Hacking Post your WiiU cheat codes here!

jackkill

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Quick Question to help a noob :-)
I am trying to reset the day timer on Pikmin 3 USA AC3E01
Title ID 000500001012BD00
And I found the address its 35E1CCCC 00000000
However it doesn't work when I add the code in JGecko U on the code menu
but it works when poked from search or memory viewer.
Anyone on how to have the code work from the code screen?
Cheers :-)
 

KeyZiro

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Quick Question to help a noob :-)
I am trying to reset the day timer on Pikmin 3 USA AC3E01
Title ID 000500001012BD00
And I found the address its 35E1CCCC 00000000
However it doesn't work when I add the code in JGecko U on the code menu
but it works when poked from search or memory viewer.
Anyone on how to have the code work from the code screen?
Cheers :-)

Try
00020000 35E1CCCC
00000000 00000000
 
Last edited by KeyZiro,
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skoolzout1

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Oh my god I can't wait to try this out with Moblins against Bokoblins.
Corpses flying everywhere and Boko throwing galore! xD
Haha, its not as amazing as youre thinking. Many enemies do not harm each other since they are programmed not to harm each other when they are close together and swinging their weapons.

And Id really have no way of fixing this unless anyone knows of a time or place in the map/story where friendly fire damage is enabled for enemies that normally have it disabled, so i could compare the differences.
 

ShadowOne333

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Haha, its not as amazing as youre thinking. Many enemies do not harm each other since they are programmed not to harm each other when they are close together and swinging their weapons.

And Id really have no way of fixing this unless anyone knows of a time or place in the map/story where friendly fire damage is enabled for enemies that normally have it disabled, so i could compare the differences.
Afaik only the Moblins grab the Bokoblins to be thrown.
I can't remember of another instance where other enemies can interact directly with each other.
Perhaps the Wizzrobes with their rods can attack Bokoblins, Moblins and other enemies as well, since the elemental discharges do affect them.

I'll try to remember if there's another place where this happens.
Guardians perhaps?
 

DarkFlare69

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Quick Question to help a noob :-)
I am trying to reset the day timer on Pikmin 3 USA AC3E01
Title ID 000500001012BD00
And I found the address its 35E1CCCC 00000000
However it doesn't work when I add the code in JGecko U on the code menu
but it works when poked from search or memory viewer.
Anyone on how to have the code work from the code screen?
Cheers :-)
you need to put it into cafe codetype which would be:
00020000 35E1CCCC
00000000 00000000
 
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skoolzout1

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Afaik only the Moblins grab the Bokoblins to be thrown.
I can't remember of another instance where other enemies can interact directly with each other.
Perhaps the Wizzrobes with their rods can attack Bokoblins, Moblins and other enemies as well, since the elemental discharges do affect them.

I'll try to remember if there's another place where this happens.
Guardians perhaps?
I'm meant more so it would be helpful if I could find a situation where an enemy like a Bokoblin can actually hurt another Bokoblin with his weapon. Since this normally doesn't happen. Then I could try and find a difference in order to always turn on team damage.

Finding an enemy that can already hurt them won't help me find specifically what lets them hurt them.

Confusing I know. I really don't know how else I could find it
 

tastymeatball

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Here a code for Zelda Breath of the Wild that will double the size of every Object that Links comes close to.
Double size of very close Object V1.3.0
30000000 4222018C
40000000 4C000000
30100000 00000000
40000000 4C000000
00120274 40000000
00120278 40000000
0012027C 40000000
D0000000 DEADCAFE

Change the lines with 40000000 at the end for other sizes

I also found a pointer that will point to the Object that the Skeika sensor is pointing to, but it only works if you are very close to the Object. I wanted to make a code that teleports you to the object that the sheika is pointing to but I only found this pointer that works when you are very close to the object so its pretty useless.
X scale modifier of Sheika Sensor target V1.3.0
[[0x10938814] + 0xA0] + 0x274
 

