Monster Hunter Tri [RMHE08] [NO ONLINE CODES OR YOU WILL GET BANNED]

Started by Warlock, April 17, 2010, 01:06:11 PM

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nacho95

hi I was wondering if someone could help me with a code   :) and what digits i put pls  ;)

Sword 0002 UnKnown 1 [Skiller]
00897890 000000??
Sword 0002 Model [Skiller]
00897891 000000??
Sword 0002 Rare 7 [Skiller]
00897892 00000006
Sword 0002 Unknown 2 [Skiller]
00897893 000000??
Sword 0002 Cost [Skiller]
04897894 00000000
Sword 0002 Sharpness [Skiller]
02897898 00000505
Sword 0002 Attack Base [Skiller]
0289789A 00007FFF
Sword 0002 Defense Bonus [Skiller]
0089789C 0000007F
Sword 0002 Affinity [Skiller]
0089789D 0000007F
Sword 0002 Element Mod [Skiller]
0089789E 000000??
Sword 0002 Elemental Attack X10 [Skiller]
0089789F 0000007F
Sword 0002 Status Effect [Skiller]
008978A0 000000??
Sword 0002 Status Effect Power [Skiller]
008978A1 000000??
Sword 0002 Max Deco Slots [Skiller]
008978A2 00000003
Sword 0002 Unknown 3 [Skiller]
008978A3 000000??
Sword 0002 Online/offline [Skiller]
008978A4 000000??
Sword 0002 Id [Skiller]
008978A5 000000??
Sword 0002 Bonus [Skiller]
008978A6 000000??
Sword 0002 Color [Skiller]
008978A7 000000??

Arudo

Code support topics belong here, not the 'Wii Help' Category.

Anyway, the digits should be here. http://www.geckocodes.org/index.php?c=RMHE08&page=5
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I have a question about this code:

Add ?? Per Kill [Skiller]
C204E57C 00000002
3880???? 7C002214
60000000 00000000

Does it add a specified number of kills to the hunter notes?

Arudo

You've pretty much answered your own question there I believe.
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lol. Well the reason I asked is because I tried this code

3880005D 7C002214
60000000 00000000

to add 93 kills but when I tried it only got one. I figured i was doing something wrong. Any insight?

Arudo

I think it's supposed to add to the Hunter Journal count or something, but I haven't used that one before. I use the one that changes total killed/captured.
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Thats what I need. Where could I find it?

Nevermind, I found it. Thank you regardless.

Stuff

If you still want to use that code make sure the base address is 80000000 when that code is executed. If there's any 42s, they need to be terminated. Also ifs need to be ended. If you don't feel like checking your code list for any of that, just put E0000000 80008000 at the top of the code. But it would be a good idea to check your code list.

Quote from: nacho95 on July 11, 2011, 01:06:17 AM
hi I was wondering if someone could help me with a code   :) and what digits i put pls  ;)

Sword 0002 UnKnown 1 [Skiller]
00897890 000000??
Sword 0002 Model [Skiller]
00897891 000000??
Sword 0002 Rare 7 [Skiller]
00897892 00000006
Sword 0002 Unknown 2 [Skiller]
00897893 000000??
Sword 0002 Cost [Skiller]
04897894 00000000
Sword 0002 Sharpness [Skiller]
02897898 00000505
Sword 0002 Attack Base [Skiller]
0289789A 00007FFF
Sword 0002 Defense Bonus [Skiller]
0089789C 0000007F
Sword 0002 Affinity [Skiller]
0089789D 0000007F
Sword 0002 Element Mod [Skiller]
0089789E 000000??
Sword 0002 Elemental Attack X10 [Skiller]
0089789F 0000007F
Sword 0002 Status Effect [Skiller]
008978A0 000000??
Sword 0002 Status Effect Power [Skiller]
008978A1 000000??
Sword 0002 Max Deco Slots [Skiller]
008978A2 00000003
Sword 0002 Unknown 3 [Skiller]
008978A3 000000??
Sword 0002 Online/offline [Skiller]
008978A4 000000??
Sword 0002 Id [Skiller]
008978A5 000000??
Sword 0002 Bonus [Skiller]
008978A6 000000??
Sword 0002 Color [Skiller]
008978A7 000000??

