Hacking Post your WiiU cheat codes here!

comput3rus3r

Well-Known Member
Member
Joined
Aug 20, 2016
Messages
3,580
Trophies
1
Age
123
XP
4,919
Country
United States
The cheat codes works, you need is NSMB 1.7gb (game) + update +DLC, you can play Luigi not only Mario, at first I download NSMB (Mario + Luigi) 13gb (cheat code doesn't work), in NSMB game + updade + DLC (2gb CHEAT CODES WORKS).

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


thanks
yes I figured that out after. too bad I only have the all in one game.
 

team-knight-rider

Well-Known Member
Newcomer
Joined
Dec 29, 2017
Messages
93
Trophies
0
Age
53
XP
602
Country
Philippines
Same here , still using the trainer and not ever gonna update again !!!!
I pray for updater for all the wii u games , add cheats to games thta doesnt have trainer is really hard and i havent been able to do it ,, i only tried with bayonetta , and gave up .
I new here, my friend update BOTW to 1.5 (USA version), I play a little, I search in here, some one say he have USA and EUR (different version), so I get a BOTW 1.41 EUR, and the trainer is working again, my suggestion, ask someone about the save file (USA to EUR same or need convert to work) of BOTW so you don't need to start from the begining, maybe I say "maybe" need some hex edit the save file version from 1.5 to 1.41. I didn't try because I just start from the begining, only playing for about 1 hour only.
 

comput3rus3r

Well-Known Member
Member
Joined
Aug 20, 2016
Messages
3,580
Trophies
1
Age
123
XP
4,919
Country
United States
I new here, my friend update BOTW to 1.5 (USA version), I play a little, I search in here, some one say he have USA and EUR (different version), so I get a BOTW 1.41 EUR, and the trainer is working again, my suggestion, ask someone about the save file (USA to EUR same or need convert to work) of BOTW so you don't need to start from the begining, maybe I say "maybe" need some hex edit the save file version from 1.5 to 1.41. I didn't try because I just start from the begining, only playing for about 1 hour only.
has nothing to do with usa or eur and everything to do with game version number. i think 1.41 had some functionality but 1.3.1 still works perfectly with trainer.
 

team-knight-rider

Well-Known Member
Newcomer
Joined
Dec 29, 2017
Messages
93
Trophies
0
Age
53
XP
602
Country
Philippines
has nothing to do with usa or eur and everything to do with game version number. i think 1.41 had some functionality but 1.3.1 still works perfectly with trainer.
I know, but if someone using USA v1.5, want the trainer to work must downgrade the version to 1.4.1, but downgrade have lot of work and may brick the system (I read a thread in here about downgrading, but forget where it is), In order for the trainer to work, try get EUR v1.41 or 1.3.1 whatever version for the trainer to work. (I have one in BOTW 1.5 in NAND, one BOTW 1.4.1 in USB), and vice vesa for EUR 1.5
 

comput3rus3r

Well-Known Member
Member
Joined
Aug 20, 2016
Messages
3,580
Trophies
1
Age
123
XP
4,919
Country
United States
I know, but if someone using USA v1.5, want the trainer to work must downgrade the version to 1.4.1, but downgrade have lot of work and may brick the system (I read a thread in here about downgrading, but forget where it is), In order for the trainer to work, try get EUR v1.41 or 1.3.1 whatever version for the trainer to work. (I have one in BOTW 1.5 in NAND, one BOTW 1.4.1 in USB), and vice vesa for EUR 1.5
i understand what you mean.
 

ThePhantom

Member
Newcomer
Joined
Feb 5, 2018
Messages
11
Trophies
0
Age
35
XP
190
Country
Germany
Good morning

I have some Troubles with Bayonetta 1 i have installed haxchi and cbhc.
When i use TCPGecko i can connect with JGecko U when i'm in the System Menü or Wii Menü but when i have then startet the Game i can't connect to the Wii U only the Error Message

I want the "Halos" Code to work.

Have anywhere an idea?
 
