WiiRd forum

Wii & Gamecube Hacking => Wii Game hacking help => Topic started by: toonlink444 on December 14, 2010, 01:55:34 PM

Title: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 14, 2010, 01:55:34 PM
Ok I was making a code that makes you flat but I then realized that getting flat is an animation. I thought I found the value of the being flat. Which I did but it was the value saying that the character is flat not turn the racer flat. The only reason why the code semiworked was because when you get flattened the value I found changed to say the racer is flat, and my code set the the value to stay that way. What I'm asking is how to find the animation so I can activate and deactivate it at will
Title: Re: Hacking an animaton Mario Kart Wii
Post by: James0x57 on December 14, 2010, 02:21:52 PM
I would look for the internal timer that counts down until you get big again.

The switch for getting shrunk is probably really close in memory.





Another thing you might not be looking for in your attempts is a floating point number that changes.
I would guess that it's 3F800000 when you're not flat and much smaller when you're flat. (...probably not 0 though).
If you need any outside help with float numbers, there's a float data converter on in the GeckoCodes arsenal:
http://www.geckocodes.org/index.php?arsenal=3
Title: Re: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 14, 2010, 02:35:02 PM
Ok this is going to sound super newby but here it goes. I've heard of these floating point numbers but what exactly are they. And where did you get the 3F800000 number. like I said a newby question
Title: Re: Hacking an animaton Mario Kart Wii
Post by: James0x57 on December 14, 2010, 08:26:53 PM
It's how non-integers are represented in Hex.

If you would have followed the link I gave:
http://www.geckocodes.org/index.php?arsenal=3
You would have seen 3F800000 and 1.0.

3F800000 = 1.0


Play around with the converter (top left one)
3FC00000 = 1.5
BF000000 = -.5
Title: Re: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 15, 2010, 01:51:11 PM
Where would the floating point numbers be displayed. I see a box in the memory viewer that says floating point but it never changes when I enable auto update
Title: Re: Hacking an animaton Mario Kart Wii
Post by: James0x57 on December 15, 2010, 02:08:54 PM
They're displayed as hex usually.

You can switch the memory viewer view to 'auto detect' or whatever it says. (best way to view the memory once you have a general idea of what you're looking at/for in the window)
Title: Re: Hacking an animaton Mario Kart Wii
Post by: dcx2 on December 15, 2010, 02:21:38 PM
toon, are you using WiiRD or Gecko.NET?  Gecko.NET has some extra support for viewing memory as a floating point.  You will also see it referred to as "Single" in many places; this is because it's single-precision floats, which are 32-bits.  Some day it may support double-precision floats, which are 64-bits.

If you google IEEE 754 you can get some gory details, but honestly you should just use the arsenal link above.

The numbers look funny because the various pieces of the 32-bit Single are split up into fields - sign, exponent, mantissa - that allow us to  represent very large or very small numbers with only 32-bits.  A comparably large integer may require 128 bits or even more.
Title: Re: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 15, 2010, 03:52:23 PM
wiird I find Gecko.Net fairly a bit different then i'm used to is that a better way to code
Title: Re: Hacking an animaton Mario Kart Wii
Post by: James0x57 on December 15, 2010, 05:21:14 PM
Quote from: toonlink444 on December 15, 2010, 03:52:23 PM
wiird I find Gecko.Net fairly a bit different then i'm used to is that a better way to code
You might have a serious medical issue.

You might have been asking for another opinion though..?
Use Gecko.NET- it doesn't take that long to get used to if you're familiar with WiiRDGUI and it has many, many, many oft-requested features.
Title: Re: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 15, 2010, 05:29:48 PM
Quote from: James0x57 on December 15, 2010, 05:21:14 PM
Quote from: toonlink444 on December 15, 2010, 03:52:23 PM
wiird I find Gecko.Net fairly a bit different then i'm used to is that a better way to code
You might have a serious medical issue.

You might have been asking for another opinion though..?
Use Gecko.NET- it doesn't take that long to get used to if you're familiar with WiiRDGUI and it has many, many, many oft-requested features.
lol, I may have a medical issue. the docters don't know what's wrongg with me. Ok Gecko.Net may be better I'll give it anouther shot
Title: Re: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 15, 2010, 11:07:08 PM
How would you find the timer
Title: Re: Hacking an animaton Mario Kart Wii
Post by: Nutmeg on December 15, 2010, 11:59:55 PM
Use the unknown value search "Greater Than" as time passes, when you are small/flat.
Title: Re: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 16, 2010, 12:30:28 AM
Why not less than
Title: Re: Hacking an animaton Mario Kart Wii
Post by: James0x57 on December 16, 2010, 03:26:12 AM
16 bit unknown

And this specific timer would likely be Less Than searches. ( but many are gt searches )
Title: Re: Hacking an animaton Mario Kart Wii
Post by: dcx2 on December 16, 2010, 04:09:48 AM
You can catch up or down timers using the following process.  Note: this requires Gecko.NET, and it also requires that BPNext is checked on the About tab...

1) Do the action that starts your timer
2) Pause the game with the pause button
3) Do an unknown search
4) Press the Next button
5) Do a different-by-1 search
6) If you have a lot of results, repeat steps 4 and 5
7) When you have only a few values, look at them in Memory Viewer with auto-update.  Make sure the action that started the timer is over when the timer expires.

In my experience, the vast majority of timers are down-counting, although I have seen a few values that up-count.
Title: Re: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 16, 2010, 02:58:45 PM
Mabey the code will be easier now. I was using 32bit searches. On a side note not to do with this topic but if you want to program in asm should you know power pc?
Title: Re: Hacking an animaton Mario Kart Wii
Post by: toonlink444 on December 16, 2010, 09:42:07 PM
I found 54 timers but all of them were changing before I got hit.