Well first, you don't need all those lines. idk what unknown is so I take that out. Cost is for no reason, unless you haven't bought sword 0002 yet. Attack is the value you put in x class multiplier. Sharpness is retarded so take it out if your fine with sword 00002's sharpness. Model is what your weapon will look like and the digits can be found here. Sword id, online/offline? I never saw those before. All this stuff was explained here. I think Bonus is better than color. So I take color out.

[spoiler="Found my analog and wiimote notes"]simple analog
address 806BBC82
So 286BBC82 MMMMXXXX for activators

right analog
0004 right
0008 left
0010 down
0020 up

left analog
0400 right
0800 left
1000 down
2000 up

detailed analog
6593DE-6593E5
Next to control pad and seems to handle sensitivity as well as direction. Can't think of how to use this yet.

cc wii mote digits
address 8065941A
So 2865941A MMMMXXXX for activators

0400 right
0800 left
1000 down
2000 up
0200 A
0100 B
0040 -
0080 +
0020 1
0010 2
8000 home

aww. no power :(
d-pad is if held upright

cc home is 0800.
[/spoiler]Guess I didn't take notes on the detailed analog. :/ It seems to do 00-FF or something based on how much it's pushed. And it has an address or 2 dedicated to one direction.

Quote from: Skiller on May 06, 2010, 01:49:05 AM
Elements (your on Fire, U have Ice)
42000000 90000000
1214AF1E 0000????
E0000000 80008000

Digits
0001 = Fire
0010 = Thunder
FFFF = All things  
Hope some peeps can look at them to help me out . lol
I know this is forever ago, but I was taking notes on this.

[spoiler="9014AF1E=blights"]
03FF max
0DTF

D-dragon
T-thunder then Ice
F-fire then water

1=regular
2=double
3=3+1
4=next
5=4+1
6=4+2
7=4+3
8=next double
9=8+1
A=8+2
B=8+3
C=8+4
D=8+5
E=8+6
F=8+7

By regular, I mean fire for example. Double means double fire. And next is for example ice. Everything else just means that value have the effects of both. example:
7=4+3(duh! lol). This means you get the effects of 4 and 3(which was 2+1). So 0007 would be waterblight, fireblight and double fireblight. 0070 would be ice, thunder, and double thunder. 0077 would be ice, water, thunder, double thunder, fire, and double fire. 03FF is everything double and single. You figure out the rest.

It makes sense to me. If that's too hard to understand, someone might be able to explain it a little easier. Or not. I can't really simplify explanations much more than that. [/spoiler]I don't think anyone ever explained it. So there it is.

EDIT:
Also forever ago(I was reading through the thread incase I missed something). I saw Skiller was working on a quest mod but then it looks like he vanished from monster hunter out of nowhere. :/
I'm not sure what the quest mod activator is supposed to do, but the game kept freezing when I depart on quest. I sent the codes through the usbgecko. Well anyway, it was interesting that the monster mod code would make the quest uncompletable. at least for some people. This was a really different approach that also didn't work- 9014B943 holds the monster id for the 1st monster(+B18 for the next) but that's about it. So I did this:

Should've been ludroth
4A000000 90000000
1014B943 00000010
E0000000 80008000

And I did "Fell the Lagiacrus"(poor lagi. Always a victim to my experiments XD). It was quite amusing actually. Everyone should check it out. Anyway, it was still lagiacrus, just with no voice and it looked like it wanted to be a R. Ludroth. I think I cut it's tail, but it was nowhere to be found and when I killed it, the quest wasn't complete. And I carved ludroth stuff from a lagi. I think the quest cleared when I changed his id back to lagiacrus. But I don't remember.

