This is the support thread for Super Mario Galaxy (RMGE01) [NTSC-US].
Please post support questions related to this game.
NO STUFF ABOUT STAR WORLD! IT DOESN'T EXIST AND NEVER WILL!!
continue posts as long as not about trying to get star world
I don't know if this is a known issue because I've only been on this site for about 3 days...anyway, I've been using the Mario Transformations Code v1.2 (which is awesome), and everytime I tried to use it the Boo, Bee, Ice, and Rainbow Mario weren't always working properly.
For example Ice Mario wouldn't walk on water
Bee Mario couldn't fly with his wings
Boo Mario couldn't even move in any direction except when he was jumping
and Rainbow Mario wouldn't eventually dash (where he sticks out his arms and starts running faster and does wacky flips)
Fire Mario worked fine
So did Spring Mario
and Flying Mario.
Eventually I thought well maybe I'm putting on too many codes, so I put on just this 1 code and it works perfect. So then I start adding codes one by one to see which one causes the problems and all the problems start happening when I turn on the "Fly When Spin Move Is Used" code. Next I turn on every code except the "fly when spin" code and the transformation codes are working perfect...turn the fly when spin code on....and it has those problems again.
Main thing--turning the "Fly When Spin Move Is Used" and the "Mario Transformations Code v1.2" codes on both at the same time causes imperfections in the "Mario Transformations Code v1.2" code.
It's no big deal, I mean I can still transform into flying mario and can still get around nicely. It would be nice to fly around as Rainbow Mario though. You know, without the bugs. This isn't a priority, if you have other codes that are more awesome than this then work on those. I'm just letting you know about this bug.
First off, this Infinite Health code didn't seem to work with Gecko OS 1.07. I haven't tried it with the latest Gecko OS yet, though. But it probably won't.
Infinite Health [dexter0]
48000000 806B7B40
14000380 00000003
E0000000 80008000
Second, did anyone go any further with the actor values? There are 14 values that came with the .txt file, but we all know there are hundreds more. I'd just like to know if anyone looked up most of the other values.
I have a few question about the region free "Slow Motion" code by brkirch:
1. Would it be possible to add a button activator to that code, so you can toggle on/off that code while you're playing? Or would the game not allow you that?
2. What values can be modified, so you can set lower or doubled speed?
3. Is it possible to remove a specific line from that code, so you can choose yourself what should be slowed down and what not? For example: Everything but Mario is at 50% speed.
I'm not sure if this is right place for me to post here.
I just found some videos of new codes, but I cant find actual codes.
I wonder if it is real codes? I am sad to see that people are selling codes on that cheathappens.com site.
I know some of codes come from some authors here.
http://www.youtube.com/watch?v=WrhHU4pJX0A
http://www.cheathappens.com/show_board2.asp?headID=86997&titleID=12917
I want to try this "Mario Force" code.
I wonder if it is one of author's codes here.
I also like another code -
STAR FEEDER - Stars become full after 1 star bit.
I checked geckocodes database and it is not anywhere there.
Okay, I'm one of the biggest Galaxy haters out there. And I was thinking "What exactly is ticking me off in this game that could be fixed?" It took me quite a few minutes to realize that two little changes (which I believe could be easy to pull off with cheats) would make this game a LOT better. They are :
When mid-air, Mario's Spin doesn't give an upward boost
Everyone knows this cheap little lifesaver was implemented for the noobs. Remove this and the game gets a huge boost in difficulty, something which it sure lacks. No more jumping around on walls, abusing glitches etc only good old unstoppable platforming. Oh wait, unstoppable as long as it's used alongside that other cheat...
Mario doesn't "brake" anymore/Mario's speed momentum is never halted OR takes less time to build up again
Okay this has to be the game's biggest flaw. Ever realized that every single time Mario jumps and hits the floor again, he has to re-build his speed? Damm it, each and every time you jump on a small platform you have to go back to its edges just to make sure you get enough speed to reach the next one - often just to fall in space due to lack of speed. Just imagine if, instead, you could jump and jump and jump and jump never to be slowed down by his brakes. If you fall, it's your own fault and there's no lame spin move to save your butt. I think the game would be both more challenging and enjoyable this way.
