Hacking Post your WiiU cheat codes here!

  • Thread starter Thread starter LawnMeower
  • Start date Start date
  • Views Views 2,113,458
  • Replies Replies 9,274
  • Likes Likes 52
Pick the one that ends with A

There's a few.

10027BFA
102F48AA
102F495A
102F4C0A
102F4EBA
102F4EBA
11007EEA

I've attempted to test these by poking them with a value of 8000 while in the menu to try and get a weapon selected . No dice on any of these, though.
 
I only tested to make sure Cloud was 38. Played a match and then was poking some other values and it locked up, so these are all unconfirmed (ported) besides P1 Character Select.

Super Smash Bros. v1.1.3 NTSC

Modifiers

Change Character Select Screen Image And COM Difficulty
P1: 1097D7E4 00XXYYFF
P1: 1097D7EC ZZ000000

P2: 1097D864 00XXYYFF
P2: 1097D86C ZZ000000

P3: 1097D8E4 00XXYYFF
P3: 1097D8EC ZZ000000

P4: 1097D964 00XXYYFF
P4: 1097D96C ZZ000000

P5: 1097D9E4 00XXYYFF
P5: 1097D9EC ZZ000000

P6: 1097DA64 00XXYYFF
P6: 1097DA6C ZZ000000

P7: 1097DAE4 00XXYYFF
P7: 1097DAEC ZZ000000

P8: 1097DB64 00XXYYFF
P8: 1097DB6C ZZ000000
Change Playable Character
P1: 1097D7E8 ZZFFWWYY
P2: 1097D868 ZZFFWWYY
P3: 1097D8E8 ZZFFWWYY
P4: 1097D968 ZZFFWWYY
P5: 1097D9E8 ZZFFWWYY
P6: 1097DA68 ZZFFWWYY
P7: 1097DAE8 ZZFFWWYY
P8: 1097DB68 ZZFFWWYY
Change Player Name
P1: 1097D828 GGGGHHHH
P1: 1097D82C IIIIJJJJ
P1: 1097D830 KKKKLLLL
P1: 1097D834 MMMMNNNN
P1: 1097D838 OOOOPPPP

Values

[WW] Player Type
00 COM
01 None
02 Player
03 FP (Figure Player - Amiibo)
[XX] Computer Difficulty (no effect on players?)
01 Lv.1
02 Lv.2
03 Lv.3
04 Lv.4
05 Lv.5
06 Lv.6
07 Lv.7
08 Lv.8
09 Lv.9
[YY] Character
04 Mario
0C Luigi
0F Peach
10 Bowser
08 Yoshi
25 Rosalina & Luma
2C Bower Jr.
17 Wario
05 Donkey Kong
1C Diddy Kong
14 Mr. Game and Watch
27 Little Mac
06 Link
11 Zelda
12 Sheik
15 Ganondorf
21 Toon Link
07 Samus
1A Zero Suit Samus
19 Pit
29 Palutena
13 Marth
1E Ike
2A Robin
2B Duck Hunt
09 Kirby
1D King Dedede
18 Meta Knight
0A Fox
16 Falco
0B Pikachu
22 Charizard
1F Lucario
2E Jigglypuff
31 Greninja
20 R.O.B.
0E Ness
0D Captain Falcon
28 Villager
1B Olimar
26 Wii Fit Trainer
2D Shulk
24 Dr. Mario
30 Dark Pit
2F Lucina
32 Pac-Man
33 Mega Man
23 Sonic
34 Mewtwo
36 Lucas
37 Roy
35 Ryu
38 Cloud
01 Mii
02 Mii
03 Mii
00 Random
FF None (placeholder while selecting - won't let you start match)
[ZZ] Alternate Costumes
00 Default
01 Alt1/Larry
02 Alt2/Roy
03 Alt3/Wendy
04 Alt4/Iggy
05 Alt5/Morton
06 Alt6/Lemmy
07 Alt7/Ludwig
[GGGG-PPPP] Unicode Characters (Changes are only shown during match)
0000 Default ("Player 1", etc.)
0001-001F are control codes (will show "?" box)
0020-007E
0080-009F are control codes (will show "?" box)
00A0-????

http://www.codetable.net/unicodecharacters
Examples from in-game:
FF5E ~
FF65 •
20AC €
2190 ←
2191 ↑
2192 →
2193 ↓

The unicode characters that are able to be displayed are few and far in between. I couldn't find any logical pattern of use. Cool to be able to use other characters though. :)

Seems like you could "level up an Amiibo" without actually having one connected by using the Player Type = 03. It resets to Lv.1 each time it comes back to the player selection screen though. :\ That means it must be a pointer?

