Hacking Post your WiiU cheat codes here!

skoolzout1

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sure does it take a lot time?
Nope Just run a 32bit - Equal search between the addresses of 11000000 - 12000000

Search for the values based on buttons you are pressing.

A = 00000010
Y = 00000020
X = 00000008
B = 00000040
- = 00001000
+ = 00000400
R = 00000200
ZR = 00000004
L = 00002000
ZL = 00000080
Home = 0800
D-Pad Down = 00004000
D-Pad Left = 00000002
D-Pad Up = 00000001
D-Pad Right = 00008000
Right Stick Up = 02000000
Right Stick Right = 00800000
Right Stick Left = 00400000
Right Stick Down = 01000000
Right Stick Button = 00010000
Left Stick Up = 00200000
Left Stick Right = 00080000
Left Stick Left = 00040000
Left Stick Down = 00100000
Left Stick Button = 00020000
left up 00240000
right up 00280000
left down 00140000
right down 00180000

Make sure you are only pressing the button you are searching for while searching
 
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Dekirai

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Nope Just run a 32bit - Equal search between the addresses of 11000000 - 12000000

Search for the values based on buttons you are pressing.

A = 00000010
Y = 00000020
X = 00000008
B = 00000040
- = 00001000
+ = 00000400
R = 00000200
ZR = 00000004
L = 00002000
ZL = 00000080
Home = 0800
D-Pad Down = 00004000
D-Pad Left = 00000002
D-Pad Up = 00000001
D-Pad Right = 00008000
Right Stick Up = 02000000
Right Stick Right = 00800000
Right Stick Left = 00400000
Right Stick Down = 01000000
Right Stick Button = 00010000
Left Stick Up = 00200000
Left Stick Right = 00080000
Left Stick Left = 00040000
Left Stick Down = 00100000
Left Stick Button = 00020000
left up 00240000
right up 00280000
left down 00140000
right down 00180000

Make sure you are only pressing the button you are searching for while searching

The Button Activator Address should be located in the 10000000 - 11000000 Range.
It's there for every game for me.

Example:

TPHD
102EFA64

Super Mario 64
102F48A8

Super Mario 64 DS (Yes, Super Mario 64 & DS have same activator address)
102F48A8
 

TheWord21

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I really think just installing the Visual C++ Resdistributable package will fix the issue. Alternatively you could use Codeblocks to create a C++ project and then just copy and paste my code provided on GitHub to build your own copy of my program.

Tried that, but the x64 version of the Visual C++ didn't let me install it because apparently there's already a copy installed.

PqU7YsE.png


I installed x86, and that didn't help. So... yeah, unless I have to uninstall them and reinstall, I think we're at an impasse.
 

skoolzout1

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The Button Activator Address should be located in the 10000000 - 11000000 Range.
It's there for every game for me.

Example:

TPHD
102EFA64

Super Mario 64
102F48A8

Super Mario 64 DS (Yes, Super Mario 64 & DS have same activator address)
102F48A8
Yes the gamepad is Static in those areas of memory, even between games as far as I've seen. However the pro controller is actually between 11000000 - 12000000

I guess this is because the gamepad must always be supported as a controller but the procontroller is optionally implemented.

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

Tried that, but the x64 version of the Visual C++ didn't let me install it because apparently there's already a copy installed.

PqU7YsE.png


I installed x86, and that didn't help. So... yeah, unless I have to uninstall them and reinstall, I think we're at an impasse.
I recompiled the program and did something to I think avoid using DLLs. I think it basically incorporates them into the program now.

Long story short, the program is 5x bigger now (250KB) but give it a try and see if that fixes it for you.
 
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TheWord21

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Yes the gamepad is Static in those areas of memory, even between games as far as I've seen. However the pro controller is actually between 11000000 - 12000000

I guess this is because the gamepad must always be supported as a controller but the procontroller is optionally implemented.

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


I recompiled the program and did something to I think avoid using DLLs. I think it basically incorporates them into the program now.

Long story short, the program is 5x bigger now (250KB) but give it a try and see if that fixes it for you.

It works. Thanks for going through all that trouble, my good man. Hope it wasn't an inconvenience.
 