Hello Here's some codes found in the database dont know if you already have them
the credits of everyone who made the codes are in the codes just in case
anyways just to help sorry if someone pisses off
[spoiler]RMGE01
Super Mario Galaxy
Tiny Mario [WiiMaster]
F6000001 80208030
C03E0024 7C7D1B78
F4000000 04A77303
3FA03F00 93BE0024
93BE0028 93BE002C
C03E0024 00000000
E0000000 80008000
You might become regular Mario again if you re-spawn. Thanks to brkirch for his Mario Modifier Codes.
Fly When Spin Move Is Used [brkirch]
042E8898 38600007
Throw Fireball When Spin Move Is Used [brkirch]
042C3EE8 38000002
Infinite Health (works with Ocarina) [brkirch]
042B1C30 60000000
Moon Jump [brkirch]
C22E9D40 00000003
3C808049 807C02D8
90645E94 7F83E378
60000000 00000000
C22AD38C 00000005
3C808062 8084D340
54840529 41820010
3C808049 80845E94
909F02D8 7FE3FB78
60000000 00000000
Skeleton Mario (Press + to toggle) [brkirch]
C244E654 00000006
5407D801 41820024
3D008049 88E85E8D
2C070000 4182000C
38E00000 48000008
38E00001 98E85E8D
2C000000 00000000
C2450DBC 00000004
80640004 3D608062
396BD33C 7C045800
40820008 54630734
60000000 00000000
C22B61C8 00000004
3C808049 88845E8D
2C040000 4182000C
38000001 48000008
881E0A0A 00000000
C22B2C7C 00000004
3C808049 88845E8D
2C040000 4182000C
38000001 48000008
881E0A0A 00000000
C22B2C94 00000004
3C608049 88635E8D
2C030000 4182000C
38800001 48000008
889E0A0B 00000000
Infinite Time [brkirch]
0438E65C 60000000
0434B600 60000000
Infinite Star Bits [brkirch]
C23B1F44 00000002
3800270F 90030008
7C030378 00000000
C23B2590 00000002
388003E7 90830040
7C832378 00000000
Always have 999 Coins [brkirch]
C23458B0 00000002
388003E7 9083000C
7C832378 00000000
Infinite Air [brkirch]
043014C8 60000000
0 Lives Lost On Game Save (Takes Effect When Game Is Saved) [brkirch]
C23B40FC 00000003
2C1C0022 4082000C
3BC00000 48000008
7FC6E22E 00000000
Mario Transformations Code v1.2.1 [brkirch]
20495E3C C00223A0
C2495E84 00000021
3E00803A 3A10EA00
7C0C8000 408200E0
3D604E80 396B0421
3E008017 9170FB14
3D808049 896C5E89
8A0C5E88 2C100001
40820008 7D705B78
2C100010 41800018
896C5E89 7E0B5838
7C105800 41820008
480000A0 3D608030
3D80806B 818C7B40
A18C03D4 2C0C0000
4182001C 3D808049
8A0C5E8C 561007B6
9A0C5E8C 396B4704
48000068 2C100002
40820008 396B477C
2C100004 40820008
396B4794 2C100008
40820008 396B47AC
2C100010 40820008
396B4764 2C100020
40820008 396B4734
2C100040 40820008
396B471C 2C100080
40820008 396B474C
2C100002 41800014
2C100080 4181000C
7D6903A6 48000014
3D808049 8A0C5E8C
561007B6 9A0C5E8C
4E800420 00000000
C244E650 00000043
80030004 3D008049
2C000100 40820040
88E85E8A 98E85E8B
88E85E88 1CE70002
2C070080 40810018
88E85E8C 54E7F801
38E00002 41820008
38E00001 98E85E88
2C070010 41800008
98E85E8A 2C000200
408200A8 3CE08062
80E7D340 54E7B801
41820054 88E85E8B
98E85E8A 88E85E8C
89085E88 54E7F801
38E00002 41820008
38E00001 7C074000
3D008049 98E85E88
40820068 88E85E8C
54E8F001 3D008049
60E70002 41820008
54E707FA 98E85E8C
48000048 88E85E8C
54E8D801 4182003C
3D00806B 81087B40
2C080000 4182002C
54E8F001 41800008
60E70004 60E70008
3D008049 98E85E8C
3CE04832 38E76371
3D008017 90E8FB14
3D008049 88E85E8C
54E70734 98E85E8C
54E8E001 3D00802B
3CE04082 41820008
3CE04800 38E700F8
90E82754 3D008049
88E85E8C 54E8E801
3D00802B 3CE04D82
38E70020 90E89A3C
3CE04082 3D00802D
38E70014 90E88E04
64E70100 90E84BFC
3D00802C 3CE0B083
