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  Dynamic Gravity v2.0 [JoshuaMK]
Posted by: JoshuaMK - 09-26-2019, 07:02 AM - Forum: Incomplete & Outdated Codes - No Replies

Dynamic Gravity v2.0 [JoshuaMK]

NOTE: Outdated by version 3.0.

Not only is this version controller independent AND is also half the length of the previous version, but it also works with ALL racers independently of each other.
This means no more throwing CPUs or your friends off the map because you wanted to take that gosh darn shortcut. Tongue



(NTSC-U)
C25801FC 00000002
3D808142 D00300F4
D00C0800 00000000
C2590400 00000005
3D608142 3C80XXXX
908B0804 C14B0804
C1AB0800 EDAD02B2
C03F0000 EC21682A
60000000 00000000

(PAL)
C2586A20 00000002
3D808142 D00300F4
D00C0800 00000000
C2596C24 00000005
3D608142 3C80XXXX
908B0804 C14B0804
C1AB0800 EDAD02B2
C03F0000 EC21682A
60000000 00000000

(NTSC-J)
C25863A0 00000002
3D808142 D00300F4
D00C0800 00000000
C25965A4 00000005
3D608142 3C80XXXX
908B0804 C14B0804
C1AB0800 EDAD02B2
C03F0000 EC21682A
60000000 00000000

(NTSC-K)
C2574A78 00000002
3D808142 D00300F4
D00C0800 00000000
C2584C7C 00000005
3D608142 3C80XXXX
908B0804 C14B0804
C1AB0800 EDAD02B2
C03F0000 EC21682A
60000000 00000000



XXXX = Gravity Multiplier (Recommended value = 4088 // Values higher than 4140 WILL cause unwanted side effects)



#ASM

#~~~~~~~~~~~~#
#Inject > 805801FC#
#~~~~~~~~~~~#

lis r12, 0x8142
stfs f0, 0x00F4 (r3)
stfs f0, 0x0800 (r12)

#~~~~~~~~~~~~#
#Inject > 80590400#
#~~~~~~~~~~~#

lis r11, 0x8142
lis r4, 0xXXXX
stw r4, 0x0804 (r11)
lfs f10, 0x0804 (r11)
lfs f13, 0x0800 (r11)
fmuls f13, f13, f10
lfs f1, 0 (r31)
fadds f1, f1, f13



Code Creator: JoshuaMK  Heart
Code Contributors: Hamster35000vr (Gravity Float Address)

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  BSTRM Song Suggestions
Posted by: ✩Blue✩ - 09-25-2019, 02:14 AM - Forum: Textures/Mods/CT's - Replies (8)

Post some suggestions for mkwii BSTRM'S to be made in the future Wink

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  Disable Camera Movement [JoshuaMK]
Posted by: JoshuaMK - 09-21-2019, 10:52 PM - Forum: Visual & Sound Effects - No Replies

Disable Camera Movement [JoshuaMK]

If activated before a race starts, this results in a blackscreen. But if you deactivate the code, it will fix the issue.



(NTSC-U)
2834XXXX YYYYZZZZ
04596AF0 60000000
CC000000 00000000
04596AF0 4E800421
E0000000 80008000

(PAL)
2834XXXX YYYYZZZZ
045A1B28 60000000
CC000000 00000000
045A1B28 4E800421
E0000000 80008000

(NTSC-J)
2834XXXX YYYYZZZZ
045A14A8 60000000
CC000000 00000000
045A14A8 4E800421
E0000000 80008000

(NTSC-K)
2833XXXX YYYYZZZZ
0458FB80 60000000
CC000000 00000000
0458FB80 4E800421
E0000000 80008000



Code Creator: JoshuaMK

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  Free Look [JoshuaMK]
Posted by: JoshuaMK - 09-21-2019, 10:09 PM - Forum: Code Support / Help / Requests - Replies (7)

This was a code I was wanting to keep to myself until completed, but I just simply can't figure out why the camera's params are corrupting when the camera's angle float values are subtracted from. If I or some other person can figure this out, I can continue with this code. Currently only tilting up or right works. Down and left corrupt everything.



