Hacking Post your WiiU cheat codes here!

  • Thread starter Thread starter LawnMeower
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Hmmmmm. I see what you're saying, but I also don't think the 43900000 area, which I think is what you're referring to by the "save game" area, is really a save game area. It does contain pretty much all of the information about links unlockables and equipment. But I would think that the real save game would be stored on the hard drive, and thus it's inaccessible through RAM dumps. Unless I'm not fully understanding what you mean, I don't see how we could read the save game data without dumping it from the hard drive separately.

As a side note, I've noticed it seems every wind waker trainer seems to have a "warping" code similar to what we're after here, what did it look like in that game? And how was it found? (I've never used the trainer)

If anyone knows
Well if you save your game it'll write the area you are in the savegame.
Because when you save, it'll take your the ID of the area you are, to write it to the savegame.

So grab the ID from the savegame, and try to search it from where it have an effect, or search it directly but harder since you won't have the ID.
 
awesome!
I just had a wrong assumption on how the game could handle the object list. I stumbled over this list over and over again, but did not think it'd be of any use.
Good I'll have holidays soon so we could document all object IDs and addresses for the ultimate swap sheet as I did for TP(HD) and WW(HD) :)

If you'd like, I could help and get started on this, I'm already on holiday. Maybe just give me a table, or some sort of format you'd like and I can start filling it in.
 
Hey guys, I'm not sure if someone else has already figured this out, but today I was finally able to get infinite health to work for Twilight Princess HD (USA).
Here's my guide. Note: This wouldn't have been possible for me to do without using CosmoCortney's codes provided for us, along with all the other great work we get to enjoy.

Using CosmoCortney's original infinite health code wouldn't give you the full 20 hearts, so I adjusted it to give the full 20 hearts. I also had to create another code that actually gives infinite health, but this code removes all hearts from the screen, and leaves the last heart that you had that was full on the screen for some reason.

Anyway, here are the codes I used:

20 Hearts:
00000000 10647B4B
00000064 00000000
and
Infinite Health:
00010000 10647B4B
00000050 00000000

With Breath of The Wild right around the corner, I really wanted to get this code working so that I could save my Wolf Link Amiibo with the full 20 hearts to use in BoTW.

Here's the trick to getting this to work for the Cave of Shadows:

Activate the Infinite Health code first, and leave it on until you're at the very end of the cave, right where you get the wallet, and get to save.

Once you're in the final room, turn off the infinite health code, and turn on the 20 hearts code.
This will make all 20 of your hearts reappear, and they should be full. I'll attach the pictures I took to make sense of what I'm talking about.

Infinite Health code:

View attachment 76587
20 Hearts code:
View attachment 76586
This is what the infinite health code does:
View attachment 76589
This is what the 20 hearts code does:
View attachment 76588
And this is what happens when you save your amiibo after deactivating the infinite health code, and activating the 20 hearts code:
View attachment 76590

Now, I'm sure there's a better way to do this, but this was the best way I could figure out, and it worked great for me, I hope it works for everyone else too.

Hi Gents,
in regards to the above process when followed it gives me too much health when it comes to saving the game as in +5000 hearts to the 20 specified thus not working correctly and when used in botw it only gives 3. Has anyone updated the 2 above to fix the issue, I dont really need a 20 heart code anyways as the save has 20 already. Just need the inf health for 20 hearts only. Using EU version
 
Last edited by konpop,
Hi Gents,
in regards to the above process when followed it gives me too much health when it comes to saving the game as in +5000 hearts to the 20 specified thus not working correctly and when used in botw it only gives 3. Has anyone updated the 2 above to fix the issue, I dont really need a 20 heart code anyways as the save has 20 already. Just need the inf health for 20 hearts only. Using EU version

try this out:

Infinite Health [skoolzout1]
00000000 10647B4D
00000050 00000000


I have no way of testing codes in Twilight Princess, but when messing with this value it restored my hearts, so it should work.
 
@CosmoCortney

I think i have a good start so far on some objects and enemies.