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TheWord21

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I make them myself. For this one I used the easy way, you run a pointer search for the Base Address. In other words, the innermost address in a pointer, you run a pointer scan for that address and then substitute that address with another pointer instead

Alright, so let me see if I've got the instructions straight for a 2/3-step pointer... let's do a little walk-through
  • Do a pointer search for 2 or more files, and grab the pointers from there.
  • For this, these files are 134EBD94 and 134EBE14, and we'll use [[0x107FF7E8] + 0x2C4] + 0xD4 as the first example pointer
  • Next, we change one of the target addresses from 134EBD94 to 107FF7E8.
  • We'll use this as the second example: [0x107FF5F0] + 0x250
  • Then, we add the 0x250 at the end of the first example pointer, making it [[[0x107FF7E8] + 0x2C4] + 0xD4] + 0x250
Is this correct?
 
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DarkFlare69

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Mario Kart 8

Instant Acceleration (ASM)
C0000009 60000000
3D801F60 618C4EA3
818C0000 718C0080
2C0C0080 4082001C
3D403FBA 614A92BC
814A0000 814A0020
816A53AC 916A52E4
60000000 3C40010F
60426AE0 7C4903A6
4E800420 00000000

Source:
lis r12, 0x1F60
ori r12, r12, 0x4EA3
lwz r12, 0x00 (r12)
andi. r12, r12, 0x80
cmpwi r12, 0x80
bne accel
lis r10, 0x3FBA
ori r10, r10, 0x92BC
lwz r10, 0x00 (r10)
lwz r10, 0x20 (r10)
lwz r11, 0x53AC (r10)
stw r11, 0x52E4 (r10)
accel:

Instant Acceleration
09000000 1F604EA2
00000080 00000000
30000000 3FBA92BC
46000000 49000000
31000000 00000020
30100000 00000000
46000000 48000000
12100000 000053AC
13100000 000052E4
D0000000 DEADCAFE

I recommend using the non-ASM version. I only did the ASM one for practice.

 
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skoolzout1

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Alright, so let me see if I've got the instructions straight for a 2/3-step pointer... let's do a little walk-through
  • Do a pointer search for 2 or more files, and grab the pointers from there.
  • For this, these files are 134EBD94 and 134EBE14, and we'll use [[0x107FF7E8] + 0x2C4] + 0xD4 as the first example pointer
  • Next, we change one of the target addresses from 134EBD94 to 107FF7E8.
  • We'll use this as the second example: [0x107FF5F0] + 0x250
  • Then, we add the 0x250 at the end of the first example pointer, making it [[[0x107FF7E8] + 0x2C4] + 0xD4] + 0x250
Is this correct?
Uhhhh. No, if I understand what you're saying correctly, that is not the correct way.

You start by running a pointer search for an address.
We'll pretend and use [[0x107FF7E8] + 0x2C4] + 0xD4 as the pointer.

Then you use the same dumps you used before. But make the target address in all dumps be 0x107FF7E8.

We'll pretend [0x107FF5F0] + 0x250 points to 0x107FF7E8.

You then literally copy and paste the pointer in over top of 0x107FF7E8 to get the final pointer of:


[[[0x107FF5F0] + 0x250] + 0x2C4] + 0xD4
 

shroot

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hey guys, wondering if some one can help me out with pointer codes? I'm currently trying to hack Sniper Elite I find the address for the ammo count and dump it, I reset the level and the address changes so i dump another 2 addresses for the universal pointer searcher, all 3 addresses were dumped with a range of 10000000-41FA0000 i make sure all the dumps are named with the target address, put it in a folder with a txt saying 0x10000000 tried offsets of 400, 500, 4000 and i never get any pointers to follow any helpful tips to what i might be doing wrong thanks.
 
