Hacking Post your WiiU cheat codes here!

Linkovitcho81

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ZELDA
B to run fast

30000000 1096596C
402CA1BA 4424D5F5
31000000 FFFFF4E4
30100000 00000000
4173423E 457FAAA1
31000000 0000053C
30100000 00000000
4189941E 45975DF1
31000000 FFFFEA24
30100000 00000000
417A9231 45876E5E
31000000 000000CC
00120000 3F800000
09010000 102F48AA
00004000 00000000
00120000 40C00000
D0000000 DEADCAFE


i xant to change it to LZ bottun but i dont know how help plz
 

skoolzout1

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ZELDA
B to run fast

30000000 1096596C
402CA1BA 4424D5F5
31000000 FFFFF4E4
30100000 00000000
4173423E 457FAAA1
31000000 0000053C
30100000 00000000
4189941E 45975DF1
31000000 FFFFEA24
30100000 00000000
417A9231 45876E5E
31000000 000000CC
00120000 3F800000
09010000 102F48AA
00004000 00000000
00120000 40C00000
D0000000 DEADCAFE


i xant to change it to LZ bottun but i dont know how help plz

30000000 1096596C
402CA1BA 4424D5F5
31000000 FFFFF4E4
30100000 00000000
4173423E 457FAAA1
31000000 0000053C
30100000 00000000
4189941E 45975DF1
31000000 FFFFEA24
30100000 00000000
417A9231 45876E5E
31000000 000000CC
00120000 3F800000
09010000 102F48AA
00000080 00000000
00120000 40C00000
D0000000 DEADCAFE
 

Porga

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Hello people,

is there any online resource database for WII U cheat codes? All at one place, something like Geckocodes for Wii ?

Thanks
 

Perfect One

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@CosmoCortney : i believe you forgot to add the following Bomberman 64 USA codes to your codes list:

Here are some offsets I found digging around Bomberman 64

Code:
Bomberman 64 (USA) [00050000-101FE800]
Wii U Version: 5.5.2

Total of Gems Collected
E972B640

Total of Enemies Defeated*
E953B534

* = Input 0000001D so that the next enemy you kill drops the 30-Enemy Gold Card

Total of Lives Remaining
E972B638

Number of Credits Remaining
E972B63C

Normal/Remote Bombs
E952DE1C

00000200 (Normal Bomb)
00000201 (Ultra Bomb)
00000202 (Normal Remote Bomb)
00000203 (Remote Ultra Bomb)

Heart
E952DE18

00000001 (No Heart Collected)
00000002 (Heart Collected)

Number of Bombs That Can Be Dropped (Max = 8)
E952DE20

Firepower of Bombs (Max = 4)
E952DE24

Timer
E972B654

Gold Card Offsets

Green Garden = E950D588
20 Cards = 04F0FFFF

Blue Resort/Red Mountain (Pt. 1) = E950D58C
20 Cards = FFFFFFFF

Red Mountain (Pt. 2)/White Glacier = E950D590
FF000000

Oh, and I almost forgot... FOR THE OFFSETS' CHANGES TO TAKE EFFECT, YOU NEED TO PAUSE THE GAME TO SEE RESULTS.

Btw, @TheWord21, i am facing some issues with codes without the input values, so, can you show us what are them, exactly?
 
Last edited by Perfect One,

Perfect One

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These are not really codes. There are just some addresses. But you can easily make codes out of these addresses or use the memory viewer to set the right value when needed.

Since i don't know how to do that specific niche stuff, i hope someone do that stuff for Bomberman 64 WiiU VC, since i believe there are a load of fans of that game.
 

Linkovitcho81

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Infinite Arrows

C0000023 60000000
7C210A78 7C421278
7C631A78 7C842278
7CA52A78 7CC63278
7CE73A78 7D084278
7D294A78 7D4A5278
7D6B5A78 7D8C6278
3D601000 3D804C80
3C20441E 60213918
80210000 7C015800
418000BC 7C016000
418100B4 382106E2
7C220B78 38210002
7C2A0B78 394A006C
A0420000 60A503E7
3C601300 60630B00
A0810000 2C040100
40820054 2C020003
4082004C 7C210A78
7D415378 80C10000
7C064800 41820014
90C30004 38210004
38630004 4BFFFFE8
7C631A78 3C601300
60630B04 80E30000
7C074800 41820040
7CC63278 60C60001
90C3FFFC 7C631A78
3C601300 60630B04
80E3FFFC 2C070001
4082001C 81030000
7C084800 41820010
90A80010 38630004
4BFFFFEC 60000000
3C40010F 60426AE0
7C4903A6 4E800420