  • Like
Reactions: matias3ds

matias3ds

Well-Known Member
Member
Joined
Oct 25, 2017
Messages
3,670
Trophies
1
Age
38
XP
9,315
Country
Argentina
Good morning

I have some Troubles with Bayonetta 1 i have installed haxchi and cbhc.
When i use TCPGecko i can connect with JGecko U when i'm in the System Menü or Wii Menü but when i have then startet the Game i can't connect to the Wii U only the Error Message

I want the "Halos" Code to work.

Have anywhere an idea?
I had the same problem, then i read that some games doesnt work with gecko, besides that i realize that there where obly codes for bayonetta 2
 

DarkFlare69

Well-Known Member
Member
Joined
Dec 8, 2014
Messages
5,147
Trophies
2
Location
Chicago
XP
4,749
Country
United States
Mario Kart 8



Item Targeting Source:

lis r12, 0x4400
lis r11, 0x4900
lis r10, 0x4443
ori r10, r10, 0xBB4C
lwz r10, 0 (r10)
cmpw r10, r12
blt- code
cmpw r10, r11
bgt- code
lis r9, 0x1110
lwz r9, 4 (r9)
add r10, r9, r10
lwz r8, 0x5020 (r10)
lwz r7, 0x5024 (r10)
lwz r6, 0x5028 (r10)
lis r10, 0x3FBB
ori r10, r10, 0xB448
lwz r10, 0 (r10)
cmpw r10, r12
blt- code
cmpw r10, r11
bgt- code
lwz r10, 0x70 (r10)
cmpw r10, r12
blt- code
cmpw r10, r11
bgt- code
stw r8, 0x90 (r10)
stw r7, 0x94 (r10)
stw r6, 0x98 (r10)
code:
lis r11, 0x1110
lwz r11, 4 (r11)
lis r10, 0x11F
ori r10, r10, 0x3929
cmpw r11, r10
bgt- reset
lis r12, 0x1F60
lwz r12, 0x4EA0 (r12)
andi. r12, r12, 0x200
cmpwi r12, 0x200
bne- not_held
lis r10, 0x1110
lwz r9, 0 (r10)
cmpwi r9, 0
bgt- held
addi r9, r9, 1
stw r9, 0 (r10)
lwz r9, 4 (r10)
lis r8, 0x1A
ori r8, r8, 0x1C78
add r8, r8, r9
stw r8, 4 (r10)
b end
reset:
li r8, 0
lis r11, 0x1110
stw r8, 4 (r11)
b end
held:
li r8, 2
lis r10, 0x1110
stw r8, 0 (r10)
b end
not_held:
li r8, 0
lis r10, 0x1110
stw r8, 0 (r10)
lis r12, 0x1F60
lwz r12, 0x4EA0 (r12)
andi. r12, r12, 0x100
cmpwi r12, 0x100
bne- end
lis r10, 0x1110
stw r8, 4 (r10)
end:



Item Targeting [DarkFlare]
3D804400 3D604900
3D404443 614ABB4C
814A0000 7C0A6000
41800060 7C0A5800
41810058 3D201110
81290004 7D495214
810A5020 80EA5024
80CA5028 3D403FBB
614AB448 814A0000
7C0A6000 4180002C
7C0A5800 41810024
814A0070 7C0A6000
41800018 7C0A5800
41810010 910A0090
90EA0094 90CA0098
3D601110 816B0004
3D40011F 614A3929
7C0B5000 41810048
3D801F60 818C4EA0
718C0200 2C0C0200
40820054 3D401110
812A0000 2C090000
41810034 39290001
912A0000 812A0004
3D00001A 61081C78
7D084A14 910A0004
4800004C 39000000
3D601110 910B0004
4800003C 39000002
3D401110 910A0000
4800002C 39000000
3D401110 910A0000
3D801F60 818C4EA0
718C0100 2C0C0100
4082000C 3D401110
910A0004
*Make sure to have "RAW Machine Code" checked when inputting the code into JGecko U
*D-Pad Up = Switch Player
*D-Pad Down = Reset Player to 0
*Partial support for online: Certain items, such as stars, mushrooms, bloopers, lightning bolts, will send. Others will not.
 

skoolzout1

Well-Known Member
Member
Joined
Mar 16, 2017
Messages
538
Trophies
0
Location
The Maple Syrup Aisle
XP
953
Country
Canada
I figure I may as well release these in case anyone ever needs them like i did in my BoTW aimbot.

