Did you do it by locating the nearest enemy, subtracting their coordinates from your coordinates, squaring the x and z to get the hypotenuse of the right triangle connecting you, and then square rooting that and doing arc cos of adjacent over hypotenuse to get the exact angle, and then writing it to your angle address ?
yeah, that's pretty much what i was thinking except i didnt clarify the Y value. Btw in BoTW, just out of curiosity, is there 2 or 3 angle addresses ? One for XY, one for XZ? Or is there also a YZ?For clarification, every difference/subtraction you make should always be Their Value - Your value in terms of calculating the angles and distances needed.
Secondly, no. Your idea was very close but I dont think its correct if i understand it correctly.
You will need to essentially calculate the Hypotenuse of 2 seperate Right Triangles since there are 3-Dimensions.
The first and easiest thing you should get, is the Difference between Your target and Your height. (Their Y coord - Your Y coord). Remember that Ycoordinates are usually relative to the Feet of objects. For BoTW I had to add a height offset to my Y coord to account for Link's Bow being above Link's actual coordinates.
So you have the Y for your main Right triangle,
Next you need to find X.. To do this is essentially what you said, (Their X - Your X)^2 + (Their Z - Your Z)^2 and then square root that answer.
Now you have the X value of your main right Triangle.
Now, to calculate the angle using Arccos, you need the Hypotenuse of this final right triangle youve found the sides of.
So take the Square Root of the X^2 + Y^2.
Now you have What you need to do ArcCos.
Adjacent / Hypotenuse and then throw that result into the arccos function and then at the end, store it somewhere.
when i put this in jgecko the box is red and doesnt work.A couple of codes for Injustice Gods Among Us, PAL version:
255 Access Cards
108A70F8 000000FF
255 Armory Keys
108A70FC 000000FF
yeah, that's pretty much what i was thinking except i didnt clarify the Y value. Btw in BoTW, just out of curiosity, is there 2 or 3 angle addresses ? One for XY, one for XZ? Or is there also a YZ?
Many links are down , thats way the best option is to instal haxchi , sure you have to spent 6 dollards , but with that you will never have to enter another website again , and it cool to install games updates and dlc , you wont have to enter every single time to the hack on the web .has anyone got a link to a site that works, i think having a thread with over 400 pages where people are posting codes is a nightmare to have scroll through.
now that i have finally got my wii u to connect to my laptop i want to try contribute, but i think the tool written in java is rather poor, randomly kicks out errors and even when searching it will do first scan then prompt you if you want to restart a new scan and if you click no it wont let you perform the next scan.
its a shame considering how many nintendo fans on here insist the wii u was an ace machine, that its not dead, it appears hacking side seems relatively dead.
i think you missed my point completely.Many links are down , thats way the best option is to instal haxchi , sure you have to spent 6 dollards , but with that you will never have to enter another website again , and it cool to install games updates and dlc , you wont have to enter every single time to the hack on the web .
Ho sorry i misunderstood , but yeap there are no other pages , and a few game codes , its everything mario kart zelda and pokemon games :-( , i wish there could be as many cheat codes as for 2ds or 3ds .i think you missed my point completely.
when i say a link to a site that works, i mean for cheat codes, the jgecko app has a download code option, one link is dead, the other only has like 5 games.
so when it comes to looking for games and codes, the only thing i think is here, this massive 400+ paged topic.
now that is like looking for a needle in a hay stack.
but i have been looking to making my own codes and i think the tool itself is very basic, i have no idea why at random points it will kick out errors, or when i try a search it will show no results on first scan then ask if i want to start a new scan.
i guess then that this is proof that the wii u actually was a DOA system and has very little interest.Ho sorry i misunderstood , but yeap there are no other pages , and a few game codes , its everything mario kart zelda and pokemon games :-( , i wish there could be as many cheat codes as for 2ds or 3ds .
Some of the codes didnt even work , i tried monster hunter 3 pal cheat codes from this thread and they didnt work , i try Mario kart 8 and some of the cheats works , it very complicated .
I hope for switch hacks to have more cheat codes when the mod chip comes out .
