Graphical In-Game Item Spy Online [Vega] - Printable Version +- Mario Kart Wii Gecko Codes, Cheats, & Hacks (https://mariokartwii.com) +-- Forum: Cheat Codes (https://mariokartwii.com/forumdisplay.php?fid=51) +--- Forum: Online; Item (https://mariokartwii.com/forumdisplay.php?fid=57) +--- Thread: Graphical In-Game Item Spy Online [Vega] (/showthread.php?tid=1116) |
Graphical In-Game Item Spy Online [Vega] - Vega - 03-31-2019 Graphical In-Game Item Spy Online [Vega] NOTE: It's recommended to also include this code to eliminate frame flickers -> https://mkwii.com/showthread.php?tid=1530 Works Online only. This code will place a graphical image on the bottom on your screen. The screen will contain the held items (in inventory) of every player in the race. The listing of the items will be ordered by the player slot number. The items presented will be shown in their hex value... Hex Item Image Values: 00 - Green Shell / No Player on Slot 01 - Red Shell 02 - Banana 03 - Fib 04 - Shroom 05 - Triple Shrooms 06 - Bomb 07 - Blue Shell 08 - Shock 09 - Star 0A - Golden 0B - Mega 0C - Blooper 0D - Pow 0E - TC 0F - Bill 10 - Triple Greens 11 - Triple Reds 12 - Triple Nanas 14 - No Item / No Item Available NOTE: This code makes use of the following memory addresses... 0x80001500 thru 0x80001518 0x81660000 thru 0x8166002F 0x81670000 thru 0x81670003 Make sure no other codes in your GCT/Cheat-Manager are using those addresses. NTSC-U C200A3F0 00000007 9421FF80 BC610008 806DA358 80630044 80630000 3D808002 618C23E0 7D8803A6 4E800021 B8610008 38210080 80010014 60000000 00000000 C2009640 0000001D 3D808167 818C0000 2C0C0000 418200D0 9421FF80 BC610008 48000025 25303258 20253032 58202530 32582025 30325820 25303258 20253032 58200000 7C8802A6 38A00020 98A4001D 7C9D2378 3FC08166 7CBEC4AA 3C608000 60631500 3BE30012 3D808001 618C0ECC 7D8803A6 4E800021 2C030000 41800060 7FA4EB78 38A00000 98A4001D 7FE3FB78 3BDE0018 7CBEC4AA 3D808001 618C0ECC 7D8803A6 4E800021 2C030000 41800030 38600030 388000DA 38A00001 38DFFFEE 3DC08002 61CC1DF0 7D8803A6 4E800021 61CC1DD0 7D8803A6 4E800021 B8610008 38210080 81830000 60000000 00000000 C265EE14 00000003 88030001 1D960004 3D8C8166 900C0000 60000000 00000000 C265EE30 00000004 88100011 1D960004 3D8C8166 900C0000 3D608167 920B0000 60000000 00000000 PAL C200A430 00000007 9421FF80 BC610008 806DA360 80630044 80630000 3D808002 618C2480 7D8803A6 4E800021 B8610008 38210080 80010014 60000000 00000000 C2009680 0000001D 3D808167 818C0000 2C0C0000 418200D0 9421FF80 BC610008 48000025 25303258 20253032 58202530 32582025 30325820 25303258 20253032 58200000 7C8802A6 38A00020 98A4001D 7C9D2378 3FC08166 7CBEC4AA 3C608000 60631500 3BE30012 3D808001 618C1A2C 7D8803A6 4E800021 2C030000 41800060 7FA4EB78 38A00000 98A4001D 7FE3FB78 3BDE0018 7CBEC4AA 3D808001 618C1A2C 7D8803A6 4E800021 2C030000 41800030 38600030 388000DA 38A00001 38DFFFEE 3DC08002 61CC1E90 7D8803A6 4E800021 61CC1E70 7D8803A6 4E800021 B8610008 38210080 81830000 60000000 00000000 C265E18C 00000003 88030001 1D960004 3D8C8166 900C0000 60000000 00000000 C265E1A8 00000004 88100011 1D960004 3D8C8166 900C0000 3D608167 920B0000 60000000 00000000 NTSC-J C200A38C 00000007 9421FF80 BC610008 806DA360 80630044 80630000 3D808002 618C23A0 7D8803A6 4E800021 B8610008 38210080 80010014 60000000 00000000 C20095DC 0000001D 3D808167 818C0000 2C0C0000 418200D0 9421FF80 BC610008 48000025 