infinite health
043CA24C 60000000
infinite starbits
04A75CF8 000003E6
C24C9050 00000002
386003E6 907F004C
60000000 00000000
infinite starbits (starship mario)
02E40E7A 0000270E
C24DE0A8 00000002
3860270E B07F000A
60000000 00000000
unlimited time to remount yoshi
044129E0 60000000
infinite extra lives
044DE058 60000000
cloud mario/luigi starts with 16 clouds instead of 3 toggle A+B+Z
28750A02 00002C00
0430B0FC 4180FF90
CC000000 00000000
0430B0FC 4BFFFF90
E0000000 80008000
on by default
invisible mario/luigi toggle ++-
28750A02 00001010
04384DC4 8005000C
CC000000 00000001
04384DC4 38000001
E0000000 80008000
off by default
balloon yoshi infinite air
04414C48 60000000
04414BFC 60000000
light yoshi lasts forever
042C4FA4 60000000
boulder mario/luigi rolls until he hits something
0443F018 60000000
28750A02 00004004
0443F018 386000B3
E0000000 80008000
press C+down to stop rolling if you can't hit anything
lock/manually advance/rewind actions of various things toggle Z+1
4E000024 00000000
28750A02 00002200
80000004 00000004
04243208 38040001
CC000000 00000001
04243208 38000004
28750A02 00004002
92110004 00000002
A8000008 00000005
86000004 00000001
E2000002 00000000
28750A02 00004001
92110004 00000002
A8000008 00000005
86000004 0000FFFF
E2000002 00000000
94110004 00000002
E0000000 80008000
when the code is on press C+right to advance progress & C+left to rewind progress, the best example for this is shot starbits
things like starbits sticking to you, thwomps will freeze in place, enemies will not advance towards you, platforms won't move, the radial lazer shockwaves of those things that shoot them will be frozen in place star launch pads won't launch you, etc. tell me if you find out something interesting
So yeah ou're gonna need to toggle this a lot
off by default
starbit count doesn't display unless you're standing still
48000000 810824C0
DE000000 80008180
38024D7C 00000100
1201E976 00000101
38024D7D 00000000
1201E976 00000000
E0000000 80008000
for use with the infinite starbits codes
no spin recharge time
48000000 807ECEF8
DE000000 80008180
10000E3F 00000000
E0000000 80008000
no yoshi flutter recharge time
0441BB90 38000000
antigravity jump toggle Z+2
28750A02 00002100
CC000000 00000000
48000000 807ECEF8
DE000000 80008180
28750A02 F7FF0800
140006A4 BF800000
28750A03 F7FF0000
140006A4 3F800000
E0000000 80008000
on by default
unlike a moon jump this can actually save you from falling
10X enhanced aerial momentum control toggle Z+-
28750A02 00003000
047DC878 3F800000
CC000000 00000000
047DC878 41200000
E0000000 80008000
on by default
cerebral palsy afflicted mario/luigi/yoshi toggle Z++
28750A02 00002010
0406ACAC D003000C
CC000000 00000000
C206ACAC 00000002
3E203F00 9223000C
60000000 00000000
E0000000 80008000
also gives NPC's turettes
effect level modifier
82200008 807E20E0
28750A02 00002402
86900008 3C23D70A
28750A03 00002401
86900008 BC23D70A
28750A03 00002408
80000008 3F800000
28750A03 00002404
80000008 00000000
E2000001 00000000
84200008 807E20E0
E0000000 80008000
B+Z+right = more effects
B+Z+left = less effects
B+Z+up = normal effects
B+Z+down = no effects
default flying speed is 2.5 times faster + hold down to accelerate while flying
C23EB034 00000002
3FC08000 C03E2FF4
60000000 00000000
28750A02 FFFB0004
86900009 3CF5C28F
84200009 80002FF4
28750A03 FFFB0000
24002FF4 40200000
26002FF4 A0000000
86900009 BCF5C28F
84200009 80002FF4
E2000003 00000000
28750A02 F7FF0800
80000009 40200000
84200009 80002FF4
E0000000 80008000
default flying speed is 40200000 (2.5 times normal)
if you want to change it use this site http://babbage.cs.qc.edu/IEEE-754/Decimal.html (change both)
there is a version of this that accelerates exponentially http://wiird.l0nk.org/forum/index.php/topic,5791.msg51521.html#msg51521
sharper turning when flying
043E9A30 EFE0082A
disable large orange timers toggle A+2
28750A02 00000900
04461078 90030034
CC000000 00000000
04461078 60000000
E0000000 80008000
hetoan2's code disables the small yellow ones
no automatic dive down when flying
043E9DC0 48000010
psychedelic flight toggle A+1
28750A02 00000A00
043EB01C 40810014
CC000000 00000000
043EB01C 60000000
A8000008 00000120
043EB01C 40810014
E0000000 80008000
on by default
No HUD elements
48000000 810824C0
DE000000 80008180
1201E976 00000101
12024D7C 00000000
E0000000 80008000
surface type selector toggle HOME [dcx2 & wiiztec]
4E00001C 00000000
28750A02 00008000
04039884 482100BD
CC000000 00000001
04039884 38600000
28750A03 00004010
82100005 80002FF0
A8000008 00000006
86000005 00000001
E2000002 00000000
28750A02 00005000
82100005 80002FF0
A8000008 00000006
86000005 0000FFFF
E2000002 00000000
84100005 80002FF0
2C002FF0 00000025
2E002FF0 00001000
80000005 00000000
E2000002 00000000
2C002FF0 00001000
80000005 00000025
2A002FF1 00000001
2A002FF0 0000001B
2A002FF0 0000001C
2A002FF0 00000010
28750A02 00004C00
80000005 00000000
E2000001 00000000
94110005 00000002
E0000000 80008000
when on press C++ to go up & C+- to go down one value
A+B+C = shortcut to normal ground (00)
see this post http://wiird.l0nk.org/forum/index.php/topic,5791.msg51067.html#msg51067 for a list of values
Its really not fair to pirate the game and make codes before everyone else. Some people like to keep everything legal and buy the game on the day it comes out.
It really isn't fair...
Guess I have to pirate this if I want to have a chance at making any codes.
He's done this on many games before so I doubt it.
Same thing happened with a final fantasy game a month back.
he's a pirate.
999 Coins [hetoan2]:
04A75D00 000003E7
6 Health Invincibility[hetoan2]:
043CA248 38000006
9999 Coins in Starship Mario [hetoan2]:
0517C4DC 0000270F
044645E4 3860270F
9999 Starbits in Bankertoad[hetoan2]:
48000000 810BA7E8
14000140 0000270F
1400013C 0000270F
E0000000 80008000
^^ please test and let me know if it doesn't work
-------note
[81085650]+2A10
[810BA7E8]+140
[81085668]+D64
[8108565C]+1874
[80B029A0]+2A10
[80B029A4]+1874
[80B029A8]+D64
[80B029AC]+260
[80B029B0]+140
[80B029B4]+44
[810A8EEC]+140
[8108F470]+D64
[81085674]+44
[8115B870]+238
[810A8F10]+74
[8109B8C4]+18C8
[810BA5E4]+140
[8118CE00]+240
[8108F46C]+1874
[8109F8B0]+2980
-------
lol he was the first! :D
hetoan I don't play Final Fantasy, I hate RPG's you must be thinking of someone else
QuotePosted by: hetoan2
Insert Quote
He's done this on many games before so I doubt it.