Free Look [JoshuaMK]

28343E80 F7FF0800
C2597F54 0000002A
3D808034 618CC202
3FA08145 8BFD01FF
281F0000 40A20014
999D01FF D05D0200
D01D0204 D03D0208
C05D0200 C01D0204
C03D0208 A3CCFFFE
892C0000 888C0001
886C0002 88AC0003
3929FF80 3884FF80
3863FF80 38A5FF80
2C090041 41810014
2C09FFBF 41810010
3920FFBF 48000008
39200041 2C040041
41810014 2C04FFBF
41810010 3880FFBF
48000008 38800041
2C030041 41810014
2C03FFBF 41810010
3860FFBF 48000008
38600041 2C030041
4181FFF8 2C05FFBF
41810010 38A0FFBF
48000008 38A00041
993D020C 989D0210
987D0214 98BD0218
2C03000F 41810010
2C03FFF1 41800008
4800000C C3FD0214
EC42F82A 2C05000F
41810010 2C05FFF1
41800008 4800000C
C3DD0218 EC00F02A
2C1E0090 40820020
2C05000F 41810010
2C05FFF1 41800008
4800000C C3BD0218
EC21E82A D05D0200
D01D0204 D03D0208
D05C00AC D03C00B4
D01C00B0 00000000
CC000000 00000000
04597F54 D01C00B0
054501FF 00000000
E0000000 80008000



#ASM

#~~~~~~~~~~~#
#Inject > 80597F54#
#~~~~~~~~~~~#

#PARAMS for camera angle
#--------------------------
#f2 = X Axis Position
#f1 = Z Axis Position
#f0 = Y Axis Position

.macro grab_controller_address
lis r12, 0x8034
ori r12, r12, 0xC202
.endm

.macro grab_camera_params
lis r29, 0x8145
lbz r31, 0x01FF (r29)
cmplwi r31, 0
bne+ params_set
stb r12, 0x01FF (r29)
stfs f2, 0x0200 (r29)
stfs f0, 0x0204 (r29)
stfs f1, 0x0208 (r29)
params_set:
lfs f2, 0x0200 (r29)
lfs f0, 0x0204 (r29)
lfs f1, 0x0208 (r29)
.endm

.macro store_floats
stfs f2, 0x0200 (r29)
stfs f0, 0x0204 (r29)
stfs f1, 0x0208 (r29)
stfs f2, 0x00AC (r28)
stfs f1, 0x00B4 (r28)
stfs f0, 0x00B0 (r28)
.endm

.macro subtract
subi r9, r9, 0x80
subi r4, r4, 0x80
subi r3, r3, 0x80
subi r5, r5, 0x80
.endm

.macro divide
li r11, 0x4
divw r9, r9, r11
divw r4, r4, r11
divw r3, r3, r11
divw r5, r5, r11
.endm

.macro multiply
mulli r9, r9, 3
mulli r4, r4, 3
mulli r3, r3, 3
mulli r5, r5, 3
.endm

.macro compare_statements
cmpwi r9, 0x41
bgt shrink_r9
cmpwi r9, -0x41
bgt continue
li r9, -0x41
b continue
shrink_r9:
li r9, 0x41
continue:
cmpwi r4, 0x41
bgt shrink_r4
cmpwi r4, -0x41
bgt continue_1
li r4, -0x41
b continue_1
shrink_r4:
li r4, 0x41
continue_1:
cmpwi r3, 0x41
bgt shrink_r3
cmpwi r3, -0x41
bgt continue_2
li r3, -0x41
b continue_2
shrink_r3:
li r3, 0x41
continue_2:
cmpwi r5, 0x41
bgt shrink_r5
cmpwi r5, -0x41
bgt continue_3
li r5, -0x41
b continue_3
shrink_r5:
li r5, 0x41
continue_3:
.endm

