12-16-2024, 11:20 AM
(This post was last modified: 12-16-2024, 11:25 AM by Unnamed.
Edit Reason: Correcting grammar lol
)
Disable No Item Available Fallback [Unnamed]
To explain this code, I need to go into a little more detail.
When a player touches (this means the item is already determined when touching the box, the roulette is a time buffer) an item box online, the game (the local console) calculates the item and will have it checked on its own console as well as by the other clients. If the item limit is exceeded on your own console, the item record immediately falls back to 0x14 (no item available). This is the first way you can get a 0x14 no Item available.
In contrast, if this is not the case, the Item is sent to the other clients for checking. If one (only one) of the clients detects a violation of the item limit, it sends a rejection of the item, which results in the item being resent by the local console. This continues until either all clients have confirmed the item or a certain time limit is reached (approximately 1.5 to 2 seconds) and if this is exceeded, the item record falls back to 0x14 (no item available). This is the second way you can get 0x14 no Item available.
After some Investigation I found the code lines responsible for writing the 0x14 to the Item spy and nopped them. The following two lines deactivate the item record falling back to the no item available value for both cases. The first line deactivates the local rejection fallback, which also opens up the possibility of bypassing item limits with the shared item code. The second line deactivates the timeout fallback, which is used, for example, by the two codes "Force everyone to get certain items" and "A step above god". Thus, the second code line can be used to bypass these two codes, making it one of the strongest codes ever.
There is a similar code in the forum: "Replace mushroom if no item available", which changes the item that is output when no item is available. However, on that code the item record is kept at 0x14 (no item available), in contrast the following code will flag that you have the item you have requested. That way it is much harder for cheat detectors to detect the usage of the code. (This should not encourage you to use the codes on servers that prohibit cheating.)
Have fun trying out this code
NTSC-U
0465FEF8 60000000
046602B8 60000000
PAL
0465F270 60000000
0465F630 60000000
NTSC-J
0465E8DC 60000000
0465EC9C 60000000
NTSC-K
0464D588 60000000
0464D948 60000000
One final NOTE: using the timeout fallback line, you might still have a slow roulette, but you will not get a "no Item available" Mushroom anymore
Code Creator: Unnamed
To explain this code, I need to go into a little more detail.
When a player touches (this means the item is already determined when touching the box, the roulette is a time buffer) an item box online, the game (the local console) calculates the item and will have it checked on its own console as well as by the other clients. If the item limit is exceeded on your own console, the item record immediately falls back to 0x14 (no item available). This is the first way you can get a 0x14 no Item available.
In contrast, if this is not the case, the Item is sent to the other clients for checking. If one (only one) of the clients detects a violation of the item limit, it sends a rejection of the item, which results in the item being resent by the local console. This continues until either all clients have confirmed the item or a certain time limit is reached (approximately 1.5 to 2 seconds) and if this is exceeded, the item record falls back to 0x14 (no item available). This is the second way you can get 0x14 no Item available.
After some Investigation I found the code lines responsible for writing the 0x14 to the Item spy and nopped them. The following two lines deactivate the item record falling back to the no item available value for both cases. The first line deactivates the local rejection fallback, which also opens up the possibility of bypassing item limits with the shared item code. The second line deactivates the timeout fallback, which is used, for example, by the two codes "Force everyone to get certain items" and "A step above god". Thus, the second code line can be used to bypass these two codes, making it one of the strongest codes ever.
There is a similar code in the forum: "Replace mushroom if no item available", which changes the item that is output when no item is available. However, on that code the item record is kept at 0x14 (no item available), in contrast the following code will flag that you have the item you have requested. That way it is much harder for cheat detectors to detect the usage of the code. (This should not encourage you to use the codes on servers that prohibit cheating.)
Have fun trying out this code
NTSC-U
0465FEF8 60000000
046602B8 60000000
PAL
0465F270 60000000
0465F630 60000000
NTSC-J
0465E8DC 60000000
0465EC9C 60000000
NTSC-K
0464D588 60000000
0464D948 60000000
One final NOTE: using the timeout fallback line, you might still have a slow roulette, but you will not get a "no Item available" Mushroom anymore
Code Creator: Unnamed