Same thing happened with a final fantasy game a month back.
he's a pirate.
thats funny cuz now that u did this below .
Quote from: hetoan2 on May 21, 2010, 08:43:43 PM
999 Coins [hetoan2]:
04A75D00 000003E7
6 Health [hetoan2]:
052319F0 00000006
99 Lives on Gain/Loss [hetoan2]:
nevermind S:
u must be a pirate to .. Some times things should be left unsaid .. who cares who hacks what.. look iv stuck to one game for a very long time .. how about hacking a game and getting alot for it not trying to just hack a Few little things for the game then goin to the next one :P
it be fun to hack this game thats for sure :)
Final Fantasy he's talking about a game i had done codes for afew days before the release date, I ended up just having the thread removed.
woops my bad i just mixed you two up.
and Skiller, I did pirate this game. I already paid for it in advance so why should I have to wait until after all the codes are made. I didn't want to pirate it, but I had to.
Quote from: hetoan2 on May 21, 2010, 09:36:18 PM
woops my bad i just mixed you two up.
and Skiller, I did pirate this game. I already paid for it in advance so why should I have to wait until after all the codes are made. I didn't want to pirate it, but I had to.
i will just leave that at Contradiction ..
its all good i dont care what ppl do to each his own :) Have fun with the hacks :)
its still not right, but if you cant beat em; join em.
Moon Jump
28750A02 F7FF0800
48000000 807ECEF8
DE000000 80008180
4A100000 00003CFC
3E000000 00004000
1400002C C1800000
E0000000 80008000
28750A02 F7FF0800
48000000 807ECEF8
DE000000 80008180
4A100000 00003CFC
3C000000 0000B000
1400002C 41800000
E0000000 80008000
Please test.
Because it was an instruction did not know, the code was made from the pointer.
--note--
[807ECEF8]+3D28
[807ECF08]+3D28
[807ECF0C]+2D8
[807F1378]+2D8
[80B1845C]+3D28
[80CF41F8]-4F30
[80CF4050]-4F30
[80CF3F7C]-4F30
[80CF3D10]-4F30
[80CF3E9C]-4F3C
[80CF4118]-4F3C
[80CF4044]-4F3C
[80CF3EA8]-4F30
[80CF3F70]-4F3C
[80CF4124]-4F30
[80CF41EC]-4F3C
8004081C: F0450004 psq_st f2,4(r5),0,0
8000E728: F0430000 psq_st f2,0(r3),0,0
Mario Size
48000000 807ECEF8
DE000000 80008180
4A100000 00003B1C
14000000 40800000
14000014 40800000
14000028 40800000
E0000000 80008000
(http://www.dejavu.jp/~webmaster/upbbs/users/test/img/1274476991.jpg)
ZiT your mario size modifier freezes occasionally when you aren't in a stage, also it messes up marios costumes and doesn't work while he is flying.
Your moon jump works fine however ;)
Thank you for hetoan2 test!!
I found another place size address.
Mario Size (Fix)
48000000 807ECEF8
DE000000 80008180
4A100000 0000002C
14000000 40800000
14000004 40800000
14000008 40800000
E0000000 80008000
ZiT how'd you find the size values I tried searching when mario's hands got bigger but I got nowhere, btw the new size code doesn't make yoshi grow with you like the old one did
Your size modifier fixes the size while flying, but freezes when going to starship mario.
I'm sitting over here hacking a game that came out in 2006 and you guys are hacking a game that's not even out yet. lol (hopefully you've each already pre-ordered the real copy though..)
I googled that instruction, psq_st, and only found a patent by Nintendo. haha
http://www.freepatentsonline.com/y2005/0021926.html
Mario Size
28750A02 00000200
48000000 807ECEF8
DE000000 80008180
4A100000 0000002C
14000000 xxxx0000
14000004 xxxx0000
14000008 xxxx0000
E0000000 80008000
-Size=xxxx
-3F80=Normal
-4000=x2
-4080=x4
wait nvm that was my code -.-
psq_st is paired single quantized store, it stores 2 floating point values at the same time
Invincible (Fix)
04393CD0 B0850014
04393CB8 B0850016
043C177C 60000000
04393CE8 60000000
04393D00 60000000
04393D1C 60000000
-Suffers once
@wiiztec
Thank you for teaching.
Where where of the register are the two?
I don't really know how it works exactly, I found out what it meant a while ago from this site http://hitmen.c02.at/files/yagcd/yagcd/chap3.html
Speed Up (Down Button)
28750A02 FFFB0004
C23AEC9C 00000003
3D804080 618C0000
9181FFFC C001FFFC
D01D0278 00000000
E0000000 80008000
2A750A02 FFFB0004
043AEC9C D01D0278
E0000000 80008000
@wiiztec
Thank you for teaching the site.
It will study later.
Planet Codes
Gain Max Coins on pickup
044C90B8 90BF0054
1 Up every SrarBit Pickup/Use
044C905C 41810004
BTW some Gamestops got this today :) Preorders just released
it seems there is 2 sets of codes to be hacked
Planet codes and Ship codes .. anyone found a diffrince in this ?
By ship you mean starship mario right?
Quote from: wiiztec on May 22, 2010, 06:20:51 AM
By ship you mean starship mario right?
yes .. the codes seem to Shift from one Area to the next when u go to the ship and to the planet .. also on thie ship things use Sth on planets they use Stw .
BTW Starbits go to 9999 not 99
infinite starbits [wiiztec]
04A75CF8 0000270F
C24C9050 00000002
3860270F 907F004C
60000000 00000000
infinite starbits (starship mario)
02E40E7A 0000270F
C24DE0A8 00000002
3860270F B07F000A
60000000 00000000
Check this if it moves if it dont then mario Should be red with a Line attached to him that does not move from the postion u were last at
Theather mario (Testing moving sections)
0123482E 00000004
i used this on planet 1 Star 2
I know but there's no reason to have an extra 2 digits on the screen, the lumas don't get fed all at once so even if they want more than 99 it's not a problem
Quote from: wiiztec on May 22, 2010, 07:00:50 AM
I know but there's no reason to have an extra 2 digits on the screen, the lumas don't get fed all at once so even if they want more than 99 it's not a problem
is there not something in the game that u use all 9999 Starbits for .. it be odd why they would put it at 9999 if its not used for something .
hetoan2, you really should be adding your codes to the database.. Once hackers not from here start hacking, they may post similar codes without knowing yours exist.
woops, yea i should have done that :S
Mathew_Wi posted the same codes as me without knowing...
I'll try and contact him and tell him to take it down.
Infinite Bee Mario Flight [hetoan2]:
0438D6E0 60000000
Infinite Air [hetoan2]:
04400310 60000000
Powers Last Forever [hetoan2]:
043CBC9C 60000000
RGBA Modifier [hetoan2]:
0414CB5C 90E30000
0414CB50 3CE0RRGG
0414CB54 60E7BBAA
Modifies the RGB and the Alpha values for effects.
RGB is just the hex values for color like #FFFFFF for white and #000000 for black.
The Alpha "AA" value is a % visibility value. Just convert your % to a hex ratio. FF is 100% visibility and 00 is 0%.
Alpha Changer [hetoan2]:
0414CB4C 380000YY
See Above Notes
Invert Invisible Paths [hetoan2]:
0429FE1C 3800FFFF
Fire Yoshi Lasts Forever [hetoan2]:
0440CA58 60000000
to lose power hop off of yoshi
Infinite Spin Mario
043C25B8 98A30E3C
043C25C0 98830E3D
-The effect is continued though the spin is not done.
the game freez while loading the game.
