000C
60000000 00000000

PAL
C2580630 00000006
3D808079 618C86B4
7D8803A6 4E800021
3C60809C 880338B9
2C000000 4182000C
38600008 3880000C
60000000 00000000

NTSC-J
C257FFB0 00000006
3D808079 618C7D20
7D8803A6 4E800021
3C60809C 88032919
2C000000 4182000C
38600008 3880000C
60000000 00000000

NTSC-K
C256E688 00000006
3D808078 618C6A74
7D8803A6 4E800021
3C60809B 88031EF9
2C000000 4182000C
38600008 3880000C
60000000 00000000

Source:

Code:
# Inject (PAL, NTSC-U, NTSC-J, NTSC-K): 0x80580630, 0x80579DCC, 0x8057FFB0, 0x8056E688

.set region, ''

.if (region == 'P' || region == 'p')
    .set MegaFunc, 0x807986B4
    .set isOnlineRace, 0x809C38B9
.elseif (region == 'E' || region == 'e' || region == 'U' || region == 'u')
    .set MegaFunc, 0x8078F6A8
    .set isOnlineRace, 0x809BF0B1
.elseif (region == 'J' || region == 'j')
    .set MegaFunc, 0x80797D20
    .set isOnlineRace, 0x809C2919
.elseif (region == 'K' || region == 'k')
    .set MegaFunc, 0x80786A74
    .set isOnlineRace, 0x809B1EF9
.else
    .err
.endif

# Call MegaFunc
lis r12, MegaFunc@h
ori r12, r12, MegaFunc@l
mtlr r12
blrl

# Check if it's an online race
lis r3, isOnlineRace@h
lbz r0, isOnlineRace@l(r3)
cmpwi r0, 0
beq end

# Stuff
li r3, 8
li r4, 12

# Return
end:

Code creator: _tZ

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  Test Run Starlet AES Engine [Bushing / Sven Peter]
Posted by: Vega - 08-24-2020, 04:26 PM - Forum: Misc/Other - Replies (2)

Test Run Starlet AES Engine [Bushing / Sven Peter]

What is this?
It is a snippet of PPC code (formed as a C0 gecko code) I wrote using the information about Starlet's AES engine on Wiibrew.org and information from Team Twiizers crypto.c MINI source (https://github.com/fail0verflow/mini/blo...r/crypto.c). I had to adjust some things to get their code to work on Broadway.

This code will take the provided 16 byte data, encrypt it, and then decrypt it (using the provided key and IV)

Licensed under GPLv2.

It APPEARS to be working. Btw, you NEED full Hardware Rights to run this code (https://mkwii.com/showthread.php?tid=1596)

My Test Results:
I used my Mem Viewer Code while running this, and saw the 16-byte data at 0x80001500 and at 0x80001520 is a match, bit for bit. Data was encrypted (16 bytes written at 0x80001510), and decrypted at 0x80001520. Pre-encncrypted data matched post-decrypted data.

Z = 16-byte block of data that will be used in the encryption-decryption
K = Your Key
V = Your IV
S = Source Address for the AES engine

NOTE: The address for S MUST be 16-byte aligned. Simply make sure the address value ends in a 0. (ex: 0x80001500)

S + 0x10 will be where the encrypted data is stored to
S + 0x20 will be where the decrypted data is stored to (will match the pre-encrypted data at S)

Big thank you to Chip for the motivational support.

