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I tried that, and I got about 14 addresses. I reset each one to the previous item's value, but only the item display window changed. The player still held the unchanged item, and when I used the item, it was still unchanged. I even tried searching with 16 bit data size over 10000000 to 40000000. Does anybody know why it's not working?reduce the memory range from 30 to 40 and as soon as you've got an item pause the game (or be careful not to lose/use it) and do a 32bit unknown value search. waste the item and get another one. if it's another item do an unequal to search. if it's the same do an equal to search. repeat this until you a left with a few lines. then change the value until you have swapped your item
I tried that, and I got about 14 addresses. I reset each one to the previous item's value, but only the item display window changed. The player still held the unchanged item, and when I used the item, it was still unchanged. I even tried searching with 16 bit data size over 10000000 to 40000000. Does anybody know why it's not working?
I started to search code for ZombiU
I also tried to find infinite HP/Light, but it didn't work.
I found how to edit the "amount of item I own" but it's not real value.
for example, if I have 20 Ammo, I can edit the displayed text to 99. but I still have 20 ammo.
I started to search code for ZombiU (pal/Fr), but I crashed the game many time
I'm not sure I found the correct addresses.
I managed to change amount and type of items.
I can "get" any item or weapon, but I can't use the weapon I never found in the game. so I think I only found the stash item, not the "found and usable item".
I also tried to find infinite HP/Light, but it didn't work.
I found how to edit the "amount of item I own" but it's not real value.
for example, if I have 20 Ammo, I can edit the displayed text to 99. but I still have 20 ammo.
Maybe it needs a reset (opening/closing the bag, or moving items around to let the game register that item/amount using its own functions)
If I work on it more and find code, don't worry I will post them here
The only thing I found (reaaaly random, it might even be pointers address so maybe it will not work). Don't add anything to the first post
Note: maybe it's a good idea to crash the game while testing, it prevent saving bugged savegame.Code:ZombieU ------- items stash: gun munition displayed 242EA5AC 0000000C displayed weapon 242EA5A8 01 = flingue, 2=fusil, 4 arbalette in the item stash, each items have this structure : 000000AA 000000BB 000000CC AA = itemID BB = amount CC = display ON/OFF (1OFF >1 ON) 000000DD 000000EE POINTER 000000FF FF = 01 if "hovering" the selected slot with an item
don't die or it will autosave with your random item and codes enabled. You don't know if it will have effect on your current save.
Note2: I never completed that game, it was hard and not funny.
More HP will be more fun.
#Shit ton of ammo 268,435,455 rounds
243661B4 0fffffff [Ammo cartridges in backpack] Part of the Structure (its a signed 32 bit int)
32637558 0fffffff [# of ammo in backpack]
#255 rounds in the gun..didn't check the max size (probably a signed int)
243661EC 000000ff [Weapon Display Ammo] L9A1 Pistol
31203A9C 000000ff [Ammo in Gun]
32637554 000000ff[Ammo in Gun]
wait, i will have a look at it on my own, now. however, you can expect the right address to be somewhere close to the address which value changed the item's iconI tried that, and I got about 14 addresses. I reset each one to the previous item's value, but only the item display window changed. The player still held the unchanged item, and when I used the item, it was still unchanged. I even tried searching with 16 bit data size over 10000000 to 40000000. Does anybody know why it's not working?
(decimal)
0 to 29 <-- chest slots
0 2 4 6 8 10 12 14 <-- backpack slot
1 3 5 7 9 11 13 15
16 17 18 19 20 21 22 <-- unused slots ? maybe usable if moving the slot to a visible area.
23 24 25 26 27 28 29
30 31 32 33 <-- usable item slots
34 35
struct slot{
struct item,
u32 unknown, // 0x00000000
u32 unknown, // 0x00000000
u32 unknown, // some fixed value (touchscreen slot position in the frame buffer ?)
u32 Hover, // usually 0x00000000, value OR'd 0x010000000 if stylus is over that slot. It's probably not a u32 but a struct of binary flags.
}
struct item{
s32 ItemID, // -1 = unassigned
s32 Amount, // currently hold amount of item
s32 Max, // maximum amount of item holdable on that slot
}
I did some search yesterday, but it ended where I couldn't connect gecko anymore.
I just reboot the computer, it probably had issue with the opened port.
ZombiU is using pointers, I couldn't use Bully's pointer tool, so I searched them manually with HexWorkshop.
I think I found it, but I still need to test it to be sure I found the correct pointer.
The start of the player's info (or backpack?) is :
[111B16F0]+8EC
8EC is the position of the top-left usable item. (slot 30, see below)
Items are sorted like that in the structure, numbers are in decimal :
Code:0 2 4 6 8 10 12 14 <-- backpack slot 1 3 5 7 9 11 13 15 30 31 32 33 <-- usable item slots 34 35 struct Backpack{ // Not sure yet, I need more tests. you said it's signed32? u32 ItemID, s32 Amount, s32 DispText, u32 unknown, u32 unknown, u32 unknown, u32 Hover, // becomes 1 is stylus is over that slot }
[]+538 Should be the size of the backpack (max 15, or 0x0F)
GeckoDotNet will still kill it with unhandled error exceptions, but pygecko works like a champ. Let me know how it works for you.please, share your version
Ok that sounds great for Mii customs in Mario Kart, normaly I do not use cheat (not really needed with current generation game difficulty), but buying all Amiibo is to expensive . Now I just wait for someone to find the Mii custome codes.it depends how the game work, and how the cheat works.
For example, if the cheat only affect the "currently loaded model" or if it affect the "list of unlocked characters".
the first one is only redirecting the model used for the player at load time (instead of loading file_A.bin it loads file_B.bin)
the second one edit the memory so the game has the information that you unlocked it, saving the progress will keep it unlocked for next time you launch without cheats.
yeah, it seems I can't connect anymore.
I tried 3 times, rebooted the PC, tried Onion's handler, tried Fix's handler and wj44 handler. none worked.
I don't know if it's an issue on the console or PC's side.
If you didn't close a connection properly before, it will block any further connection attempts so you have to close all TCP Gecko.NET instances in Task Manager and restart your Wii USometimes TCPGecko won't connect at all after running the kernel exploit + pyGecko. Even when the IP address is correct. It that still a little bug? Get the same result when the firewall is disabled..