Green Screen and it freez.
how to fix it?
This really isn't the place to ask about that
another size modifier.
Size Modifier [Deathwolf]
0723136C 0000000C
XXXXXXXX XXXXXXXX
XXXXXXXX 00000000
Default 3F800000
Moonjump [Deathwolf]
28750A58 0000ZZZZ
05231358 XXXXXXXX
E0000000 80008000
Default C5B96A03
Paper Mario Effect [Deathwolf]
0523136C 00000000
*tested and works*
The paper mario code doesn't seem to do anything, and it's overwriting ASM with a word why not use nop?
Deathwolf, none of your codes work. You have to make codes assembly or pointer or they wont work on every level. If you have the levels that they do work on i'd like to know ;)
uh wtf sorry I wrote it wrong xD
yes it only works in the first level
at the moment I can't make pointers because I start at the begin <_<
When the MoonJump code is made, it is necessary to note it.
The value is different in the world above and the world below.
-The world above
Up:4xxxxxxx
Down:Cxxxxxxx
-The world below
Up:Cxxxxxxx
Down:4xxxxxxx
Speaking of that ZiT the first part of your moon jump code crashes the game when you try to use it near mario's sideburns on starship mario, with the first half commented out it doesn't crash
I think your invincible code compromises the walljump mario has.
Either that or the inf. spin code.
Either way I cant grab onto walls or jump on them easily, I just bounce away.
The problem was in Infinite Spin Mario.
Thank You hetoan2!!
Infinite Rainbow,Fire Mario
043CBC9C B07F0700
-It is necessary to acquire the star.
ZiT, does your Infinite Rainbow Mario Code dissable music or does it loop? Because my Powers last forever code works on Rainbow Mario, Fire, and Ice (if its in this game), but it has the annoying sound :S.
Chimp Stomp Score Modifier [hetoan2]:
044904FC 3880XXXX
You must kill one enemy.
Gain HP From Starbits [hetoan2]
C24C9058 00000005
3DE0807E 61EFCEF8
822F0000 81F106B0
2C0F0006 4080000C
39EF0001 91F106B0
7C001800 00000000
now compatible with ANY other starbit code as of today ;)
Moon Jump (ASM Ver)
C239980C 00000003
3D808000 82030004
920C3200 3A000000
801B000C 00000000
C239A7D8 00000005
3D808075 818C0A00
558C0529 41820014
3D808000 820C3200
92030004 3A000000
80010094 00000000
Does that work differently? does it work on all sides of a spherical planet?
Moon Jump (ASM Ver) isn't working for me it just gives me a black screen when I boot the game.
Moonjump works fine for me when activated through WiiRD.
wait nvm it freezes randomly later.
Probably should just put a button activator on it then
Quote from: hetoan2 on May 24, 2010, 12:49:01 AM
wait nvm it freezes randomly later.
Were you on the side of a spherical planet?
i see someone has an issue with putting in a divider so users know what the codes work on . :P
Planets or Ship .
We should put this up so that User come saying that some codes are not working on the Ship becuase there not made for the ship
Turn on Star Power (Power Gloves) Press B (on Wiimote)
C23C42C4 00000004
3C6080B3 A003102C
2C000400 4082000C
38000001 B01E06F8
A01E06F8 00000000
Note Classic Controller can use this as well with no change use B on wiimote to (inf Usage)
Turn on ??? Power Press B (on Wiimote) <-- Untested
C23C42C4 00000004
3C6080B3 A003102C
2C000400 4082000C
380000?? B01E06F8
A01E06F8 00000000
Note Classic Controller can use this as well with no change use B on wiimote to (inf Usage)
note there is more powers ranging from 01 to 0D 00 = Normal Mario
What do you have to do that's so important that you don't have the time to test a code before releasing it? untested codes belong in the testing area
it doesn't work btw it does nothing the first 2 times you press B and the 3rd time it crashes the game
Quote from: wiiztec on May 24, 2010, 04:33:56 AM
What do you have to do that's so important that you don't have the time to test a code before releasing it? untested codes belong in the testing area
it doesn't work btw it does nothing the first 2 times you press B and the 3rd time it crashes the game
the first one worked :) the power Star one does .
the other one did not i did end up testing it .
also if that was true about the testing then moon jump would have never been posted here untill it was bug free:P i had to deal with my little one so i could not test .. sound good .. (So yes more important = My Kids)
its only the mods one thats messed up power star one works perfect kids been playing with it for about 4 levels ..
01 is the value I tested with it froze when I tested it on yoshi star galaxy
Quote from: wiiztec on May 24, 2010, 04:40:43 AM
01 is the value I tested with it froze when I tested it on yoshi star galaxy
humm very odd brb i will have re do that level . and see what happens .
ahh think i found the problem in that stage playing threw to find out :)
works on stages that have a Star in them :( pain in the but not the greatest .
Xample
use (Yoshi Star)
Mario Rides Invisable Yoshi
C23D9550 00000004
3F8080B3 A01C102C
2C000400 4082000C
3800000A B01F06F8
A01F06F8 00000000
Seems if the stage dont have something u cant use it .. unless im just missing the pointers ..
i also noticed that i was using another address as well . to busy dealing with little ones :P
LMAO man does that look funny when hes ridding an invisable yoshi lol
Early versions of the transformations code for SMG had that problem, so it can most likely be fixed but not without some complicated ASM coding
Quote from: wiiztec on May 24, 2010, 05:19:17 AM
Early versions of the transformations code for SMG had that problem, so it can most likely be fixed but not without some complicated ASM coding
thanks for the info . i will look deeper into this code :)
as of now it only works if the stage has the Stuff ..
i might change the button since yoshi uses that button lol
You shouldn't make it just a single button as doing so will lead to a lot of accidental activations
Quote from: wiiztec on May 24, 2010, 06:01:31 AM
You shouldn't make it just a single button as doing so will lead to a lot of accidental activations
ya was thinking just + and B one the wiimote .. that would alow me to keep it on the Activator i have
You might want to look at brkirch's Ice Mario/Luigi enabler code. That code somehow makes it work on all the levels. You need to view the ASM its overwriting though from Mario Galaxy 1 because they are just nops.
hope that helps :S
omfg my first C2 ASM code o,o
reload health by a hit [Deathwolf]
C23CA248 00000002
38030001 901F06B0
60000000 00000000
Hold C jump and use spin move to fly [brkirch]
28750A02 00004000
043EE754 38600007
28750A03 BFFF0000
043EE754 A06306F8
E0000000 80008000
I just added the button activator
nop health hit [Deathwolf]
C23CA248 00000002
38030006 60000000
60000000 00000000
Quote from: Deathwolf on May 24, 2010, 10:07:06 PM
nop health hit [Deathwolf]
C23CA248 00000002
38030006 60000000
60000000 00000000
Coin Modifier [Deathwolf]
C2464724 00000001
903EXXXX 38842014
I'm not sure what you are doing with those codes but the first one is the same as:
C23CA248 00000001
38030006 00000000
and the last one should be:
C2464724 00000002
903E1111 38842014
60000000 00000000
Quote from: Romaap on May 24, 2010, 10:47:57 PM
Quote from: Deathwolf on May 24, 2010, 10:07:06 PM
nop health hit [Deathwolf]
C23CA248 00000002
38030006 60000000
60000000 00000000
Coin Modifier [Deathwolf]
C2464724 00000001
903EXXXX 38842014
I'm not sure what you are doing with those codes but the first one is the same as:
C23CA248 00000001
38030006 00000000
and the last one should be:
C2464724 00000002
903E1111 38842014
60000000 00000000
yes u are right!
it's the same.
