Hacking Post your WiiU cheat codes here!

DarkFlare69

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You said you accidentally poked the wrong ASM address, how did you even get close?
I said it before, all I did was find a normal game address and click CTRL+D to open it in the disassembly window. Since poking a value completely took away my weapon I did this and it gave me 2 weapons when my intention was for it to only keep one of them
 

wiiztec

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I said it before, all I did was find a normal game address and click CTRL+D to open it in the disassembly window. Since poking a value completely took away my weapon I did this and it gave me 2 weapons when my intention was for it to only keep one of them
But if it was just the memory address for the equipped weapon ID then why would the disassembler be able to do anything with it?
 

DarkFlare69

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But if it was just the memory address for the equipped weapon ID then why would the disassembler be able to do anything with it?
I don't know why it worked. All i know is that it partially worked and poking a value couldn't reproduce this affect, only changing something in disassembler could
 

SuperHylianHero

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For some reason Jgecko U can't find my IP Address. I have Cosmo Courtney and everything else on my SD card. Can someone help me out? It's just stuck on 'connecting'. The BOTW Trainer works fine so I'm not sure why it can't find my IP Address.
 
Last edited by SuperHylianHero,

Dekirai

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For some reason Jgecko U can't find my IP Address. I have Cosmo Courtney and everything else on my SD card. Can someone help me out? It's just stuck on 'connecting'. The BOTW Trainer works fine so I'm not sure why it can't find my IP Address.
Do you use Auto Connect?
If so, don't use it.
 

skoolzout1

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don't know if this has been posted or not.. figured i'd lay it out there for others to mess with.

BotW

407B4CA4 == Current Weather (NTSC-US)



weather
=========
01030002 = cloudy
03010002 = dark rainy (also 02000002)
00010002 = sunny
07000007 = lightning and rain (also 07010000)
05000007 = fog and snow


in my experiments it seems the first byte is the type of weather, the second byte may be to do with the cloudiness, unsure about what the 3rd byte does, and as well as the last byte. i thought the last byte had something to do with the severity of the current weather, ie more rain or less rain. but i cant prove this theory.. so lemme know what you guys find.

it also seems you can not create weather that isnt possible in certain areas. ie lightning in Kakariko. but if you set it to create lightning, you'll see the skybox change to show there should be lightning but no lightning strikes will happen if its not permitted in that area.
 
Last edited by skoolzout1,

Dekirai

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Oh right, that must be it. This may be a noob question... but how do I connect? I know my IP address just don't know where to add it.
506cb69234ea4fa0862c684602ea973e.png
 

Deathwolf1000

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This will get more improvement in future when I'm able to find a stable pointer so the requirement is not necessary anymore. Still gonna release this since it works properly.

Zelda: Breath of the Wild [EU]

Teleportation v1 [Deathwolf1000]
C0000019 60000000
3C20XXXX 6021XXXX
3C40YYYY 6042YYYY
3C60ZZZZ 6063ZZZZ
3C801300 60840020
3CA01300 60A50024
3CC01300 60C60028
3DA0102F 61AD48AA
A1AD0000 2C0DVVVV # 1. Button - to save
40820034 3CE0XXXX
60E7XXXX 80E70000
90E40000 3D00YYYY
6108YYYY 81080000
91050000 3D20ZZZZ
6129ZZZZ 81290000
91260000 3DA0102F
61AD48AA A1AD0000
2C0DVVVV 40820034 # 2. Button - to load
3D401300 614A0020
814A0000 91410000
3D601300 616B0024
816B0000 91620000
3D801300 618C0028
818C0000 91830000
3C40010F 60426AE0
7C4903A6 4E800420

Press first button to save coordinates.
Press second button to load saved coordinates.

VVVV Button values:
(A button won't work for some reason)
4000 B
2000 X
1000 Y
0008 +
0004 -
0020 L
0010 R
0080 ZL
0040 ZR
0200 Dpad-Up
0100 Dpad-Down
0400 Dpad-Right
0800 Dpad-Left

Requirement:
Search for X Y Z coordinates address with JGecko: 3FF2629D in between range 11000000 - 12000000 (should be always the last one in this case) and then subtract 0x50 bytes from the found address to jump to the X coordinate address. To be safe use 11000000 - 20000000.

