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TheWord21

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Hey, @skoolzout1? Remember that idea of warping to a different interior upon a loading screen rather than the one you were supposed to go? Well, I'm running into a bit of a snag with that; even with putting the Shrine names in .json format, I turn up empty. I do have a save dump of being at Ta'loh's Shrine, but typing in the name doesn't bear any fruit, so... my next idea is to use a difference checker.
 

ShadowOne333

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@skoolzout1 @TheWord21 is there any way in which we can change the base defense for the Armors with the BotW Trainer?
Like for example change the Old Shirt's base defense from 1 to something else and keep it that way with something like Mod type and Mod Amount?
 

.44 Magnum

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@skoolzout1 I think I found the issue with why the rain didn't stop when I tried to use the code yesterday. The weather mod code on your paste bin is slightly different than the one you provided last night. On your paste bin the last 2 digits of the top line is E4 whereas the one you posted last night is F0. If I try to make it dark and rainy with the code from your paste bin (E4) nothing happens, but if I replace the sunny value with the dark and rainy value using the code from last night (F0) it starts raining almost instantly. Just something I noticed and thought you might want to take a look at it.
 
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TheWord21

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@skoolzout1 @TheWord21 is there any way in which we can change the base defense for the Armors with the BotW Trainer?
Like for example change the Old Shirt's base defense from 1 to something else and keep it that way with something like Mod type and Mod Amount?

Yeah... about that, I tried that before, and I had zero luck in finding the base defense for armor. None. I even turned up empty trying to find the base attack for weapons. It really doesn't help that I don't know where the offsets for this stuff is... but I think skoolzout might know... perhaps.
 

skoolzout1

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Hey, @skoolzout1? Remember that idea of warping to a different interior upon a loading screen rather than the one you were supposed to go? Well, I'm running into a bit of a snag with that; even with putting the Shrine names in .json format, I turn up empty. I do have a save dump of being at Ta'loh's Shrine, but typing in the name doesn't bear any fruit, so... my next idea is to use a difference checker.
Hmmmmm. Well I wish you luck, it's not going to be easy to find, assuming it exists.
@skoolzout1 I think I found the issue with why the rain didn't stop when I tried to use the code yesterday. The weather mod code on your paste bin is slightly different than the one you provided last night. On your paste bin the last 2 digits of the top line is E4 whereas the one you posted last night is F0. If I try to make it dark and rainy with the code from your paste bin (E4) nothing happens, but if I replace the sunny value with the dark and rainy value using the code from last night (F0) it starts raining almost instantly. Just something I noticed and thought you might want to take a look at it.
Yes you're right. The weather mod changed between the updates but I forgot to record it on the pastebin. Thanks for pointing it out. I feel dumb, lol.
Yeah... about that, I tried that before, and I had zero luck in finding the base defense for armor. None. I even turned up empty trying to find the base attack for weapons. It really doesn't help that I don't know where the offsets for this stuff is... but I think skoolzout might know... perhaps.
First of all, why do you want to increase the base damages and armour ratings of items if there's already defence and attack mods lol? Secondly, there might be a class you can modify for the weapons and armour. But I'd have no idea where it'd be. You wouldn't really be able to find it through searching since it doesn't change, it's just memory that's being read. But if I had to guess. I would think it's either lost somewhere in the vastness of 13000000-3F000000 or it could be near the weapons durability, which is between 45000000-49000000
But you can follow the pointer under the codes on my pastebin to show you roughly the area your weapon is in. As for armour though, you're out of luck as far as having a pointer to guide you.
Break points could back trace where the armour modifier code at 43ABFEF7 is getting its value from when you put on a piece of armour.
 
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.44 Magnum

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Yes you're right. The weather mod changed between the updates but I forgot to record it on the pastebin. Thanks for pointing it out. I feel dumb, lol.

No problem! I was thinking exactly that when I had seen that the two codes were a little different given the fact that lightning is weather related and those codes had to be updated to v1.1.2.
 
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Ziggyhacks

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I've been searching the RAM of SM3DW, and made a few codes. Some won't be released yet, but in the meantime, here's one code:
Teleporter [Ziggyhacks]
09020000 102F48A8
00002000 00000000
30000000 3D379D84
10000000 4CD9FFFF
31000000 0000004C
30100000 00000000
10000000 4CD9FFFF
31000000 00000000
12100001 00000000
D0000000 DEADCAFE
09020000 102F48A8
00002000 00000000
30000000 3D379D84
10000000 4CD9FFFF
31000000 0000004C
30100000 00000000
10000000 4CD9FFFF
31000000 00000004
12100002 00000000
D0000000 DEADCAFE
09020000 102F48A8
00002000 00000000
30000000 3D379D84
10000000 4CD9FFFF
31000000 0000004C
30100000 00000000
10000000 4CD9FFFF
31000000 00000008
12100003 00000000
D0000000 DEADCAFE
09020000 102F48A8
00001000 00000000
30000000 3D379D84
10000000 4CD9FFFF
31000000 0000004C
30100000 00000000
10000000 4CD9FFFF
31000000 00000000
13100001 00000000
D0000000 DEADCAFE
09020000 102F48A8
00001000 00000000
30000000 3D379D84
10000000 4CD9FFFF
31000000 0000004C
30100000 00000000
10000000 4CD9FFFF
31000000 00000004
13100002 00000000
D0000000 DEADCAFE
09020000 102F48A8
00001000 00000000
30000000 3D379D84
10000000 4CD9FFFF
31000000 0000004C
30100000 00000000
10000000 4CD9FFFF
31000000 00000008
13100003 00000000
D0000000 DEADCAFE
Use X to save coordinates and Y to load them. I plan to add save slots in the future.
 