C2464724 00000002
903E0001 38842014
60000000 00000000
it freez the game
Did you find the health subtraction ASM yourself or did you just look at the instruction above the one my infinite health code nops?
I just noticed, the first one could also be 043CA248 38030006
And what are you trying to replace the second with?
I find it myself.
btw I don't make another code mine!
wiztec I can delete it if you want...
Well Hetoan2 already made that code
6 Health Invincibility[hetoan2]:
043CA248 38000006
It's pointless to have 6 health when your health doesn't decrease anyways
I just have the 6 hp thing there because 6 is green and therefore awesome.
I dare you to prove me wrong.
by the way. Deathwolf, your code = mine :S same line and all.
Green is my favorite color, luigi > health meter
this equation proves luigi has stolen all the awesome from the 6hp health meter
(http://user.uni-frankfurt.de/~scherers/blogging/Mercury/equations_moyer.jpg)
You pirates!
;)
Moon Jump
28750A02 F7FF0800
48000000 807ECEF8
DE000000 80008180
4A100000 00003CF0
3E000000 00004000
3C000000 00000001
14000038 41800000
E0000000 80008000
28750A02 F7FF0800
48000000 807ECEF8
DE000000 80008180
4A100000 00003CF0
3C000000 0000B000
14000038 C1800000
E0000000 80008000
28750A02 F7FF0800
48000000 807ECEF8
DE000000 80008180
4A100000 00003CF0
30000000 00000000
1400003C 41800000
E0000000 80008000
-Improvement a little
Quote from: wiiztec on May 25, 2010, 01:30:43 AM
Green is my favorite color, luigi > health meter
this equation proves luigi has stolen all the awesome from the 6hp health meter
(http://user.uni-frankfurt.de/~scherers/blogging/Mercury/equations_moyer.jpg)
Lies that equation is for tracing the orbit of Mercury around the sun.... You thought i wouldn't notice *shifty eyes*
Quote from: mdmwii on May 25, 2010, 05:47:22 AM
You pirates!
;)
:( I didn't want to pirate it. Besides I have my real copy now so its all okay.
Quote from: ZiT on May 25, 2010, 09:15:36 AM
Moon Jump
28750A02 F7FF0800
48000000 807ECEF8
DE000000 80008180
4A100000 00003CF0
3E000000 00004000
3C000000 00000001
14000038 41800000
E0000000 80008000
28750A02 F7FF0800
48000000 807ECEF8
DE000000 80008180
4A100000 00003CF0
3C000000 0000B000
14000038 C1800000
E0000000 80008000
28750A02 F7FF0800
48000000 807ECEF8
DE000000 80008180
4A100000 00003CF0
30000000 00000000
1400003C 41800000
E0000000 80008000
-Improvement a little
I think your code froze. Can't tell if it was it or something else, but It froze on a toad spaceship if it matters.
The Moonjump Code still has a gravity problem with it when I want to jump forward it brings me backwards on some galaxies making the code impossible to use is there a way to fix this issue?
Because of the way gravity works in SMG2 it will probably be very difficult to create a flawless moonjump code,
someone should look into how the game determines what direction is away from the ground
brkirch's spin to fly code with the li r0,7 changed to 6 makes a pretty decent moon jump it always goes up no matter what direction up is, for some reason it eventually stops going up though
28750A02 F7FF0800
043EE754 38600006
28750A03 F7FF0000
043EE754 A06306F8
E0000000 80008000
also changing the value to 4 enables bee flight
Quote from: wiiztec on May 26, 2010, 09:37:35 PM
brkirch's spin to fly code with the li r0,7 changed to 6 makes a pretty decent moon jump it always goes up no matter what direction up is, for some reason it eventually stops going up though
28750A02 F7FF0800
043EE754 38600006
28750A03 F7FF0000
043EE754 A06306F8
E0000000 80008000
also changing the value to 4 enables bee flight
Mainly because this address also changes the Powerups as well .
1 should do something as well that has to do with Power Star ..
Quote from: Skiller on May 26, 2010, 11:09:30 PM
Quote from: wiiztec on May 26, 2010, 09:37:35 PM
brkirch's spin to fly code with the li r0,7 changed to 6 makes a pretty decent moon jump it always goes up no matter what direction up is, for some reason it eventually stops going up though
28750A02 F7FF0800
043EE754 38600006
28750A03 F7FF0000
043EE754 A06306F8
E0000000 80008000
also changing the value to 4 enables bee flight
Mainly because this address also changes the Powerups as well .
1 should do something as well that has to do with Power Star ..
Actually I think it has to do only with power-ups that deal with arial momentum I tried a bunch of different values and bee & flying where the only power up effects I encountered
Its different fly types. Theres a different one for bee flight than there is for red star and such.
Quote from: hetoan2 on May 27, 2010, 12:37:26 AM
Its different fly types. Theres a different one for bee flight than there is for red star and such.
i just know it was one of the Addresses that BP when i made the rainbow power one ..
i guessing red Star and Rainbow power are diffrent :P
i had like 32 addresses BPR for Rainbow powers and that was one :)
Moon Jump
C23A2FE0 00000007
48000005 7C8802A6
807F02D4 90640024
807F02D8 90640028
807F02DC 9064002C
3C80806C 48000010
00000000 00000000
00000000 00000000
C2388E44 00000007
3C808075 80840A00
54840529 41820024
48000005 7C8802A6
8064FFD4 907F02D4
8064FFD8 907F02D8
8064FFDC 907F02DC
7FE3FB78 00000000
This moon jump code works by recording the initial jump velocity vector values and then setting Mario's velocity vector to those values whenever the A button is held down.
WOW Nice Code!!
It flies straight!!
I transplant this to a Japanese version O0
Cool solution. =)
what's with the 2 rows of zero's?
Hmm I don't know what's with em but without em it freezes the game instantly
C23A2FE0 00000006
48000005 7C8802A6
807F02D4 90640024
807F02D8 90640028
807F02DC 9064002C
3C80806C 48000010
60000000 00000000
C2388E44 00000007
3C808075 80840A00
54840529 41820024
48000005 7C8802A6
8064FFD4 907F02D4
8064FFD8 907F02D8
8064FFDC 907F02DC
7FE3FB78 00000000
Quote from: wiiztec on May 27, 2010, 01:05:58 PM
what's with the 2 rows of zero's?
Hmm I don't know what's with em but without em it freezes the game instantly
When the first C2 code executes the zeroes are overwritten and the space is used for storing the initial jump velocity vector data. If the zeroes are removed then the first C2 will overwrite the second C2 code and the corrupted code will cause the code handler to crash (although in the code you posted it looks like you also didn't correct the branch instruction after removing the zeroes so that probably crashed the game first). For details on how it works see the commented disassembly of the code below.