These are all of the Animals i could find:
Animal_Bear_A
Animal_Boar_A
Animal_Bull_A
Animal_Cassowary_A
Animal_Cow_A
Animal_Crow_A
Animal_Crow_Swarm
Animal_Deer_A
Animal_Elk_A
Animal_Fox_A
Animal_Goat_A
Animal_Gull_A
Animal_Gull_Swarm
Animal_Hawk_A
Animal_Heron_A
Animal_Insect_Beetle
Animal_Insect_Crab
Animal_Insect_DragonFly
Animal_Insect_FireFly
Animal_Insect_Grasshopper
Animal_Insect_Lizard
Animal_Kokko_A
Animal_Kokko_Simple
Animal_LittleBird_A
Animal_Pigeon_A
Animal_Pigeon_Swarm
Animal_Ptarmigan_A
Animal_Ptarmigan_B
Animal_Rabbit_A
Animal_Rhino_A
Animal_Sheep_A
Animal_Squirrel_A
Animal_Sunazarashi_A
Animal_Sunazarashi_B
Animal_Sunazarashi_C
Animal_Sunazarashi_C_Battle
Animal_WildDuck_A
Animal_WildGoat_A
Animal_Wolf_A
Animal_dog_A

Enemy_Assassin_Middle
Enemy_Assassin_Senior
Enemy_Assassin_Shooter_Azito_Junior
Enemy_Assassin_Shooter_Junior
Enemy_Bee_Swarm
Enemy_Bokoblin_Bone_Junior
Enemy_Chuchu_Electric_Junior
Enemy_Chuchu_Electric_Middle
Enemy_Chuchu_Electric_Senior
Enemy_Chuchu_Fire_Junior
Enemy_Chuchu_Fire_Middle
Enemy_Chuchu_Fire_Senior
Enemy_Chuchu_Ice_Junior
Enemy_Chuchu_Ice_Middle
Enemy_Chuchu_Ice_Senior
Enemy_Chuchu_Junior
Enemy_Chuchu_Middle
Enemy_Chuchu_Senior
Enemy_Dragon
Enemy_Dragon_Electric
Enemy_Dragon_Fire
Enemy_Dragon_Grudge
Enemy_Dragon_Ice
Enemy_Ganon
Enemy_GanonBeast
Enemy_GanonGhost
Enemy_GanonGrudge
Enemy_GanonGrudge_01
Enemy_GanonGrudge_02
Enemy_Ganon_Lsword_Weapon
Enemy_Ganon_Sword_Weapon_FL
Enemy_Ganon_Sword_Weapon_FR
Enemy_Ganon_Sword_Weapon_MR
Enemy_Giant_Bone
Enemy_Giant_Bone_Arm_L
Enemy_Giant_Bone_Chin
Enemy_Giant_Bone_Eye
Enemy_Giant_Bone_Rib
Enemy_Giant_Junior
Enemy_Giant_Middle
Enemy_Giant_Senior
Enemy_Golem
Enemy_Golem_Fire
Enemy_Golem_Ice
Enemy_Golem_Little
Enemy_Golem_Little_Fire
Enemy_Golem_Little_Ice
Enemy_Golem_Middle
Enemy_Golem_Senior
Enemy_Golem_Upper_Arm_L
Enemy_Golem_Upper_Arm_R
Enemy_Golem_WeakPoint
Enemy_Golem_WeakPoint_02
Enemy_Golem_WeakPoint_03
Enemy_Guardian_A_Fixed
Enemy_Guardian_B
Enemy_Guardian_C
Enemy_Guardian_Mini
Enemy_Keese
Enemy_Keese_Electric
Enemy_Keese_Fire
Enemy_Keese_Ice
Enemy_Keese_Swarm
Enemy_Lizalfos_Bone_Junior
Enemy_Lizalfos_Bone_Junior_Head
Enemy_Lizalfos_Electric
Enemy_Lizalfos_Fire
Enemy_Lizalfos_Ice
Enemy_Lizalfos_Middle
Enemy_Lizalfos_Senior
Enemy_Lynel
Enemy_Moriblin_Bone_Junior
Enemy_Moriblin_Bone_Junior_Head
Enemy_Octarock
Enemy_Octarock_Desert
Enemy_Octarock_Forest
Enemy_Octarock_Snow
Enemy_Sandworm
Enemy_SiteBoss_Bow
Enemy_SiteBoss_Bow_ChildDevice
Enemy_SiteBoss_Lsword
Enemy_SiteBoss_Lsword_Weapon
Enemy_SiteBoss_Spear
Enemy_SiteBoss_Spear_Castle
Enemy_SiteBoss_Sword
Enemy_SiteBoss_Sword_AfterImage
Enemy_SiteBoss_Sword_Weapon
Enemy_Wizzrobe_Electric
Enemy_Wizzrobe_Fire
Enemy_Wizzrobe_Ice

