Hacking Post your WiiU cheat codes here!

trunske

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New codes for Nintendo Land

Triple Star Timer 99 Sec|Ninja Castle (Right Joystick Gamepad)
09020000 102EFA68
00020000 00000000
00020000 33CA7FA0
00001770 00000000
D0000000 DEADCAFE

Scroll x5|Ninja Castle (ZL Gamepad)
09020000 102EFA64
00000080 00000000
00010000 33CA7F9A
00000005 00000000
D0000000 DEADCAFE

Always have 50 Shuriken|Ninja Castle
00020000 33CAAD44
00000032 00000000

10 Lives|Fruit Cart (ZL Gamepad)
09020000 102EFA64
00000080 00000000
00010000 33CA7B30
0000000A 00000000
D0000000 DEADCAFE

for which version of game? and Region?
 

supermariorick

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@skoolzout1
think this simple edit will work for an updated infinite health code? lol
30000000 109657EC
402CA193 4424D5CC
31000000 FFFFF4E4
30100000 00000000
417A0192 4586D4CD
31000000 00000540
12100000 00000DE0
13100000 00000000
D0000000 DEADCAFE

edit: tested it and it works!
perhaps most codes that have one line changed across updates will work too specifically to 30000000 109657EC
DLC 2 is going to be a breeze lol
 
Last edited by supermariorick,

skoolzout1

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@skoolzout1
think this simple edit will work for an updated infinite health code? lol
30000000 109657EC
402CA193 4424D5CC
31000000 FFFFF4E4
30100000 00000000
417A0192 4586D4CD
31000000 00000540
12100000 00000DE0
13100000 00000000
D0000000 DEADCAFE

edit: tested it and it works!
perhaps most codes that have one line changed across updates will work too specifically to 30000000 109657EC
DLC 2 is going to be a breeze lol
Yes. I designed it to be fixable by changing one line. In fact you found the same base address I am using (which makes sense because there is only one that works). But you probably still don’t quite have an appreciation for the amount of time i put in to making all of the codes easily updatable by changing merely that one line. Lol. Yes it’s easy to replace the one line, but making most of the codes run off of the same pointer such that you only have to change one line is where a lot of work went into in the past.

Sadly very few codes stayed working with a one line fix this time around. So I will likely have to put even more work in for when they inevitably release updates to fix glitches.

Edit: ....I just realized, I’m guessing you copied the first line from the codes I actually did post so far and then did some experimenting ? Lol.

--------------------- MERGED ---------------------------

Just a quick question; would a dump of v1.4.0 help you out any?
No dumps are needed from anyone else. But thank you for offering to help.
 
Last edited by skoolzout1,

TheWord21

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No dumps are needed from anyone else. But thank you for offering to help.

Ah, that's good to hear. Last time it took me hours to upload a dump file; ripping it from the game took me less than that. So, why do you no longer need dumps? You already have one, I assume?
 

skoolzout1

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Ah, that's good to hear. Last time it took me hours to upload a dump file; ripping it from the game took me less than that. So, why do you no longer need dumps? You already have one, I assume?
As I sorta mentioned in my last post; I made as many codes as I could be based off of the same pointer, I used a pointer that I confirmed worked on every dump I was given from various people. After that, when updates happen, I just have to find where the pointer moved to and the codes will be fixed, and since it’s essentially the same pointers that worked on all versions before the update, I can be confident it will work again on all versions.
 
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supermariorick

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Yes. I designed it to be fixable by changing one line. In fact you found the same base address I am using (which makes sense because there is only one that works). But you probably still don’t quite have an appreciation for the amount of time i put in to making all of the codes easily updatable by changing merely that one line. Lol. Yes it’s easy to replace the one line, but making most of the codes run off of the same pointer such that you only have to change one line is where a lot of work went into in the past.

Sadly very few codes stayed working with a one line fix this time around. So I will likely have to put even more work in for when they inevitably release updates to fix glitches.

Edit: ....I just realized, I’m guessing you copied the first line from the codes I actually did post so far and then did some experimenting ? Lol.