These seem to be the latest code available for Sm4sh in NTSC-U, and the guy who did those is busy in another project right now. Does anyone care to find the new adresses for 1.1.6-U or teach me how to get them through the search methods?
 
Found another code in Donkey Kong, its very similar to my Invincibility code except it works on all modes (Mine Cart,Rocket Barrel,Spikes and even keeps you from drowning. Only downside is you don't die from falling into a hole, I may end up putting a check in it, or maybe make a separate moon jump code. Think I'm going to call it God Mode:tpi:

No wonder I couldn't find the addresses. Can you do the same on Bayonetta 2 too? :P

Edit:
Never mind! Can someone please care to explain this(steps) http://www.codemasters-project.net/vb/showthread.php?18859-Bayonetta-2 in a nooby friendly way :) ?
or This one http://www.thomas83lincodes.com/donkey-kong-country--tropical-freeze--arke01-.html for recent loadiine
 
Last edited by 0nethe,
Too bad this code is so buggy would have been neat.


@0nethe For now my Donkey Kong County Tropical Freeze codes are a little difficult for people to apply, sorry about that. It requires extracting the rpx and hex editing the code in. Surely there is a better way but I'm not sure besides sharing a modded RPX which is kindof against the rules on here I'm guessing.
 
Last edited by Thomas83Lin,
Too bad this code is so buggy would have been neat.


@0nethe my codes are a little difficult for people to apply, sorry about that. It requires extracting the rpx and hex editing the code in. Surely there is a better way but I'm not sure besides sharing a modded RPX which is kindof against the rules on here I'm guessing.

How do you know which offset to modify in the RPX file inside an Hex editor?
I also dont mind if you could pm me the modded rpx file link to try it out.
 
How do you know which offset to modify in the RPX file inside an Hex editor?
I also dont mind if you could pm me the modded rpx file link to try it out.
Look the code up in gecko dotnet, use it to find a pattern then search for that pattern while in the hex editor. btw you have to use the illegal cafe_sdk to extract\compress the rpx, it needs to be in elf format before hex editing.
 
  • Like
Reactions: eco95
Well, there is tutorial and tools I believe on how to extract or compress RPX, so that part shouldn't be hard but there is no example of following pattern, changing memory mapping yourself to somewhere. Those are just common knowledge for you guys but not for us. Do you thing you can do the same with Bayonetta 2? 99.99% of people I think are still waiting to be able to beat Rodin! :)
 
There's a few.

10027BFA
102F48AA
102F495A
102F4C0A
102F4EBA
102F4EBA
11007EEA

I've attempted to test these by poking them with a value of 8000 while in the menu to try and get a weapon selected . No dice on any of these, though.
You can't do that. It just works for comparing and not "forcing buttons to be pressed". You can choose any of them but the "master" one also has a one shot button activator 4 bytes to the right. Just observe in the memory viewer.
@0nethe For now my codes are a little difficult for people to apply, sorry about that. It requires extracting the rpx and hex editing the code in. Surely there is a better way but I'm not sure besides sharing a modded RPX which is kindof against the rules on here I'm guessing.
You could create some patcher tool for people's RPX so it will be legal to share I guess. Also a full tutorial on finding such codes with an example would be appreciated man :P
 
Last edited by BullyWiiPlaza,
There's a few.

10027BFA
102F48AA
102F495A
102F4C0A
102F4EBA
102F4EBA
11007EEA

I've attempted to test these by poking them with a value of 8000 while in the menu to try and get a weapon selected . No dice on any of these, though.
Ok, now check take one and change to the memory viewer. check "auto update" and have a look if there're 2 32bit blocks that change from 00000000 to something like 3F6XXXXX or CF2XXXXX when you move the left or right analog stick. If this is the case, then the address that ends with A is a good button activator.
Before you go out of the memory viewer consider to uncheck "auto update"
 
  • Like
Reactions: eco95
Here's some of the the Mii Costume IDs for Mario Kart 8. Feel free to put them in the OP.