skoolzout1

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botw

Command Enemies [skoolzout1]
C0000039 60000000
7C210A78 7C421278
7C631A78 7C842278
7CA52A78 7CE73A78
7D084278 7D294A78
7D4A5278 3C201093
602187F8 3C401300
60420880 3C60102F
606348AA A0630000
3D003F00 3D204900
80210000 7C014000
41800160 7C014800
41810158 38210328
80A10000 90E20018
2C030800 41820138
2C050000 41820050
80210000 2C030200
4082001C 9022000C
80810058 90820000
80810050 90820004
48000118 2C030100
40820024 80A20000
2C050000 41820104
7C842278 38810844
90220010 80A10014
90A20014 80A20010
2C050000 418200E4
38E70001 90E20018
7C054000 418000D4
7C054800 418100CC
38E70001 90E20018
80A20010 7C054000
418000B8 7C054800
418100B0 80A50014
80C20014 7C053000
40820094 38E70001
90E20018 80A20010
80A50540 2C050000
4182007C 38E70001
90E20018 80A20000
80C20004 80E20010
90A70844 90C70848
81470E8C 7D6B5A78
3D600001 7C0A5800
7D6B5A78 41810010
39600001 91620008
48000008 91620008
7D6B5A78 396B0C56
81420008 7D6A59D6
2C0A0001 4082002C
8142000C 814A0540
2C0A0002 41810008
7D6B5A78 91670E8C
48000010 7D4A5278
91420010 91420014
60000000 60000000
3C40010F 60426AE0
7C4903A6 4E800420
C0000015 60000000
7C210A78 7C421278
7C631A78 7C842278
7CC63278 7CE73A78
7D084278 7D294A78
7D4A5278 3C201300
60210890 3C4043E3
604272F0 7C461378
38C60060 3D001000
3D204900 80210000
7C014000 41800048
7C014800 41810040
38210010 88610000
2C030000 4182001C
98820000 38420001
98620000 38420001
38210001 4BFFFFE0
7C023000 41810010
90820000 38420004
4BFFFFF0 60000000
3C40010F 60426AE0
7C4903A6 4E800420
*Use Stasis to select Targets,
- Dpad Up Selects the TARGET to be attacked.
- Dpad Down Selects the NPC to be the Attacker.
- I found out how to replace the text that normally says "it seems your horse couldnt hear your call" with whatever text i want.
- So calling your horse will display the current Enemy that you are Commanding to Attack the Target..
- If you see the normal "your horse cant hear you" message when calling your horse, it means that you aren't currently commanding anyone.
Pressing Dpad Left will release your Attacking/Commanding enemy. Its a good idea to do this whenever you're done with them.

Here's a quick crappy video showing it off....



Some Tips (Recommend you read before using):
- Please remember this is a hack... unexpected results are GOING to happen. Its not perfect.
- The Enemy you Command MUST be able to see the Target.
- Ranged enemies for some reason MUST see link before they will attack the target. Ranged Enemies (from what ive tested) include: Guardians, Bow wielding enemies, and the Talus's when they throw their arms. This is not the full list, but it gives you an idea.
- Lots of enemies can not harm certain types of enemies. Nothing i can really do about this unless someone knows of a place where bokoblins can hurt other bokoblins.
- The enemy you choose to command will have its "Target Data" constantly being written to in order to help them keep their focus on a target instead of giving up sometimes.. because of this, sometimes enemies will be stuck in a Startled animation. This likely means they for some reason are unwilling to attack the target, and you should just release them with dpad left and try another enemy.
- Some enemies, like bokoblins, will only attack a target when they have a melee weapon in their hands, otherwise they will get confused and do nothing.
- Most enemies, besides Ranged based enemies, will still prioritize attacking link if they only see Link. if they try to attack you instead, probably just run away until and they'll eventually clue in to the Target object eventually, if they can see it.
- Do not make objects that Aren't meant to attack things, attack things. This will likely cause crashes since the code doesnt check what object you are using it on.
- The code will attempt to guess when the enemy that you are commanding has despawned, but it isnt perfect, its important to ensure you stop Commanding an enemy that no longer exists to avoid crashes. DpadLeft will always stop the code from writing to the Enemies data, and you can ensure you are not Commanding any enemies by calling your horse and verifying you get the normal "cannot call your horse" message.

How it works (don't need to read this):
Offset 0x844 and 0x848 in an enemies structure/class (whatever its called) are responsible for what object that enemy is willing to attack if they see it.
0x844 is a pointer to the area in memory responsible for the creation of Actors/objects. (I know this since the Thread name of that area is called like ActorCreateWorker or something)
and offset 0x848 is like the "I've found my Target!" value for the enemy. The ID of its target goes in here when they see their target.

