Super Mario Galaxy 2 [SB4P01]

Started by Dr.Cleo, June 10, 2010, 06:23:31 PM

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Dr.Cleo

Invincible
043CA24C 60000000

Infinite Lives
00E46558 00000063

Infinite Star Bits
02A7B3FA 000003E7

Infinite Coins
02A7B402 000003E7

Infinite Star Bits (Starship)
02E4655A 0000270F

Infinite Coins (Starship)
02E4655C 0000270F

Infinite Air
04400310 60000000
Hacking is easy.Playing the game on your own is HARD!

Dr.Cleo

Hacking is easy.Playing the game on your own is HARD!

wiiztec

You know you don't really need to put that in code tags
If there's any code at all that you want to be button activated, or even able to toggle on & off, and I have the game, just PM me and I'll make it happen

Thomas83Lin

#3
It seems to me all the Ntsc Asm codes should work on Pal.
I noticed your Invincible code is exactly the same as the Ntsc Inf Health and Inf Air is the same also. it may be worth checking the rest of the codes before re-hacking all of them

edited: corrected info

ardemii

NTSC-US size modifier doesn't work on PAL game :D.

Deathwolf

lolz

ardemii

Increase/decrease starbits (Starship)
28B37FCA 00000200
00E4657A 00000063
E0000000 80008000
28B37FCA 00000100
02E4657A 00000000
E0000000 80008000
Press 1 for increase and 2 for decrease. ;D

ardemii

Quote from: Deathwolf on June 12, 2010, 10:01:58 AM
Size Modifier
48000000 807ECF5C
DE000000 80008180
4A100000 0000002C
14000000 xxxx0000
14000004 xxxx0000
14000008 xxxx0000
E0000000 80008000

It's doesn't work... ;)

Deathwolf

#8
yes maybe pointers like this can't be porten. 8)

NTSC to PAL = +64
but not on pointers by 48 codetype :D
lolz

wiiztec

Quote from: Deathwolf on June 12, 2010, 07:04:39 PM
yes maybe pointers like this can't be porten. 8)

NTSC to PAL = +64
but not on pointers by 48 codetype :D

Did you not even test it before posting it here?
If there's any code at all that you want to be button activated, or even able to toggle on & off, and I have the game, just PM me and I'll make it happen

Deathwolf

lolz

wiiztec

Then why did you post it outside of the testing area?
If there's any code at all that you want to be button activated, or even able to toggle on & off, and I have the game, just PM me and I'll make it happen

ardemii

How to create jesus mode in SGM2
nes asm (super mario 64):

lui     $a0, 0x8034     
lh    $a0, 0xB1E6($a0)    ; Load water level
mtc1    $a0, $f6    ; Move it to cop1
nop       
cvt.s.w    $f4, $f6    ; Convert it to a floating point number
c.lt.s    $f18, $f4    
nop       
bc1f    end    ; if (waterlevel > ground_y)
nop       
mov.s    $f18, f4    ; ground_y = waterlevel
end:       
j    0x8038176C    
swc1    $f18, 0x0000($t8)    ; Taken from the break out location
j    0x8038176C    
swc1    $f18, 0x0000($t8)    ; Taken from the break out location



http://doc.kodewerx.org/hacking_n64.html#asm_jesus_mode

wiiztec

I think the best way to make a walk on water code would be to look into how dash pepper yoshi does it
If there's any code at all that you want to be button activated, or even able to toggle on & off, and I have the game, just PM me and I'll make it happen

ardemii

I thinks is it for wii

lis r0, 0x8034    
lwz  r0, 0xB1E6(r0)    ; Load water level
mtc1 r0, f6    ; Move it to cop1
nop      
cvt.s.w   f4, f6    ; Convert it to a floating point number
c.lt.s    f18, f4    
nop      
blt   end    ; if (waterlevel > ground_y)
nop      
mov.s    f18, f4    ; ground_y = waterlevel
end:      
j    0x8038176C    
swc1    f18, 0x0000(t8)    ; Taken from the break out location
j    0x8038176C    
swc1    f18, 0x0000(t8)    ; Taken from the break out location