04-12-2023, 07:14 PM
(04-12-2023, 02:32 PM)Vega Wrote: That's a load pointer code which I personally hate. Assembly is always easier imo.
That code is checking a pointer (memory address value) located at 805c1c04. It will then use the pointer there (which will vary) to use as a storing reference.
The old mkwii license unlock codes are setup in a similar fashion
https://mariokartwii.com/showthread.php?tid=639
This code has a similar structure. Scroll down in that post you will see an ASM equivalent I've made. That will give you an idea of what is going on in such a code.
Either way these pointer codes are tough to port sometimes. Your best bet would be to get the version of the game for that code. Launch that game to character selection. Then go to 805c1c04 in a memory viewer. Find a nearby string to use as a porting constant and attempt to manually port. You won't be able to use or include the contents of 805c1c04 as part of your string for porting because the contents there always varies. Hopefully that makes sense.
https://mariokartwii.com/showthread.php?...ow+to+port
Well, I understand your point (yes, the porting of the code better to save me the difficulty, or that's at least what I understood) but the problem is that, as I said before, the code is poorly done, because look, Mario Sports Mix It has 4 sports, which as I had already said are Basketball, Volleyball, Dodgeball and Hockey, the code only works in Basketball and Volleyball, while in Dodgeball it doesn't even load (the screen stays black) and in Hockey the game crashes at the time of throwing the puck into the goal (that's what I meant by the fact that the code was quite unstable).
But from what you say, apparently it is quite a complicated code to be created from scratch, which already says enough, considering you're more advanced than me, I think that I cannot even consider myself at least as a beginner (much less than that), the code I created was just my first code, and I had no idea how to create code until I came across your post.
In the same way, I will try to do what you told me to do (try to port the code to my version), and the last thing you mentioned about the best thing to do would be to try to get the version of the game for that code, it would not be an option for me (the code is PAL), since my Wii (yes, i still have one) is NTSC-U, and I want to have all the codes that I create/modify exclusively for that version, so I prefer the first option.
But hey, changing the subject in case portability doesn't work, I have another idea for another code (I suppose this should be easier), in Mario Sports Mix there are 2 teams, blue (you) and red (CPU), each team has a bar to do a special attack, said bar has 5 levels, and when those 5 levels are completed you can perform the special attack.
Well, the idea is to create a code so that the bar of the blue team (you) is always full, while the bar of the red team (CPU) never fills up, I also forgot to mention that for said bar to fill up varies depending on of sports, in Basketball it fills up when you throw the ball, in Volleyball when you catch the ball, in Dodgeball when you throw the ball, and in Hockey when you throw the puck, all this 5 times (because as I said before, that the attack bar specials has 5 levels, and 5 is the maximum).
It goes without saying that the idea already exists (yes, I mean, there are already codes for that), the downside is that none of them have worked for me (in any version, just to be clear), here I post them, it's not a code with many lines, so maybe I assume it's easier:
Blue Team: SP Modifier [Bully@Wiiplaza] - NTSC-U
04A4202C SSSSSSSSS
00000000 = Empty
3F800000 = Full
Red Team: SP Modifier [Bully@Wiiplaza] - NTSC-U
04A42030 SSSSSSSS
00000000 = Empty
3F800000 = Full
Both Teams: SP Modifier [Bully@Wiiplaza] - NTSC-U
0418B1CC SSSSSSSSS
FC20B090 = Empty
FC201090 = Full
Instant SP Bar Gain [hetoan2] - NTSC-U
0418B300 D0A5010C
Blue Team has Max SP [hetoan2] - NTSC-U
04A41F6C 3F800000
Blue Team: SP Modifier [Bully@Wiiplaza] - PAL
04A78B6C SSSSSSSSS
00000000 = Empty
3F800000 = Full
Red Team: SP Modifier [Bully@Wiiplaza] - PAL
04A78B70 SSSSSSSS
00000000 = Empty
3F800000 = Full
Both Teams: SP Modifier [Bully@Wiiplaza] - PAL
0418B250 SSSSSSSSS
FC20B090 = Empty
FC201090 = Full