I plan to add Gecko code types to Uwizard when I add Gecko dotNET. One other code type that hasn't been mentioned yet, but I feel is useful is the F0 search code. I have used that in many of my Wii codes, and I really miss it now in Gecko dotNET.
A GUI based pointer tool would nice since the kernel exploit is out. I know there's not such a code type right now, but I can make asm codes that make pointer writes.
But instead of only searching for pointers in up to 3 dumps (dr. pepper's pointer tool) i'd appreciate searching in maybe up to 6 dumps.
and it should allow negative offsets and up to 5 pointer-in-pointer interleaves.
(This should help much more finding the right pointer code in such a huge memory. It was already enough work to find a working pointer code out of 400 results from 3 dumps of twilight princess)
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And a suggestion about code types. If any of the devs have their own plans already, then ignore this please. But maybe it could be helpful anyways
This could be the most common scheme for a code. But not every code type will be entirely based on it:
CCPSNTWW RRRRRRRR
VVVVVVVV AAAAAAAA
CC = Code Type
P - Pointer: 0 = false, 1 = true
S - Data Size: 0 = 8bit, 1 = 16bit, 2 = 32bit. (Ununes when N equals 2 or 3)
N - Data Type (0 = signed int, 1 = unsigned int, 2 = float, 3 = decimal (may be useful for end users who are not familiar with hexadecimal numbers)
T - Time to be active; 0 = permanent, 1 = one frame, 2, permanently active right after loading times (inactive during loading time (useful to avoid possible crashes))
WW - Consecutive writes; 00 = single write only, 1 - FF = up to 255 consecutive writes
RRRRRRRR - Address
VVVVVVVV - Value (8bit, 16bit and decimal values are zero based (dec 123 = 00000123, 8bit 0x12 = 00000012, 16bit 0x1234 = 00001234))
AAAAAAAA - Additional stuff. Varies by code type
_______________
RAM writes (00)
Example 1:
00020000 3A26150C
2305ED02 00000000
Permanently writes the hexadecimal value of 0x2305ED02 at address 0x3A26150C.
Example 2:
0000010A 4563E0A8
00000001 00000001
Only for one frame, the 8bit hexadecimal value of 0x01 is 10 times consecutively written at 0x4563E0A8 with an increment of 0x01. the 8bit value at 0x4563E0A9 will be 0x02.
Example 3:
00003003 63CD7504
3F800000 3F000000
Permanently writes the float of 1.0 at 0x63CD7504 and adds 0.5 to each incremental write (3 times).
The hex value at 0x63CD7508 will be 3FC00000 (1.5), the value at 0x63CD750C - 0x40000000 (2.0) and the vaule at 0x63CD7510 0x40200000 (2.5).
Example 4:
03002000 1720E300 / Loads pointer (see 03 code type)
04000000 10004800 / Range check (see 04 code type)
00110200 000001F4 / 0x1F4 is the offset between the pointer address and the changed location
00001234 00000000
Loads the pointer stored at address 0x1720E300 right after any loading sequence. But only when the pointer itself is not smaller than 0x10000000 or greater than 0x48000000.
Writes the 16bit value of 0x1234 at pointer + offset 0x1F4 right after any loading sequence (non consecutive).
Great ideas! I might tweak some as I implement the features in Uwizard, but the basics look great! One other thing I will add is a Goto code and a CC switch code. Those can be useful.
Great ideas! I might tweak some as I implement the features in Uwizard, but the basics look great! One other thing I will add is a Goto code and a CC switch code. Those can be useful.
Finding pointers is tough. I gave up with Bully's tool, and I'm writing my own for Uwizard now. The first code I will release is how to make the last mushroom of a triple mushroom last forever and automatically boost forever. (Or until you get lightninged.) The second one will be how to change your current item to any non-triple (or crazy 8) item. The third one I will release will be how to delete your item. The fourth one will be how to do all these to any player.
Finding pointers is tough. I gave up with Bully's tool, and I'm writing my own for Uwizard now. The first code I will release is how to make the last mushroom of a triple mushroom last forever and automatically boost forever. (Or until you get lightninged.) The second one will be how to change your current item to any non-triple (or crazy 8) item. The third one I will release will be how to delete your item. The fourth one will be how to do all these to any player.
Awesome to hear man, I really appreciate the time you're putting into the Wii U hacking situation, and your Mario Kart 8 hacks. Can't wait to try them out for myself. :3
Great ideas! I might tweak some as I implement the features in Uwizard, but the basics look great! One other thing I will add is a Goto code and a CC switch code. Those can be useful.