Here is the source for Sin and ArcSin functions:

lis r20, 0xFREE
ori r20,r20, 0xMEMM
lis r21, 0x3C8E
ori r21,r21, 0xFA35
stw r21, 0(r20)
lfs f10, 0(XXXXX)
lfs f11, 0(r20)
fmul f10, f11, f10
fmr f15, f10
fmr f14, f10
fmul f10, f10,f14
fmul f10, f10,f14
xor r21,r21,r21
lis r21, 0x40C0
stw r21, 0(r20)
lfs f11, 0(r20)
fdiv f13, f10,f11
fsub f15, f15, f13
fmul f10, f10,f14
fmul f10, f10,f14
xor r21,r21,r21
lis r21, 0x42F0
stw r21, 0(r20)
lfs f11, 0(r20)
fdiv f13, f10,f11
fadd f15, f15, f13
fmul f10, f10,f14
fmul f10, f10,f14
xor r21,r21,r21
lis r21, 0x459D
ori r21,r21, 0x8000
stw r21, 0(r20)
lfs f11, 0(r20)
fdiv f13, f10,f11
fsub f15, f15, f13
fmul f10, f10,f14
fmul f10, f10,f14
xor r21,r21,r21
lis r21, 0x48B1
ori r21,r21, 0x3000
stw r21, 0(r20)
lfs f11, 0(r20)
fdiv f13, f10,f11
fadd f15, f15, f13

I wrote this function by hand.

Instructions:
Load r20 with an address that is free, it only needs a single 4 bytes to do its work.
Then Load your Angle (in degrees) into f10 on the line that is bolded.

Thats it.

at the end, F15 contains the Sin of the angle you passed into f10.

Thanks to @BullyWiiPlaza for helping me figure out how to compile C code into PPC asm for arcsin :)

.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, 0xFREE
ori r1, r1, 0xMEMM
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)
lfs f12, 0(XXXX)
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, 0x3E9
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
stfs f0, 0(r9)
addi r1, r1, 0x18
b RETURN
loc_8D8:
fadds f7, f7, f0
b loc_8A4
RETURN: nop

Instructions:
First Make sure all of the first highlighted addresses are free. In some games, that area of memory is free, but other games it might not be. (In BoTW it is NOT free memory)

Fill in the Load r1 with another valid memory region for the code to use. It needs about -20 bytes to store things. Essentially make sure the 20 bytes before the address you enter is free. Not 20 bytes after the address... It stores using negative offsets from the value you enter into r1..

Then replace the highlighted XXXX's with a register containing the sin to calculate the arcsin of. Reminder: it should be a Float value between -1.0 to 1.0
All that matters is that f12 contains the value to calculate, thats all that matters.. You could technically move another F register into f12 if you have the value already loaded in another register.

There is a value to do with the precision of the arcsin function. it is the highlighted 0x3E9. This number should be the amount of iterations you want to do, times 2... The loop increments in steps of 2 so even though that number is 1001, it only does about 500 iterations. More iterations = more precise.
HOWEVER, you should know that the function will become less accurate as the value to calculate gets close to -1.0 or 1.0.
In other words, an arcsin of 0.5 will easily return 6 digits of accuracy.. but arcsin of 1.0 will be about 1.40 instead of the correct 1.57 due to the approximation becoming less accurate around the value of 1.0.

if you really need more precision you can increase that number essentially but the frame rate will drop if you increase it a lot more. But again, it will be flawless at values not near 1.0.

If you are going to call the arcsin function multiple times in your code, you will probably have to lower the iterations in order to avoid lagging the game.

