Item Warning Online [Bully]
Works Online only. With this code you can choose a desired character animation to execute on screen when a desired item is in play. The character will animate non-stop until the opponent uses the item or pulls the item out to hold/trail it. Nobody can see your character animate. Therefore, nobody knows you are running the code.
NTSC-U
C265EE14 00000003
88030001 1D960004
3D8C8168 980C0193
60000000 00000000
C265EE30 00000003
88100011 1D960004
3D8C8168 980C0193
60000000 00000000
C27BE87C 00000006
A01F00F6 3D808168
618C018C 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000
PAL
C265E18C 00000003
88030001 1D960004
3D8C8168 980C0193
60000000 00000000
C265E1A8 00000003
88100011 1D960004
3D8C8168 980C0193
60000000 00000000
C27CD2DC 00000006
A01F00F6 3D808168
618C018C 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000
NTSC-J
C265D7F8 00000003
88030001 1D960004
3D8C8168 980C0193
60000000 00000000
C265D814 00000003
88100011 1D960004
3D8C8168 980C0193
60000000 00000000
C27CC948 00000006
A01F00F6 3D808168
618C018C 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000
NTSC-K
C264C4A4 00000003
88030001 1D960004
3D8C8168 980C0193
60000000 00000000
C264C4C0 00000003
88100011 1D960004
3D8C8168 980C0193
60000000 00000000
C27BB69C 00000006
A01F00F6 3D808168
618C018C 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000
XX Values:
00 = Green Shell
01 = Red Shell
02 = Banana
03 = Fake Item Box
04 = Mushroom
05 = Triple Mushroom
06 = Bob-omb
07 = Blue Shell
08 = Lightning
09 = Star
0A = Golden Mushroom
0B = Mega Mushroom
0C = Blooper
0D = POW Block
0E = Thunder Cloud
0F = Bullet Bill
10 = Triple Green Shells
11 = Triple Red Shells
12 = Triple Bananas
14 = No Item Available (Mushroom)
YY Values:
00 = Turning
01 = Boosting
02 = Drift left
03 = Drift right
04 = Wheelie
05 = Running
06 = Looking backwards
07 = Idle
08 = Win (two arms)
09 = Win (one arm)
14 = Yeah, I got him!
15 = Lose
17 = Throwing item
1A = Falling
1D = Weird sexual movement
1E = Trick
List of Sources:
1st ASM:
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, 0x8168 #Add 0x8168 to upper 16 bits of r12, lower 16 bits are not effected. At this point, if r12 is added with 0x193, it will be the finalized address of where the current read player's item will be stored to in mem81
stb r0, 0x193(r12) #Store current read player's item to r12 plus offset 0x0193 (address for that player's item is now finalized)
2nd ASM:
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, 0x8168 #Add 0x8168 to upper 16 bits of r12, lower 16 bits are not effected. At this point, if r12 is added with 0x193, it will be the finalized address of where the current read player's item will be stored to in mem81
stb r0, 0x193 (r12) #Store current read player's item to r12 plus offset 0x0193 (address for that player's item is now finalized)
3rd ASM:
lhz r0, 0x00F6 (r31) #Default Instruction
lis r12, 0x8168 #Set address (-0x4 away) in reference where item values are stored in mem81
ori r12, r12, 0x018C
li r11, 12 #Max room size is 12 players, max times for loop will be 12
check_item_loop:
lwzu r10, 0x4 (r12) #First, load item from slot 0, increase mem location by 0x4 per every check
cmpwi r10, 0xXX #Compare item value of current slot to monitored item value
bne+ decrement_loop
li r0, 0xYY #Item was found, set character value to replace what's in r0
sth r0, 0x00F6 (r31) #Needs to be restored into memory
decrement_loop:
subic. r11, 11, 1 #Subtract one from r10 every time check is done. Once r10 is 0, the loop will stop
bne+ check_item_loop
Code creator: Bully
Code credits: Vega (improved source)
Works Online only. With this code you can choose a desired character animation to execute on screen when a desired item is in play. The character will animate non-stop until the opponent uses the item or pulls the item out to hold/trail it. Nobody can see your character animate. Therefore, nobody knows you are running the code.
