Hacking Post your WiiU cheat codes here!

  • Thread starter Thread starter LawnMeower
  • Start date Start date
  • Views Views 2,113,592
  • Replies Replies 9,274
  • Likes Likes 52
I have a question! Is there a "Quick Level Up" code for Pokken Tournament/Pokemon Tekken? I'd really appreciate this!

@acidmango This is two months too late but thank you for the Infinite HP code!
Do you and @Shinzuya know about a Level Up code?

BTW, I don't know why the font is so small now... lol
 
Last edited by Korados,
Did anyone ever knew that Twilight Princess HD has 288 Savegames included in the game files?
There are 100% Savegames and so on.

unknown.png


These are Save Games that are included in the game.
They are all 100% done except missing a few stamps or 1 item

L0jiatiPSG_0WFJQGJRCrw.png


Edit:

The Savegames have a sorted order.
While the first Save called "Save_001" has 0% done in the game, the last save called "Save_126" has near 100% done in the game. (Few stamps missing)
 
Last edited by Dekirai,
@BullyWiiPlaza My Wii U is always crashing with the newest version of JGeckoU and tcpgecko, but only in Twilight Princess HD.
I connect -> doing something in the Menu or leave the area -> crash
 
Last edited by Dekirai,
Hello my lovely people.

I finally managed to make a Map Loader for Twilight Princess HD.
But before I want to work on it in my Trainer, I need some people who can test the code.

My Code will load the Hyrule Town Map after you press "ZL".
You need to press and hold ZL while selecting a save, if you try to load a map while being ingame, you'll crash the game!
Please send me a feedback!

Load Hyrule Town (Press ZL) [Shinzuya]
09020000 102EFA64
00000080 00000000
00020000 1064CDE8
465F5350 00000000
00020000 1064CDEC
31313600 00000000
00020000 1064CDF0
000000FF 00000000
00010000 1064CDF6
0000465F 00000000
00020000 1064CDF8
53503131 00000000
00020000 1064CDFC
36000000 00000000
00010000 1064CE00
000000FF 00000000
00000000 1064CE04
00000001 00000000
D0000000 DEADCAFE

If it worked, you should stay infront of the Hyrule Castle entrance.
 
Last edited by Dekirai,
hi guys,

i am using jgecko u and some games wont connect and ones that do (wind waker) it doesnt seem to apply the codes when i try apply them.
 
Does anyone feel like porting @DarkFlare69's BotW 'Speed Modifier 2.0' code from 1.0.0 EUR to 1.1.2 USA (his offset doesn't work for me)? I think he used an unupdated EUR copy of BotW to make his codes. :(

Here is the original code:

Code:
Speed Modifier v2.0 [DarkFlare]
00020000 439BF514
XXXXXXXX 00000000

*XXXXXXXX = Speed (In Float)
*00000000 = 0x Speed (Frozen)
*3F800000 = 1x Speed (Default)
*40000000 = 2x Speed
*40800000 = 4x Speed
*41000000 = 8x Speed
*42000000 = 32x Speed

Anyone? Also of note, I'm using Cemu 1.8.0b to find this code, and every time I tried removing the update I have installed the game tells me to update before I can play. So I can't test his original code with 1.0.0. :(

Edit: I figured out how to get the unupdated game working. Testing the code now.
 
Last edited by Maq47,
Hello my lovely people.

I finally managed to make a Map Loader for Twilight Princess HD.
But before I want to work on it in my Trainer, I need some people who can test the code.

My Code will load the Hyrule Town Map after you press "ZL".
You need to press and hold ZL while selecting a save, if you try to load a map while being ingame, you'll crash the game!
Please send me a feedback!

Load Hyrule Town (Press ZL) [Shinzuya]
09020000 102EFA64
00000080 00000000
00020000 1064CDE8
465F5350 00000000
00020000 1064CDEC
31313600 00000000
00020000 1064CDF0
000000FF 00000000
00010000 1064CDF6
0000465F 00000000
00020000 1064CDF8
53503131 00000000
00020000 1064CDFC
36000000 00000000
00010000 1064CE00
000000FF 00000000
00000000 1064CE04
00000001 00000000
D0000000 DEADCAFE

If it worked, you should stay infront of the Hyrule Castle entrance.
Is anyone interested into this? :(
I'm currently reworking on my Trainer and I just finished with my Maploader after 3 hours of testing and 2 hours of programming. (Had alot of bugs in it, that's why it took so long)

There are also unused Maps.
 