Normally the values at 0x844 and 0x848 are always the same.

421FCBCC and 00000035 (FFFFFFFF when they don't see the target)
This is the pointer to link's class/structure and then Link's ID... No surprise, by default they are programmed to attack link.

The ID of any object including link is located at offset 0x50, and the pointer for their class is at offset 0x58.

Sooooooo the code basically copies the data at offset 0x50 and 0x58 when you press DpadUp on an enemy, and stores that info. then when you press dpad down on another enemy, it writes the previously selected enemies data into that enemies "Target Data" at offset 0x844 and 0x848.



And the text for the horse call is located at 43E372F0. The text to be displayed is in UTF-16 format. and the name of the objects are at 0x10 in their structure/class, which is in UTF-8..... Sooo a whole portion of the code is dedicated to copying the Target enemies name into the Horse text but turning it into UTF-16 so it displays on the screen properly.. luckily this is as "simply" as putting a 00 in front of the character to display. If you're still here reading this. kudo's to you.

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

Here a code for Zelda Breath of the Wild that will double the size of every Object that Links comes close to.
Double size of very close Object V1.3.0
30000000 4222018C
40000000 4C000000
30100000 00000000
40000000 4C000000
00120274 40000000
00120278 40000000
0012027C 40000000
D0000000 DEADCAFE

Change the lines with 40000000 at the end for other sizes

I also found a pointer that will point to the Object that the Skeika sensor is pointing to, but it only works if you are very close to the Object. I wanted to make a code that teleports you to the object that the sheika is pointing to but I only found this pointer that works when you are very close to the object so its pretty useless.
X scale modifier of Sheika Sensor target V1.3.0
[[0x10938814] + 0xA0] + 0x274
Wow! i just discovered this the other day too XD And im pretty sure its not the object that link comes close to, but actually the last object link was able to interact with.
 
Last edited by skoolzout1,

ShadowOne333

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botw

Command Enemies [skoolzout1]
C0000039 60000000
7C210A78 7C421278
7C631A78 7C842278
7CA52A78 7CE73A78
7D084278 7D294A78
7D4A5278 3C201093
602187F8 3C401300
60420880 3C60102F
606348AA A0630000
3D003F00 3D204900
80210000 7C014000
41800160 7C014800
41810158 38210328
80A10000 90E20018
2C030800 41820138
2C050000 41820050
80210000 2C030200
4082001C 9022000C
80810058 90820000
80810050 90820004
48000118 2C030100
40820024 80A20000
2C050000 41820104
7C842278 38810844
90220010 80A10014
90A20014 80A20010
2C050000 418200E4
38E70001 90E20018
7C054000 418000D4
7C054800 418100CC
38E70001 90E20018
80A20010 7C054000
418000B8 7C054800
418100B0 80A50014
80C20014 7C053000
40820094 38E70001
90E20018 80A20010
80A50540 2C050000
4182007C 38E70001
90E20018 80A20000
80C20004 80E20010
90A70844 90C70848
81470E8C 7D6B5A78
3D600001 7C0A5800
7D6B5A78 41810010
39600001 91620008
48000008 91620008
7D6B5A78 396B0C56
81420008 7D6A59D6
2C0A0001 4082002C
8142000C 814A0540
2C0A0002 41810008
7D6B5A78 91670E8C
48000010 7D4A5278
91420010 91420014
60000000 60000000
3C40010F 60426AE0
7C4903A6 4E800420
C0000015 60000000
7C210A78 7C421278
7C631A78 7C842278
7CC63278 7CE73A78
7D084278 7D294A78
7D4A5278 3C201300
60210890 3C4043E3
604272F0 7C461378
38C60060 3D001000
3D204900 80210000
7C014000 41800048
7C014800 41810040
38210010 88610000
2C030000 4182001C
98820000 38420001
98620000 38420001
38210001 4BFFFFE0
7C023000 41810010
90820000 38420004
4BFFFFF0 60000000
3C40010F 60426AE0
7C4903A6 4E800420
*Use Stasis to select Targets,
- Dpad Up Selects the TARGET to be attacked.
- Dpad Down Selects the NPC to be the Attacker.
- I found out how to replace the text that normally says "it seems your horse couldnt hear your call" with whatever text i want.
- So calling your horse will display the current Enemy that you are Commanding to Attack the Target..
- If you see the normal "your horse cant hear you" message when calling your horse, it means that you aren't currently commanding anyone.
Pressing Dpad Left will release your Attacking/Commanding enemy. Its a good idea to do this whenever you're done with them.