25303258 20253032 58202530 32582025 30325820 25303258 20253032 58200000 7C8802A6 38A00020 98A4001D 7C9D2378 3FC08166 7CBEC4AA 3C608000 60631500 3BE30012 3D808001 618C1950 7D8803A6 4E800021 2C030000 41800060 7FA4EB78 38A00000 98A4001D 7FE3FB78 3BDE0018 7CBEC4AA 3D808001 618C1950 7D8803A6 4E800021 2C030000 41800030 38600030 388000DA 38A00001 38DFFFEE 3DC08002 61CC1DB0 7D8803A6 4E800021 61CC1D90 7D8803A6 4E800021 B8610008 38210080 81830000 60000000 00000000 C265D7F8 00000003 88030001 1D960004 3D8C8166 900C0000 60000000 00000000 C265D814 00000004 88100011 1D960004 3D8C8166 900C0000 3D608167 920B0000 60000000 00000000 NTSC-K C200A538 00000007 9421FF80 BC610008 806DA380 80630044 80630000 3D808002 618C24E0 7D8803A6 4E800021 B8610008 38210080 80010014 60000000 00000000 C2009788 0000001D 3D808167 818C0000 2C0C0000 418200D0 9421FF80 BC610008 48000025 25303258 20253032 58202530 32582025 30325820 25303258 20253032 58200000 7C8802A6 38A00020 98A4001D 7C9D2378 3FC08166 7CBEC4AA 3C608000 60631500 3BE30012 3D808001 618C1A94 7D8803A6 4E800021 2C030000 41800060 7FA4EB78 38A00000 98A4001D 7FE3FB78 3BDE0018 7CBEC4AA 3D808001 618C1A94 7D8803A6 4E800021 2C030000 41800030 38600030 388000DA 38A00001 38DFFFEE 3DC08002 61CC1EF0 7D8803A6 4E800021 61CC1ED0 7D8803A6 4E800021 B8610008 38210080 81830000 60000000 00000000 C264C4A4 00000003 88030001 1D960004 3D8C8166 900C0000 60000000 00000000 C264C4C0 00000004 88100011 1D960004 3D8C8166 900C0000 3D608167 920B0000 60000000 00000000 List of Sources: 1st ASM (When Game loads StaticR.rel, Get Render Mode & Call Direct Print Setup Frame Buffer) #~~~~~~~~~~~~~~~~# # START ASSEMBLY # #~~~~~~~~~~~~~~~~# # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Register Notes: # # No need to backup r0 or LR # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~# #~~~~~~~~~~~~~~~~~~~~~# # Macros & Statements # #~~~~~~~~~~~~~~~~~~~~~# .macro push_stack stwu r1, -0x80 (r1) stmw r3, 0x8 (r1) .endm .macro pop_stack lmw r3, 0x8 (r1) addi r1, r1, 0x80 .endm .macro call_link address lis r12, \address@h ori r12, r12, \address@l mtlr r12 blrl .endm .macro default_instruction lwz r0, 0x0014 (r1) .endm .set region, '' #Must set region value, or else source will not compile .if (region == 'E' || region == 'e') # RMCE .set nw4r_db_DirectPrint_SetupFB, 0x800223E0 .elseif (region == 'P' || region == 'p') # RMCP .set nw4r_db_DirectPrint_SetupFB, 0x80022480 .elseif (region == 'J' || region == 'j') # RMCJ .set nw4r_db_DirectPrint_SetupFB, 0x800223A0 .elseif (region == 'K' || region == 'k') # RMCK .set nw4r_db_DirectPrint_SetupFB, 0x800224E0 .else # Invalid Region .abort .endif #~~~~~~~~~~~~~~~~~~~~~~~# # Start Register Safety # #~~~~~~~~~~~~~~~~~~~~~~~# push_stack #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Get Render Mode (RKSystem->mpVideo()->pRenderMode) # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# .if (region == 'E' || region == 'e') # RMCE lwz r3, -0x5CA8(r13) .elseif (region == 'P' || region == 'p') # RMCP lwz r3, -0x5CA0(r13) .elseif (region == 'J' || region == 'j') # RMCJ lwz r3, -0x5CA0(r13) .elseif (region == 'K' || region == 'k') # RMCK lwz r3, -0x5C80(r13) .endif lwz r3, 0x0044(r3) lwz r3, 0x0 (r3) #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Call nw4r::db: DirectPrint_SetupFB # # r3 = Render Mode # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# call_link nw4r_db_DirectPrint_SetupFB #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # End Register Safety; Default Instruction # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# pop_stack default_instruction # #~~~~~~~~~~~~~~# # END ASSEMBLY # #~~~~~~~~~~~~~~# ========== 2nd ASM Source: #~~~~~~~~~~~~~~~~# # START ASSEMBLY # #~~~~~~~~~~~~~~~~# # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Register Notes: # # No need to backup r0 or LR # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~# #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Memory Address Notes: # # 0x80001500 thru 0x80001512 - Formatted 1st Half of String # # 0x80001512 - Null Byte appended from 1st Call of Sprintf # # 0x80001512 thru 0x80001517 - Formatted 2nd Half of String # # 0x80001518 - Null Byte appneded from 2nd Call of Sprintf # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# #~~~~~~~~~~~~~~~~~~~~~# # Macros & Statements # #~~~~~~~~~~~~~~~~~~~~~# .macro push_stack stwu r1, -0x80 (r1) stmw r3, 0x8 (r1) .endm .macro pop_stack lmw r3, 0x8 (r1) addi r1, r1, 0x80 .endm .macro call_link address lis r12, \address@h ori r12, r12, \address@l mtlr r12 blrl .endm .macro call_nw4r address ori r12, r14, \address@l mtlr r12 blrl .endm .macro default_instruction lwz r12, 0x0 (r3) .endm .set region, '' #Must set region value, or else source will not compile .if (region == 'E' || region == 'e') # RMCE .set sprintf, 0x80010ECC .set nw4r_db_DirectPrint_Printf, 0x1DF0 .set nw4r_db_DirectPrint_StoreCache, 0x1DD0 .elseif (region == 'P' || region == 'p') # RMCP .set sprintf, 0x80011A2C .set nw4r_db_DirectPrint_Printf, 0x1E90 .set nw4r_db_DirectPrint_StoreCache, 0x1E70 .elseif (region == 'J' || region == 'j') # RMCJ .set sprintf, 0x80011950 .set nw4r_db_DirectPrint_Printf, 0x1DB0 .set nw4r_db_DirectPrint_StoreCache, 0x1D90 .elseif (region == 'K' || region == 'k') # RMCK .set sprintf, 0x80011A94 .set nw4r_db_DirectPrint_Printf, 0x1EF0 .set nw4r_db_DirectPrint_StoreCache, 0x1ED0 .else # Invalid Region .err .endif #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Check to See if a Race is Active: # # Load Status Word from Mem 81 # # If not zero, we know to execute the Draw Code # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# lis r12, 0x8167 lwz r12, 0x0 (r12) cmpwi r12, 0x0 beq- dont_execute #~~~~~~~~~~~~~~~~~~~~~~~# # Start Register Safety # #~~~~~~~~~~~~~~~~~~~~~~~# push_stack #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Sprintf #1 # # r3 = Address Pointer to Dump Formatted String # # r4 = Address Pointer to String that needs Formatting # # r5 thru r10 = Non Float Format Args # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# bl printf_string .llong 0x2530325820253032 #1st String for 1st Sprintf - "%02X %02X %02X %02X %02X %02X " .llong 0x5820253032582025 .llong 0x3032582025303258 .llong 0x2025303258200000 printf_string: mflr r4 li r5, 0x20 stb r5, 0x1D (r4) #This is needed because the final 0x20 gets nulled out for second sprintf, so we always need to 'recover' it before first sprintf mr r29, r4 #Backup String Address Pointer to r29 lis r30, 0x8166 lswi r5, r30, 24 #Load the first 6 slot Item Words into r5 - r10 lis r3, 0x8000 #Set Address to Dump String To ori r3, r3, 0x1500 addi r31, r3, 0x0012 #First Formatted String Ends at 0x80001512 (null), so add 0x18 to r3 for start of 2nd string on 2nd call of sprintf. Put result in r31 for global