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skoolzout1

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hey guys, wondering if some one can help me out with pointer codes? I'm currently trying to hack Sniper Elite I find the address for the ammo count and dump it, I reset the level and the address changes so i dump another 2 addresses for the universal pointer searcher, all 3 addresses were dumped with a range of 10000000-41FA0000 i make sure all the dumps are named with the target address, put it in a folder with a txt saying 0x10000000 tried offsets of 400, 500, 4000 and i never get any pointers to follow any helpful tips to what i might be doing wrong thanks.
Is your pointer depth set to 2 or 1? If it's one try setting it to 2. Also try checking the Negative offsets box. Your search will take longer but these settings will broaden your range for potential pointers. If you're at 2 stage pointer depth, 4000 offset size with negative offsets checked off and you still get 0 pointers, then there's a good chance that you may have made a mistake in dumping the game. Potentially you found different values and you thought you were finding the same ones maybe.
 

shroot

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Is your pointer depth set to 2 or 1? If it's one try setting it to 2. Also try checking the Negative offsets box. Your search will take longer but these settings will broaden your range for potential pointers. If you're at 2 stage pointer depth, 4000 offset size with negative offsets checked off and you still get 0 pointers, then there's a good chance that you may have made a mistake in dumping the game. Potentially you found different values and you thought you were finding the same ones maybe.

thanks also will i be able to use a negative offset for a pointer code? and i got pointer depth at 2 and pointer value alignment at 4
 

shroot

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Is your pointer depth set to 2 or 1? If it's one try setting it to 2. Also try checking the Negative offsets box. Your search will take longer but these settings will broaden your range for potential pointers. If you're at 2 stage pointer depth, 4000 offset size with negative offsets checked off and you still get 0 pointers, then there's a good chance that you may have made a mistake in dumping the game. Potentially you found different values and you thought you were finding the same ones maybe.


Hi, will dumping address using data section do a compete dump
 

skoolzout1

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Hi, will dumping address using data section do a compete dump
Uhhhh, I forget. If you go to the search tab, and click the Select Full Range. And look at the second box from the top, that range is the entire games range. Copy that range and put it into the start and end address of Custom dump range.

You may need to subtract a little bit in order for it to accept the range
 

shroot

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Uhhhh, I forget. If you go to the search tab, and click the Select Full Range. And look at the second box from the top, that range is the entire games range. Copy that range and put it into the start and end address of Custom dump range.

You may need to subtract a little bit in order for it to accept the range

ok so i found a negative offset i found a bunch i tested the first 3 and they all jumped to the same address i followed the pointer expression it works unit i reset and then it either freezes or just does nothing
 

skoolzout1

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ok so i found a negative offset i found a bunch i tested the first 3 and they all jumped to the same address i followed the pointer expression it works unit i reset and then it either freezes or just does nothing
Okay, what does the code it generated look like? and what value do you want to write to the address that the pointer points to?
 

shroot

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Okay, what does the code it generated look like? and what value do you want to write to the address that the pointer points to?

this is the code and wanted it set to 100

ammo always 100
30000000 294D7F94
10000000 50000000
31000000 FFFFEC78
30100000 00000000
10000000 50000000
31000000 FFFFFF2C
00120000 00000064
D0000000 DEADCAFE
 

skoolzout1

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this is the code and wanted it set to 100

ammo always 100
30000000 294D7F94
10000000 50000000
31000000 FFFFEC78
30100000 00000000
10000000 50000000
31000000 FFFFFF2C
00120000 00000064
D0000000 DEADCAFE
Alright, well the code looks fine, and as long as you are getting your ammo to display 100 after applying the code and not a random number then the format is perfect. if that is the only code you have enabled, and the game crashes when it's enabled, that means that the pointer at some point stops pointing to the ammo address and points somewhere else. When that happens, the code will write 100 to some other random location, and that will often cause the game to crash. The best way to try and avoid this is to try and catch the game while your pointer doesn't work anymore. So whenever you most often find your game crashes using the code, you should pause the game through Jgecko. The pause button is beside the Connect button assuming Jgecko is up to date for you. Then while the game is paused, dump the game again. And run another pointer search with all of the dumps you used before plus the new one, and you'll have a smaller list of pointers that stayed accurate even during those moments where your other pointer normally crashes.

You can also use my program to run through and check a file full of pointers on a dump to see which ones work and which ones don't. But running another pointer search with all of the dumps like I said before will work too.
 

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