The disassembly for the first C2 code:
bl 0x04 #move address of next instruction to LR (offsets off of that address will be used for storing initial jump velocity components within this code)
mflr r4 #move LR to r4
lwz r3,724(r31) #read initial jump velocity x component
stw r3,36(r4) #store a copy of initial jump velocity x component
lwz r3,728(r31) #read initial jump velocity y component
stw r3,40(r4) #store a copy of initial jump velocity y component
lwz r3,732(r31) #read initial jump velocity z component
stw r3,44(r4) #store a copy of initial jump velocity z component
lis r4,-32660 #execute instruction originally at this address
b 0x10 #skip section of code used for data
.word 0x00000000 #initial jump velocity x component is stored here
.word 0x00000000 #initial jump velocity y component is stored here
.word 0x00000000 #initial jump velocity z component is stored here
And the disassembly for the second C2 code:
lis r4,0x8075
lwz r4,0x0A00(r4) #read address 80750A00 (contains current pressed buttons) to r4
rlwinm. r4,r4,0,20,20 #check if button A is pressed
beq- endCode #if button A is not pressed, end code
bl 0x04 #move address of next instruction to LR (offsets off of that address will be used for reading initial jump velocity components contained within above C2 code)
mflr r4 #move LR to r4
lwz r3,-44(r4) #read initial jump velocity x component
stw r3,724(r31) #replace current velocity x component with initial jump velocity x component
lwz r3,-40(r4) #read initial jump velocity y component
stw r3,728(r31) #replace current velocity y component with initial jump velocity y component
lwz r3,-36(r4) #read initial jump velocity z component
stw r3,732(r31) #replace current velocity z component with initial jump velocity z component
endCode:
mr r3,r31 #execute instruction originally at this address
Quote from: brkirch on May 27, 2010, 03:07:57 PM
When the first C2 code executes the zeroes are overwritten and the space is used for storing the initial jump velocity vector data.
Brilliant! Much cleaner solution than using a Gecko Register. I also like bl 0x04 and mflr to get a pointer to the current area of memory and rlwinm. instead of andi./cmpwi to detect the button press. (EDIT: Duh, I forgot the . in andi. makes cmpwi moot.) I just might have to change a few of my codes...
I was looking at that disassembly though. For others who wish to learn from your technique, I would be careful with the bl in the first C2 code - a function that calls no other functions does not have to store LR on the stack, so the bl could break. Though I'm sure you already took this into account when designing this code.
A while ago I did a self-mutating asm hack who's goal was to load the current position of the ASM in RAM into a register. I did that fancy branch over words thing to store what I was searching for. It was 22 instructions..
This bl 0x04 and mflr that brkirch used to do the same thing just laughed in its face with middle fingers up. lol
Very glad to learn! ^_^
[spoiler]
b LOL
.word 0x04071987
.word 0x04071987
.word 0x04071987
/* what's found ^ */
LOL:
lis r11,0x8000
ori r11,r11,0x1000
/* ^ cur address */
lis r9,0x0
/* ^ counter */
lis r10,0x0407
ori r10,r10,0x1987
/* ^ thing to find */
Loop:
lwz r8,0x0(r11)
cmpw 0,r8,r10
bne Reset
addi r9,r9,0x1
b NoReset
Reset:
lis r9,0x0
NoReset:
cmpwi r9,0x3
addi r11,r11,0x4
bne Loop
/* Here r11 is address
of lable "LOL" */
/*------------------*/
sth r11,0x06(r11)
lis r9,0x4800
ori r9,r9,0x40
stw r9,0x08(r11)
/* next time code starts
here with r11 as "LOL" */
blr
Find itself code
C0000000 0000000C
48000010 04071987
04071987 04071987
3D608000 616B1000
3D200000 3D400407
614A1987 810B0000
7C085000 4082000C
39290001 48000008
3D200000 2C090003
396B0004 4082FFE0
B16B0006 3D204800
61290040 912B0008
4E800020 00000000
[/spoiler]
Invincibility [DCX2]
04393CC0 38800064
043C3BB8 3800001F
Mario may be slightly red. You may need to change the 1F a little bit.
Infinite Yoshi Air Kicking (aka Yoshi Moon Jump) [DCX2]
0441BB0C 38000001
I highly suggest using this with wiiztec's no yoshi flutter recharge time
extremely large yellow yoshi light
042C4F0C 4800000C
C22C4EF4 00000002
3C00461C 90030008
38000000 00000000
It should be large enough to reveal the whole level
Ground is always normal [DCX2]
04039884 38600000
Lava won't burn you. Walking over sludge won't slow you down. Sand won't push you along or drag your feet. That kind of stuff. There are probably other neat side effects...if you find some, post a note in this thread!
Cool, I tried making a "normal ground" code for Twilight Princess. Only managed to get a sort-of-working code though. Nice job ^_^
Don't forget to post 'em on the database!
Nice find dcx2 I took it and made this
surface type selector toggle HOME [dcx2 & wiiztec]
4E00001C 00000000
28750A02 00008000
04039884 482100BD
CC000000 00000001
04039884 38600000
28750A03 00004010
82100005 80002FF0
A8000008 00000006
86000005 00000001
E2000002 00000000
28750A02 00005000
82100005 80002FF0
A8000008 00000006
86000005 0000FFFF
E2000002 00000000
84100005 80002FF0
2C002FF0 00000025
2E002FF0 00001000
80000005 00000000
E2000002 00000000
2C002FF0 00001000
80000005 00000025
2A002FF1 00000001
2A002FF0 0000001B
2A002FF0 0000001C
2A002FF0 00000010
28750A02 00004C00
80000005 00000000
E2000001 00000000
94110005 00000002
E0000000 80008000
when on press C++ to go up & C+- to go down one value
A+B+C = shortcut to normal ground (00)
00(00) normal ground
01(01) instant death (code skips)
02(02) slippery (on slopes)
03(03) can't slip
04(04) get knocked over
05(05) ice (non reflective)
06(06) bouncy
07(07) more bouncy
08(08) even more bouncy
09(09) sand slide
0A(10) lava
0B(11) bouncy again?
0C(12) normal?
0D(13) sand (footprints)
0E(14) reflective
0F(15) electrical
10(16) bubble transport? (causes graphical glitches in some places) (code skips)
11(17) sinking sand
12(18) hurt sand water?
13(19) slippery sliding
14(20) waist deep water
15(21) knee deep water
16(22) ankle deep water
17(23) heel deep water
18(24) spikes
19(25) quick sinking sand
1A(26) snow
1B(27) moving sand (causes crash) (code skips)
1C(28) squizzard's sand pit (causes crash) (code skips)
1D(29) moving blocks (no noticeable effect)
1E(30) sand (no footprints)
1F(31) sinking swamp
20(32) mud
21(33) ice (reflective)
22(34) bouncy again?
23(35) normal?
24(36) metal
25(37) grass (code cycles back to 00 from here)
26(38) cloud (sometimes crashes)
27(39) platform moving around cylindrical planetoid (no noticeable effect)
28(40) boulder boosting ramp (no noticeable effect)
29(41) player disintegrates
2A(42) footprints and dust trail
2B(43) snow (can't slip)
Figure sanding
[spoiler](http://i48.tinypic.com/sq0512.jpg) (http://i49.tinypic.com/30lo45k.jpg) (http://i45.tinypic.com/2s831pl.jpg)[/spoiler]
Quick ice
[spoiler](http://i46.tinypic.com/28b9vtl.jpg) (http://i47.tinypic.com/etxtns.jpg) (http://i50.tinypic.com/2z8p4ll.jpg)[/spoiler]
Mucky snow
[spoiler](http://i45.tinypic.com/bczdu.jpg)[/spoiler]
Polished mud reveals yoshi to be a vampire
[spoiler](http://i50.tinypic.com/ab5d2f.jpg)[/spoiler]
Shocking lava
[spoiler](http://i45.tinypic.com/2im1fnt.jpg)[/spoiler]
Flaming hot water
[spoiler](http://i45.tinypic.com/2ykjgoz.jpg)[/spoiler]
Awesome job wiiztec! I started out trying to make a walk-on-lava code and now we have a complete Ground Roller.