.macro figure_controller_values
lhz r30, -0x2 (r12)
lbz r9, 0 (r12)
lbz r4, 0x1 (r12)
lbz r3, 0x2 (r12)
lbz r5, 0x3 (r12)
subtract
compare_statements
stb r9, 0x020C (r29)
stb r4, 0x0210 (r29)
stb r3, 0x0214 (r29)
stb r5, 0x0218 (r29)
.endm

.macro compare_and_add
cmpwi r3, 15
bgt add_f31
cmpwi r3, -15
blt add_f31
b check_vertical
add_f31:
lfs f31, 0x0214 (r29)
fadds f2, f2, f31
check_vertical:
cmpwi r5, 15
bgt add_f30
cmpwi r5, -15
blt add_f30
b check_z
add_f30:
lfs f30, 0x0218 (r29)
fadds f0, f0, f30
check_z:
cmpwi r30, 0x0090
bne the_end
cmpwi r5, 15
bgt add_f29
cmpwi r5, -15
blt add_f29
b the_end
add_f29:
lfs f29, 0x0218 (r29)
fadds f1, f1, f29
the_end:
.endm

grab_controller_address
grab_camera_params
figure_controller_values
compare_and_add
store_floats



I don't expect anything to come from this, but I wanted to try all options.

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  Stats Display Modifier [Vega]
Posted by: Vega - 09-21-2019, 07:11 PM - Forum: Visual & Sound Effects - No Replies

Stats Display Modifier [Vega]

This code allows you to change the display amount of every stat bar for character+vehicle selection. It does NOT effect the actual stats during gameplay.

P = Speed
R = Weight
T = Accel
V = Handle
X = Drift
Y = Offroad
Z = MT

Values are in 32 bit Float.

Example Values:
3F800000 = Full Stat Bar
3F000000 = 1/2 Stat Bar

Anything above 3F800000 will make the stat bar go past the 'limit'.

NTSC-U
C283FE4C 00000012
2C1F0002 41820038
2C1F0003 4182003C
2C1F0004 41820040
2C1F0005 41820044
2C1F0006 41820048
2C1F0007 4182004C
3CC0PPPP 60C6PPPP
48000048 3CC0RRRR
60C6RRRR 4800003C
3CC0TTTT 60C6TTTT
48000030 3CC0VVVV
60C6VVVV 48000024
3CC0XXXX 60C6XXXX
48000018 3CC0YYYY
60C6YYYY 4800000C
3CC0ZZZZ 60C6ZZZZ
90C1FFFC C021FFFC
60000000 00000000

PAL
C27E7F24 00000012
2C1F0002 41820038
2C1F0003 4182003C
2C1F0004 41820040
2C1F0005 41820044
2C1F0006 41820048
2C1F0007 4182004C
3CC0PPPP 60C6PPPP
48000048 3CC0RRRR
60C6RRRR 4800003C
3CC0TTTT 60C6TTTT
48000030 3CC0VVVV
60C6VVVV 48000024
3CC0XXXX 60C6XXXX
48000018 3CC0YYYY
60C6YYYY 4800000C
3CC0ZZZZ 60C6ZZZZ
90C1FFFC C021FFFC
60000000 00000000

NTSC-J
C27E7590 00000012
2C1F0002 41820038
2C1F0003 4182003C
2C1F0004 41820040
2C1F0005 41820044
2C1F0006 41820048
2C1F0007 4182004C
3CC0PPPP 60C6PPPP
48000048 3CC0RRRR
60C6RRRR 4800003C
3CC0TTTT 60C6TTTT
48000030 3CC0VVVV
60C6VVVV 48000024
3CC0XXXX 60C6XXXX
48000018 3CC0YYYY
60C6YYYY 4800000C
3CC0ZZZZ 60C6ZZZZ
90C1FFFC C021FFFC
60000000 00000000