38E703DC 90E84B20
3CE04813 38E75251
90E84618 38E702FC
90E8431C 38E7FB18
90E84804 38E7F9F8
90E848FC 38E705D4
90E84838 3CE04182
38E70128 90E853D8
38E7FEEC 90E84A2C
3D00802E 3CE0B01D
38E70402 90E8AFA4
4182005C 3D00802B
3CE04E80 38E70020
90E89A3C 3CE04800
3D00802D 38E70014
90E88E04 90E84BFC
3D00802C 90E84A2C
38E70114 90E853D8
3CE06000 90E84B20
90E84618 90E8431C
90E84804 90E848FC
90E84838 3D00802E
90E8AFA4 00000000
C22B5478 00000018
3F808049 889C5E88
2C040000 4082000C
38800001 989C5E88
897C5E8A 88BC5E8C
54A507B6 98BC5E8C
54A507FF 41810018
396000F0 2C040001
4082000C 38800002
989C5E88 997C5E89
3CA0802B 3C604182
38830100 90855994
3883013C 90855700
3883012C 90855710
38830090 908558A0
388300D0 90855BEC
3C806000 90855AF8
5563D801 41820008
90855994 5563D001
4182000C 90855700
90855710 5563C801
41820008 908558A0
5563C001 41820008
90855BEC 3B800000
60000000 00000000
C23CC4FC 00000005
3D608049 896B5E8C
516306FC 7C035800
4182000C 3D608049
986B5E8C 546307F4
2C030000 00000000
C23B2368 00000003
3CA08049 88855E8C
60840010 98855E8C
38800000 00000000
E0000000 80008000
How to use
Button 2 cycles through this transformation list:
1. <Currently loaded transformation> (when inside the observatory)
2. Fire Mario*
3. Flying Mario*
4. Rainbow Mario*
5. Ice Mario**
6. Bee Mario**
7. Spring Mario**
8. Boo Mario**
* These transformations are loaded by default. They are always usable.
** Enabled by default when outside the observatory. To enable one of these transformations inside the observatory, select it and exit/enter a dome.
Button 1 applies/unapplies the selected transformation if it is loaded. Holding button 2 and then pressing button 1 resets the selected transformation to the currently loaded transformation (the beginning of the transformation list). Reseting the selected transformation will not affect which transformation will be loaded on next area exit/enter.
ChangeLog
1.2.1 Minor bug fix
1.2 Check if Mario is loaded before attempting to apply transformations. (prevents lockups)
1.1.1 Reduced code length by 5 lines.
1.1 Transformations code no longer affects transformations that are done normally with a power-up. Also, you can now disable transformation enhancements (infinite time with transformation, infinite bee flight, no power-up music) by holding button 2 and pressing button 1 twice.
1.0 Enabled all transformations in all areas except the observatory. Added infinite bee flight.
0.9 Major code rewrite. All the known issues I could reproduce were fixed. The code now forces Rainbow Mario to load by default.
0.5.1 Fixed an issue which caused Fire Mario and Flying Mario to freeze the game when used early in the game.
0.5 Initial Release
Collect 1 Purple Coin For A Star [brkirch]
043458C4 2C040064
043458C8 4D820020
043458CC 38000064
043458D0 90030010
Daredevil Run Mode [brkirch]
042AE8E0 60000000
042DDF50 60000000
042B07A0 60000000
Quick Spin & Infinite Midair Spin [brkirch]
042B1694 60000000
C22B14C0 00000002
9BBC01E1 38600000
987C0947 00000000
Mario Speed Modifier [brkirch]
C2166064 0000000A
3C80806B 80847B40
7C04F000 40820038
3C808049 3C60XXXX
90645E98 C0245E98
C0010008 EC000072
D0010008 C001000C
EC000072 D001000C
C0010010 EC000072
D0010010 387F000C
60000000 00000000
3FC0 x1.5
4000 x2.0
4020 x2.5
403F x3.0
Unlimited Bee Mario/Luigi Flight [hawkeye2777]
042DAFA4 60000000
Do not use with brkirch's Transformations code.