I was thinking about using Skandal87's quest clear code in a "if modded monster dies", but lagi was still a lagi possessed by a ludroth. And capturing wouldn't clear the quest if that was the case. If only I could find like a monster model somewhere. Like the weapon models for the weapon codes.
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Skiller

ya the problem with the Quest codes was that when u change the monster .. it did not change the actual Quest Criteria .. example

U change away the monster your needed to kill to end the quest .. but the quest is still looking for that Enemy to be killed i was meaning to add in the Quest Compleation part as well so it be changed to the same monster as what u set for killing .. but never had the time to do so .. this is the only reason this happens ..

as for the sword unknowns .. there Values in the items section just we dont know the Full effect of what this address is doin we know it does something its just not showing ..

Stuff

Yeah. There ain't nobody rushing you. Do that whenever you can. And "If it's too much work, don't do it"...is a moto I unfortunately follow. '>.>
I think the quest criteria is somewhere in the 80s near one of the quest ids. In fact...that might be what that weird number was. >.>
I took some notes about quest id as well.(I wanted a "if quest is this then do some stuff"). I found not 1, but 7!!!!!!!!!!! addresses that never failed to have the correct quest id in it. But they're all unique in some way. Maybe somebody knows:

[spoiler]90148096 only before departing? Also seems to show the currently displayed quest list in 04. But only the 1st page?
901481E2
9023F7AC weird details in 0E
(there was more here, but 1)it stopped making sense, 2)You don't wanna know. >.<)
90241EEC
80658DBA only during quest
806590B4
806AAB94 I liked this one. It had some pretty cool data next to it. Like in 06 or something. And poking it was fun.
806C5868 only during quest[/spoiler]
Well I was gonna say 9023F7AE had the weird numbers, but as I was typing this, I remembered that it held something about the quest. I thought it was something about what * quest it was, or if it was a key quest, or urgent. It was going good until it had the same number for 2 quests in different levels. And one of them was definitely not an urgent.But still, the quest criteria can't be too far away from one of the quest ids. I say in the 80s because I was liking the idea that monster and player info are handled in the 90s, while the 80s handled game functions such as options, the game clock, you know.

Speaking of game clock, I saw you said something about master and slave and you had me thinking about 806C587C. I tried poking it and it refused to change. It's good for ifs though. It counts down from 15F90 at 1/30th of a second intervals. Like, it's the game clock. But you can't modify it. I tried looking at argon's infinite time, but it looks weird. And then set play time had nothing going on in that address. :/ It's still a good if

If in quest
226C587C 00000000
226C587C 00015F90
...

Cuz I noticed some addresses are used for other things while not in a quest. Even the loading screen. And during the loading screen it's held at 15F90. Or maybe they aren't, but I'd rather not overwrite 3FB6 with 0100.

My fear of modifying unknown values brings me to yet another subject. 8003F1E0. wth is going on there? And why is it safe to just put some number there?(Doudley's armor skills activators) It was interesting and I liked it, but I be scurred. 8003F1D8-8003F1FC seem to be doing nothing. I hope it's safe to assume that. That space could be used for quite a few things.

And the last thing for this post:

[spoiler="more analog stuff"]806593DE-806593E5
Next to control pad and seems to handle sensitivity as well as direction.

left analog
806593DE left
806593DF right
806593E0 down
806593E1 up

right analog
806593E2 left
806593E3 right
806593E4 down
806593E5 up

FF is pushed all the way. Not really too  accurate. And doesn't really apply to left and down... They just jump up to FF.
And I guess it subtracts right/up respectively. ex: FFA3 for a light down and FF08 for all the way down. Or at least almost. My CC might be messed up
....Maybe that FF means -? But -up can't be a greater down if it's a smaller negative. Can it?
Maybe it can. I remember FFFFFFFF was -1 hp and something smaller was -some mad digit number. So if that's the case:

left analog
806593DE FF for left(-right)
806593DF right
806593E0 FF for down(-up)
806593E1 up

right analog
806593E2 FF for left(-up)
806593E3 right
806593E4 FF for down(-right)
806593E5 up