DgnObj_AncientBallL_01
DgnObj_AncientBallSwitch_A
DgnObj_AncientBallSwitch_A_01
DgnObj_AncientBallSwitch_A_02
DgnObj_AncientBallSwitch_A_03
DgnObj_AncientBallSwitch_A_04
DgnObj_AncientBallSwitch_A_05
DgnObj_AncientBallSwitch_B
DgnObj_AncientBallSwitch_B_01
DgnObj_AncientBallSwitch_B_02
DgnObj_AncientBall_05
DgnObj_AncientBall_A
DgnObj_BalloonBoard
DgnObj_Balloon_Stay
DgnObj_Battery_A_02
DgnObj_BoardSeesaw
DgnObj_BoardWood
DgnObj_BoardWood_A
DgnObj_BoardWood_Bar
DgnObj_BoardWood_C_01
DgnObj_BoardWood_D_01
DgnObj_BoardWood_D_02
DgnObj_BoardWood_E_01
DgnObj_BoardWood_L
DgnObj_BoxTower_A
DgnObj_BoxTower_A_01
DgnObj_BoxTower_A_02
DgnObj_CandleStand_A
DgnObj_CandleStand_A_01
DgnObj_CandleStand_A_02
DgnObj_Candle_A
DgnObj_Cannon
DgnObj_Cannon_B
DgnObj_CapShutter
DgnObj_DoorIron_A
DgnObj_DoorStone
DgnObj_DungeonEntranceSP
DgnObj_DungeonEntrance_A
DgnObj_DungeonEntrance_A_01
DgnObj_DungeonEntrance_B_01
DgnObj_ElectricPillar_A
DgnObj_ElectricPillar_A_01
DgnObj_ElectricPillar_A_02
DgnObj_ElectricWire
DgnObj_ElectricWire_A
DgnObj_ElectricWire_A_01
DgnObj_ElectricWire_A_02
DgnObj_ElectricWire_A_03
DgnObj_ElectricWire_A_05
DgnObj_ElectricWire_A_06
DgnObj_ElectricWire_A_07
DgnObj_ElectricWire_A_08
DgnObj_ElectricWire_A_09
DgnObj_ElectricWire_A_10
DgnObj_ElectricWire_A_11
DgnObj_ElectricWire_A_12
DgnObj_ElectricWire_A_13
DgnObj_ElectricWire_A_14
DgnObj_ElectricWire_A_15
DgnObj_ElectricWire_A_18
DgnObj_ElectricWire_A_19
DgnObj_ElectricWire_A_21
DgnObj_ElectricWire_A_22
DgnObj_ElectricWire_A_24
DgnObj_EnemyLift
DgnObj_EntranceElevatorSP
DgnObj_EntranceElevator_A_01
DgnObj_EntranceShutter_A_01
DgnObj_EntranceTerminal
DgnObj_EntranceTerminalSP
DgnObj_EntranceTerminal_A_01
DgnObj_FallDownPillar_A_01
DgnObj_Fan_A_01
DgnObj_FenceDynamic_A
DgnObj_FenceDynamic_B
DgnObj_FirePillar
DgnObj_GoalShield_A
DgnObj_Gondola
DgnObj_HangedLamp_A
DgnObj_Hrl_AncientBall_01
DgnObj_Hrl_Arch4x2_01
DgnObj_Hrl_Arch8x2_01
DgnObj_Hrl_Bank8x8x8_01
DgnObj_Hrl_BaseRoom50x50x20_B_01
DgnObj_Hrl_BaseRoom50x50x20_B_02
DgnObj_Hrl_Box1x1x4Center_01
DgnObj_Hrl_Box1x1x4Center_02
DgnObj_Hrl_Box1x1x4Top_01
DgnObj_Hrl_Box1x1x4Under_01
DgnObj_Hrl_Box1x1x4_01