I'm sorry to post again but did you notice my last post? For some reason, the font was very small. I really would like to have
a Quick Level Up code for Pokémon Tekken (PAL). And I thought that @acidmango or @Shinzuya could make it for me. Thank you!
 
I'm sorry to post again but did you notice my last post? For some reason, the font was very small. I really would like to have
a Quick Level Up code for Pokémon Tekken (PAL). And I thought that @acidmango or @Shinzuya could make it for me. Thank you!
Sadly I don't really like that game anymore. It just doesn't make fun for me so I will also won't create codes for it. :/
 
Anyone? Also of note, I'm using Cemu 1.8.0b to find this code, and every time I tried removing the update I have installed the game tells me to update before I can play. So I can't test his original code with 1.0.0. :(

Edit: I figured out how to get the unupdated game working. Testing the code now.

What's going on? I tried finding it in both 1.0.0 AND 1.1.0 with no luck. Either the address is Dynamic, or I'm doing something wrong...
 
If somebody wants to test the Maploader in Twilight Princess HD.
First of all:
  • Ignore the 'Main' Tab, it's not completed, not all functions there are working
  • If you want to load a Map, you HAVE TO BE in the 'Save Select' Menu
  • Choose a Map, a Room ID, Spawn ID and an Actor ID
  • If you are done, press & hold the 'Enter' Button on the 'Load the Map' Button so it will rapidly send the Code to the game and will guarantee a 100% working map change
  • Now while holding the 'Enter' Button, also select your save now until the loaded Map appears.
I haven't tested every single Map, so do not blame me if you crash or something else.
You may just get a blackscreen, so just press the 'Home' button and return to the Menu.
Some maps or spawns or actors are just not working.
Also read the 'READ THIS' Button that you can find in my Tool.

This stupid "Hold 'Enter'" shit will get removed soon.

Maps and their Spawn, Room & Actor ID's can be found here: https://tcrf.net/Proto:The_Legend_of_Zelda:_Twilight_Princess/Map_Select
 

Attachments

Last edited by Dekirai,
It's not dynamic, how have you tried to find it?

I'm using CheatEngine 6.5 to find the offset. Here are the steps that I use to search:

1.) I open up Cemu 1.8.0b
2.) I open CheatEngine 6.5
3.) I open up the cemu.exe process in CheatEngine 6.5
4.) I find the only Memory Region with size of 0x54720000 (LibreVR said that this is the RAM's region, which his Memory Editor uses) and note it's address
5.) I jump to that address plus the offset of the Speed Modifier ( [rambaseaddr]+0x439BF514 )
6.) I load BotW with the 1.1.0 update in Cemu 1.8.0b and fully load a save file
7.) I pause the game and look at the address in Memory Viewer again in CheatEngine 6.5
8.) There is no pointer there, and the area around the offset is all zeroes for at least 0x1000 bytes before and after the address (that RAM area is unused)

There's a high chance that BotW's RAM doesn't immediately start at 0x00000000 in the correct Memory Region in Cemu. If so, I need a reference point (preferably a 32-byte value that's always constant after a save is loaded in 1.1.0) to search for in CheatEngine.
 
I'm out the loop with cheat codes, what are the latest tools to create and apply codes (PC and Wii U side)?
 
@skoolzout1 How do you get your pointers to be so accurate?
I found different locations where an object's ID (stasis'd ID?) is, but I can't seem to make a pointer that points to the correct ID for every different object I stasis.

Example I'm dealing with right now:

I stasis a guardian. The ID of the Guardian is set to 00000219 within the 43856CE8 address, let's call that address "Address1" for now.
I search for the same value inside Address1 within the Guardian's object data, and I managed to find it.
The same value of 00000219 is also located within the 45CB9AB0 address, let's call this "Address2".

I do the same to an iron box, I stasis it, the value of 000006FA is stored within the 43856CE8 address (Address1).
I search through the object's data and find the same value of 000006FA within the 456999B4 address, let's also name this "Address2".

Okay then... now I know that the value of Address1 is also located within the "Address2" of every object, time to create a pointer.
I wanted to create a pointer that points to the "Address2" of every object, so I could use and call upon the value stored within Address2
whenever I want. But, unfortunately whenever I try to search for such a pointer, no such thing exists.


I see that in your "Point and Kill" code, you have a pointer set to go to the objects health based off of what value is held within the Address for the stasis object (43856C88),
assuming that the Address for the stasis object (43856C88) is "Address1" and the Pointer for the object's health ([0x43856C88] + 0x540) is "Address2".