TheWord21

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@skoolzout1 Thanks for the wish of luck on finding base damage/defense of armor I think I'll need it. As for the base damage/defense increasing, do know that I didn't ask for that but I did try to search for it... which is rather pointless because of what you said.
 

skoolzout1

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@skoolzout1 Thanks for the wish of luck on finding base damage/defense of armor I think I'll need it. As for the base damage/defense increasing, do know that I didn't ask for that but I did try to search for it... which is rather pointless because of what you said.
Sorry if i discouraged you at all. its out there somewhere if you search long and hard enough
 

TheWord21

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Sorry if i discouraged you at all. its out there somewhere if you search long and hard enough

Ahh, don't worry about it, my good man. I'll be alright. But, hey, at least I know the base defense for the currently equipped shield, so it's not all a total loss.

By the way, would something like this require breakpoints or even then would it be impossible: having Link walk on a wall instead of climb it?

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

Can someone make smash4 codes? usa

If that's for Wii U, I recommend you go to this site: http://gewiihacks.freeforums.org/super-smash-bros-for-wii-u-f18.html
 

skoolzout1

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Ahh, don't worry about it, my good man. I'll be alright. But, hey, at least I know the base defense for the currently equipped shield, so it's not all a total loss.

By the way, would something like this require breakpoints or even then would it be impossible: having Link walk on a wall instead of climb it?

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



If that's for Wii U, I recommend you go to this site: http://gewiihacks.freeforums.org/super-smash-bros-for-wii-u-f18.html

Wow jeez.. That'd be pretty hard to do regardless. Ultimately break points are only needed to back trace the "math" that causes the addresses to contain the values that they do. And from there you can change the "math" to do whatever you want. For example if you set a breakpoint on links health and let him get hit. You'd probably see something that basically looks like:

1: load up links current health
2: load damage of weapon that hit link.
3: subtract weapon damage from links current health
4 store this result back into links health.

And that happens in literally like 1 billionth of a second and like millions and millions of times faster than even a single in-game frame passes by.


Here's another example
I don't know if this is how BoTW does it, but many many many many games use this method to do jumping animations (like Far Cry for example)

When you press jump this is what happens.

1: a positive vertical acceleration is applied to your character (obviously) And so this every frame your character moves upwards faster and faster.
2: as each frame passes, the game compares your current height, to the ground constant (the distance to the ground) and compares it to a max height constant. This basically checks to see if the character has reached their max height.
3: when they've reached the jump height constant. The vertical acceleration is set to 0 and then set to start decreasing (or increasing in the negative direction, cause you to start falling faster and faster)
4: at this point the game no longer cares about the max jump height, since you aren't rising.
And now starts to compare your height to the ground constant again. This is usually a very small decimal number like 0.005 representing how far from the ground you must be to be considered "grounded" and so once your height compared to the distance from you to the ground is equal to this number, you stop moving and become grounded basically.

Sooo now after saying that. If you set a breakpoint on a characters gravity/velocity, since those aren't always too hard to find, you can set a break point on the vertical gravity address and you can witness the "math" of it comparing to the max jump height address and the ground distance constant, and now guess what? You've made a way to make super jumps and levitation hacks. By changing the jump height limit, your character will jump super high before falling down again, and by changing the ground constant you affect how close to the ground you have to be to be considered grounded, so if you make it a larger number your character will stand normally even though they'll be much higher off the ground.

Sorry for the long and probably poorly explained explanation of some cool uses for breakpoints.

As a side note/bonus cool thing about them, is that the instructions that are responsible for a certain addresses value, are very often responsible for multiple different addresses.

An example: if you found an enemies Awareness value, in other words, the value that says "I found link! Now I'm gonna attack him" you could set a breakpoint on that address and you could find the math that makes it all happen, and if you changed that instruction that is writing to the address to signify that the monster sees link, it would be very likely that every single enemy's "detection of link" protocol would run through those exact same instructions. So if you change it so that the instruction never allows the address to say "I found link" then effectively you've made every enemy in the game blind.

.....that didn't make sense at all I'll bet.. 4 Am rants, what else can I say
 
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