@BullyWiiPlaza You were right about the unlocks in Hyrule Warriors. I'll post details later. For now, I'm tired and going to sleep.
What would be the easiest way to
find the new addresses for Infinite Magic and Infinite Max Special? I have plenty of
experience with known value searches, but almost none with unknown value searches.
Damage taken should be easy: start level, take a bit of damage, search for that known
value, take a little more damage, search for that known value, and repeat until you have less than 10 or so candidates, then poke.
First, once you're in a level (pause the game) and do an unknown (initial) dump. Once your energy has increased do a greater than search. Once it decreased do a less than search.What would be the easiest way to
find the new addresses for Infinite Magic and Infinite Max Special?
Okay, @Deathwing Zero, do these match the ones you found?
-snip-
I tested and confirmed them all except for the player 2 codes, which I inferred based on the offsets I calculated for the ones I actually tested. The offset for these battle codes appears to be hex 8780, while the offset for the ones you already posted (I call them Bazaar codes) appears to be hex 10C0A0. Once I realized the offsets were different for the battle codes, I just found the Damage Taken code manually, then added the difference between 1.7.0 and 1.8.0 to the others and poked the new addresses to confirm.
-snip-
For those map item codes that aren't a full 32 bytes, I'd just poke them with TCPGecko.
Yup, those are correct. And that's exactly the way I found them as well. Regarding the codes that aren't 32-bit you can add trailing 0's to make them 32-bit without breaking anything.
For example:
Twilight Map
Have 6 Compasses and Bombs
35629548 0606
would become 35629548 06060000. However, that only works for codes that end in a multiple of 4. So these, for example.
35629540
35629544
35629548
3562954C
Which means that for water bombs and digging mits the code would become 3562954C 00060600
Also, with the Magic Meter code I found an interesting effect by watching how it works in the memory viewer. If you set the value to FFFFFFFF, the magic timer that happens when you use it, will count down from 2710 as normal, however it will fill back up and countdown again a total of 255 times. This means you could poke it at the start of a battle and stay in that mode for an entire battle and it won't run out. I tried it out on a hard mode mission and was in there for half an hour and it never ran out. Works better than poking it several times just to keep it going.
For instance, in the OP cheat list for MK8 v4.1 PAL, I read:
Speed Code Player 1
[4443BB4C] + 52E4 XXXXXXXXI know how to get to the correct address adding the 52E4 offset to the address pointed at 4443BB4C, but then, what kind of value should I input as a replacement to XXXXXXXX ?
So would this one:
Have 99 "Hours"
3562E394 63
become:
Have 99 "Hours"
3562E394 63000000
?
And how would you do the final material code (Zant's Helmet) and "Have 6 Giant Summons"?
Thanks a bunch CosmoCortney! Will try that asap!Somthing like 44000000 should be fine. or 43000000
Somthing like 44000000 should be fine. or 43000000
You need to convert it to the real-time cheat code type and add a button activation in front of it. Sadly I don't know the address of the button activation. Never searched for it
The code would then look like this (the underlined value is the speed's value to be permanently written). There's one problem with the code handler and MK8. It sometimes crashes the game during loading times. I'll fix it once I have time.
030X0000 LLLLLLLL
VVVVVVVV 00000000
00120000 4443BB4C
45000000 4B000000
000052E4 44000000
D0000000 DEADCAFE