Here's a quick crappy video showing it off....



Some Tips (Recommend you read before using):
- Please remember this is a hack... unexpected results are GOING to happen. Its not perfect.
- The Enemy you Command MUST be able to see the Target.
- Ranged enemies for some reason MUST see link before they will attack the target. Ranged Enemies (from what ive tested) include: Guardians, Bow wielding enemies, and the Talus's when they throw their arms. This is not the full list, but it gives you an idea.
- Lots of enemies can not harm certain types of enemies. Nothing i can really do about this unless someone knows of a place where bokoblins can hurt other bokoblins.
- The enemy you choose to command will have its "Target Data" constantly being written to in order to help them keep their focus on a target instead of giving up sometimes.. because of this, sometimes enemies will be stuck in a Startled animation. This likely means they for some reason are unwilling to attack the target, and you should just release them with dpad left and try another enemy.
- Some enemies, like bokoblins, will only attack a target when they have a melee weapon in their hands, otherwise they will get confused and do nothing.
- Most enemies, besides Ranged based enemies, will still prioritize attacking link if they only see Link. if they try to attack you instead, probably just run away until and they'll eventually clue in to the Target object eventually, if they can see it.
- Do not make objects that Aren't meant to attack things, attack things. This will likely cause crashes since the code doesnt check what object you are using it on.
- The code will attempt to guess when the enemy that you are commanding has despawned, but it isnt perfect, its important to ensure you stop Commanding an enemy that no longer exists to avoid crashes. DpadLeft will always stop the code from writing to the Enemies data, and you can ensure you are not Commanding any enemies by calling your horse and verifying you get the normal "cannot call your horse" message.

How it works (don't need to read this):
Offset 0x844 and 0x848 in an enemies structure/class (whatever its called) are responsible for what object that enemy is willing to attack if they see it.
0x844 is a pointer to the area in memory responsible for the creation of Actors/objects. (I know this since the Thread name of that area is called like ActorCreateWorker or something)
and offset 0x848 is like the "I've found my Target!" value for the enemy. The ID of its target goes in here when they see their target.

Normally the values at 0x844 and 0x848 are always the same.

421FCBCC and 00000035 (FFFFFFFF when they don't see the target)
This is the pointer to link's class/structure and then Link's ID... No surprise, by default they are programmed to attack link.

The ID of any object including link is located at offset 0x50, and the pointer for their class is at offset 0x58.

Sooooooo the code basically copies the data at offset 0x50 and 0x58 when you press DpadUp on an enemy, and stores that info. then when you press dpad down on another enemy, it writes the previously selected enemies data into that enemies "Target Data" at offset 0x844 and 0x848.



And the text for the horse call is located at 43E372F0. The text to be displayed is in UTF-16 format. and the name of the objects are at 0x10 in their structure/class, which is in UTF-8..... Sooo a whole portion of the code is dedicated to copying the Target enemies name into the Horse text but turning it into UTF-16 so it displays on the screen properly.. luckily this is as "simply" as putting a 00 in front of the character to display. If you're still here reading this. kudo's to you.

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


Wow! i just discovered this the other day too XD And im pretty sure its not the object that link comes close to, but actually the last object link was able to interact with.

Amazing!
You got it working!
Props, mans! :)
 

Maq47

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Anyone know the range for snes VC Games? Like super Mario RPG.

I have a similar question: does anyone know the range for N64 VC games? Also, is it normal for there to be a result in Big Endian in the 0x10000000-0x18000000 range? I searched for a value in PJ64 2.2 and looked for a static value nearby, then searched for the same value (it was 32-bit) from 0x10000000-0x30000000 and came up with 1 result (I checked, and the values I wanted to modify were indeed at the correct offset away from the result, so it is correct). However, changing this value does not have any effect, let alone the desired one, in-game. Is there another region that is Little Endian that I should be searching for? I'm using the latest JGecko U on 5.5.2 USA (Haxchi 2.0 installed from Brain Age). The game I'm trying to hack is Eltale Monsters (the japanese version of Quest 64 in the US, and Holy Magic Century in the UK). It can be found in the Requests section of that iso site.
 

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