DgnObj_Hrl_Box2x2Wainscot_01
DgnObj_Hrl_Box2x2Wainscot_02
DgnObj_Hrl_Box2x2x12_01
DgnObj_Hrl_Box2x2x1Top_01
DgnObj_Hrl_Box2x2x2Center_01
DgnObj_Hrl_Box2x2x2Hole_01
DgnObj_Hrl_Box2x2x2Top_01
DgnObj_Hrl_Box2x2x2Under_01
DgnObj_Hrl_Box2x2x2_01
DgnObj_Hrl_Box2x2x4Center_01
DgnObj_Hrl_Box2x2x4Hole_01
DgnObj_Hrl_Box2x2x4Top_01
DgnObj_Hrl_Box2x2x4Top_02
DgnObj_Hrl_Box2x2x4Under_01
DgnObj_Hrl_Box2x2x4_01
DgnObj_Hrl_Box2x2x4_02
DgnObj_Hrl_Box2x2x4_03
DgnObj_Hrl_Box2x2x6Center_01
DgnObj_Hrl_Box2x2x6Top_01
DgnObj_Hrl_Box2x2x6Under_01
DgnObj_Hrl_Box2x2x6_01
DgnObj_Hrl_Box2x2x6_02
DgnObj_Hrl_Box2x2x6_03
DgnObj_Hrl_Box2x4x12_01
DgnObj_Hrl_Box2x8x12_01
DgnObj_Hrl_Box32x0x32_01
DgnObj_Hrl_Box4x4Wainscot_01
DgnObj_Hrl_Box4x4Wainscot_02
DgnObj_Hrl_Box4x4x12Center_01
DgnObj_Hrl_Box4x4x12_01
DgnObj_Hrl_Box4x4x1Top_01
DgnObj_Hrl_Box4x4x2Center_01
DgnObj_Hrl_Box4x4x2Top_01
DgnObj_Hrl_Box4x4x2Top_02
DgnObj_Hrl_Box4x4x2Under_01
DgnObj_Hrl_Box4x4x2_01
DgnObj_Hrl_Box4x4x4Center_01
DgnObj_Hrl_Box4x4x4Top_01
DgnObj_Hrl_Box4x4x4Top_02
DgnObj_Hrl_Box4x4x4Under_01
DgnObj_Hrl_Box4x4x4_01
DgnObj_Hrl_Box4x4x4_02
DgnObj_Hrl_Box4x4x4_03
DgnObj_Hrl_Box4x4x6Center_01
DgnObj_Hrl_Box4x4x6Center_02
DgnObj_Hrl_Box4x4x6Center_03
DgnObj_Hrl_Box4x4x6Center_04
DgnObj_Hrl_Box4x4x6Top_01
DgnObj_Hrl_Box4x4x6Top_02
DgnObj_Hrl_Box4x4x6Under_01
DgnObj_Hrl_Box4x4x6_01
DgnObj_Hrl_Box4x4x6_02
DgnObj_Hrl_Box4x4x6_03
DgnObj_Hrl_Box4x4x8Hole_01
DgnObj_Hrl_Box4x50x50_01
DgnObj_Hrl_Box4x8x12_01
DgnObj_Hrl_Box8x8x12_01
DgnObj_Hrl_Box8x8x12_02
DgnObj_Hrl_Box8x8x2_01
DgnObj_Hrl_Box8x8x4_01
DgnObj_Hrl_Box8x8x6Center_01
DgnObj_Hrl_Box8x8x6_01
DgnObj_Hrl_Box8x8x8Hole_01
DgnObj_Hrl_BoxCover28x24_01
DgnObj_Hrl_BoxCover2x2_01
DgnObj_Hrl_BoxCover4x4_01
DgnObj_Hrl_BoxCover4x8_01
DgnObj_Hrl_BoxCover8x8_01
DgnObj_Hrl_BoxCoverLight8x8_01
DgnObj_Hrl_BoxParts_A
DgnObj_Hrl_Bridge4x4_01
DgnObj_Hrl_Bridge4x8_01
DgnObj_Hrl_Bridge4x8_02
DgnObj_Hrl_Bridge8x8_01
DgnObj_Hrl_CandlePoleA_01
DgnObj_Hrl_CandlePoleB_01
DgnObj_Hrl_CandlePoleC_01
DgnObj_Hrl_CandlePoleC_02
DgnObj_Hrl_CandleStandA_01
DgnObj_Hrl_CeilingPillarA_01
DgnObj_Hrl_CeilingPillarA_02
DgnObj_Hrl_CeilingPillarA_03
DgnObj_Hrl_Fence4x6_01