Region-Free (works on any Wii game)
C0000000 0000002A
7D8802A6 9421FF80
BC610008 7C0000A6
5403045E 7C600124
541B8FFE 48000039
ZZZZZZZZ ZZZZZZZZ
ZZZZZZZZ ZZZZZZZZ
KKKKKKKK KKKKKKKK
KKKKKKKK KKKKKKKK
VVVVVVVV VVVVVVVV
VVVVVVVV VVVVVVVV
SSSSSSSS 7F4802A6
BB9A0000 833A0030
5720073F 40820074
BF990000 3AA00004
7EA903A6 7F23CB78
7C00186C 7C0004AC
38630004 4200FFF4
3F00CD82 38000000
48000081 48000091
5723007E 90780004
3AE30010 92F80008
3C009000 48000065
38000000 4800005D
4800006D 92F80004
3AD70010 92D80008
66D68000 3C009800
48000041 48000041
2C1B0000 7C6000A6
4182000C 60608000
48000008 5460045E
7C000124 3C004E80
60000020 900F0000
B8610008 38210080
7D8803A6 4E800020
90180000 80180000
2C000000 41A0FFF8
4E800020 387A000C
7EA903A6 84030004
9018000C 4200FFF8
7EA903A6 84030004
90180010 4200FFF8
4E800020 00000000



Code creators: Bushing, Sven Peter



/*
mini - a Free Software replacement for the Nintendo/BroadOn IOS.
crypto hardware support
Copyright © 2008, 2009 Haxx Enterprises <bushing@gmail.com>
Copyright © 2008, 2009 Sven Peter <svenpeter@gmail.com>
# This code is licensed to you under the terms of the GNU GPL, version 2;
# see file COPYING or http://www.gnu.org/licenses/old-licenses/gpl-2.0.txt
*/

https://github.com/fail0verflow/mini/blo...r/crypto.c

#START ASSEMBLY
#r28 thru r31 #For lmw/stmw instructions of Data transfer
#r27 = Machine State Register backup
#r26 = LUT Table Pointer
#r25 = Pointer to Source Address
#r24 = Starlet AES Address Upper 16 bits
#r23 = Pointer to Destinaton Address; stays physical the whole time
#r22 = Pointer to Final Address; starts physical then goes virtual
#r21 = CTR (4)

.set key1, 0xABCDABCD #Edit in whatever Key you are using
.set key2, 0xFFEEFFEE
.set key3, 0x12121212
.set key4, 0x55559999

.set iv1, 0x2EF70033 #Edit in whatever IV you are using
.set iv2, 0xAABD7EC1
.set iv3, 0x00000005
.set iv4, 0x1C00791C

.set source, 0x80001500 #Your source address, edit this to your liking

#Destination address is 0x10 beyond source address
#Final address (where decrypted data goes to) is 0x10 beyond destination address

#Backup LR, create stack frame
mflr r12
stwu sp, -0x80 (sp) #We don't need this much stack space, but whatever
stmw r3, 0x8 (sp)

#Disable Interrupts, what we're doing is important Tongue
mfmsr r0 #Grab MSR
rlwinm r3, r0, 0, 17, 15 #Flip off 'Allow interrupts' bit
mtmsr r3 #Update new MSR
rlwinm r27, r0, 17, 31, 31 #Backup original MSR

#Lookup Table (Data, then Key, then IV)
bl lut_table

.llong 0x2ACD12341234FF00 #First 8 bytes of Data that will be encrypted, edit this to your liking
.llong 0x44445555ABAB0001 #Second 8 bytes

.long key1
.long key2
.long key3
.long key4
.long iv1
.long iv2
.long iv3
.long iv4
.long source

lut_table:
mflr r26

#Load Data and Source Address
lmw r28, 0 (r26)
lwz r25, 0x30 (r26)

#Check if Source Address is 16-byte aligned
clrlwi. r0, r25, 28
bne- restore_interrupts

#Write Data to Source Address
stmw r28, 0 (r25)

#Do a data cache block store on every word of the Data, this is needed!
li r21, 4
mtctr r21

mr r3, r25 #Keep r25 intact

cache_loop:
dcbst 0, r3
sync #Wait for data cache updates to be completed
addi r3, r3, 4
bdnz+ cache_loop

#Set Starlet AES Address Upper 16 bits
lis r24, 0xCD82

#Reset Engine, send Command
li r0, 0
bl command_then_check

#Send Key & IV
bl send_keyiv

#Send Source DMA
clrlwi r3, r25, 1 #Change Address to Physical
stw r3, 0x4 (r24)