It was interesting. Maybe someone can use this info for something creative.
[/spoiler]That was me arguing with myself. I think the -up and -right idea is the way to go. Unfortunately, I can't think of a good way to do ifs with this. I don't think you can do a 32 bit if from DE-E2. You could do a 16 bit if for one axis though. Like if there was a speed up/slow down camera code, you could 2C/2E6593E2 somethin to only work if the analog is pushed a little or all the way.
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Mod code Generator ~50% complete but very usable:
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Skiller

Quote from: Stuff on July 14, 2011, 07:02:17 AM
Yeah. There ain't nobody rushing you. Do that whenever you can. And "If it's too much work, don't do it"...is a moto I unfortunately follow. '>.>
I think the quest criteria is somewhere in the 80s near one of the quest ids. In fact...that might be what that weird number was. >.>
I took some notes about quest id as well.(I wanted a "if quest is this then do some stuff"). I found not 1, but 7!!!!!!!!!!! addresses that never failed to have the correct quest id in it. But they're all unique in some way. Maybe somebody knows:

[spoiler]90148096 only before departing? Also seems to show the currently displayed quest list in 04. But only the 1st page?
901481E2
9023F7AC weird details in 0E
(there was more here, but 1)it stopped making sense, 2)You don't wanna know. >.<)
90241EEC
80658DBA only during quest
806590B4
806AAB94 I liked this one. It had some pretty cool data next to it. Like in 06 or something. And poking it was fun.
806C5868 only during quest[/spoiler]
Well I was gonna say 9023F7AE had the weird numbers, but as I was typing this, I remembered that it held something about the quest. I thought it was something about what * quest it was, or if it was a key quest, or urgent. It was going good until it had the same number for 2 quests in different levels. And one of them was definitely not an urgent.But still, the quest criteria can't be too far away from one of the quest ids. I say in the 80s because I was liking the idea that monster and player info are handled in the 90s, while the 80s handled game functions such as options, the game clock, you know.

Speaking of game clock, I saw you said something about master and slave and you had me thinking about 806C587C. I tried poking it and it refused to change. It's good for ifs though. It counts down from 15F90 at 1/30th of a second intervals. Like, it's the game clock. But you can't modify it. I tried looking at argon's infinite time, but it looks weird. And then set play time had nothing going on in that address. :/ It's still a good if

If in quest
226C587C 00000000
226C587C 00015F90
...

Cuz I noticed some addresses are used for other things while not in a quest. Even the loading screen. And during the loading screen it's held at 15F90. Or maybe they aren't, but I'd rather not overwrite 3FB6 with 0100.

My fear of modifying unknown values brings me to yet another subject. 8003F1E0. wth is going on there? And why is it safe to just put some number there?(Doudley's armor skills activators) It was interesting and I liked it, but I be scurred. 8003F1D8-8003F1FC seem to be doing nothing. I hope it's safe to assume that. That space could be used for quite a few things.

And the last thing for this post:

[spoiler="more analog stuff"]806593DE-806593E5
Next to control pad and seems to handle sensitivity as well as direction.

left analog
806593DE left
806593DF right
806593E0 down
806593E1 up

right analog
806593E2 left
806593E3 right
806593E4 down
806593E5 up

FF is pushed all the way. Not really too  accurate. And doesn't really apply to left and down... They just jump up to FF.
And I guess it subtracts right/up respectively. ex: FFA3 for a light down and FF08 for all the way down. Or at least almost. My CC might be messed up
....Maybe that FF means -? But -up can't be a greater down if it's a smaller negative. Can it?
Maybe it can. I remember FFFFFFFF was -1 hp and something smaller was -some mad digit number. So if that's the case:

left analog
806593DE FF for left(-right)
806593DF right
806593E0 FF for down(-up)
806593E1 up

right analog
806593E2 FF for left(-up)
806593E3 right
806593E4 FF for down(-right)
806593E5 up