NTSC-K
C27D62E4 00000012
2C1F0002 41820038
2C1F0003 4182003C
2C1F0004 41820040
2C1F0005 41820044
2C1F0006 41820048
2C1F0007 4182004C
3CC0PPPP 60C6PPPP
48000048 3CC0RRRR
60C6RRRR 4800003C
3CC0TTTT 60C6TTTT
48000030 3CC0VVVV
60C6VVVV 48000024
3CC0XXXX 60C6XXXX
48000018 3CC0YYYY
60C6YYYY 4800000C
3CC0ZZZZ 60C6ZZZZ
90C1FFFC C021FFFC
60000000 00000000

Source:

#r11 and r12 NOT Safe!
#r31 Holds Stat 'Slot', can only be 1 thru 7

cmpwi r31, 2
beq- weight
cmpwi r31, 3
beq- accel
cmpwi r31, 4
beq- handle
cmpwi r31, 5
beq- drift
cmpwi r31, 6
beq- offroad
cmpwi r31, 7
beq- mt

#speed, r31 = 1
#Random values filled below purely for compilation

lis r6, 0x3F80
ori r6, r6, 0x0000
b end

weight:
lis r6, 0x0000
ori r6, r6, 0x0000
b end

accel:
lis r6, 0x4000
ori r6, r6, 0x0000
b end

handle:
lis r6, 0x4040
ori r6, r6, 0x0000
b end

drift:
lis r6, 0x4080
ori r6, r6, 0x0000
b end

offroad:
lis r6, 0x3F00
ori r6, r6, 0x0000
b end

mt:
lis r6, 0x3E80
ori r6, r6, 0x0000

end:
stw r6, -0x4 (sp) #Area beneath the Stack is safe since no function calls are done in between the stw and lfs instructions
lfs f1, -0x4 (sp) #Replaces Default Instruction of fdivs f1, f3, f1

Code creator: Vega

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  Null Stats Display [Vega]
Posted by: Vega - 09-21-2019, 07:09 PM - Forum: Incomplete & Outdated Codes - No Replies

Null Stats Display [Vega]

NOTE: Outdated by Stats Display Modifier

Display of all stat bars for character+vehicle selection are zero/empty. This does NOT effect actual gameplay.

NTSC-U
0483FE4C FC210828

PAL
047E7F24 FC210828

NTSC-J
047E7590 FC210828

NTSC-K
047D62E4 FC210828

Source:
fsub f1,f1,f1 replaces fdivs f1,f3,f1

Code creator: Vega

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  Force Looking Backwards [JoshuaMK]
Posted by: JoshuaMK - 09-20-2019, 08:49 AM - Forum: Visual & Sound Effects - No Replies

Force Looking Backwards [JoshuaMK]

Compared to old version this works even when respawning.



(NTSC-U)
0459721C 4800003C

(PAL)
045A2254 4800003C

(NTSC-J)
045A1BD4 4800003C

(NTSC-K)
045902AC 4800003C



Code Creator: JoshuaMK

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  Dynamic Gravity v1.1 (GCN) [JoshuaMK]
Posted by: JoshuaMK - 09-19-2019, 09:46 PM - Forum: Incomplete & Outdated Codes - No Replies

Dynamic Gravity v1.1 (GCN) [JoshuaMK]

NOTE: Outdated by newer version.

This version takes your analog input and adds it onto the gravity float, meaning this is far more fluent/precise than the original. It also allows the code to be almost half the length it used to be. X and Y values simply determine how drastic the gravity changes are. This code affects CPUs too.