#Send Destination DMA
addi r23, r3, 0x10 #Make dest point to spot where encrypted data will be dumped to
stw r23, 0x8 (r24)

#Set Block Size
#Block size is 1 block so its 0 on AES engine

#Prepare AES Command
lis r0, 0x9000 #encrypt, IV bit low (use IV) so no need to write anything to lower 16 bits

#Run the engine!
bl command_then_check

##Encrypted Data written to contents table, now let's decrypt it

#Reset Engine again, send Command
li r0, 0
bl command_then_check

#Send Key and IV
bl send_keyiv

#Send in new Source DMA and new Dest DMA
stw r23, 0x4 (r24) #Old Dest is now New Source DMA
addi r22, r23, 0x10 #Make dest point to new new spot
stw r22, 0x8 (r24)

#Switch r22 back to virtual for later non-engine use
oris r22, r22, 0x8000

#Set Block Size
#Block size is 1 block so its 0 on AES engine

#Prepare AES Command
lis r0, 0x9800 #decrypt

#Run the Engine
bl command_then_check

#Check Busy
bl final_busy_check

#Restore Interrupts
restore_interrupts:
cmpwi r27, 0
mfmsr r3
beq- clear_bit
ori r0, r3, 0x8000
b skip_clear_bit
clear_bit:
rlwinm r0, r3, 0, 17, 15
skip_clear_bit:
mtmsr r0

#Done, rewrite C0, we only need this code to execute once
lis r0, 0x4E80
ori r0, r0, 0x0020
stw r0, 0 (r15)

#Pop Stack, RestoreLR
lmw r3, 0x8 (sp)
addi sp, sp, 0x80
mtlr r12
blr #End C0

#Send Command then Check Busy subroutine
command_then_check:
stw r0, 0 (r24)
final_busy_check:
check_busy:
lwz r0, 0 (r24)
cmpwi r0, 0
blt- check_busy
blr

send_keyiv:
#Send Key
addi r3, r26, 0xC #Point to -0x4 in reference to where key is in LUT
mtctr r21
fifo_loop:
lwzu r0, 0x4 (r3)
stw r0, 0xC (r24)
bdnz+ fifo_loop

#Send IV #r3 address already set
mtctr r21
fifo_loop2:
lwzu r0, 0x4 (r3)
stw r0, 0x10 (r24)
bdnz+ fifo_loop2
blr

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  GCN controller adapter code request
Posted by: Jeffy/Wrath - 08-24-2020, 11:14 AM - Forum: Code Support / Help / Requests - Replies (2)

Is there anyway to make the GCN adapter function like normal gcn controllers on mkwii for like a wii u or wii (family)? i know ctgp has this but it would be nice to have this as a code.

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  No Blooper Delay [Unnamed]
Posted by: Unnamed - 08-24-2020, 07:12 AM - Forum: Online; Item - Replies (1)

No Blooper Delay [Unnamed]

Code removes the time limit in between blooper uses. Only effects you. Does not work against blooper limiters.


NTSC-U
047AD004 38000000

PAL
047BBA64 38000000

NTSC-J
047BB0D0 38000000

NTSC-K
047A9E24 38000000


Code Creator: Unnamed

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  No Blue Shell Delay [Unnamed]
Posted by: Unnamed - 08-24-2020, 07:10 AM - Forum: Online; Item - Replies (1)

No Blue Shell Delay [Unnamed]

Code removes the time limit at race start where you cannot get a blue. Only effects you.


NTSC-U
047ACFF0 38000000

PAL
047BBA50 38000000

NTSC-J
047BB0BC 38000000

NTSC-K
047A9E10 38000000


Code Creator: Unnamed

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  Force Expert Staff Ghosts to Load on Specific Track [Diamond]
Posted by: Diamond - 08-21-2020, 10:32 PM - Forum: Time Trials & Battle - Replies (2)

Force Expert Staff Ghosts to Load on Specific Track [Diamond]

Forces the expert staff ghosts to load on the tracks designated by their filename, negating the need to have to manually change this in hex. This code is required to bypass any checksum error that may occur: https://mkwii.com/showthread.php?tid=1600.
Changing the source could allow you to change the track order, as well as the types of ghosts that get their track ids overwritten.