Does someone have codes for Pokkén Tournament or Pikmin 3?
it may not be a known value, in some games it may show 250HP but the memory value may not be FA.So I was doing a known search for HP on steamworld heist I searched every where jgecko would let me and I found nothing. Anyone one know why I couldn’t find anything for a simple known search?
it may not be a known value, in some games it may show 250HP but the memory value may not be FA.
also in some cases if its a health bar, the numerical value you see on screen may not be linked physically to the actual health (bar).
try perform unknown searches.
nope. we have to wait for skoolzout to get the codes ready.Does anyone have an updated codes.xml for Zelda BOTW v1.5.0
Where in this do you input the number that you want to take the arccos of ? Or does it load it from am memory address?If you're on 1.5.0, its probably just broken by the update.. I will update to 1.5.0 soon and fix things.
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Yes, I used arccos (inverse cos) in my BoTW aimbot as well. You simply just have to subtract 90 degrees minus the final result of arcsin and you get arccos
arccos = 90deg - arcsin(x)
Here is the Arccos modified version i used in BoTW:
Code:.set flt_Ninety, 0x11000018 lis r12, flt_Ninety@h ori r12, r12, flt_Ninety@l lis r11, 0x42B4 ori r11, r11, 0x0000 stw r11, 0 (r12) .set dbl_9A0, 0x11000014 lis r12, dbl_9A0@h ori r12, r12, dbl_9A0@l lis r11, 0x4265 ori r11, r11, 0x2EE1 stw r11, 0 (r12) .set flt_998, 0x11000010 lis r12, flt_998@h ori r12, r12, flt_998@l lis r11, 0x4000 ori r11, r11, 0x0000 stw r11, 0 (r12) .set flt_994, 0x1100000C lis r12, flt_994@h ori r12, r12, flt_994@l lis r11, 0x5980 ori r11, r11, 0x0004 stw r11, 0 (r12) .set flt_990, 0x11000008 lis r12, flt_990@h ori r12, r12, flt_990@l lis r11, 0x0000 ori r11, r11, 0x0000 stw r11, 0 (r12) .set flt_98C, 0x11000004 lis r12, flt_98C@h ori r12, r12, flt_98C@l lis r11, 0x3F80 ori r11, r11, 0x0000 stw r11, 0 (r12) .set flt_988, 0x11000000 lis r12, flt_988@h ori r12, r12, flt_988@l lis r11, 0x420C ori r11, r11, 0x0000 stw r11, 0 (r12) b arcsin arcsin: .set back_chain, -0x18 .set var_10, -0x10 lis r1, 0x1300 ori r1, r1, 0x950 lis r9, flt_988@ha addi r9, r9, flt_988@l lfs f8, 0x4 (r9) li r8, 1 stwu r1, back_chain(r1) lis r6, 0x4330 fmr f0, f8 lfs f7, 0x8 (r9) fmr f12, f12 # register to arcsin must be loaded into f12 at this point li r10, 3 loc_840: addi r7, r10, -2 mtctr r7 loc_848: fmuls f0, f0, f12 bdnz loc_848 cmplwi cr7, r8, 1 beq cr7, loc_8D8 xoris r7, r8, 0x8000 stw r6, 0x18+var_10(r1) stw r7, 0x18+var_10+4(r1) cmplwi cr7, r10, 0x03E9 #Precision vs Speed modifier.. Larger = More precise/slower. lfs f11, 0xC (r9) lfd f9, 0x18+var_10(r1) lfs f10, 0x10 (r9) fsub f11, f9, f11 lfs f9, 0x4 (r9) fsub f10, f11, f10 fsub f9, f11, f9 frsp f11, f11 fdiv f10, f10, f9 frsp f10, f10 fmuls f8, f8, f10 fmuls f0, f0, f8 fdivs f0, f0, f11 fadds f7, f7, f0 beq cr7, loc_8B4 loc_8A4: addi r10, r10, 2 addi r8, r8, 2 lfs f0, 0x4 (r9) b loc_840 loc_8B4: fmr f0, f7 lfs f12, 0x14 (r9) fmul f0, f0, f12 frsp f0, f0 lis r9, flt_Ninety@ha addi r9, r9, flt_Ninety@l lfs f1,0(r9) fsub f0, f1, f0 stfs f0, 0(r2) lwz r1, 0(r2) lis r3, 0xFFC0 cmpw r1, r3 beq- END lis r3, 0x7F80 cmpw r1, r3 beq- END stfs f0, XXXX #Result is in F0 and can be stored somewhere. Remember this function will likely overwrite registers you were using before you called this function. addi r1, r1, 0x18 b RETURNARCSIN loc_8D8: fadds f7, f7, f0 b loc_8A4 RETURNARCSIN: nop
I also added checks for +-Infinity in this one.