1. Lazlo52

    Lazlo52 Member
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    RedRose30 likes this.
  2. RedRose30

    RedRose30 GBAtemp Fan
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    Thank you very much for finding this for me :)
    I’ll check it out.
     
  3. Bera666

    Bera666 Newbie
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    Greetings!

    I'm, in a way, a GBATemp user for quite a long time now.
    But I have just created my account to post this.
    The discussions here tend to be so rich, that just by reading them I can always understand what I want. No need to post my question.

    So, I have a 32gb USA wiiu with FW 5.5.1, HBL and haxi installed as channels (not coldboot), and the latest versions of bullywiiplaza's TCPgecko installer and JGeckoU on my win 7 x64.
    All of this seems to be in perfectly working order.

    And all I want is to be able to have infinite ammo on Resident Evil Revelations.
    I've tried ALL of wiitendo84's RE R cheats and none of them work. Like this one:

    Infinite Ammo 9mm
    00120000 3B2B6494
    10000000 40000000
    00006DC0 00000FFF

    They all instantly lock up my wiiu when I click "send codes" on the jgecko.

    I've also tried dekirai's cheat, which himself said it would lock up the game after some time it was applied. This:

    Refill 9mm Ammo (Press Minus)
    09020000 102EFA64
    00000004 00000000
    30000000 3BAA2250
    10000000 50000000
    31000000 FFFFFD20
    30100000 00000000
    10000000 50000000
    31000000 0000018E
    00120000 00FF0000
    D0000000 DEADCAFE

    In fact, not only did it lock up my console after some time it was applied, but it didn't even work.

    So, I started studying the code creation process and, thanks to the addresses wiitendo84 used on his cheats, I was able to quickly find the addresses on my system's ram that contained the amount of ammo in the inventory, using the search feature of jgeckou.
    Changing it's value manually works perfectly.
    Then, I discovered that the specific address would always change between boots/new map loads, and so, I set sail on finding a pointer for it, using the dump function of jgecko and then the universal pointer searcher.
    It took me a while, but I finally found a nice pointer, that always leads me to the right address using the "follow pointer" functionality of the memory viewer tab on the jgecko.
    Then, I tried creating a cheat code using the code wizard on the jgecko.
    first, parse the pointer, then filling in the gap with the memory write code scheme from the documentation and the value to be written, which I borrowed from wiitendo84's codes. Thanks man!!
    So, I ended up with a code that works, makes my ammo infinite, but after some time the cheat is applied, the console randomly locks up. Just like with dekirai's code.

    My code for NTSC eshop resident evil revelations (ABHE08):

    Infinite 9mm Bullets
    30000000 40CB4688
    10000000 50000000
    31000000 00000254
    00120000 00006DC0
    D0000000 DEADCAFE

    So, does anyone have any insight as to why does the code initially work, but after a few moments the console locks up??

    Thank you all very much for all the things I learned from you throughout the years!!

    Cheers!

    --EDIT--
    I just noticed that the code wizard generates two different codes from the same pointer whether the game is running when you parse it, or not. Both of them work and lock up the console after a few moments.
    The last one was generated with the jgeckou not connected. While this one was generated with it connected to the console running the game:

    30000000 40CB4688
    39ECFA0D 3D823BAA
    31000000 00000254
    00120000 00006DC0
    D0000000 DEADCAFE

    and the pointer used for both: [0x40CB4688] + 0x254
     
    Last edited by Bera666, Jun 8, 2020
    Lazlo52 likes this.
  4. masterbuzzsaw

    masterbuzzsaw Member
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    Ok, I'm finally getting to Donkey Kong Country: Tropical Freeze after so long. Though I'm happy so far with the codes I found, I would love for someone to make the following codes for the game:

    Have All Kong Letters for each stage
    Have All Puzzle Pieces for each stage
    Infinite Lives
    Infinite Banana Coins
    Always Low Time in Time Attack

    These would cover about everything I want for DKCTF. I would really appreciate any and all help! Thanks in advance!
     