DgnObj_Hrl_Fence4x6_02
DgnObj_Hrl_GoalSystemCenter_01
DgnObj_Hrl_GoalSystemCenter_02
DgnObj_Hrl_GoalSystemTop_01
DgnObj_Hrl_GoalSystem_A_01
DgnObj_Hrl_LadderExtend_1x4
DgnObj_Hrl_LadderExtend_1x6
DgnObj_Hrl_Ladder_1x4
DgnObj_Hrl_Ladder_1x6
DgnObj_Hrl_NetFloor4x4_01
DgnObj_Hrl_NetFloor4x4_02
DgnObj_Hrl_NetFloorSupport_01
DgnObj_Hrl_NetFrame4x4_01
DgnObj_Hrl_NetFrame4x4_02
DgnObj_Hrl_NetFrame4x4_03
DgnObj_Hrl_NetWall4x4_01
DgnObj_Hrl_PileSupport_01
DgnObj_Hrl_RailLift
DgnObj_Hrl_Road4x4_01
DgnObj_Hrl_RoadCross4x4_01
DgnObj_Hrl_RoadCurve4x4_01
DgnObj_Hrl_RoadEnd4x4_01
DgnObj_Hrl_RoadTJunction4x4_01
DgnObj_Hrl_Slope4x4x2Top_01
DgnObj_Hrl_Slope4x4x2Under_01
DgnObj_Hrl_Slope4x4x2_01
DgnObj_Hrl_Slope8x4x2Top_01
DgnObj_Hrl_Slope8x4x2Under_01
DgnObj_Hrl_Slope8x4x2_01
DgnObj_Hrl_Slope8x4x4Top_01
DgnObj_Hrl_Slope8x4x4Under_01
DgnObj_Hrl_Slope8x4x4_01
DgnObj_Hrl_Slope8x8x4Top_01
DgnObj_Hrl_Slope8x8x4Under_01
DgnObj_Hrl_Slope8x8x4_01
DgnObj_Hrl_Stair4x4x2Top_01
DgnObj_Hrl_Stair4x4x2_01
DgnObj_Hrl_Stair4x8x2_01
DgnObj_Hrl_Stair8x4x4Top_01
DgnObj_Hrl_Stair8x4x4Top_02
DgnObj_Hrl_Stair8x4x4_01
DgnObj_Hrl_Stair8x8x4_01
DgnObj_Hrl_WallMarkB_01
DgnObj_Hrl_WallMarkB_02
DgnObj_Hrl_WallMarkB_03
DgnObj_Hrl_WallMarkB_04
DgnObj_Hrl_WallMarkB_05
DgnObj_Hrl_WallMarkB_06
DgnObj_Hrl_WallMarkB_07
DgnObj_Hrl_WallMarkC_01
DgnObj_Hrl_WallMarkC_02
DgnObj_Hrl_Warpin
DgnObj_Hrl_Warpin_2x2_01
DgnObj_IbutsuElectricBeamos_A_01
DgnObj_IbutsuElectricLeg
DgnObj_IbutsuElectricLift
DgnObj_IbutsuFireBody_A_01
DgnObj_IbutsuFireLeg
DgnObj_IbutsuFireLeg_A_01
DgnObj_IbutsuWaterBodyOutside_A_01
DgnObj_IbutsuWaterFall
DgnObj_IbutsuWaterFall_A_01
DgnObj_IbutsuWaterFall_A_01_Auto
DgnObj_IbutsuWaterGear
DgnObj_IbutsuWaterNose_A_01
DgnObj_IbutsuWaterPlane_A
DgnObj_IbutsuWaterPlane_A_01
DgnObj_IbutsuWaterPlane_A_01_Auto
DgnObj_IbutsuWaterPlane_A_02
DgnObj_IbutsuWaterPlane_A_02_Auto
DgnObj_IbutsuWaterPlane_A_03
DgnObj_IbutsuWaterPlane_A_03_Auto
DgnObj_IbutsuWaterPlane_A_04
DgnObj_IbutsuWaterPlane_A_04_Auto
DgnObj_IbutsuWaterPlane_A_05
DgnObj_IbutsuWaterPlane_A_05_Auto
DgnObj_IbutsuWaterPlane_A_06
DgnObj_IbutsuWaterPlane_A_06_Auto
DgnObj_IbutsuWindPropeller_A_01