Thats all really....

f0 contains the arcsin of the value you entered in f12 at the beginning. It returns the angle in degrees. NOT radians.

change the stfs instruction to store the result wherever you want.

you can fairly easily create the other trigonometry functions from these two functions.


cos(x) = sin(x+90degrees)
tan(x) = sin(x)/cos(x)
arccos(x) = 90degrees - arcsin(x)
arctan(x) = arcsin(x/sqrt(x^2+1))

https://en.wikipedia.org/wiki/Inverse_trigonometric_functions
 
Last edited by skoolzout1,

DarkFlare69

Well-Known Member
Member
Joined
Dec 8, 2014
Messages
5,147
Trophies
2
Location
Chicago
XP
4,749
Country
United States
I figure I may as well release these in case anyone ever needs them like i did in my BoTW aimbot.

Here is the source for Sin and ArcSin functions:

lis r20, 0xFREE
ori r20,r20, 0xMEMM
lis r21, 0x3C8E
ori r21,r21, 0xFA35
stw r21, 0(r20)
lfs f10, 0(XXXXX)
lfs f11, 0(r20)
fmul f10, f11, f10
fmr f15, f10
fmr f14, f10
fmul f10, f10,f14
fmul f10, f10,f14
xor r21,r21,r21
lis r21, 0x40C0
stw r21, 0(r20)
lfs f11, 0(r20)
fdiv f13, f10,f11
fsub f15, f15, f13
fmul f10, f10,f14
fmul f10, f10,f14
xor r21,r21,r21
lis r21, 0x42F0
stw r21, 0(r20)
lfs f11, 0(r20)
fdiv f13, f10,f11
fadd f15, f15, f13
fmul f10, f10,f14
fmul f10, f10,f14
xor r21,r21,r21
lis r21, 0x459D
ori r21,r21, 0x8000
stw r21, 0(r20)
lfs f11, 0(r20)
fdiv f13, f10,f11
fsub f15, f15, f13
fmul f10, f10,f14
fmul f10, f10,f14
xor r21,r21,r21
lis r21, 0x48B1
ori r21,r21, 0x3000
stw r21, 0(r20)
lfs f11, 0(r20)
fdiv f13, f10,f11
fadd f15, f15, f13

I wrote this function by hand.

Instructions:
Load r20 with an address that is free, it only needs a single 4 bytes to do its work.
Then Load your Angle (in degrees) into f10 on the line that is bolded.

Thats it.

at the end, F15 contains the Sin of the angle you passed into f10.

Thanks to @BullyWiiPlaza for helping me figure out how to compile C code into PPC asm for arcsin :)

.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, 0xFREE
ori r1, r1, 0xMEMM
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)
lfs f12, 0(XXXX)
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, 0x3E9
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
stfs f0, 0(r9)
addi r1, r1, 0x18
b RETURN
loc_8D8:
fadds f7, f7, f0
b loc_8A4
RETURN: nop

Instructions:
First Make sure all of the first highlighted addresses are free. In some games, that area of memory is free, but other games it might not be. (In BoTW it is NOT free memory)

Fill in the Load r1 with another valid memory region for the code to use. It needs about -20 bytes to store things. Essentially make sure the 20 bytes before the address you enter is free. Not 20 bytes after the address... It stores using negative offsets from the value you enter into r1..

Then replace the highlighted XXXX's with a register containing the sin to calculate the arcsin of. Reminder: it should be a Float value between -1.0 to 1.0
All that matters is that f12 contains the value to calculate, thats all that matters.. You could technically move another F register into f12 if you have the value already loaded in another register.

There is a value to do with the precision of the arcsin function. it is the highlighted 0x3E9. This number should be the amount of iterations you want to do, times 2... The loop increments in steps of 2 so even though that number is 1001, it only does about 500 iterations. More iterations = more precise.
HOWEVER, you should know that the function will become less accurate as the value to calculate gets close to -1.0 or 1.0.
In other words, an arcsin of 0.5 will easily return 6 digits of accuracy.. but arcsin of 1.0 will be about 1.40 instead of the correct 1.57 due to the approximation becoming less accurate around the value of 1.0.

if you really need more precision you can increase that number essentially but the frame rate will drop if you increase it a lot more. But again, it will be flawless at values not near 1.0.

If you are going to call the arcsin function multiple times in your code, you will probably have to lower the iterations in order to avoid lagging the game.