If you want, I could port your final code to a C0 code so it's shorter.
Nah I want it to be easier for non hackers to understand and be easily flexible with button activators
*goes skating on starship mario*
wiiztec: you should use the screenshot tab to get a pic of some cool stuff with your code.
So we can stand and hang on lava, we can also stand on really steep slopes. We should get a pic of standing on spikes, and ice skating on Planet Mario.
[spoiler](http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/lava_surf.png)
(http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/lava_hang.png)
(http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/steep_slope.png)[/spoiler]
Surface Swapper [DCX2]
C2039888 0000000A
48000005 7C8802A6
38840014 7C6418AE
48000038 00000000
00010203 04050607
08090A0B 0C0D0E0F
10111213 14151617
18191A1B 1C1D1E1F
20212223 24252627
28292A2B 2C2D2E2F
80010014 00000000
Use this to replace one surface with another. It is a lookup table that begins with 00010203 04050607. Use wiiztec's list. If you want to replace Starship Mario ground (03) with ice (21), change the 03 to 21. e.g.
C2039888 0000000A
48000005 7C8802A6
38840014 7C6418AE
48000038 00000000
00010221 04050607
08090A0B 0C0D0E0F
10111213 14151617
18191A1B 1C1D1E1F
20212223 24252627
28292A2B 2C2D2E2F
80010014 00000000
Disassembled:
bl 0x0004 # get pointer to next instruction
mflr r4 # put pointer in r4
addi r4,r4,20 # offset to beginning of Look-Up Table
lbzx r3,r4,r3 # use offset of current surface (r3) as index into LUT
b 0x0038 # skip data section
00000000
00010203 04050607
08090A0B 0C0D0E0F
10111213 14151617
18191A1B 1C1D1E1F
20212223 24252627
28292A2B 2C2D2E2F
lwz r0,20(r1) # replaced instruction
wiiztec surface roller display [DCX2]
C24988CC 00000005
3CA08075 A0A50A02
70A54000 41820010
3CA08004 88A59887
48000008 80BD0030
60000000 00000000
This code is designed to help with using wiiztec's surface roller/modifier. While holding down C and his code is active, your star bit display value is over-written with the decimal value of the current surface the code is set to.
hook 804988CC
controller: 80750A02
while holding c, lbz [80039887] into r5
else lwz r5,48(r29)
lis r5,-32651
lwz r5,2562(r5) # (r5) = controller pointer
andi. r5,r5,16384 # is C held down?
beq- cNotDown # if not, skip
lis r5,-32764
lbz r5,-26489(r5) # (r5) = surface pointer
b Finished
cNotDown:
lwz r5,48(r29) # original code; put star bits into r5
Finished:
By the way, my Surface Swapper is 100% compatible with wiiztec's surface roller. It swaps after that code runs, so if you don't want a particular surface you can just use the swapper to replace that surface with ground, instead of asking wiiztec to skip that surface in his code.
Finally, I made a No Deadly Surfaces code. I tried to replace all surfaces that might hurt/kill you with normal ground. Other surfaces are left alone.
No Deadly Surfaces [DCX2]
C2039888 0000000A
48000005 7C8802A6
38840014 7C6418AE
48000038 00000000
00000203 00050607
0809000B 0C0D0E0F
10000013 14151617
00001A00 001D1E00
20212223 24252627
28292A2B 2C2D2E2F
80010014 00000000
Quote from: dcx2 on June 01, 2010, 04:30:49 AM
wiiztec surface roller display [DCX2]
C24988CC 00000005
3CA08075 A0A50A02
70A54000 41820010
3CA08004 88A59887
48000008 80BD0030
60000000 00000000
This code is designed to help with using wiiztec's surface roller/modifier. While holding down C and his code is active, your star bit display value is over-written with the decimal value of the current surface the code is set to.
This one displays the surface type in the starbit counter even if my surface type modfier isn't on
surface identifier
C2039888 00000002
3FE08000 987F2FF3
80010014 00000000
C24988CC 00000002
3CA08000 88A52FF3
60000000 00000000
I really want this game! lol Great work guys! =)
@dcx2: LUT=awesome
default flying speed is 2.5 times faster + hold down to accelerate while flying
exponential acceleration version
C23EB034 00000002
3FC08000 C03E2FF4
60000000 00000000
28750A02 FFFB0004
86A00009 3F8147AE
84200009 80002FF4
28750A03 FFFB0000
24002FF4 40200000
26002FF4 A0000000
86A00009 3F7D70A4
84200009 80002FF4
E2000003 00000000
28750A02 F7FF0800
80000009 40200000
84200009 80002FF4
E0000000 80008000
default flying speed is 40200000 (2.5 times normal)
if you want to change it use this site http://babbage.cs.qc.edu/IEEE-754/Decimal.html (change both)
the normal linear acceleration version is in the first post
On the World Map
All Star Blocks cost 0 Stars [Thomas83Lin]
C24E5A74 00000002
3B800000 939A0094
60000000 00000000
*Not permanent *
Replace Star Blocks with Frozen Starbits? [Thomas83Lin]
42000000 92000000
043CD9BC 6E740000
043CE674 6E740000
043CFE54 6E740000
043D0304 6E740000
043D0FF4 6E740000
043D1C34 6E740000
043D2A4C 6E740000
E0000000 80008000
*Not permanent *
^^^This was a accidental code i found, when poking around with star blocks cost 0 stars
[spoiler](http://img266.imageshack.us/img266/8459/supermariogalaxy2006.jpg) (http://img266.imageshack.us/i/supermariogalaxy2006.jpg/)(http://img163.imageshack.us/img163/6059/supermariogalaxy2007.jpg)[/spoiler]
(http://img163.imageshack.us/i/supermariogalaxy2007.jpg/)
World Map Bypass [Thomas83Lin]
044EC054 2C060001
*Ability to travel anywhere on World Map*
*Can Skip Levels\StarBlocks\Boss's*
[spoiler]
(http://img156.imageshack.us/img156/6916/supermariogalaxy2004.jpg) (http://img156.imageshack.us/i/supermariogalaxy2004.jpg/)(http://img7.imageshack.us/img7/7953/supermariogalaxy2005.jpg)
(http://img7.imageshack.us/i/supermariogalaxy2005.jpg/)
Power Stars Always Solid
042E01D0 60000000
044C8F10 60000000
042DF018 3BC00000
044D86E0 48000020
044445EC 38600000
Don't lose coins when dying
044C92AC 60000000
Skeleton turtles stay dead
041B1E60 48000024
Coins never disappear
04235570 38800200
All 242 Stars [Thomas83Lin]
044DCFB0 48000004
044DCFB4 38000005
*Permanent Per Save Slot if Saved*
All Gold Medals [Thomas83Lin]
044DD314 48000004
044DD318 38000001
*Permanent Per Save Slot if Saved*
you did it :o
1ups never disappear
042780CC 7C802378
Someone should make it so 1ups don't move. You can get close to a 1up in memory using this code. It's patching the count-down part of the timer (subi r0,r4,1 with mr r0,r4). So if you execute breakpoint on 802780CC, then r31 will have a pointer to the 1up. Switch to auto-update in MemView and you'll see the 1up moving around...but I couldn't quite figure out how to stop it from moving.
