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RandomUser

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Oh right, i will add you. Just say next time, usually it's just a matter of forgetting
No Problem, it can happen to anybody
Anyhoo an updated code for the patch v1.1.1 of BOTW
Enjoy again
Code:
Wolf Link Infinite Harts [RandomUser]
30000000 108FC4D4
40000000 4C89FFFF
31000000 00000050
30100000 00000000
40000000 4C89FFFF
31000000 00000160
00120000 000000XX
D0000000 DEADCAFE
Replace XX with desired harts or use 0C if your wolf has only three hart containers
 

TheWord21

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pretty sure their names are listed in the Json Data tab on PandaOnSmack's trainer. which isnt working since the update, but you might still be able to look through it without being connected to your wii. but if youre on the 1.1.0 still then it doesnt matter.

you might also be able to browse through the game files in the File System Tab in Jgecko, i think you have to dump the game entirely first though. which could take hours, but im not sure because ive never used that tab

I see... hey, skool, I'm having a little trouble with your Teleport to Pin code. I lay down what is supposed to be the first Pin, press the ZL + L combo, and I go flying slam off the map.
 

skoolzout1

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I see... hey, skool, I'm having a little trouble with your Teleport to Pin code. I lay down what is supposed to be the first Pin, press the ZL + L combo, and I go flying slam off the map.
Yes. I know. I realized literally an hour after posting it that the data I was using applied to all pins. I need to fix it. You can sorta fix it yourself for now if you really want to have it roughly work by placing down a bunch of stamps until you happen to have the same amount of stamps as I have placed in my playthrough, once you have as much as I do, you'll teleport to one of the stamps and then you can remap them from there for now until I fix it (if I can) the data I was using is the location of all of the coordinates for the pins on the map. And the area I assumed the pins were stored was actually just a small piece of all of the stamp coordinates.... Basically I need to find a way to distinguish the Pin coordinates from regular stamp coordinates. Sigh... Lol
 
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skoolzout1

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Ta dude, thanks so much to you and everyone who has ported the codes to new version

No problem, it was very easy this time around. every pointer moved by exactly +0x1000 or + 0x100.

so after a while i was just adding 1000 to pointers and everything started working again lol.

also, i dont know if you saw my other post to CosmoCortney.

i saved some Data Dumps from before the patch and after the patch to those Current Weapon durability addresses you found. and i found a 4 stage Pointer that seems to point to the correct address before and after the update.. but i havent had anyone on the pre-update test it to make 100% sure, but it was found based on pre-update data so im confident it works.

[[[[0x43C5B570] + 0x3C] + 0x42C] + 0x40] + 0x980 = Weapon current durability

you cant make a Jgecko code off of this, but you can punch it into Jgecko via "Follow Pointer" and itll work. so i dont know how your trainer works exactly but these types of pointers could be useful if your trainer can handle them

if this works i can find pointers for the bow and shield like this and potentially we could have Update Proof codes
 
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DarkFlare69

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No problem, it was very easy this time around. every pointer moved by exactly +0x1000 or + 0x100.

so after a while i was just adding 1000 to pointers and everything started working again lol.

also, i dont know if you saw my other post to CosmoCortney.

i saved some Data Dumps from before the patch and after the patch to those Current Weapon durability addresses you found. and i found a 4 stage Pointer that seems to point to the correct address before and after the update.. but i havent had anyone on the pre-update test it to make 100% sure, but it was found based on pre-update data so im confident it works.

[[[[0x43C5B570] + 0x3C] + 0x42C] + 0x40] + 0x980 = Weapon current durability

you cant make a Jgecko code off of this, but you can punch it into Jgecko via "Follow Pointer" and itll work. so i dont know how your trainer works exactly but these types of pointers could be useful if your trainer can handle them

if this works i can find pointers for the bow and shield like this and potentially we could have Update Proof codes
you can use ASM:

lis r12, 0x43C5
ori r12, r12, 0xB570
lwz r12, 0x00 (r12)
lwz r12, 0x3C (r12)
lwz r12, 0x42C (r12)
lwz r12, 0x40 (r12)
lwz r12, 0x980 (r12)

This will load the final pointer address into r12, so you can set the "Weapon current durability" as another register and store it onto r12. And then use asmwiird
 

skoolzout1

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you can use ASM:

lis r12, 0x43C5
ori r12, r12, 0xB570
lwz r12, 0x00 (r12)
lwz r12, 0x3C (r12)
lwz r12, 0x42C (r12)
lwz r12, 0x40 (r12)
lwz r12, 0x980 (r12)

This will load the final pointer address into r12, so you can set the "Weapon current durability" as another register and store it onto r12. And then use asmwiird

technically you dont even have to use asm, you could do it all with Cafe Code types, but its definitely quicker that way. i guess we'll see if this pointer holds throughout future updates and if it does then maybe we can put together a permanent asm code for codes.
 

skoolzout1

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anyone has a code for godlike protection (unfreezable, unshockable, flameproof, as well as temp-related protection) and infinite arrows (like... all arrows)?
Heat Res. Cold Res. Flame Guard [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 000006FC
00120000 00000003
0012001C 00000003
0012006C 461C3C00
00120070 C61C3C00
D0000000 DEADCAFE

you can still get struck by lightning. this makes you able to go to death mountain, as well as second stage Heat and Cold resist. Infinite arrows is pretty much impossible because there is no stable pointers to point to correct arrow type. they are loaded into memory in a random order

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

t
Would like to replace the 3 codes i have now which just set the amount available and need a save/load. ta man
Sure gimme a couple minutes.. and by a couple i mean maybe 10 to 30. ish..
 