NTSC-U
C200B510 0000000D
907F0050 A19F001C
2C0C7432 40A20054
48000025 08010204
00050607 090F030B
0A0E0C0D 1F19181E
1B1A1D1C 10111213
14151617 A19F0024
518CE036 718C00FF
559FE13E 1FFF0006
7D9F6050 7FE802A6
7FFF6214 8BFF0000
57FF103A 9BE30007
60000000 00000000


PAL
C200B5B0 0000000D
907F0050 A19F001C
2C0C7432 40A20054
48000025 08010204
00050607 090F030B
0A0E0C0D 1F19181E
1B1A1D1C 10111213
14151617 A19F0024
518CE036 718C00FF
559FE13E 1FFF0006
7D9F6050 7FE802A6
7FFF6214 8BFF0000
57FF103A 9BE30007
60000000 00000000


NTSC-J
C200B4D4 0000000D
907F0050 A19F001C
2C0C7432 40A20054
48000025 08010204
00050607 090F030B
0A0E0C0D 1F19181E
1B1A1D1C 10111213
14151617 A19F0024
518CE036 718C00FF
559FE13E 1FFF0006
7D9F6050 7FE802A6
7FFF6214 8BFF0000
57FF103A 9BE30007
60000000 00000000


NTSC-K
C200B65C 0000000D
907F0050 A19F001C
2C0C7432 40A20054
48000025 08010204
00050607 090F030B
0A0E0C0D 1F19181E
1B1A1D1C 10111213
14151617 A19F0024
518CE036 718C00FF
559FE13E 1FFF0006
7D9F6050 7FE802A6
7FFF6214 8BFF0000
57FF103A 9BE30007
60000000 00000000


Source

Code:
#ntscu 8000b510
#pal 8000b5b0
#ntscj 8000b4d4
#ntsck 8000b65c

stw r3,0x50(r31) #default instruction
lhz r12,0x1c(r31)
cmpwi r12,0x7432 #check if loadtoram string reads "t2" in ascii
bne+ default
bl track_ids #track id order in correspondence to ghost file names
.long 0x08010204
.long 0x00050607
.long 0x090f030b
.long 0x0a0e0c0d
.long 0x1f19181e
.long 0x1b1a1d1c
.long 0x10111213
.long 0x14151617
track_ids:
#resolve pointer to new id from track id list
lhz r12,0x24(r31)
rlwimi r12,r12,28,0xfffffff0
andi. r12,r12,0xff
#convert offset to hex
srwi r31,r12,4
mulli r31,r31,6
sub r12,r12,r31
mflr r31
add r31,r31,r12
lbz r31,0(r31)
slwi r31,r31,2 #shift for padding
stb r31,7(r3)

default:


Code creator: Diamond

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  Bypass RKG Buffer Checksum [Diamond]
Posted by: Diamond - 08-21-2020, 02:45 PM - Forum: Time Trials & Battle - No Replies

Bypass RKG Buffer Checksum [Diamond]

Bypasses the checksum validation process of RKG files, allowing you to hex edit ghost information without having to recalculate a new check sum for the file to prevent a crash.

NTSC-U
04518E34 7C601B78
04517DA0 7C601B78
04519008 7C601B78

PAL
0451D2A8 7C601B78
0451C214 7C601B78
0451D47C 7C601B78

NTSC-J
0451CC28 7C601B78
0451BB94 7C601B78
0451CDFC 7C601B78

NTSC-K
0450B2C8 7C601B78
0450A234 7C601B78
0450B49C 7C601B78

Code creator: Diamond

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Smile Auto Unlock Expert Staff Ghosts [Diamond]
Posted by: Diamond - 08-21-2020, 05:16 AM - Forum: Time Trials & Battle - No Replies

Auto Unlock Expert Staff Ghosts [Diamond]

Auto unlocks all expert staff ghosts without you needing to set a PR that beats the unlock time.