Inf. Purple Star Bits On Other Planets (Not The Observatory) [Radical Hacker]
0291F7CE 000003E7
99 Lives [dexter0]
04F63CF0 00630000
Infinite Health [dexter0]
48000000 806B7B40
14000380 00000003
E0000000 80008000[/spoiler]
^I already went through that list. Notice the word REQUEST in brackets - it means I'm asking for new codes to be written by these 1337 haxxers out there. :)
Hi. I was going to reply to this (http://wiird.l0nk.org/forum/index.php/topic,2311.msg34018.html#msg34018), but there was a suggestion to make a new thread instead. This deals in particular with a pointer to Mario's data.
Quote from: Yoshi52 on May 24, 2009, 02:33:24 AM
First off, this Infinite Health code didn't seem to work with Gecko OS 1.07. I haven't tried it with the latest Gecko OS yet, though. But it probably won't.
Infinite Health [dexter0]
48000000 806B7B40
14000380 00000003
E0000000 80008000
I recently spent about two days trying to find a pointer to Mario for a different reason (which will be a different post, hopefully). During my adventure, I figured out how to get a hold of Mario's data safely. dexter0's code will tend to cause freezes when Mario spins, because the pointer he's using (806B7B40) gets changed. You actually need to do the pointer-in-pointer search, which takes a long time. But I believe I have found a safe pointer to an object which has in it a pointer to the actual Mario data. Specifically, [[safeptr]+4] is where Mario's data exists. I tested this while jumping, spinning, changing levels, etc, so it should be pretty safe. Note that I used the 5801 to update the po with the second pointer.
It will still lock up every now and then, because the other problem is that since these pointers can jump around at any time (even when you're spinning!), we have to put in the sanity checks (DE code type) to make sure we don't dereference a null pointer by accident.
Here's the fixed dexter0 code.
48000000 806BC610 -- Load 806BC610 (safe pointers) into po
DE000000 80008180 -- bounds check
58010000 00000004 -- deref po, add 4, load (mario pointer) into po
DE000000 80008180 -- bounds check
14000380 00000003 -- write 3 ("full health") at [po] + 0x380
E0000000 80008000 -- fix the po (and ba for good measure)
Hi there, can anybody make a joker command for super mario galaxy?? I don't have a usb gecko so i can't make the code myself :-[ - Or maybe somebody can explain how this code works?
Skeleton Mario (Press + to toggle) [brkirch]
C244E654 00000006
5407D801 41820024
3D008049 88E85E8D
2C070000 4182000C
38E00000 48000008
38E00001 98E85E8D
2C000000 00000000
C2450DBC 00000004
80640004 3D608062
396BD33C 7C045800
40820008 54630734
60000000 00000000
C22B61C8 00000004
3C808049 88845E8D
2C040000 4182000C
38000001 48000008
881E0A0A 00000000
C22B2C7C 00000004
3C808049 88845E8D
2C040000 4182000C
38000001 48000008
881E0A0A 00000000
C22B2C94 00000004
3C608049 88635E8D
2C030000 4182000C
38800001 48000008
What i want to do is to integrate the speed modifier code with that one, so when you change to skeleton mario the speed is increased.
So, how about it, can anybody give a joker command code or explain the skeleton mario code?
Thanks in advance
First of all their called conditionals not jokers, second that code doesn't have any, the button activator must've been done in ASM
wiiztec is right, 1) they are not "jokers" they are button activators or conditionals. 2) there are four C2 code-types in that code, which means using assembly, so you'd probably need access to a USB Gecko in order to see what instructions are being hooked when.
If you know anything about asm, you could use Link's asmwiird converter to see what the assembly instructions are. If you know the address of the controller, it should be pretty easy to find it in the assembly.
To attach the speed modifier to the Skeleton code, you'll need to add a button activator that changes the float that's loaded. It, too, is a C2 code-type, which means more assembly.
If I find some free time I'll see what I can do, but you might have to wait a week or two.
Quote from: dcx2 on March 15, 2010, 09:15:08 PM
wiiztec is right, 1) they are not "jokers" they are button activators or conditionals. 2) there are four C2 code-types in that code, which means using assembly, so you'd probably need access to a USB Gecko in order to see what instructions are being hooked when.