Unlock Lugi on StarShip [Thomas83Lin]
42000000 90000000
01E0603A 000000AA
01E0701A 000000AA
01E07FFA 000000AA
E0000000 80008000
*Permanent Per Save Slot if Saved*
Zero Lives Lost on Save [Thomas83Lin]
42000000 90000000
03E0614C 00000000
03E0712C 00000000
03E0810C 00000000
E0000000 80008000
*Permanent Per Save Slot if Saved*
Unlock GrandMaster Galaxy [Thomas83Lin]
42000000 90000000
01E06042 00000080
01E07022 00000080
01E08002 00000080
E0000000 80008000
*Addon for All 242 Stars*
*Permanent Per Save Slot if Saved*
^^^I made this code, because if you had used the All 242 Stars code, its then impossible to set the flag to unlock the grandmaster galaxy. Therefore why this code is needed when that code is used.
Unlock All Green Stars [Thomas83lin]
42000000 90000000
01E0603E 000000D4
01E0701E 000000D4
01E07FFE 000000D4
01E05FFC 000000EA
01E06FDC 000000EA
01E07FBC 000000EA
E0000000 80008000
*Permanent Per Save Slot if Saved*
edit: Fixed the Unlock Green Stars code. Required additional flag set.
Already Hacked Save Download, Also can be found on Wiisave.com
http://www.megaupload.com/?d=4S80FUFN
Slot 1: 0 Stars Character Lugi available on StarShip at very beginning. Green Stars Unlocked.
Slot2: At Very Beginning of game with All 242 Stars 0 Deaths
[spoiler]
(http://img706.imageshack.us/img706/310/supermariogalaxy2001.jpg)
(http://img810.imageshack.us/img810/6916/supermariogalaxy2004.jpg)[/spoiler]
edit: Some of my codes have been updated!! Use them instead, can be found on the code database
Slow 1up movement
04276F90 3BC00000
It doesn't quite *stop* the 1ups, but they lose momentum very easily
I also found the 1up size modifier addresses, but I need to write a good hook and make sure it only affects 1ups.
[spoiler](http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/SB4E01-003.png)
(http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/SB4E01-004.png)
(http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/SB4E01-005.png)
(http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/SB4E01-006.png)[/spoiler]
Mario Teleportation
C23880AC 0000000F
48000005 7FE802A6
3BFF005C 3FC08075
63DE0A02 A3DE0002
2C1E4200 40820020
80030000 901F0000
80030004 901F0004
80030008 901F0008
48000034 2C1E4100
4082002C 801F0000
90030000 801F0004
90030004 801F0008
90030008 48000010
00000000 00000000
00000000 80010034
60000000 00000000
Press C+up to store your current coordinates, C+down to teleport to the stored coordinates.
tehe, I used this to teleport on top of the final Star. A Perfect Run in under 1/2 second!
[spoiler](http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/SB4E01-015.png)[/spoiler]
The next three codes work together
Publish Mario Coordinate Pointer to gr7
C23880A4 00000003
3884000C 3FE08000
63FF1824 909F0000
60000000 00000000
Teleport non-moving 1up/life-up mushrooms to Mario
C2277630 00000009
3D808000 618C1824
808C0000 3D808000
7C046040 41800028
3D808180 7C046040
4181001C 81840000
91830014 81840004
91830018 81840008
9183001C 7C7F1B78
60000000 00000000
Depends on the Mario Coordinate pointer being in gr7
Teleport disappearing 1up/life-up mushrooms to Mario
C22780C0 00000009
3D808000 618C1824
808C0000 3D808000
7C046040 41800028
3D808180 7C046040
4181001C 81840000
91830014 81840004
91830018 81840008
9183001C A87F00C0
60000000 00000000
Depends on the Mario Coordinates pointer being in gr7
Next goal is a "Teleport Starbits to Mario". And then a button-activated "Teleport coins to Mario" (because you don't always want them immediately..you might want to save them for when you get hurt). I'd also like to try using p2's grab ability to provide Mario with teleportation coordinates.
Multi-Teleporter
C23880AC 00000015
3FC08075 63DE0A02
A3DE0000 57C0056B
4182008C 57C0E007
41820084 48000005
7FE802A6 3BFF004C
7C000034 1C00000C
7FFF0214 57C004A5
41820010 7C6C1B78
7FFEFB78 4800000C
7FECFB78 7C7E1B78
800C0000 901E0000
800C0004 901E0004
800C0008 901E0008
48000034 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 80010034
60000000 00000000
There are four slots, corresponding to the up/down/left/right arrows. To store Mario's coordinates in a slot, b+z+arrow. To load Mario's coordinates from a slot, use b+arrow.
If someone wants more than four slots, the code is very easily extended up to 7 or even 10 slots, but each slot adds 1.5 lines to the code. I figured 4 would be enough.
You can use these to warp between multiple points at will. Set a warp point up near Yoshi, then get somewhere that Yoshi can't normally go, set another warp point, warp back to Yoshi, get him, warp forward. Or set warp points near power-ups so you can warp to and from them easily. Warp points can also get you back from launch stars. They can be the ultimate checkpoint that is remembered even if you leave the level and come back.
Extremely Large Yellow Yoshi Light (fixed)
042C4F0C 4800000C
C22C4EF4 00000002
3C00461C 90030008
38000000 00000000
It turns out you don't really need the infinite yellow Yoshi with this code. The light bubble is so big that the whole level is revealed forever. I'm staring at the star right now while writing this post and I still see everything that is all the way in the distance, after using only one Bulb Berry at the very beginning and making sure to get all the coins etc.
I found the p2 stuff I was looking for...here's a taste of what's to come.
p2freeze all enemies and obstacles
04362968 60000000
0436296C 38600001
it's like p2 is grabbing every enemy at the same time! They're all frozen and can't hurt you.
[spoiler](http://i45.photobucket.com/albums/f60/deadcatx2/WiiRd/SB4E01-024.png)[/spoiler]
This will probably need a button activator...
BTW: the code does not require p2 to be active
EDIT:
p2freeze toggle with b+c+z
28750A02 00006400
04362968 4082000C
0436296C 38600000
CC000000 00000001
04362968 60000000
0436296C 38600001
E0000000 80008000
Silence 1 health warning beep
043C3530 48000050
I HATE THAT SOUND SO GOOD RIDDANCE!!!!!!!!!!!!1111eleven
Dont pant or lean over when 1 health
043AE220 48000064
Enemies do 3 damage instead of 1
C23CA248 00000003
3803FFFD 2C000000
40800008 38000000
60000000 00000000
This way, if you get the big mushroom, you can take two hits instead of just one. Note: This is not compatible with hetoan's 6 health code.
Initial health
044C9308 386000XX
XX = the health you want to start with. Note: if you get a coin, it will "heal" you to your max health...
Initial max health
043B74E8 60000000
043B74EC 380000XX
XX = the max health you want to start with. Note: If you fall below 4 health, your max health will reset to 3...
Initial max health equals initial health
043B74E8 60000000
043B74EC 7C601B78
Note: If you fall below 4 health, your max health will reset to 3...