Sounds great
However, I think it'd be better to neglect the feature to specify the time (T) when the code is being active, first.
And it's a good hint to search for stuff above 45000000. Now I know where to search for position modifiers. Once I have found the coordinates of the vehicle I can figure out the position of every other object in the level and move them around. Already did that with Splatoon
Sounds great
However, I think it'd be better to neglect the feature to specify the time (T) when the code is being active, first.
And it's a good hint to search for stuff above 45000000. Now I know where to search for position modifiers. Once I have found the coordinates of the vehicle I can figure out the position of every other object in the level and move them around. Already did that with Splatoon
Awesome to hear dude! Not too many codes yet for Pikmin 3, except for the one timer code you found. Anyways, I'm trying really hard to find Mario Kart 8 codes, even if I suck at finding codes.
You might want to avoid spending a lot of time hacking the items in MK8, just until I release my codes. If you didn't wait, you might find that you've been wasting your time working on the same hack as me! If all three of us (me, CosmoCortney, and MarioBrosThe) each work on a different part of MK8, we would probably make more progress that we would separately. Here's my rough plan idea:
I work on items and speed.
CosmoCortney works on position and teleportation.
MarioBrosThe works on numerical counters like laps, coins, and/or racer place counter (but not item number counters). (Those should be easy (ish), since he is new at finding codes.)
You might want to avoid spending a lot of time hacking the items in MK8, just until I release my codes. If you didn't wait, you might find that you've been wasting your time working on the same hack as me! If all three of us (me, CosmoCortney, and MarioBrosThe) each work on a different part of MK8, we would probably make more progress that we would separately. Here's my rough plan idea:
I work on items and speed.
CosmoCortney works on position and teleportation.
MarioBrosThe works on numerical counters like laps, coins, and/or racer place counter (but not item number counters). (Those should be easy (ish), since he is new at finding codes.)
Well wish me luck I guess lol. I'll try as hard as I can until I find something interesting.
I tried getting the value for coins earlier today, had some trouble. Will try again, and I'll try to find the lap counter value.
You might want to avoid spending a lot of time hacking the items in MK8, just until I release my codes. If you didn't wait, you might find that you've been wasting your time working on the same hack as me! If all three of us (me, CosmoCortney, and MarioBrosThe) each work on a different part of MK8, we would probably make more progress that we would separately. Here's my rough plan idea:
I work on items and speed.
CosmoCortney works on position and teleportation.
MarioBrosThe works on numerical counters like laps, coins, and/or racer place counter (but not item number counters). (Those should be easy (ish), since he is new at finding codes.)
Don't worry about that. I have seen that you're working on it and won't mingle into it (except you'd need help for something). I think I will have a look at position and size modifiers for several objects
I'm just imagining giant cows on Moo Moo Meadows lol
Don't worry about that. I have seen that you're working on it and won't mingle into it (except you'd need help for something). I think I will have a look at position and size modifiers for several objects
I'm just imagining giant cows on Moo Moo Meadows lol
Don't worry about that. I have seen that you're working on it and won't mingle into it (except you'd need help for something). I think I will have a look at position and size modifiers for several objects
I'm just imagining giant cows on Moo Moo Meadows lol
How about a GIANT, ANGRY, FLAMING, PUNCHING BOWSER STANDING IN THE MIDDLE OF MOO MOO MEADOWS!!!! Some of that stuff might also be possible with Cafiine and edited files. I'm especially looking forward for teleportation and/or moon jump codes!
How about a GIANT, ANGRY, FLAMING, PUNCHING BOWSER STANDING IN THE MIDDLE OF MOO MOO MEADOWS!!!! Some of that stuff might also be possible with Cafiine and edited files. I'm especially looking forward for teleportation and/or moon jump codes!
I would pay for that giant Bowser on Moo Moo Meadows. And same, I'm also super excited for moonjump/teleportation codes too, and hopefully a "disable boundaries code". Really excited for the future of Wii U hacking, and what we will do with all of it.
Don't worry about that. I have seen that you're working on it and won't mingle into it (except you'd need help for something). I think I will have a look at position and size modifiers for several objects
I'm just imagining giant cows on Moo Moo Meadows lol
Question: So basically, I'm trying to get 10 coins, and I have 5 coins right now, and I'm just wondering, what should I set the "Memory Range" on TCPGecko?
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