00= Red (Boy)
01= Red (Girl)
02= Orange (Boy)
03= Orange (Girl)
04= Yellow (Boy)
05= Yellow (Girl)
06= Light Green (Boy)
07= Light Green (Girl)
08= Green (Boy)
09= Green (Girl)
0A= Blue (Boy)
0B= Blue (Girl)
0C= Light Blue (Boy)
0D= Light Blue (Girl)
0E= Pink (Boy)
0F= Pink (Girl)
10= Purple (Boy)
11= Purple (Girl)
12= Brown (Boy)
13= Brown (Girl)
14= White (Boy)
15= White (Girl)
16= Black (Boy)
17= Black (Girl)
18= Mario (Boy)
19= Mario (Girl)
1A= Mario (Alt Voice 1 Boy)
1B= Mario (Alt Voice 1 Girl)
1C= Mario (Alt Voice 2 Boy)
1D= Mario (Alt Voice 2 Girl)
1E= Mario (Alt Voice 3 Boy)
1F= Mario (Alt Voice 3 Girl)
20= Luigi (Boy)
21= Luigi (Girl)
22= Luigi (Alt Voice 1 Boy)
23= Luigi (Alt Voice 1 Girl)
24= Luigi (Alt Voice 1 Boy)
25= Luigi (Alt Voice 2 Girl)
26= Luigi (Alt Voice 1 Boy)
27= Luigi (Alt Voice 3 Girl)
28= Yoshi (Boy)
29= Yoshi (Girl)
2A= Yoshi (Alt Voice 1 Boy)
2B= Yoshi (Alt Voice 1 Girl)
2C= Yoshi (Alt Voice 2 Boy)
2D= Yoshi (Alt Voice 2 Girl)
2E= Yoshi (Alt Voice 3 Boy)
2F= Yoshi (Alt Voice 3 Girl)
30= Peach (Boy)
31= Peach (Girl)
32= Peach (Alt Voice 1 Boy)
33= Peach (Alt Voice 1 Girl)
34= Peach (Alt Voice 2 Boy)
35= Peach (Alt Voice 2 Girl)
36= Peach (Alt Voice 3 Boy)
37= Peach (Alt Voice 3 Girl)
38= Toad (Boy)
39= Toad (Girl)
3A= Toad (Alt Voice 1 Boy)
3B= Toad (Alt Voice 1 Girl)
3C= Toad (Alt Voice 2 Boy)
3D= Toad (Alt Voice 2 Girl)
3E= Toad (Alt Voice 3 Boy)
3F= Toad (Alt Voice 3 Girl)
40= Donkey Kong (Boy)
41= Donkey Kong (Girl)
42= Donkey Kong (Alt Voice 1 Boy)
43= Donkey Kong (Alt Voice 1 Girl)
44= Donkey Kong (Alt Voice 2 Boy)
45= Donkey Kong (Alt Voice 2 Girl)
46= Donkey Kong (Alt Voice 3 Boy)
47= Donkey Kong (Alt Voice 3 Girl)
48= Bowser (Boy)
49= Bowser (Girl)
4A= Bowser (Alt Voice 1 Boy)
4B= Bowser (Alt Voice 1 Girl)
4C= Bowser (Alt Voice 2 Boy)
4D= Bowser (Alt Voice 2 Girl)
4E= Bowser (Alt Voice 3 Boy)
4F= Bowser (Alt Voice 3 Girl)
50= Wario (Boy)
51= Wario (Girl)
52= Wario (Alt Voice 1 Boy)
53= Wario (Alt Voice 1 Girl)
54= Wario (Alt Voice 2 Boy)
55= Wario (Alt Voice 2 Girl)
56= Wario (Alt Voice 3 Boy)
57= Wario (Alt Voice 3 Girl)
58= Capt. Falcon (Boy)
59= Capt. Falcon (Girl)
5A= Capt. Falcon (Alt Voice 1 Boy)
5B= Capt. Falcon (Alt Voice 1 Girl)
5C= Capt. Falcon (Alt Voice 2 Boy)
5D= Capt. Falcon (Alt Voice 2 Girl)
5E= Capt. Falcon (Alt Voice 3 Boy)
5F= Capt. Falcon (Alt Voice 3 Girl)
60= Fox (Boy)
61= Fox (Girl)
62= Fox (Alt Voice 1 Boy)
63= Fox (Alt Voice 1 Girl)
64= Fox (Alt Voice 2 Boy)
65= Fox (Alt Voice 2 Girl)
66= Fox (Alt Voice 3 Boy)
67= Fox (Alt Voice 3 Girl)
68= Samus (Boy)
69= Samus (Girl)
6A= Samus (Alt Voice 1 Boy)
6B= Samus (Alt Voice 1 Girl)
6C= Samus (Alt Voice 2 Boy)
6D= Samus (Alt Voice 2 Girl)
6E= Samus (Alt Voice 3 Boy)
6F= Samus (Alt Voice 3 Girl)
70= Link (Boy)
71= Link (Girl)
72= Link (Alt Voice 1 Boy)
73= Link (Alt Voice 1 Girl)
74= Link (Alt Voice 2 Boy)
75= Link (Alt Voice 2 Girl)
76= Link (Alt Voice 3 Boy)
77= Link (Alt Voice 3 Girl)

All found by me and tested.