Thats all really....

f0 contains the arcsin of the value you entered in f12 at the beginning. It returns the angle in degrees. NOT radians.

change the stfs instruction to store the result wherever you want.

you can fairly easily create the other trigonometry functions from these two functions.


cos(x) = sin(x+90degrees)
tan(x) = sin(x)/cos(x)
arccos(x) = 90degrees - arcsin(x)
arctan(x) = arcsin(x/sqrt(x^2+1))

https://en.wikipedia.org/wiki/Inverse_trigonometric_functions
That could actually be pretty useful for my touch screen teleporter code for MK8. The courses are shifted a different amount of degrees per course so it causes you to not go exactly in the direction that you move your stylus. Multiplying the X axis speed by sin of the course shift and the Y axis by cos of the course shift should fix it
 

skoolzout1

Well-Known Member
Member
Joined
Mar 16, 2017
Messages
538
Trophies
0
Location
The Maple Syrup Aisle
XP
953
Country
Canada
That could actually be pretty useful for my touch screen teleporter code for MK8. The courses are shifted a different amount of degrees per course so it causes you to not go exactly in the direction that you move your stylus. Multiplying the X axis speed by sin of the course shift and the Y axis by cos of the course shift should fix it

Let me/us know how that works out. Or if there are weird issues with the functions.

Also, you might have it backwards. The sin of an angle is the vertical (Y) component of a vector and the cosine of an angle is the X component.
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
  • Psionic Roshambo @ Psionic Roshambo:
    It could get banned from PSN but you can change your ID I think?
  • Xdqwerty @ Xdqwerty:
    also gonna install twilight menu in my r4 flashcard
  • Psionic Roshambo @ Psionic Roshambo:
    One thing that just occurred to me.... The sound on the 2600 sucked less back then the harsh sound we hear now is from infinitely better speakers we have now, back when the 2600 was new speakers produced a almost muffled sound, like CRTs made old graphics look slightly better.
  • Psionic Roshambo @ Psionic Roshambo:
    I wonder if I could recommend that to some emulation devs that perhaps the sound could use some smoothing out to simulate those old TVs
  • Psionic Roshambo @ Psionic Roshambo:
    I think a few of the early systems could benefit from that, at least up to the 8 bit generation, by the 16 bit generation I think TVs had gotten a lot better in almost every way
  • Xdqwerty @ Xdqwerty:
    i dont have an sd card adapter but I have an usb sd card adapter
  • K3Nv2 @ K3Nv2:
    Old people games
  • Xdqwerty @ Xdqwerty:
    its not the one that comes with the r4
  • Xdqwerty @ Xdqwerty:
    doesnt work (my flashcard is from r4isdhc.com)
  • Xdqwerty @ Xdqwerty:
    might install ysmenu first
  • Psionic Roshambo @ Psionic Roshambo:
    Try Wood firmware
  • Psionic Roshambo @ Psionic Roshambo:
    For your R4
  • Psionic Roshambo @ Psionic Roshambo:
    It's old but it's the best firmware out for DS stuff
  • Xdqwerty @ Xdqwerty:
    it says it only works for the original R4, R4i Gold (r4ids.cn), R4iDSN (r4idsn.com) and Acekard R.P.G.
  • Xdqwerty @ Xdqwerty:
    nvm it does support mine
  • Xdqwerty @ Xdqwerty:
    but why choose it over ysmenu @Psionic Roshambo?
  • Xdqwerty @ Xdqwerty:
    bc im stupid?
  • Xdqwerty @ Xdqwerty:
    yea ik im stupid
  • Xdqwerty @ Xdqwerty:
    good night
  • Psionic Roshambo @ Psionic Roshambo:
    Just give it a try, but honestly if you have a 3DS you can play DS games without a card just off the internal SD card
  • Psionic Roshambo @ Psionic Roshambo:
    Slightly slower loading but a bit more convenient
  • BakerMan @ BakerMan:
    guys, my fuckin headphones have an out of place speaker
  • K3Nv2 @ K3Nv2:
    Did you try wearing them?
    K3Nv2 @ K3Nv2: Did you try wearing them?