X coordinate address = -0x50 bytes
Y coordinate address = -0x4C bytes
Z coordinate address = -0x48 bytes

Example for found X Y Z coordinate addresses: 13371120 13371124 13371128 (they are always next to each other, no matter where!)
C000002E 60000000
3C201337 60211120
3C401337 60421124
3C601337 60631128
............. .............

It might work for NTSC as well, perhaps the button address has to be ported though!

Cheers :)
 
Last edited by Deathwolf1000,

DarkFlare69

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This will get more improvement in future when I'm able to find a stable pointer so the requirement is not necessary anymore. Still gonna release this since it works properly.

Zelda: Breath of the Wild [EU]

Teleportation v1
C000002E 60000000
3C20XXXX 6021XXXX
3C40YYYY 6042YYYY
3C60ZZZZ 6063ZZZZ
3C801300 60840020
3CA01300 60A50024
3CC01300 60C60028
3DA01002 61AD75EE
A1AD0000 2C0D0200
40820034 3CE0XXXX
60E7XXXX 80E70000
90E40000 3D00YYYY
6108YYYY 81080000
91050000 3D20ZZZZ
6129ZZZZ 81290000
91260000 3DA01002
61AD75EE A1AD0000
2C0D0100 40820034
3D401300 614A0020
814A0000 91410000
3D601300 616B0024
816B0000 91620000
3D801300 618C0028
818C0000 91830000
3C40010F 60426AE0
7C4903A6 4E800420
D0000000 DEADCAFE

Press Dpad - Up to save coordinates.
Press Dpad - Down to load saved coordinates.

Requirement:
Search for X Y Z coordinates address with JGecko: 3FF2629D in between range 11000000 - 12000000 (should be always the last one in this case) and then subtract 0x50 bytes from the found address to jump to the X coordinate address. To be safe use 11000000 - 20000000.

X coordinate address = -0x50 bytes
Y coordinate address = -0x4C bytes
Z coordinate address = -0x48 bytes

Example for found X Y Z coordinate addresses: 13371120 13371124 13371128 (they are always next to each other, no matter where!)
C000002E 60000000
3C201337 60211120
3C401337 60421124
3C601337 60631128
............. .............

It might work for NTSC as well, perhaps the button address has to be ported though!

Cheers :)
i was using 20000000 - 4E000000 to search... that's why i failed. nice work
 
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wiiztec

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I don't know why it worked. All i know is that it partially worked and poking a value couldn't reproduce this affect, only changing something in disassembler could
Can you reproduce it and get screenshots of the memory viewer and disassembler?

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

This will get more improvement in future when I'm able to find a stable pointer so the requirement is not necessary anymore. Still gonna release this since it works properly.

Zelda: Breath of the Wild [EU]

Teleportation v1
C000002E 60000000
3C20XXXX 6021XXXX
3C40YYYY 6042YYYY
3C60ZZZZ 6063ZZZZ
3C801300 60840020
3CA01300 60A50024
3CC01300 60C60028
3DA01002 61AD75EE
A1AD0000 2C0D0200
40820034 3CE0XXXX
60E7XXXX 80E70000
90E40000 3D00YYYY
6108YYYY 81080000
91050000 3D20ZZZZ
6129ZZZZ 81290000
91260000 3DA01002
61AD75EE A1AD0000
2C0D0100 40820034
3D401300 614A0020
814A0000 91410000
3D601300 616B0024
816B0000 91620000
3D801300 618C0028
818C0000 91830000
3C40010F 60426AE0
7C4903A6 4E800420
D0000000 DEADCAFE

Press Dpad - Up to save coordinates.
Press Dpad - Down to load saved coordinates.

Requirement:
Search for X Y Z coordinates address with JGecko: 3FF2629D in between range 11000000 - 12000000 (should be always the last one in this case) and then subtract 0x50 bytes from the found address to jump to the X coordinate address. To be safe use 11000000 - 20000000.