Side note, ID 01 for tracks is Mario Circuit without music.
 
You could create some patcher tool for people's RPX so it will be legal to share I guess. Also a full tutorial on finding such codes with an example would be appreciated man :P
The swimm code, normally just look for a flag being set like 00 or 01, in some cases you have to find anything that changes rather your in the water or not and trace the asm back to find the comparison check.
 
Does anyone know how to make a code that when you press poke, it keeps it active? (Found a code where when poked, it stays active only for 1 second until reverting back to normal)
 
The swimm code, normally just look for a flag being set like 00 or 01, in some cases you have to find anything that changes rather your in the water or not and trace the asm back to find the comparison check.
If you use the TCP Gecko.NET search function to find the right address so that something desired happens when poked, how do I get the assembly that is responsible for it? Without breakpoints you have to assume how some of the instructions look like, don't you? Isn't there some easier way? Obviously there are way too many instructions in a game to go through to find the right check for something. Also testing can't be done with poking assembly in memory I guess so you have to reload the game with a modified RPX every time? It doesn't sound like an effective strategy :P
 
Last edited by BullyWiiPlaza,
A method I used for GoldenEye Wii to find ASM addresses was once you found an address you want to find the instruction for, look around that area for a pointer that points to a memory region which has a lot of ASM pointers (for GEWii it was 805X).

Once you find that memory region that the pointer pointed to, search directly in front or behind it for ASM pointers (usually there should be some within 4-8 bytes). When you find one, jump to it and begin searching for the instruction.

Still a bit of 'needle in a haystack' work but at least you're much, much closer to finding the instruction.

...probably badly explained but tried my best lol
 
Last edited by Macopride64,
  • Like
Reactions: BullyWiiPlaza
Does anyone know how to make a code that when you press poke, it keeps it active? (Found a code where when poked, it stays active only for 1 second until reverting back to normal)
check out the OP about JGeckoU, Cafe Code Types and such
 
If you use the TCP Gecko.NET search function to find the right address so that something desired happens when poked, how do I get the assembly that is responsible for it? Without breakpoints you have to assume how some of the instructions look like, don't you? Isn't there some easier way? Obviously there are way too many instructions in a game to go through to find the right check for something. Also testing can't be done with poking assembly in memory I guess so you have to reload the game with a modified RPX every time? It doesn't sound like an effective strategy :P
When read\write breaks isn't possible IDA Pro comes in handy:tpi:.

edit: Heres this code for Donkey Kong I made with IDA Pro, only used Gecko dotnet to search the button address


Can't be applied with TCPGecko check my website on how to apply!
Hold L for Zero Gravity [Thomas83Lin] for use on the LoadLiine Revision 1.0 of Donkey Kong Tropical Freeze
0EBDFFE0 3C601002
0EBDFFE4 60637B2C
0EBDFFE8 A0630002
0EBDFFEC 70630020
0EBDFFF0 38600000
0EBDFFF4 41820008
0EBDFFF8 38600001
0EBDFFFC 4E800020
0EB7F310 48060CD0
*In Protected Memory*

lis r3,4098
ori r3,r3,31532
lhz r3,2(r3)
andi. r3,r3,32
li r3,0
beq- 0x08
li r3,1
blr

Gravity Hook -0eb7f310
Button address -10027b2c
Stored Custom Function into some unused debug printf function so I didn't rely on storing it in ram
 
Last edited by Thomas83Lin,
Someone have the .xml of zelda twilight princess HD, smash bros wii u or yoshi wolly world for JGeckoU?
 
Im trying to control time for Hyrule warriors using the Left & Right D-Pad. I've found several button activation but im afraid to do anything with them. How do I set the code for JGecko U? At least an example of any random code that isn't for any game.
 

Site & Scene News

Popular threads in this forum