Race as Ghost on Ghost Replay [Vega]
#1
Race as Ghost on Ghost Replay [Vega]

This code will allow you to race as the ghost when you select ghost replay, be sure to read the instructions below. Also, if you choose to race the ghost in an actual TT, the ghost will mimic your movements. If you want that ghost to mimic you 100% exact (like a reverse live replay), you need to make sure you have the same character, vehicle, transmission, and controller that the ghost used.

INSTRUCTIONS:

Before doing the ghost replay, race against the desired ghost normally for a split second. Pick any character/vehicle, doesn't matter (unless you are wanting to a reverse live replay). Pause the game a split second after the TT starts, and go back to course selection. Select the track you were just on, but this time choose ghost replay for the ghost you had just raced against. The ghost replay will load, you will be the ghost (with the ability to drive it) using its character, vehicle, transmission, etc. Congratz.

XXXX = Controller type

XXXX values:
GCN controller = FC94
Any Wii Remote type controller = D814

NOTE: This code makes use of memory addresses 0x814D0000 thru 0x814D0003. Make sure no other codes in your GCT/Cheat-Manager are using those addresses.

NTSC-U
C251CE84 00000004
807E0004 3D80814D
816C0000 2C0B0000
41820008 7D635B78
60000000 00000000
C251C8BC 00000003
981E0014 3D60814D
3B7EXXXX 936B0000
60000000 00000000

PAL
C25212F8 00000004
807E0004 3D80814D
816C0000 2C0B0000
41820008 7D635B78
60000000 00000000
C2520D30 00000003
981E0014 3D60814D
3B7EXXXX 936B0000
60000000 00000000

NTSC-J
C2520C78 00000004
807E0004 3D80814D
816C0000 2C0B0000
41820008 7D635B78
60000000 00000000
C25206B0 00000003
981E0014 3D60814D
3B7EXXXX 936B0000
60000000 00000000

NTSC-K
C250F31C 00000004
807E0004 3D80814D
816C0000 2C0B0000
41820008 7D635B78
60000000 00000000
C250ED54 00000003
981E0014 3D60814D
3B7EXXXX 936B0000
60000000 00000000



Code creator: Vega
Code credits: Mdmwii (original GCN live replay), Bully (original Wii Remote live replay)



Sources:
#1st ASM (Constantly load pointer, once valid pointer is read, replace ghost pointer w/ player inputs pointer)

#Address Ports
#NTSC-U = 8051CE84
#PAL = 805212F8
#NTSC-J = 80520C78
#NTSC-K = 8050F31C

lwz r3, 0x0004 (r30) #Default instruction, load pointer that references where to load opp ghost inputs from

lis r12, 0x814D
lwz r11, 0 (r12)
cmpwi r11, 0 #Check for valid pointer, valid will NOT be null
beq- end

mr r3, r11 #Change the pointer to point to our inputs instead

end:

==========

#2nd ASM (Once TT race loads, store the player inputs pointer)

#Address Ports
#NTSC-U = 8051C8BC
#PAL = 80520D30
#NTSC-J = 805206B0
#NTSC-K = 8050ED54

stb r0, 0x0014 (r30) #Default instruction
lis r11, 0x814D
addi r27, r30, -0x36C #GCN used for compilation , use -0x27EC for wiimote if desired
stw r27, 0 (r11) #Store the player input pointer
Reply
#2
Very interesting
Super Mario Eclipse, what Super Mario Sunshine could've been.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)