Max health after getting hurt
043D9770 380000XX
043D9768 900301AC
043D976C 4E800020
Created to solve the problem noted in the previous two codes. This code will trigger after you get hit, but it will not affect the initial max health.
Coins dont heal
0428D60C 38600000
Interesting thing to try...set your initial/hurt max health to 6, and your initial health to 3. Then when you get some coins, it heals you a bit, but you start off normal.
requested ZiT speed up code modified to accelerate up to half the speed of the original code
28750A02 FFFB0004
C23AEC9C 00000003
3D808000 818C2FFC
9181FFFC C001FFFC
D01D0278 00000000
26002FFC 40000000
86900002 3B449BA5
84200002 80002FFC
E2000002 00000000
2A750A02 FFFB0004
043AEC9C D01D0278
80000002 3F800000
84200002 80002FFC
E0000000 80008000
Moonjump [Deathwolf]
48000000 80E00DB4
DE000000 80008180
4A100000 0042F900
14000030 XXXXXXXX
E0000000 80008000
3F800000 = Default
done by request
Reset All Clear Times [Thomas83Lin]
044DCF88 48000004
*Permanent Per Save Slot if Saved*
Low Clear Times [Thomas83Lin]
044DCF88 48000004
044DCF8C 38000001
*Permanent Per Save Slot if Saved*
Max Mini Games High Score\Best Race Time [Thomas83Lin]
42000000 90000000
03E060F8 00000001
03E060F0 00000001
03E060FC 0000FFFF
03E06124 0000FFFF
03E06104 0000FFFF
03E0611C 0000FFFF
03E06114 0000FFFF
03E0610C 0000FFFF
E0000000 80008000
*Save Slot 1*
Max Mini Games High Score\Best Race Time [Thomas83Lin]
42000000 90000000
03E070D8 00000001
03E070D0 00000001
03E070DC 0000FFFF
03E070E4 0000FFFF
03E070EC 0000FFFF
03E070F4 0000FFFF
03E070FC 0000FFFF
03E07104 0000FFFF
E0000000 80008000
*Save Slot 2*
Max Mini Games High Score\Best Race Time [Thomas83Lin]
42000000 90000000
03E080B0 00000001
03E080B8 00000001
03E080BC 0000FFFF
03E080C4 0000FFFF
03E080CC 0000FFFF
03E080D4 0000FFFF
03E080DC 0000FFFF
03E080E4 0000FFFF
E0000000 80008000
*Save Slot 3*
Reset Mini Games High Score\Best Race Time [Thomas83Lin]
42000000 90000000
03E060F8 00000000
03E060F0 00000000
03E060FC 00000000
03E06124 00000000
03E06104 00000000
03E0611C 00000000
03E06114 00000000
03E0610C 00000000
E0000000 80008000
*Save Slot 1*
Reset Mini Games High Score\Best Race Time [Thomas83Lin]
42000000 90000000
03E070D8 00000000
03E070D0 00000000
03E070DC 00000000
03E070E4 00000000
03E070EC 00000000
03E070F4 00000000
03E070FC 00000000
03E07104 00000000
E0000000 80008000
*Save Slot 2*
Reset Mini Games High Score\Best Race Time [Thomas83Lin]
42000000 90000000
03E080B0 00000000
03E080B8 00000000
03E080BC 00000000
03E080C4 00000000
03E080CC 00000000
03E080D4 00000000
03E080DC 00000000
03E080E4 00000000
E0000000 80008000
*Save Slot 3*
[spoiler](http://img708.imageshack.us/img708/4876/supermariogalaxy2009.jpg)[/spoiler]
;D
Second jump is third jump
48000000 807ECEF8
DE000000 80008180
10003E7F 00000001
E0000000 80008000
if you continue to jump,it's always third jump
Daredevil Run Mode
043B74FC 60000000
043C3554 4800002C
043C1CBC 60000000
Full Daredevil Run Mode
04024ED0 38600001
04024ED4 4E800020
043C1CBC 60000000
Coins will not appear. Since coins are required in some galaxies to get all of the Power Stars, it is recommended that the other Daredevil Run mode code be used if the intention is to play through the entire game with a Daredevil Run mode code enabled.
I plan to also create a code for disabling checkpoint flags and perhaps a code for Cosmic Clones at the beginning of every level and a code for adding a time limit for every Power Star, if the Daredevil Run mode codes don't already add enough difficulty for you.
Long jump safely into walls [DCX2]
0439D580 48000218
Normally you would bounce off the wall, now you will wall slide
Wall kick after wall kick [DCX2]
04407830 38000000
043B074C 38000000
Kick off the same surface more than once!
Initial jump is second jump [DCX2]
04399EB4 38000001
No more weak first jump
Initial jump is third jump [DCX2]
04399EB4 38000002
May be overkill...
No momentum needed for third jump [DCX2]
04399F0C 4800000C
Now you can do the third jump while standing still
Shake Nunchuck to fly [DCX2]
C23EE754 00000005
A06306F8 3D808075
618C0A00 818C0074
3C003FA0 7C006040
41810008 38600007
60000000 00000000
Based on brkirch's "spin to fly", modified to not start flying when the Wiimote is shaken, but only when the Nunchuck is shaken
Wiimote pitch controls flight speed [DCX2]
C23EB034 00000005
C02212D8 EC41082A
EC22102A EC22082A
3D808075 618C0A00
C04C0014 FC401210
EC2100B2 00000000
Based on wiiztec's 2.5x flight speed. Hold the Wiimote horizontal to move extremely slow. Hold the Wiimote vertically to go 6x flying speed. Tilt the wiimote between horizontal and vertical to get different speeds.
Mario Size Roller [DCX2]
4E00000C 00000000
28750A02 00004002
CC000000 00000001
14000000 00000003
26001830 41A00000
24001830 3F733333
8690000A 3F800000
E2100000 00000000
8690000A 3DCCCCCD
E0000000 80008000
4E00000C 00000000
28750A02 00004001
CC000000 00000001
14000000 00000003
24001830 3E19999A
24001830 3F866666
8690000A BF800000
E2100000 00000000
8690000A BDCCCCCD
E0000000 80008000
4E00000C 00000000
28750A02 00004800
CC000000 00000000
14000000 00000003
8000000A 3F800000
E0000000 80008000
C23C0D14 00000004
3D808000 818C1830
919E002C 919E0030
919E0034 C03E002C
60000000 00000000
C+left to shrink Mario, C+right to enlarge Mario. He has a minimum of 0.1 and maximum of 20.0. When < 1.0 it changes by 0.1; when > 1.0 it changes by 1.0. C+A will shortcut to size 1.0.
Multi-Teleporter with Levitation v2.1 [DCX2]
C23880AC 00000018
3D808075 48000039
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
42000000 A3CC0A02
73C00400 41820074
57C0E007 4182006C
7C000034 1C00000C
7FE802A6 73DE2000
7FDF0214 4182000C
7C6C1B78 4800003C
C01F0030 C02C0A64
EC000072 38000003
7C0903A6 3BEC0A08
399EFFFC C43F0004
C44C0004 EC20107C
D02C0000 4200FFF0
7FCCF378 7C7E1B78
E00C0000 E02C8008
F01E0000 F03E8008
80010034 00000000
You can now customize the levitation speed easily. The 42000000 = 32.0 after all the 0s is the maximum speed. Bigger values will make levitation faster. I also shaved 7 8 lines off the code by optimizing the assembly. :cool: