Hacking Post your WiiU cheat codes here!

  • Thread starter Thread starter LawnMeower
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In order to "edit" what damages your shield and what doesn't would probably require break points in order to edit the different instructions that decrease durability and what not
If there's a memory address that's read from to say what surface your shield is touching you could lock that to snow or sand. You could find this address without breakpoints by comparing shieldboarding on snow/sand and grass/rock
 
Can you make a code that makes shieldboarding not damage your shield? you can try to search for the difference between on snow or sand which doesn't damage it and on grass or rock which do. I've been trying to do this but apparently I don't have enough RAM to search any significant chunk of memory with JGecko U


I was wondering about ( system requirements ) myself. I have tried to find stuff, but my PC seems to lock up when I try searching. I have 7GB of ram, a 250GB SSD, AMD64 Athlon X2. If I don't have enough ram wouldn't things just go to the swap file?
 
In the 45000000 range are a few dynamic addresses which match the durability of your current equipped weapon. It appears to be have an immediate effect but you have to actually hit something valid (an enemy) for it to work.

I think what happens is the value held in the address is used in the durability calculation so it takes this value, minuses the damage from hitting the enemy and stores that in the common item address we are currently using. By freezing the value your durability will always be whatever you set it to with the code below minus the damage taken

e.g. I freeze the value at 9999. I use my sword to chop a tree, the value in my trainer shows 9899 because it must take 100 damage to chop it down. I chop more tress but the value stays at 9899

Inf Current Held Weapon Durability
30000000 439B6730
40000000 48000000
31000000 00000040
30100000 00000000
40000000 48000000
00120980 0000270F
D0000000 DEADCAFE

This freezes the durability to 9999 when you hit something so the durability will always be 9999 minus last object damage

Does it work for you?

Giving this a test didnt seem to work for me. im on NTSC-US. interestingly though, this managed to break one of my other codes lol. i had a code that made the master sword recharge instantly, and somehow your code made it stop working, even though i have other codes running on the same pointer that still work fine, and my pointer was still pointing to the right place, yet it wasnt recharging the sword anymore. no idea if thats just a coincidence or not but definitely strange i guess.. ill try finding the addresses and make a code that works for me, maybe its just a difference between the PAL version, who knows
 
Last edited by skoolzout1,
Giving this a test didnt seem to work for me. im on NTSC-US. interestingly though, this managed to break one of my other codes lol. i had a code that made the master sword recharge instantly, and somehow your code made it stop working, even though i have other codes running on the same pointer that still work fine, and my pointer was still pointing to the right place, yet it wasnt recharging the sword anymore. no idea if thats just a coincidence or not but definitely strange i guess.. ill try finding the addresses and make a code that works for me, maybe its just a difference between the PAL version, who knows
It worked for me
 
Giving this a test didnt seem to work for me. im on NTSC-US. interestingly though, this managed to break one of my other codes lol. i had a code that made the master sword recharge instantly, and somehow your code made it stop working, even though i have other codes running on the same pointer that still work fine, and my pointer was still pointing to the right place, yet it wasnt recharging the sword anymore. no idea if thats just a coincidence or not but definitely strange i guess.. ill try finding the addresses and make a code that works for me, maybe its just a difference between the PAL version, who knows

I'm NTSC-US, and I used the durability code in the trainer. It worked for me.
 
I just got an update notification for BoTW... hopefully not too many codes are shifted around. Allegedly theyre just fixing frame rate issues so i doubt many things will change too much but we'll see
 
Last edited by skoolzout1,
My Zelda has update. The trainer gives a black screen and the codes I have doesn't work anymore in Jgecko U.
So all codes must be updated to work. :(
 
sighh...

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Last edited by skoolzout1,
I say this a lot, but if we had break points and thus, breakOnWrite abilities. Updating codes could be much faster.

In some cases You could work backwards from old pointers you had.

Because most likely (unless the update fixed items in a codes class) you could take a pointer, refind the new address and work backwards down the old pointer format.

For instance, if a pointer was:

[0x12345678] + 0x50

Odds are the 12345678 address changed but it still functions as a working pointer,

So if you punch in [0xXXXXXXXX] + 0x50 = Health and you find your temporary health address, you could subtract 0x50 to get you to the address that XXXXXXXX is pointing to. Set a break point on it and find what's writing to this address and bam. You find XXXXXXXX, and you have a working pointer again with no dumps and multiple tests needed. It's like solving equations in math but with compooters B)
 
Last edited by skoolzout1,
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botw update ?
damn I hate porting codes :(

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also isn't that old gecko dot net was able to use breakpoint ?
I saw one on a shady website when the WiiU kexploit was released and it worked fine, then I turned over because it was an unstable html gecko loader.
 
Do your cheat codes still work with the new update?
I won't update mine before I have recorded videos of my new codes

Precisely 0 codes work after the update. absolutely everything has shifted most likely.

Ill start updating every code i made and ill post a long list of the updated version hopefully by the end of today or sometime tomorrow. no idea how long it will take
 
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