X coordinate address = -0x50 bytes
Y coordinate address = -0x4C bytes
Z coordinate address = -0x48 bytes

Example for found X Y Z coordinate addresses: 13371120 13371124 13371128 (they are always next to each other, no matter where!)
C000002E 60000000
3C201337 60211120
3C401337 60421124
3C601337 60631128
............. .............

It might work for NTSC as well, perhaps the button address has to be ported though!

Cheers :)
Shouldn't you add a button to those controls since dpad up & down are already used by the game
 

DarkFlare69

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Can you reproduce it and get screenshots of the memory viewer and disassembler?

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


Shouldn't you add a button to those controls since dpad up & down are already used by the game
If I wasn't lazy, yes. All I did was find my current weapon by doing equal/different searches when changing weapon in hand, found one of them that had a "perfect" float value (4XXX0000) and changed it to a nop in the disassembler window or changed the register to store the result into (directly after the instruction) to a random one ss a test, I forgot which, but one of them worked
 

Deathwolf1000

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Another kind of "workaround" code which could be enhanced soon but also still works now.

Zelda: Breath of the Wild [EU]

Walk through Walls/Objects [Deathwolf1000]
C0000009 60000000
3D60XXXX 616BXXXX
818B0000 3DA0102F
61AD48AA A1AD0000
2C0D0280 4082000C # Button 1
398C0100 918B0000
2C0D0180 4082000C # Button 2
398CFF00 918B0000
3C40010F 60426AE0
7C4903A6 4E800420

Code includes already a preset:
Press LZ+Dpad-UP = first direction.
Press LZ+Dpad-Down = second (opposite) direction.

Feel free to change buttons by yourself :)

20170317_005729.jpg

76evh

Information:
The "character slide/walking directions" triggered by the buttons doesn't mean that looking forward makes the character going/sliding forward! The buttons have always the opposite direction (forward - backward / left - right --> depends on how the character is placed! It can be controlled by walking via joystick and pressing a button at the same time to access all directions precise. In fact it forces the character to go through all things. I recommend using the teleporter code to save your coordinates or moonjump before going through things, you might fall down because of no ground at some points/places.

Requirement
is still needed yet to fill out the XXXX values as an address (it's stated above). Same steps like the teleporter code but only need to subtract 0x48 bytes from the found address, that's it.
 
Last edited by Deathwolf1000,

wiiztec

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If I wasn't lazy, yes. All I did was find my current weapon by doing equal/different searches when changing weapon in hand, found one of them that had a "perfect" float value (4XXX0000) and changed it to a nop in the disassembler window or changed the register to store the result into (directly after the instruction) to a random one ss a test, I forgot which, but one of them worked
I'm pretty sure you can't change registers without hitting a breakpoint
 

Missing Number

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Another kind of "workaround" code which could be enhanced soon but also still works now.

Zelda: Breath of the Wild [EU]

Walk through Walls/Objects
C000000E 60000000
3D60XXXX 616BXXXX
818B0000 3DA01002
61AD75EE A1AD0000
2C0D0280 4082000C # Button 1
398C0100 918B0000
2C0D0180 4082000C # Button 2
398CFF00 918B0000
3C40010F 60426AE0
7C4903A6 4E800420
D0000000 DEADCAFE

Code includes already a preset:
Press LZ+Dpad-UP = first direction.
Press LZ+Dpad-Down = second (opposite) direction.

Feel free to change buttons by yourself :)

20170317_005729.jpg

76evh

Information:
The "character slide/walking directions" triggered by the buttons doesn't mean that looking forward makes the character going/sliding forward! The buttons have always the opposite direction (forward - backward / left - right --> depends on how the character is placed! It can be controlled by walking via joystick and pressing a button at the same time to access all directions precise. In fact it forces the character to go through all things. I recommend using the teleporter code to save your coordinates or moonjump before going through things, you might fall down because of no ground at some points/places.

Requirement
is still needed yet to fill out the XXXX values as an address (it's stated above). Same steps like the teleporter code but only need to subtract 0x48 bytes from the found address, that's it.

gonna need a bit more explaining on the getting of those addresses, i just failed it seems
 

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