Address for stasis object: 43856C88
Pointer for object's health: [0x43856C88] + 0x540

How can I make pointers as accurate as this one in which they point to the correct value (the object's health), regardless of what object you're using it on? I can't seem to get it right.

EDIT: Nevermind I managed to figure it out, All I had to do was simple math :P the pointer ended up being the the Address for the stasis object (43856C88) + 0x50 which leads to the object's stasis ID
 
Last edited by Megabyte918,
Hey, @skoolzout1, could you post another dump for BOTW US 1.1.0? I need a smaller dump this time (0x4225C000-0x4225D000). Thanks.
I only have One dump from 1.1.0, and it's @RandomUser 's dump. ill upload it and send you it and you can take whatever you want from it.
@skoolzout1 How do you get your pointers to be so accurate?
I found different locations where an object's ID (stasis'd ID?) is, but I can't seem to make a pointer that points to the correct ID for every different object I stasis.

Example I'm dealing with right now:

I stasis a guardian. The ID of the Guardian is set to 00000219 within the 43856CE8 address, let's call that address "Address1" for now.
I search for the same value inside Address1 within the Guardian's object data, and I managed to find it.
The same value of 00000219 is also located within the 45CB9AB0 address, let's call this "Address2".

I do the same to an iron box, I stasis it, the value of 000006FA is stored within the 43856CE8 address (Address1).
I search through the object's data and find the same value of 000006FA within the 456999B4 address, let's also name this "Address2".

Okay then... now I know that the value of Address1 is also located within the "Address2" of every object, time to create a pointer.
I wanted to create a pointer that points to the "Address2" of every object, so I could use and call upon the value stored within Address2
whenever I want. But, unfortunately whenever I try to search for such a pointer, no such thing exists.


I see that in your "Point and Kill" code, you have a pointer set to go to the objects health based off of what value is held within the Address for the stasis object (43856C88),
assuming that the Address for the stasis object (43856C88) is "Address1" and the Pointer for the object's health ([0x43856C88] + 0x540) is "Address2".

Address for stasis object: 43856C88
Pointer for object's health: [0x43856C88] + 0x540

How can I make pointers as accurate as this one in which they point to the correct value (the object's health), regardless of what object you're using it on? I can't seem to get it right.

Lol, its funny that you compliment my accurate pointers but yet lately ive been struggling with finding pointers for certain codes.

Anyways, Yes. I got really lucky and found that the address of 43856C88 is a Pointer to the object you are pointing at to stasis. It also points to the objects you are going to magnesis sometimes as well.

When you arent pointing at an object to stasis, this address contains 00000000. so when you ran a pointer search to find the Address2's of your objects, the address of 43856C88 would have been 00000000 when you were searching, and the pointer searcher would not find any results.


The address that is within 43856C88 points to the start of the objects structure. Pointers always (or probably 99% of the time) point to the start of an objects class/structure.

If you go to the address inside of 43856C88, you'll see that right near the top, is the objects name (if you view it in UTF-8 mode) and everything below that is more information about the object.

These are the offsets from the address inside of 43856C88 that ive found already (and a couple notes about them), including the stasis ID that you're after:

ENEMY STRUCT
0x50 is Stasis ID
0x274 is size X,Y,Z.
0x204 spoof X coord
0x214 spoof Y coord
0x224 spoof Z coord
0x794 is awareness of link. (FFFFFFFF = doesnt see link)
0x71C = weapon? FFFFFFFF = no weap
0x72C = Shield? FFFFFFFF = no shld
0x364 = IsStasis'd (4X = True, 0X = False)
0x48F = IsStasis'd 1X = Being targetted, X4 = free, XC = Froze
0x540 = Object Health

Ive already made codes on all of these, but haven't released them.

certain things like the stasis, are actual booleans and are exactly 1 bit so the only efficient way to set those bits is to use bitwise operations like AND and OR.
The X's imply that that Nibble (4 bits) could be anything


but that is probably irrelevant to you :P you could just use:

[0x43856C88] + 0x50

as a pointer to the objects ID to obtain it from any object you're pointing at.
I haven't tested it extensively, so i don't know if it works on every single object and enemy. But it more than likely will since object structures and enemy structures are very very similar. (For example, the health of an enemy is always 0x540 away from the base address inside of 43856C88, and so is the health of an object)

if i didnt answer your question well enough, or you have more questions, feel free to ask :3
 
Last edited by skoolzout1,
Last edited by skoolzout1,

Site & Scene News

Popular threads in this forum