DgnObj_IronBall_Crane
DgnObj_IronBall_Gyro
DgnObj_IronDoorL_A_01
DgnObj_IronDoorL_B_01
DgnObj_IronDoorR_A_01
DgnObj_IronDoorR_B_01
DgnObj_IronDoor_A
DgnObj_IronDoor_B
DgnObj_ItemDownloadTerminalBody_B
DgnObj_IvyBurn
DgnObj_PartitionWall_A
DgnObj_PartitionWall_A_01
DgnObj_PartitionWall_A_02
DgnObj_PartitionWall_A_03
DgnObj_PartitionWall_A_04
DgnObj_PartitionWall_A_05
DgnObj_PillarCrack_A
DgnObj_PillarCrack_C_01
DgnObj_RailLift_Box
DgnObj_RemainsClearTerminalBody
DgnObj_RemainsClearTerminalBody_A_01
DgnObj_RemainsDownloadTerminalBody_A
DgnObj_RemainsLithogragh_A_02
DgnObj_RemainsLithograph
DgnObj_RemainsWaterFall
DgnObj_RoofShutter
DgnObj_RoofShutter_A
DgnObj_RoofShutter_A_01
DgnObj_RoofShutter_A_02
DgnObj_ShutterFence_B
DgnObj_ShutterFence_B_01
DgnObj_ShutterFence_B_02
DgnObj_ShutterFence_B_03
DgnObj_ShutterFence_B_04
DgnObj_ShutterFence_B_06
DgnObj_ShutterFence_inRemains
DgnObj_SliderAncientBall
DgnObj_SliderBlockIron
DgnObj_SliderBlockIronSmall
DgnObj_SliderBlockStone
DgnObj_SliderBlockStoneFor068
DgnObj_SliderBlockStoneSmall
DgnObj_SliderBlockStone_Log
DgnObj_SliderSpike
DgnObj_SliderStair_A
DgnObj_SpherePassageWay_A
DgnObj_SpherePassageWay_A_01
DgnObj_SpherePassageWay_A_02
DgnObj_SpikeBall_PassBy
DgnObj_StoneBallL_01
DgnObj_StoneBall_01
DgnObj_StoneBall_A
DgnObj_SwitchCapstan
DgnObj_SwitchCapstanStand_B_01
DgnObj_SwitchCapstan_A
DgnObj_SwitchCapstan_B
DgnObj_SwitchCapstan_B_01
DgnObj_SwitchGear
DgnObj_SwitchGyroTiltBody
DgnObj_SwitchHit_A
DgnObj_SwitchHit_A_01
DgnObj_SwitchStake
DgnObj_SwitchStake_C
DgnObj_SwitchStake_C_01
DgnObj_SwitchStake_C_02
DgnObj_SwitchTarget
DgnObj_SwitchTilt_A_01
DgnObj_SwitchWind
DgnObj_TBox_Iron
DgnObj_TBox_Wood
DgnObj_Terminal_A_01
DgnObj_TriangleWall_A
DgnObj_TriangleWall_A_01
DgnObj_TriangleWall_A_02
DgnObj_WallCrack_A_01
DgnObj_WallCrack_B_01
DgnObj_WallCrack_C_01
DgnObj_WallCrack_Wind_A_02
DgnObj_WarpPoint
DgnObj_WarpPointSP
DgnObj_WarpPoint_A_01
DgnObj_WarpPoint_Remains
DgnObj_WaterFallDungeon_A_01
DgnObj_WaterMrg045_A_01
DgnObj_WaterMrg049_A_01
DgnObj_WaterShutter
DgnObj_WaterShutterL_A_01
DgnObj_WaterShutterR_A_01
DgnObj_WaterShutter_A
DgnObj_WindShutter