--------------------- MERGED ---------------------------


No dumps are needed from anyone else. But thank you for offering to help.

pretty much lol. the one line update change works for a few codes like press b to run fast and moon jump and infinite health but I tried other codes like infinite stamina and the instant champion powers recharge codes but they didn't work. I guess some codes aren't as simple a fix as I thought. I simply compared lines in your old codes and used the updated one line in one of your new released codes and tested which ones work
I appreciate the hard work you put into these codes and updating them
one thing to note is that editing one line with the new one doesn't fix everything. for example I had infinite health but when I fell down a pit the game glitched and let me fall without dying and Link glowed red during the initial trials before the ballad of the champions trials where Link is a given a weapon that sets his hearts to 1/4th a heart. apparently using a code to set the hearts to fill up all the way while the weapon tries to set Link's hearts to 1/4th causes a glitch where Link is stuck glowing red instead of flashing red at low health. The moon jump code however functioned perfectly.
 

tastymeatball

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New code for Nintendo Land

Instant Bow Charge|Battle Quest
30000000 38CABB8C
30000000 48000000
31000000 00000014
30100000 00000000
30000000 48000000
06120000 00000200
3F7D70A4 00000000
00120200 3F7D70A4
D0000000 DEADCAFE

The max value the game reaches when the bow is fully charged is 0x3F828F59 most likely interpreted as a float, but if you set it to a value greater than 1 it won't recognize the charge and I couldn't find another value that tells the game that the bow is fully charged. Small drawback is that it will show every 2 seconds some charging sparkles.

Instant Sword Charge P1|Battle Quest
30000000 38CAA4CC
30000000 48000000
31000000 00000F94
30100000 00000000
30000000 48000000
06120000 00000E64
3F7D70A4 00000000
00120E64 3F7D70A4
D0000000 DEADCAFE


If you don't want to be able to do normal swings use this code

Always Sword Charged P1|Battle Quest
30000000 38CAA4CC
30000000 48000000
31000000 00000F94
30100000 00000000
30000000 48000000
00120E64 3F800000
D0000000 DEADCAFE
 
Last edited by tastymeatball,

TheWord21

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Oh, and one more thing... I seem to be having trouble with JGecko. So, I installed the latest update for it, and for some reason, it won't connect. Something about not having a code-handler and this:

Dec 14, 2017 1:44:27 AM wiiudev.gecko.client.Pb d
SEVERE:
java.lang.NullPointerException
at wiiudev.gecko.client.XE.d(Unknown Source)
at wiiudev.gecko.client.XE.Y(Unknown Source)
at wiiudev.gecko.client.XE.d(Unknown Source)
at wiiudev.gecko.client.XE.d(Unknown Source)
at wiiudev.gecko.client.uf.d(Unknown Source)
at wiiudev.gecko.client.uf.doInBackground(Unknown Source)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
 
Last edited by TheWord21,

skoolzout1

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Oh, and one more thing... I seem to be having trouble with JGecko. So, I installed the latest update for it, and for some reason, it won't connect. Something about not having a code-handler and this:

Dec 14, 2017 1:44:27 AM wiiudev.gecko.client.Pb d
SEVERE:
java.lang.NullPointerException
at wiiudev.gecko.client.XE.d(Unknown Source)
at wiiudev.gecko.client.XE.Y(Unknown Source)
at wiiudev.gecko.client.XE.d(Unknown Source)
at wiiudev.gecko.client.XE.d(Unknown Source)
at wiiudev.gecko.client.uf.d(Unknown Source)
at wiiudev.gecko.client.uf.doInBackground(Unknown Source)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Don’t quote me on this but I believe null pointer exceptions are usually jgecko’s “fault”. Something might not be being handled correctly for some reason. I believe bully is aware that it happens for some people and is looking into it.

I’ve never ever experienced that issue so it’s hard to say if it can be fixed by the user.
 

TheWord21

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Don’t quote me on this but I believe null pointer exceptions are usually jgecko’s “fault”. Something might not be being handled correctly for some reason. I believe bully is aware that it happens for some people and is looking into it.

I’ve never ever experienced that issue so it’s hard to say if it can be fixed by the user.

Ahh... what's strange on that is despite the fact I can't send codes, everything else such as the memory editor and the searcher seems to work fine.
 

Sm4shModder

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I would love to. But I haven’t the time. Maybe in my free time I’ll give it a shot
I and the Smash Community would appreciate this. I use NTSC by the way, and, if possible, would like it to affect both Single-Player For Glory and Teams. The Rule-Changers are the priority, however the 8 players would be a nice touch.
 
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skoolzout1

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I and the Smash Community would appreciate this. I use NTSC by the way, and, if possible, would like it to affect both Single-Player For Glory and Teams. The Rule-Changers are the priority, however the 8 players would be a nice touch.
I wont make any promises. And i also use NTSC so that should eliminate any compatibility issues.
 
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