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skoolzout1

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@PandaOnSmack

Make that an hour i guess lol.

Instant Urbosa's Fury Recharge [skoolzout1]
30000000 43ABA020
10000000 50000000
31000000 00000470
00120000 00000000
D0000000 DEADCAFE
Pointer: [0X43ABA020] + 0X470

Instant Revali's Gale Recharge [skoolzout1]
30000000 43ABA020
10000000 50000000
31000000 00000458
00120000 00000000
D0000000 DEADCAFE
Pointer: [0x43ABA020] + 0x458

Instant Daruk's Protection Recharge [skoolzout1]
30000000 43ABA020
10000000 50000000
31000000 00000464
00120000 00000000
D0000000 DEADCAFE
Pointer: [0X43ABA020] + 0X464




For The Below Quantities to refresh, simply either pause/unpause the game or use the ability to refresh the display value. you dont need to save/reload

Revali's Gale Quantity [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 000003C0
00120000 0000XXXX
D0000000 DEADCAFE
* Replace X's with desired amount
Pointer: [0x43AB9C30] + 0x3C0

Urbosa's Fury Quantity [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 000003C4
00120000 0000XXXX
D0000000 DEADCAFE
* Replaces X's with desired amount
Pointer: [0X43AB9C30] + 0X3C4

Daruk's Protection Quantity [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 000003C8
00120000 0000XXXX
D0000000 DEADCAFE
* Replace X's with amount
Pointer: [0X43AB9C30] + 0X3C8
 
Last edited by skoolzout1,

skoolzout1

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Okaayyyyyyy i done did it.

Teleport to Map Pins V2 [skoolzout1]
03010000 1127115E
00000050 00000000
C0000009 60000000
7CE73A78 3D004C00
61080200 38E00040
3C604012 6063C1D8
3C80C7C3 60845000
7C633A14 80C30000
7C062000 40A2FFF4
90680000 60000000
3C40010F 60426AE0
7C4903A6 4E800420
D0000000 DEADCAFE
30000000 4C000200
10000000 50000000
31000000 00000000
D0000000 DEADCAFE
00020000 4C000050
00000000 00000000
03010000 1127115E
000000A0 00000000
12100000 00000000
12100001 00000004
12100002 00000008
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03010000 1127115E
000002A0 00000000
12100000 00000040
12100001 00000044
12100002 00000048
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03010000 1127115E
000008A0 00000000
12100000 00000080
12100001 00000084
12100002 00000088
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03010000 1127115E
000004A0 00000000
12100000 000000C0
12100001 000000C4
12100002 000000C8
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03010000 1127115E
000001A0 00000000
12100000 00000100
12100001 00000104
12100002 00000108
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03020000 4C000050
00000001 00000000
D1000000 DEADC0DE
03010000 1127115C
00000002 00000000
30000000 439C0794
10000000 50000000
31000000 00000140
13100000 00000000
13100001 00000004
13100002 00000008
D0000000 DEADCAFE
D0000000 DEADCAFE

READ ALL BEFORE USING:
=================

STEP 1: when you first activate this code and are loaded into the game. you MUST press ZR+R, just once. This executes assembly code i wrote to parse through your games Pin Coordinates table and find where the next Pin coordinates are going to be written to.

once youve done this, every pin you create afterwards (including stamps) will be stored in order, regardless of colour or shape.

STEP 2: so once youve placed a pin or two AFTER doing step 1, you can now select which pin you want to warp to. if youve only placed 1 pin since doing step one, itll always be placed on ZL+L.. the next pin you place will be the Second pin and so on.

ZL+L = First Pin
ZL+L+DpadUp = Second Pin
ZL+L+DpadLeft = Third Pin
ZL+L+DpadRight = Fourth Pin
ZL+L+DpadDown = Fifth pin.

STEP 3: Once youre holding down the pin you want to warp to, Press R3 to warp to it.



*Important notes:

1. if you place two or more pins after Step 1, and then for example you warp to pin 1, and it disappears from the map, every pin that was placed after it gets moved up. so pin 2 becomes pin 1, pin 3 moves to pin 2 and so on.

2. if you want to place a regular stamp for normal reasons (like remembering to come back to a special spot), but dont want it to be added to Queue of Teleporting pins. remove all of your pins you use as "Warp" Pins, and place your stamp like normal, but then after youre done, press ZR+R again to reset the queue so that the following pins you place become warp pins again.

3. Basically whenever you feel the code stops working or youre not teleporting to the right pin. remove all the pins youre using to warp and press ZR+R again. it just makes it so the next pin placed is alway going to be pin 1 after its pressed

if there are any questions or issues, feel free to ask.
 
Last edited by skoolzout1,

skoolzout1

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I know nobody will ever want or need this but here it is anyways.. its the assembly i wrote in my Teleport to pins code, since there are no pointers to the current coordinates being placed i had to effectively make one

so as long as this code is running it will write to the address of 4C000200, and it writes the value of the next address that will be written to when the next stamp is placed.

this has no use to anyone that isnt making codes. but voila..

C0000009 60000000
7CE73A78 3D004C00
61080200 38E00040
3C604012 6063C1D8
3C80C7C3 60845000
7C633A14 80C30000
7C062000 40A2FFF4
90680000 60000000
3C40010F 60426AE0
7C4903A6 4E800420
 

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