It was interesting. Maybe someone can use this info for something creative.
[/spoiler]That was me arguing with myself. I think the -up and -right idea is the way to go. Unfortunately, I can't think of a good way to do ifs with this. I don't think you can do a 32 bit if from DE-E2. You could do a 16 bit if for one axis though. Like if there was a speed up/slow down camera code, you could 2C/2E6593E2 somethin to only work if the analog is pushed a little or all the way.

i have alot of stuff that i did not put out for this game .. i have the Quest sections fully Mapped out ..  have a bunch of other things mapped out as well.. like how the Weapons and items codes .. . :P I just have not had the time to Compile the full thing .. also i think i posted something way back about the change in the Criteria ..

Stuff

>.< I'd imagine you would've been found that stuff. Especially since it sounded like you were interested in quest modding. Well whenever you post that stuff, I'll be looking forward to it. Unless I found it already :P. I must've missed your post about quest criteria, though. I'll search through this massive thread :/. But I don't think there was anything on quest criteria besides saying that the quest isn't cleared if you mod the boss.

How in the world did you find heat?! I spent hours looking for it, and found nothing that could be poked. And then I remembered:
Health Bar Flash Purple ??? [Skiller]
4A000000 90000000
1214AF44 00003000
E0000000 80008000

So I poked at that address and it was the heat I was looking for. >.> Now that makes my friend's suicide code waaaaaaay better. It's a combined mod of your inf hp and heat codes.

Suicide
28------ MMMMXXXX
4A000000 90000000
1014AEB1 00000000
1014AF45 00000001
E0000000 80008000

Before it used poison, but I felt that was blegh. Combine it with action repeater and XD.
...You know...Fortify
It even works if you have the cool drink effect.
What cheat list is complete without a suicide code? You should add that to the db whenever you get the chance. They're both your codes and it's a classic.

I'm pretty sure the weapons and items were already uploaded by you. >.> Unless your talking about something else.
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TheRealSneakers

#2247
I was curious..I see there is a code that activates and deactivates the 1 hit kill, but can't seem to get it working...I think it's because I'm using the Classic Controller Pro, and there is no 1 or 2 button on it...and pressing them on the Wiimote doesn't seem to work...though will try again.

I'd like to get a code, two actually, one sets monsters to be killed in one hit, and the other sets them to 1HP. Those are on there, and you can assign a button to activate the codes...but thing is, you can't deactivate them. Is there a code for 1 hit kill and reduce to 1 HP, and can turn them on and off at will? So You can have one or the other active...or both off.

I tried to search, but searching for HP seems to vague, and "1 HP" gets no results.

Edit - I think I found it...tried searching for the word Capture, and think I found an activation code for both, and a deactivation code that turns those two codes off by Skiller.

Stuff

Yeah. There was that off code for both. I personally like to have a switch so I can't turn codes on/off with the same combo. And you can set those codes to the classic controller. Just go to the mod digits page. ex:

28?????? MMMMXXXX
code
CC000000 00000000 <--switch
code <--usually the off code.
E0000000 80008000

But in this case I don't know if a switch would be better. Up to you.
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Mod code Generator ~50% complete but very usable:
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Skiller

here u want some data lol

Offsets ..
0000 - 0010 = Name
002C - 004C = Main Objective
0088 - ??/??/Quest Rank/Floor
008C = 00DC = Sucess Conditions
013A = Quest timer
013C = Start of Fail Conditions
0310 = Boss order 1/BO2/BO3/Quest Flags
0314 = Monster/Boss ID/??/Enabled <- Monster 1
0318 = Max/Min/Size/Level <- Monster 1
031C = Monster/Boss ID/??/Enabled <- Monster 2
0320 = Max/Min/Size/Level <- Monster 2
0324 = Monster/Boss ID/??/Enabled <- Monster 3
0328 = Max/Min/Size/Level <- Monster 3

I have more for this section to past 328 there for the items u get when u finish the Mission and junk ..