NTSC-U
04551290 38600002
045512C8 60000000

PAL
045504F4 38600002
0455052C 60000000

NTSC-J
0454FE74 38600002
0454FEAC 60000000

NTSC-K
0453E54C 38600002
0453E584 60000000

Code Creator: Diamond

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  How to Gain Full Hardware Rights in Any Wii Game
Posted by: Vega - 08-20-2020, 09:52 PM - Forum: Other - No Replies

How to Gain Full Hardware Rights in Any Wii Game




Intro:
Normally, when you play your games (even if your game is launched via some sort of patched IOS/cIOS), you are restricted from accessing some of the Wii's hardware and various registers that are shared with Starlet.

Requirements:
- Wiimm's ISO Tools installed on your computer
- Already know how to use Wiimm's Tools (view this sub-forum HERE if you are new to Wiimm's Tools)

Linux guide (if somebody wants to add Windows commands, that would be nice):
#Example using RMCE01.wbfs (USA Mario Kart Wii) located at /home/user.

Open up your terminal...

Code:
wit extract RMCE01.wbfs /home/user/newfolder


Don't create newfolder beforehand, the tools will do it for you. Open up your favorite Hex Editor and open the file /home/user/new/folder/DATA/tmd.bin

TMD stands for Title Metadata. For more info, check out the Wiibrew article - https://wiibrew.org/wiki/Title_metadata

The word at offset 0x1D8 is all the bits/flags for Access Rights. The final bit (bit 31)of the word is the flag for 'factory_mode'. Factory_mode is when the IOS (Starlet) allows Broadway to access certain registers + hardware that was previously blocked. Bit 30 is for DVD video access, if you care. Other bits are unknown.

Anyway, just set the entire word value to 0xFFFFFFFF, set every flag. Save changes and close the file. If you are using something like HxD Hex Editor, remove the .bak file that was generated. Now rebuild the wbfs file. Open up terminal...

Code:
wit copy /home/user/newfolder /home/user/newRMCE01.wbfs


At this point, we need the TMD to be fake-signed (or else the Wii might not boot your game). A good way to do this is change all the ID parameters. Plus that way, you know which game has full rights. We'll use RMCZ01 for the new ID.

Code:
wit edit newRMCE01.wbfs --id RMCZ01


Now add your new wbfs to your USB/SD and launch your USB Loader. You will see it has a unique game ID of RMCZ01. USB Loader GX will list this as a PAL game, lol. The game will also create and always use its own data save due to ID changes.

Fyi: Keep in mind, due to the game having this RMCZ01 ID, any GCTs you would have used for RMCE01 need to be changed to RMCZ01.gct.

Conclusion (Technical details) plus example code:
When IOS (Starlet) boots the game, the TMD access rights field is checked. A logical AND using the value of 1 is done against the entire TMD field. If the result is 1, then syscall54(1) will be called. For more details, view the Hackmii post about TMDs - https://hackmii.com/2009/08/of-tmds-and-hardware/

Here is an example snippet of code that uses the Starlet side of the Hollywood GPIOs to shut down the Wii. Normally this code would not work because these registers are controlled by Starlet and prevent PPC access, but now the code does work.

Code:
C0000000 00000003
3D80CD80 816C00E0
616B0002 916C00E0
4E800020 00000000

#Source (C0)
lis r12, 0xCD80
lwz r11, 0x00E0 (r12)
ori r11, r11, 0x0002
stw r11, 0x00E0 (r12)
#blr

Credits:
Bushing (Hackmii post)
Wiimm (Wiimm's ISO Tools)
WiiBrew (TMD article)

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  Controller Based Activator
Posted by: Brawlbox - 08-20-2020, 12:27 AM - Forum: Misc/Other - Replies (6)

Controller Activator

This code will allow you to execute any code based on what controller is being used.