If you know anything about asm, you could use Link's asmwiird converter to see what the assembly instructions are. If you know the address of the controller, it should be pretty easy to find it in the assembly.
To attach the speed modifier to the Skeleton code, you'll need to add a button activator that changes the float that's loaded. It, too, is a C2 code-type, which means more assembly.
If I find some free time I'll see what I can do, but you might have to wait a week or two.
Thanks, obviously, i'll wait.
Skeleton Mario & Mario Speed Modifier (Press + to toggle)
C2166064 0000000C
3C808049 88845E8D
2C040000 41820048
3C80806B 80847B40
7C04F000 40820038
3C808049 3C60XXXX
90645E98 C0245E98
C0010008 EC000072
D0010008 C001000C
EC000072 D001000C
C0010010 EC000072
D0010010 387F000C
60000000 00000000
C244E654 00000006
5407D801 41820024
3D008049 88E85E8D
2C070000 4182000C
38E00000 48000008
38E00001 98E85E8D
2C000000 00000000
C2450DBC 00000004
80640004 3D608062
396BD33C 7C045800
40820008 54630734
60000000 00000000
C22B61C8 00000004
3C808049 88845E8D
2C040000 4182000C
38000001 48000008
881E0A0A 00000000
C22B2C7C 00000004
3C808049 88845E8D
2C040000 4182000C
38000001 48000008
881E0A0A 00000000
C22B2C94 00000004
3C608049 88635E8D
2C030000 4182000C
38800001 48000008
889E0A0B 00000000
3FC0 x1.5
4000 x2.0
4020 x2.5
403F x3.0
I was hoping to try and have some fun making some sort of 'custom' levels with the Actor Replacements code. Unfortunately, I can't find any full list and I can't do breakpoints without a USB Gecko. Making educated guesses on values doesn't seem to help, either... I was wondering if anyone could create a more extensive list of actors and objects.
Replace Actors (NNNNNNNN should be the number of actor replacements + 0xA)
C23420B0 NNNNNNNN
7C0802A6 48000005
7C8802A6 38840040
48000014 7C03C800
40820008 83240004
38840008 80640000
2C030000 4082FFE8
38840004 7C0803A6
7C8903A6 807C0000
4E800420 60000000
I hope someone can find/make a good list.
it's a copy paste from the smg2 request thread, because i'm asking for the same thing in both games.
could somebody make a code for flying in a straight path, instead of having to keep pushing up? or an activator to do so?
also, a button activated code for speeding up flight would be great : D
thanks
Quote from: hetoan2 on December 21, 2008, 12:36:10 PM
NO STUFF ABOUT STAR WORLD! IT DOESN'T EXIST AND NEVER WILL!!...
That is not entirely true my friend. ;)
http://www.youtube.com/watch?v=ok0hoTyGsm8
NOW can we make Star World requests? =P
I agree. Let's get this done. I can't do it myself, but maybe a topic revival and a fan of the idea, (me. :P) will get more notice?
I got dcx2 to take on the "job." That was a month or two ago, however. I'm not one to spam mail, so l plan on waiting awhile until l remind him.
Quote from: Yoshi52 on July 10, 2010, 06:01:49 PM
I got dcx2 to take on the "job." That was a month or two ago, however. I'm not one to spam mail, so l plan on waiting awhile until l remind him.
Oh ok. Well it sounds like a good idea. ^_^
I've been keeping an eye on this. Right now I'm back on Gecko.NET, and after that I'm probably hacking SMG2 some more. But then I want to back-port a bunch of SMG2 codes to SMG. And when I do that, I'll probably add on the Actor List.
Yoshi, didn't you once provide me with some info from brkirch about what breakpoint/register has the actor values?
Quote from: dcx2 on July 10, 2010, 09:01:55 PMYoshi, didn't you once provide me with some info from brkirch about what breakpoint/register has the actor values?
Yeah, it should be in your PM's. If not, for w'ever reason, I can refind it by Googling it. brkirch posted the breakpoint dealie on some other sites on his release of the code.
And, yeah, you got that Gecko.net thing as a primary project. That's more reason why I didn't wanna bother you too frequently on stuff.
I was thinking about the engines of SMG 1 and 2 and how both are pretty much exactly alike with modifications made to the second. Using codes and Riivolution, might it be possible to patch the modifications made in SMG2 to the engine of SMG1?