variable storage thru function calls call_link sprintf #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Check Sprintf #1 Return Value # # If negative, error occured # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# cmpwi r3, 0x0 blt- _error #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Sprintf #2 # # r3 = Address Pointer to Dump Formatted String # # r4 = Address Pointer to String that needs Formatting # # r5 thru r10 = Non Float Format Args # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# mr r4, r29 #Move backed up string address pointer to r4 li r5, 0x0 stb r5, 0x1D (r4) #The space in the ASCII string near the end is not needed, null it out, string is now ready for 2nd call of sprintf mr r3, r31 #2nd String will be dumped to exactly where null byte of 1st string of ended at addi r30, r30, 0x18 #Add 0x18 to r30, now address points to beginning of second half of the 12 player item slot listing lswi r5, r30, 24 #Load slot's 7 - 12 Item Words into r5 - r10 call_link sprintf #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Check Sprintf #2 Return Value # # If negative, error occured # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# cmpwi r3, 0x0 blt- _error #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # DirectPrint Printf & Store Cache # # Purpose: Draw on Screen # # r3 = X coordinate (starts far left) # # r4 = Y coordinate (starts at very top) # # r5 = 0 No Wrap; 1 Wrap # # r6 = Address Pointer to String that will be Drawn on Screen # # r7 thru r10 printf format args # # f1 thru f13 printf float format args # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# li r3, 0x30 li r4, 0xDA li r5, 0x1 addi r6, r31, -0x12 #Make r6 have 0x80001500, beginning of entire formatted string lis r14, 0x8002 #For nw4r macro call_nw4r nw4r_db_DirectPrint_Printf call_nw4r nw4r_db_DirectPrint_StoreCache #~~~~~~~~~~~~~~~~~~~~~# # End Register Safety # #~~~~~~~~~~~~~~~~~~~~~# _error: pop_stack #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # dont_execute label; Default Instruction # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# dont_execute: default_instruction # #~~~~~~~~~~~~~~# # END ASSEMBLY # #~~~~~~~~~~~~~~# ========== 3rd ASM Source: lbz r0, 0x1 (r3) #Default instruction mulli r12, r22, 0x4 #Multiple Player slot by 4, store in r12. Thus lower 16 bits of r12 will hold second half of mem81 address addis r12, r12, 0x8166 #Add 0x8166 to upper 16 bits of r12. The player slot will increment/separate the address by 0x4 depending on slot value stw r0, 0x0 (r12) #Store current read player's item to r12 plus offset 0x0193 (address for that player's item is now finalized) ========== 4th ASM Source: lbz r0, 0x0011 (r16) #Default instruction mulli r12, r22, 0x4 #Multiple Player slot by 4, store in r12. Thus lower 16 bits of r12 will hold second half of mem81 address addis r12, r12, 0x8166 #Add 0x8166 to upper 16 bits of r12. The player slot will increment/separate the address by 0x4 depending on slot value stw r0, 0x0 (r12) #Store current read player's item to r12 plus offset 0x0193 (address for that player's item is now finalized) lis r11, 0x8167 #Set 1st Half Address for Race-Status Word Check stw r16, 0 (r11) #We need anything not zero at 0x81670000, store r16 to that spot Code creator: Vega Code credits: Star & RiiDefi (Draw Text to Screen Code); Bully (Both Item Spy ASMs) |