X Values:
* Wiimote Only = 1
* Nunchuck = 2
* Classic Controller = 3
* Gamecube = 4

[NTSC-U]

Code:
(Player 1)
C0000000 0000000F
3C608035 8963C204
2C0B0000 40820050
8963C205 2C0B0000
40820044 3D408034
894A14BC 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A0 4E800020
200002A0 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 2)
C0000000 0000000F
3C608035 8963C20C
2C0B0000 40820050
8963C20D 2C0B0000
40820044 3D408034
894A14BC 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A4 4E800020
200002A4 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 3)
C0000000 0000000F
3C608035 8963C214
2C0B0000 40820050
8963C215 2C0B0000
40820044 3D408034
894A14BC 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A8 4E800020
200002A8 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 4)
C0000000 0000000F
3C608035 8963C21C
2C0B0000 40820050
8963C21D 2C0B0000
40820044 3D408034
894A14BC 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902AC 4E800020
200002AC 0000000X
[INSERT CODE HERE]
E0000000 80008000

[PAL]

Code:
(Player 1)
C0000000 0000000F
3C608035 89630584
2C0B0000 40820050
89630585 2C0B0000
40820044 3D408034
894A583C 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A0 4E800020
200002A0 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 2)
C0000000 0000000F
3C608035 8963058C
2C0B0000 40820050
8963058D 2C0B0000
40820044 3D408034
894A583C 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A4 4E800020
200002A4 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 3)
C0000000 0000000F
3C608035 89630594
2C0B0000 40820050
89630595 2C0B0000
40820044 3D408034
894A583C 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A8 4E800020
200002A8 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 4)
C0000000 0000000F
3C608035 8963059C
2C0B0000 40820050
8963059D 2C0B0000
40820044 3D408034
894A583C 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902AC 4E800020
200002AC 0000000X
[INSERT CODE HERE]
E0000000 80008000

[NTSC-J]

Code:
(Player 1)
C0000000 0000000F
3C608035 8963FF04
2C0B0000 40820050
8963FF05 2C0B0000
40820044 3D408034
894A51BC 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A0 4E800020
200002A0 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 2)
C0000000 0000000F
3C608035 8963FF0C
2C0B0000 40820050
8963FF0D 2C0B0000
40820044 3D408034
894A51BC 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A4 4E800020
200002A4 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 3)
C0000000 0000000F
3C608035 8963FF14
2C0B0000 40820050
8963FF15 2C0B0000
40820044 3D408034
894A51BC 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A8 4E800020
200002A8 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 4)
C0000000 0000000F
3C608035 8963FF1C
2C0B0000 40820050
8963FF1D 2C0B0000
40820044 3D408034
894A51BC 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902AC 4E800020
200002AC 0000000X
[INSERT CODE HERE]
E0000000 80008000

[NTSC-K]

Code:
(Player 1)
C0000000 0000000F
3C608034 8963E584
2C0B0000 40820050
8963E585 2C0B0000
40820044 3D408033
894A383C 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A0 4E800020
200002A0 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 2)
C0000000 0000000F
3C608034 8963E58C
2C0B0000 40820050
8963E58D 2C0B0000
40820044 3D408033
894A383C 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A4 4E800020
200002A4 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 3)
C0000000 0000000F
3C608034 8963E594
2C0B0000 40820050
8963E595 2C0B0000
40820044 3D408033
894A383C 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902A8 4E800020
200002A8 0000000X
[INSERT CODE HERE]
E0000000 80008000

(Player 4)
C0000000 0000000F
3C608034 8963E59C
2C0B0000 40820050
8963E59D 2C0B0000
40820044 3D408033
894A383C 2C0A0000
4182001C 2C0A0001
4182001C 2C0A0002
4182001C 39400005
48000020 39400001
48000018 39400002
48000010 39400003
48000008 39400004
39600000 3D208000
914902AC 4E800020
200002AC 0000000X
[INSERT CODE HERE]
E0000000 80008000

Code Creator: Brawlbox

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