IT NOT WORKING ?
 

skoolzout1

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Infinite Arrows

C0000023 60000000
7C210A78 7C421278
7C631A78 7C842278
7CA52A78 7CC63278
7CE73A78 7D084278
7D294A78 7D4A5278
7D6B5A78 7D8C6278
3D601000 3D804C80
3C20441E 60213918
80210000 7C015800
418000BC 7C016000
418100B4 382106E2
7C220B78 38210002
7C2A0B78 394A006C
A0420000 60A503E7
3C601300 60630B00
A0810000 2C040100
40820054 2C020003
4082004C 7C210A78
7D415378 80C10000
7C064800 41820014
90C30004 38210004
38630004 4BFFFFE8
7C631A78 3C601300
60630B04 80E30000
7C074800 41820040
7CC63278 60C60001
90C3FFFC 7C631A78
3C601300 60630B04
80E3FFFC 2C070001
4082001C 81030000
7C084800 41820010
90A80010 38630004
4BFFFFEC 60000000
3C40010F 60426AE0
7C4903A6 4E800420




IT NOT WORKING ?
If you're on 1.5.0, its probably just broken by the update.. I will update to 1.5.0 soon and fix things.

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

@skoolzout1 Would it be possible for you to create a cos inverse function in ASM? I'm going to create an aimbot for MK8 and it will need cos inverse to calculate the angle.

Yes, I used arccos (inverse cos) in my BoTW aimbot as well. You simply just have to subtract 90 degrees minus the final result of arcsin and you get arccos

arccos = 90deg - arcsin(x)

Here is the Arccos modified version i used in BoTW:

Code:
.set flt_Ninety, 0x11000018
lis r12, flt_Ninety@h
ori r12, r12, flt_Ninety@l
lis r11, 0x42B4
ori r11, r11, 0x0000
stw r11, 0 (r12)
.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, 0x1300
ori r1, r1, 0x950
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)
fmr       f12, f12 # register to arcsin must be loaded into f12 at this point
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, 0x03E9 #Precision vs Speed modifier.. Larger = More precise/slower.
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
lis       r9, flt_Ninety@ha
addi      r9, r9, flt_Ninety@l
lfs f1,0(r9)
fsub f0, f1, f0
stfs      f0, 0(r2)
lwz r1, 0(r2)
lis r3, 0xFFC0
cmpw r1, r3
beq- END
lis r3, 0x7F80
cmpw r1, r3
beq- END
stfs f0, XXXX #Result is in F0 and can be stored somewhere. Remember this function will likely overwrite registers you were using before you called this function.
addi      r1, r1, 0x18
b RETURNARCSIN
loc_8D8:
fadds     f7, f7, f0
b         loc_8A4
RETURNARCSIN: nop

I also added checks for +-Infinity in this one.
 
Last edited by skoolzout1,
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DarkFlare69

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If you're on 1.5.0, its probably just broken by the update.. I will update to 1.5.0 soon and fix things.

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



Yes, I used arccos (inverse cos) in my BoTW aimbot as well. You simply just have to subtract 90 degrees minus the final result of arcsin and you get arccos

arccos = 90deg - arcsin(x)

Here is the Arccos modified version i used in BoTW:

Code:
.set flt_Ninety, 0x11000018
lis r12, flt_Ninety@h
ori r12, r12, flt_Ninety@l
lis r11, 0x42B4
ori r11, r11, 0x0000
stw r11, 0 (r12)
.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, 0x1300
ori r1, r1, 0x950
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)
fmr       f12, f12 # register to arcsin must be loaded into f12 at this point
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, 0x03E9 #Precision vs Speed modifier.. Larger = More precise/slower.
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
lis       r9, flt_Ninety@ha
addi      r9, r9, flt_Ninety@l
lfs f1,0(r9)
fsub f0, f1, f0
stfs      f0, 0(r2)
lwz r1, 0(r2)
lis r3, 0xFFC0
cmpw r1, r3
beq- END
lis r3, 0x7F80
cmpw r1, r3
beq- END
stfs f0, XXXX #Result is in F0 and can be stored somewhere. Remember this function will likely overwrite registers you were using before you called this function.
addi      r1, r1, 0x18
b RETURNARCSIN
loc_8D8:
fadds     f7, f7, f0
b         loc_8A4
RETURNARCSIN: nop

I also added checks for +-Infinity in this one.
Did you do it by locating the nearest enemy, subtracting their coordinates from your coordinates, squaring the x and z to get the hypotenuse of the right triangle connecting you, and then square rooting that and doing arc cos of adjacent over hypotenuse to get the exact angle, and then writing it to your angle address ?
 

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