(NTSC-U)
C2576FC0 00000002
901D0218 3D808142
900C0200 00000000
C2590400 0000000B
3D808034 618CC203
3D608142 3C803F80
908B0204 808B0200
2C04001E 41800034
898C0000 398CFF78
38A0000X 28050001
41820010 38A0000Y
7D8C2BD6 48000008
1D8C000Y A0AB0204
7CA56214 B0AB0204
C02B0204 00000000

(PAL)
C257D824 00000002
901D0218 3D808142
900C0200 00000000
C2596C24 0000000B
3D808034 618CC203
3D608142 3C803F80
908B0204 808B0200
2C04001E 41800034
898C0000 398CFF78
38A0000X 28050001
41820010 38A0000Y
7D8C2BD6 48000008
1D8C000Y A0AB0204
7CA56214 B0AB0204
C02B0204 00000000

(NTSC-J)
C257D1A4 00000002
901D0218 3D808142
900C0200 00000000
C25965A4 0000000B
3D808034 618CC203
3D608142 3C803F80
908B0204 808B0200
2C04001E 41800034
898C0000 398CFF78
38A0000X 28050001
41820010 38A0000Y
7D8C2BD6 48000008
1D8C000Y A0AB0204
7CA56214 B0AB0204
C02B0204 00000000

(NTSC-K)
C256B87C 00000002
901D0218 3D808142
900C0200 00000000
C2584C7C 0000000B
3D808034 618CC203
3D608142 3C803F80
908B0204 808B0200
2C04001E 41800034
898C0000 398CFF78
38A0000X 28050001
41820010 38A0000Y
7D8C2BD6 48000008
1D8C000Y A0AB0204
7CA56214 B0AB0204
C02B0204 00000000



Guide

X = 0/1 (0 = Divide, 1 = Multiply)
Y = 1 to 9 (How much to multiply/divide by)

It is recommended to do X = 0, Y = 2, to achieve something that feels the most like CTGP's.



#~~~~~~~~~~~~~~~~~#
#Inject > 80576FC0#
#~~~~~~~~~~~~~~~~~#

stw r0, 0x0218 (r29)
lis r12, 0x8142
stw r0, 0x0200 (r12)

#~~~~~~~~~~~~~~~~~#
#Inject > 80590400#
#~~~~~~~~~~~~~~~~~#

lis r12, 0x8034
ori r12, r12, 0xC203
lis r11, 0x8142
lis r4, 0x3F80
stw r4, 0x0204 (r11)
lwz r4, 0x0200 (r11)
cmpwi r4, 30
blt skip_gravity_mod
lbz r12, 0 (r12)
subi r12, r12, 0x88
li r5, X
cmplwi r5, 1
beq multiply
li r5, Y
divw r12, r12, r5
b maths
multiply:
mulli r12, r12, Y
maths:
lhz r5, 0x0204 (r11)
add r5, r5, r12
sth r5, 0x0204 (r11)
skip_gravity_mod:
lfs f1, 0x0204 (r11)



Code Creator: JoshuaMK
Code Contributors: Hamster35000vr (Gravity Address)

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  Disable All In-Race Effects [JoshuaMK]
Posted by: JoshuaMK - 09-19-2019, 06:45 AM - Forum: Visual & Sound Effects - No Replies

Disable All In-Race Effects [JoshuaMK]

Things like flames, smoke, exhaust... anything in-race that is an effect gets removed.



(NTSC-U)
0454ECC8 60000000

(PAL)
04554CE8 60000000

(NTSC-J)
04554668 60000000

(NTSC-K)
04542D40 60000000



Code Creator: JoshuaMK

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  Kill Lakitu [JoshuaMK]
Posted by: JoshuaMK - 09-19-2019, 06:39 AM - Forum: Offline Non-Item - No Replies

Kill Lakitu [JoshuaMK]

Compared to davidevgen's version, this also "kills" him during the countdown, and probably other places he appears in as well.



(NTSC-U)
0454EBDC 60000000

(PAL)
04554BFC 60000000

(NTSC-J)
0455457C 60000000

(NTSC-K)
04542C54 60000000



Code Creator: JoshuaMK

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