  5. wiitendo84

    wiitendo84 GBAtemp Advanced Fan
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    Yeah my codes from that game were for the disc version. If I remember correctly, the eshop version has different codes. Been a while since I made them.
     
  6. sk2020

    sk2020 Newbie
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    @CosmoCortney Could you please give me the codes for Nano assault neo? thanks
     
  7. Lazlo52

    Lazlo52 Member
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  8. MikaDubbz

    MikaDubbz GBAtemp Maniac
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    This is a weird question, but can N64 Gameshark codes be translated to this format for N64 games on the Wii U VC?

    Specifically, I want to enable codes for Mario Golf (N64) on the Wii U VC. These are the Gameshark codes I have and want to use:
    Enable Code (Must Be On) F10B1670 2400
    Unlock ?? 810C2900 000E
    Unlock ?? 810C2902 000F
    Unlock ?? 810C2904 0010
    Unlock ?? 810C2906 0011

    Those ??, are characters you can play as, specifically they are the GBC characters you could import into the game. There names are ?? by default since in the GBC game you could name them and then their name would have appeared in the N64 version if transferred. Short of this Gameshark code, there is no way to get these characters into Mario Golf on the Wii U as even on real hardware, the characters would never stay in the game, as soon as you turned off the N64 and returned, you'd have to reconnect your GBC copy to get the characters back in the game, so a simple save import can't unlock them, and the in-game unlock everything code doesn't include the GBC characters either. And seeing those 4 blank spaces in the character select screen always triggers my OCD. Great thing about the VC though is that, the game always gets suspended when you leave it, so unless you reset it from the options, the characters would stay added in indefinitely after using the gameshark code once.
     
  9. Lazlo52

    Lazlo52 Member
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    Well, first off, unless that Enable Code was specifically made for those character codes, you don't need the Enable Code. Anyway...the addresses will be in different places on WiiU VC, but there's a decent chance the offsets are the same. lf you can find another simple code that exists for both the version those four were made for and the WiiU VC version, then you can find the difference between them and get the WiiU VC addresses.

    ... I think l explained that well enough. There should be other codes for the WiiU VC version for comparison.
     
  10. MikaDubbz

    MikaDubbz GBAtemp Maniac
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    No, unless I've missed something, there are no Wii U VC codes for the game.
     
  11. tastymeatball

    tastymeatball GBAtemp Regular
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    MikaDubbz likes this.
  12. MikaDubbz

    MikaDubbz GBAtemp Maniac
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    Yeah I knew their stats would not be unique unless that data was also modified, since that data would normally be transferred from your GBC data. But that's ok, really I just needed those empty slots filled to appease my OCD. So thank you for this!
     
  13. BigPanda

    BigPanda GBAtemp Regular
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    It is possible to load Kernel31 exploit from Haxchi ?
     
  14. MikaDubbz

    MikaDubbz GBAtemp Maniac
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    Hmm, these aren't working, any chance that there is a difference between the Europe version and US version? I'm on US and the code does specify (E).
     
  15. tastymeatball

    tastymeatball GBAtemp Regular
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    I actually used the US version. But I also found out that the addresses aren't static. Maybe it will work if you restart the emulator a few times. But you can also look 0x100 bytes earlier or later in the memory(address 0x17BB8928). On my sencod attempt it was just 0x100 bytes before. If there are a bunch of 0xFF at that position there are very likely your address.
     
  16. MikaDubbz

    MikaDubbz GBAtemp Maniac
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    Ah, interesting, I'll have to tool around with this, thanks for the info.

    — Posts automatically merged - Please don't double post! —


    Well a few resets was indeed all it took. I didn't realize though that what you meant by clones of Plum was character model, portrait, and all though, I thought you just meant stats. I'm sure there is little that can be done to fix this without a much deeper look into the data of the game which I certainly don't expect anyone to do. I even wonder if the GBC cart itself actually contains the character model data (or parts of it) that then get sent to the N64 game, meaning that you literally can't even see the character models in the N64 game without the GBC cart sending the data that it does. Ah well, I appreciate you looking into this as much as you have. Thanks!
     
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