NTSC-U
C265EE14 00000003
88030001 1D960004
3D8C8168 980C0193
60000000 00000000
C265EE30 00000003
88100011 1D960004
3D8C8168 980C0193
60000000 00000000
C27BE87C 00000006
A01F00F6 3D808168
618C018C 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000
PAL
C265E18C 00000003
88030001 1D960004
3D8C8168 980C0193
60000000 00000000
C265E1A8 00000003
88100011 1D960004
3D8C8168 980C0193
60000000 00000000
C27CD2DC 00000006
A01F00F6 3D808168
618C018C 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000
NTSC-J
C265D7F8 00000003
88030001 1D960004
3D8C8168 980C0193
60000000 00000000
C265D814 00000003
88100011 1D960004
3D8C8168 980C0193
60000000 00000000
C27CC948 00000006
A01F00F6 3D808168
618C018C 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000
NTSC-K
C264C4A4 00000003
88030001 1D960004
3D8C8168 980C0193
60000000 00000000
C264C4C0 00000003
88100011 1D960004
3D8C8168 980C0193
60000000 00000000
C27BB69C 00000006
A01F00F6 3D808168
618C018C 3960000C
854C0004 2C0A00XX
40A2000C 380000YY
B01F00F6 356BFFFF
4082FFE8 00000000
XX Values:
00 = Green Shell
01 = Red Shell
02 = Banana
03 = Fake Item Box
04 = Mushroom
05 = Triple Mushroom
06 = Bob-omb
07 = Blue Shell
08 = Lightning
09 = Star
0A = Golden Mushroom
0B = Mega Mushroom
0C = Blooper
0D = POW Block
0E = Thunder Cloud
0F = Bullet Bill
10 = Triple Green Shells
11 = Triple Red Shells
12 = Triple Bananas
14 = No Item Available (Mushroom)
YY Values:
00 = Turning
01 = Boosting
02 = Drift left
03 = Drift right
04 = Wheelie
05 = Running
06 = Looking backwards
07 = Idle
08 = Win (two arms)
09 = Win (one arm)
14 = Yeah, I got him!
15 = Lose
17 = Throwing item
1A = Falling
1D = Weird sexual movement
1E = Trick
List of Sources:
1st ASM:
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, 0x8168 #Add 0x8168 to upper 16 bits of r12, lower 16 bits are not effected. At this point, if r12 is added with 0x193, it will be the finalized address of where the current read player's item will be stored to in mem81
stb r0, 0x193(r12) #Store current read player's item to r12 plus offset 0x0193 (address for that player's item is now finalized)
2nd ASM:
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, 0x8168 #Add 0x8168 to upper 16 bits of r12, lower 16 bits are not effected. At this point, if r12 is added with 0x193, it will be the finalized address of where the current read player's item will be stored to in mem81
stb r0, 0x193 (r12) #Store current read player's item to r12 plus offset 0x0193 (address for that player's item is now finalized)
3rd ASM:
lhz r0, 0x00F6 (r31) #Default Instruction
lis r12, 0x8168 #Set address (-0x4 away) in reference where item values are stored in mem81
ori r12, r12, 0x018C
li r11, 12 #Max room size is 12 players, max times for loop will be 12
check_item_loop:
lwzu r10, 0x4 (r12) #First, load item from slot 0, increase mem location by 0x4 per every check
cmpwi r10, 0xXX #Compare item value of current slot to monitored item value
bne+ decrement_loop
li r0, 0xYY #Item was found, set character value to replace what's in r0
sth r0, 0x00F6 (r31) #Needs to be restored into memory
decrement_loop:
subic. r11, 11, 1 #Subtract one from r10 every time check is done. Once r10 is 0, the loop will stop
bne+ check_item_loop
Code creator: Bully
Code credits: Vega (improved source)