Things like Yoshi and the new powerups could be added to the transformation code if it works. Better still, what if we could even port over levels and data to compile them in to one large supergame? :P
Possible or no? :D
-Vahk
No takers? O_o
Maybe there are no takers because it will be more than just one quick code.
Quote from: Doom on July 17, 2010, 03:30:33 PM
Maybe there are no takers because it will be more than just one quick code.
I know this. But it could be just as promising as the Newer Super Mario Bros. Wii project. Is it possible?
Theoretically, it should work, but there could be unforseen side effects from doing so, and some parts would have to be extremely edited to make it work. I can see using the new powerups being quite possible, though you would have to copy the whole Objectdata file to make it work. Using SMG2 powerups is is actually a plausible idea. Supergame? Well, it would be crazy difficult, needing massive amounts of new codes, among other things, but it could, perhaps, happen. I can only code windows programs, so I wouldn't be able to help.
hey, i want a code that lets me go to the star festival level again
but without going to the gateway galaxy, or reseting the game
Well there are a lot of codes out there but I have a few requests for codes that I'd like to be able to use, I assume it's OK to make a new topic as I have a few codes in mind.
Control stick option for manta ray surfing
Some kind of protection from falling off the edge when manta ray surfing
Like in SMG2, a code that will reset all recorded times for challenges
Freeze & unfreeze timer for time challenges
I forget what else I had in mind, I'll edit it in when I remember. Again, hope it's OK to create this topic.
I've a code request for this game too. To make the first person-view camera (U-dpad) 360degrees rotation.
See, in SMG2, the camera when in first-person you can turn it all around mario and look everywhere. but in SMG, you cant because it stops at a certain angle. Just want that limit removed & make it the more like SMG2.
Quote from: Slapjack on November 03, 2010, 09:13:20 PM
I've a code request for this game too. To make the first person-view camera (U-dpad) 360degrees rotation.
...An just about every other modern platformer. What an odd exception.
Deviant Artisans unite.
I'm in search of a code for Super Mario Galaxy that will remove the HUD (the displays for the star count, lives count, starbits count, life amount count, first-person view d-pad, and coin). Screenshots taken in 1080p look very, very crisp up close, but get ruined with all the indicators around the edges of the screen.
They disappear on their own (most of them) temporarily, so I assume there's a way to get them all to disappear permanently.
Anyone?
I found those addresses for SMG2 and I'm pretty experienced at sister game porting so I'll probably be able to do this
but you should have requested this in the existing thread
Here http://wiird.l0nk.org/forum/index.php/topic,39.msg63844.html#msg63844
umm, i was wondering if anyone is experiencing this problem too.
i only have the following codes on:
Infinite Health
Infinite Star Bits
Infinite Air
99 Lives
Mario Transformation
but when i try to load the game, either by Gecko OS or USB Loader with cheats on, the game freezes.
on Gecko OS it shows the "exception occurred" screen, while on USB Loader, it freezes with a black screen.
is there any way to fix this problem? thank you for reading.
RMGE01?
Which infinite health? There are like three of them.
What does the Exception screen say? Try unplugging anything that's plugged into the GameCube slots, or the USB.
Quote from: dcx2 on March 30, 2011, 06:57:22 PM
RMGE01?
Which infinite health? There are like three of them.
What does the Exception screen say? Try unplugging anything that's plugged into the GameCube slots, or the USB.
i unplugged all gamecube controllers, gamecube memory cards and USB. and it still freezes.
and as for infinite health, its the one by dexter0. here are the list of codes and makers of them:
infinite health [dexter0]
infinite star bits [brkirch]
infinite air [brkirch]
99 lives [dexter0]
mario transformation [brkirch]
and as for the exception error, it says "Exception (DS1) occurred!
Infinite Health [dexter0]
48000000 806B7B40
14000380 00000003
E0000000 80008000
dexter0 Inf Health is missing the address range check, it may not be needed though but that might be the problem. try the codes without that one.
I made a post when I first started hacks. dexter0's inf health does not use a good pointer; it's prone to changing when you do things like spin. You should use my invincibility code instead. It's safer, and you won't stumble when you get hit by an enemy.
Also, does the game boot when you don't have any codes on?