There could be more of each category but i feel like 95% of them should be covered.. hopefully..

There's also still FldObj's which i have yet to do.
 
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I found this tool for viewing object data locations pretty neat.
https://github.com/MrCheeze/botw-object-map

3VSkcsQ.png
 
Last edited by KillzXGaming,
@skoolzout1 awesome! :)
if you have taken all animal and enemy photos you can extract the pictures out of your save file. the jpg names contain the actor's name

Hmm well sadly i havent taken all of the pictures.. i purchased them all from Symin in game. and those dont show up in the Savegame dump it seems.

https://github.com/MrCheeze/botw-object-map

But as stated above... this "program" contains all of the objects enemies and pretty much anything as well as its location on the map.. we could probably just extract the names from his JavaScript File


Edit: i Noticed his HTML script has a nice FOR loop that parses through the names, do you know HTML enough to know how to add a few lines into that FOR loop to dump the names into a Text file?


Edit2: Nevermind lol. Copy and Paste works just as well.

Here's a link to the text file with every Object/Actor etc based on his list, since its 150KB:

https://www.mediafire.com/?3lywz3v213b3s7k
 
Last edited by skoolzout1,
  • Like
Reactions: LawnMeower
Hmm well sadly i havent taken all of the pictures.. i purchased them all from Symin in game. and those dont show up in the Savegame dump it seems.

https://github.com/MrCheeze/botw-object-map

But as stated above... this "program" contains all of the objects enemies and pretty much anything as well as its location on the map.. we could probably just extract the names from his JavaScript File


Edit: i Noticed his HTML script has a nice FOR loop that parses through the names, do you know HTML enough to know how to add a few lines into that FOR loop to dump the names into a Text file?


Edit2: Nevermind lol. Copy and Paste works just as well.

Here's a link to the text file with every Object/Actor etc based on his list, since its 150KB:

https://www.mediafire.com/?3lywz3v213b3s7k
nice :)
well, i obtain savefiles through WinSCP and ftpiiu. there i can find all pictures within the save folder. but the information we already have is more than sufficient. if anything new has been found itd be no matter adding it
 
Do we know where/how the data is stored in memory for each object and location?

I found all of the ones in my first post inbetween 16800000 and 16B00000

chunks of the data is scattered about but once you find an area there'll be a group of data like anywhere from 0x100 - 0x3000 long of Object names pretty much lined up back to back but with a 00 inbetween each name
 
Last edited by skoolzout1,
What's the recommended address range when using JGeckoU? I want specifically search for a money variable.

I keep getting out of memory error :unsure:
 
Last edited by cucholix,
Did you run tcpgecko with code handler on wiiu? If so try to run tcpgecko without it, I had similar problem with sky force anniversary searching for some values. Once you found the address you can launch it with code handler and make your cheats.
 
Did you run tcpgecko with code handler on wiiu? If so try to run tcpgecko without it, I had similar problem with sky force anniversary searching for some values. Once you found the address you can launch it with code handler and make your cheats.
will try, thanks
 

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