@dcx2 you were right. it was dexter0's code. i was able to play the game perfectly with the other codes.
thanks a bunch.
also, not sure if this would be possible, but is there any way to possibly make a "mario modifier" code? and i don't mean the power-ups, either. i mean to replace Mario's model with something, like Cosmic Mario, for example. or even to play as Luigi/Cosmic Luigi during Mario's game mode and vise versa.
I see this thread is specifically for Super Mario Galaxy, so I won't make a new one. I'm sure someone would rather I necro a slightly old thread (less than a month, though) rather than make a new topic for something we already have.
Anyways, I was wondering if it was possible to push a button and instantly win a level. Specifically, I'm thinking of those gods-awful Balance Ball levels, and the Trial Galaxy one in particular. I'm really not sure what Nintendo was thinking with those, because the controls are atrocious. I have a lot of trouble getting the game to recognize my controller is in the "standing still" position, too.
Would it be possible to somehow warp to the end of the level, instead? Or would it be possible to simply walk through the ball and get the star inside of it? Or what about controlling it with the Control Stick? I'm just trying to get some ideas out there, cause this is really getting to me. I've no idea how I originally beat it back when it came out, but my old Wii was stolen so I'm having to do these all over again. Thank gods for the codes you guys have provided, they've been a blessing.
Also, sometimes the "Moon Jump" code sends me in a specific direction rather than just up. Has anyone else experienced this, too?
Oh yeah, almost forgot. The Invincibility code is really good, but it doesn't actually stop my health from going down when I'm frozen, set on fire, or crushed. Probably semantics, but just saying.
Oh, one more thing. I already finished it, but was there any luck getting the Manta Ray controlled with the Control Stick? That was something I'd been interested in, but didn't see any word of it having been hacked or not.
EDIT: Well, wouldn't you know it, I make the request, try it one last time, and beat it. But you know what? I'm gonna leave this request here, because I'm sure there's others out there who'd appreciate this as much as I would.
After I made my universal activator/remapper/spoofer/shaker, I had an idea about remapping the nunchuck analog stick to the Wiimote accelerometers. This would allow you to control the ball/manta ray with the analog stick instead.
Moon jump codes have always been a little flakey. They seem to have no air control.
Invincibility doesn't stop fire? Hm. Do you still stumble/jump super high and go OW-OW-OW? I guess the inf health code helps there.
There's also a couple SMG2 codes I should port back to SMG1. Like "shake nunchuck to fly".
Off the top of my head Mario (and Luigi) are still affected by lava, ice water, spikes.. Oh, and if you're floating on a Pull Star and run into something, they still hurt you. Bubbles also still pop when you're in those Maze levels, too. Almost forgot, those enemies that can freeze you? Still knocks you cold, no pun intended. I think I'm gonna try using the Infinite Health code that works with Ocarina, as well as the Invincibility code, and see if that works out. Normally I'm not so bad as to worry, but sometimes it can really mess up a level somewhere.
And yeah, the moon jump code I eventually discovered actually doesn't work at all sometimes. It seems to depend on which way you're facing, and where the gravity is. Sometimes you go off in one direction when you jump (can be really bad sometimes, even slight jumps) other times nothing happens at all. Usually, it's pretty useful though, so I definitely appreciate it.
But yeah, if you're able to map the manta ray and ball controls to the control stick, I think that'd solve a lot of problems for people. I actually had to tackle one of the Balance Ball levels with just a straight rush (the Melty Molten level) because it simply would not register anything but a forwards direction. Musta taken a couple dozen lives, thankfully you run into a 1-up when you go straight.
I did the "map analog stick to tilt sensor" code. See the main SMG thread.
http://wiird.l0nk.org/forum/index.php/topic,39.msg68698.html#msg68698
Use "No Deadly Surfaces" to stop lava, quicksand, etc from hurting/killing you.
http://wiird.l0nk.org/forum/index.php/topic,39.msg68701.html#msg68701
Oh, wow, thanks a whole lot, dcx2! I thought I'd searched the forum better, but I musta missed that thread somehow. I feel kinda foolish now. I'll try them out as soon as I can!
You wouldn't have found those codes until yesterday. They're brand new.
The "analog stick tilt sensor" code was inspired by your request, of course. Once I had SMG up and running, I figured I'd port a few of my SMG2 codes. I especially like long jump into wall slide, and wall-jump off the same wall.