Hacking Post your WiiU cheat codes here!

0nethe

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Obviously, you need to convert the speed to a floating point value so try something like 42C80000 and let me know how the speed is like :rofl2:

Yeah, if you add a memory dump it will do it silently. If it won't search at all it's probably because your computer ran out of memory. Only one full memory dump is loaded into the memory though. You can use smaller memory dumps too if you adjust the starting address. If 0 pointers are found, it's because you gave bad input in some way or no pointers exist.
I have a decent computer with 8GB of ram so I don't think it is about the memory. The addresses I found inside the game pokes correctly within that level. When I choose another level it stops working but I can find the next one that pokes again. Dumps the memory each time I find the right address. But I can't find the pointer with the app. If only Cheat Engine could open up bin file, I could easily do there pointer search.
 
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Thomas83Lin

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Well, if we can get write permissions for the 01 range we could make permanent RAM writes using assembly code. We could even make conditional codes like moonjumps and pointers. Sadly there's no (public) possibility to get write permissions to it.
Sorry for bringing up a old post, just catching up on whats possible and what isn't with the WiiU (reading through the whole thread.lol). So the 01mem range is where the game's asm is located yes? and writing to the 01 range is possible just not public? I was wondering why it kept code dumping when I tried modding a instruction, now I know why.

The 3 biggest things I can see missing from gecko dotnet are Breakpoints, Pause, Asm access. Hopefully there is enough interest in the WiiU hacking scene for someone to take on the challenge for making these possible\public. Really looking forward to it.

Big thanks for the progress made
 

Famicon

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Does anybody have a code for Mario Kart 8 that lets me max out my coins? As in they stay at 10 no matter what and I don't suffer coin loss?
 

CosmoCortney

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Sorry for bringing up a old post, just catching up on whats possible and what isn't with the WiiU (reading through the whole thread.lol). So the 01mem range is where the game's asm is located yes? and writing to the 01 range is possible just not public? I was wondering why it kept code dumping when I tried modding a instruction, now I know why.

The 3 biggest things I can see missing from gecko dotnet are Breakpoints, Pause, Asm access. Hopefully there is enough interest in the WiiU hacking scene for someone to take on the challenge for making these possible\public. Really looking forward to it.

Big thanks for the progress made
Well, as far as I understand, writing to the 01 range is performed by mirroring this memory range and then restoring the memory management.
However, wj44 told me to make a version of TCPGecko.elf to load my codehandler in .bin format. I hope it will turn out to be working (for some odd reason compiling .elf fails for me (error 2)).
I will try an older method of pausing the game with asm. (the execution will be stuck in an infinite loop as long as the value of a specific address is 0x00000002. If it's 0x00000003 the game will be unpaused for one frame. If it's 0x00000001 the game will be unpaused.
However, tried this before and unpausing turned out to be tricky. I had to dump about 0x1000000 bytes of memory to unfreeze the system.
I hope this issue won't occure while the codehandler has its own .elf.

Sadly I don't know how to get breakpoints working.

However, ASM access is possible, as long as memory mirroring is enabled. This is how my codehandler is working, just by hijacking a .rpl in the RAM. But it's really unreliable.
For your interest, when memory mirroring is enabled, the value at address 0xA114ED3C is permanently executes. You should be able to overwrite r5. But this causes freezes in mk8 and exiting miimaker. r11 seems to be more reliable, but didn't do any further testing since I'm more interested in launching my codehandler via HBL which would allow us to cheat in splatoon
 

0nethe

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Dunno who made tcpGecko but it would be nice if we can have more state comparison or at least the first one untouched. I notice, every time we perform new search, tcpGecko only keeps the 2 last state in the "search condition" area. It would be nice or fast to look for float unknown number if we start game with full mana for example then keep not equal or equal. Then with an potion or something else, we may happen to recover full mana again, so we can just compare it to the first state where we started with full mana. It' just an idea n_n since all the dumphistory (states) are kept till new search.
 
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Famicon

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Lol, yeah.

I know about that video, but you never posted that code. Also I'm waiting for a code that lets you have infinite of a certain item, so far there's only one code and that's for v4.0 and I have v4.1. I'm not even sure the one from the Infinite Stars videos is v4.1, or if you're willing to share either code. As for the item modifier code, there are 3 lines of code. Do I need all of them with the same value on all 3 sets of code you can generate with JGeckoU's code wizard?
 

BullyWiiPlaza

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I know about that video, but you never posted that code. Also I'm waiting for a code that lets you have infinite of a certain item, so far there's only one code and that's for v4.0 and I have v4.1. I'm not even sure the one from the Infinite Stars videos is v4.1, or if you're willing to share either code. As for the item modifier code, there are 3 lines of code. Do I need all of them with the same value on all 3 sets of code you can generate with JGeckoU's code wizard?
You should do all of them and yeah, no releases but the coins one maybe for offline only usage :)
 

Famicon

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You should do all of them and yeah, no releases but the coins one maybe for offline only usage :)
Yeah offline I have no intention of using codes online.

If I'm not mistaken, would this code work in v4.1 (item modifier) and any idea of when I should poke (insert) and turn it off? Will it work like infinite stars? Oh and was the Infinite Mushroom Turbo code for Time Trials v4.0 or below? Because that code doesn't work, anyway here's the code:

00120000 3FB3CD70
10000000 50000000
0000012C 000000XX
00120000 3FB3CD70
10000000 50000000
00000130 000000XX
00120000 3FB3CD70
10000000 50000000
00000134 000000XX

This is the code after following the pointer guide and using code wizard where XX is the item ID.

Here's the thing, I'm going for the Gold Kart and the speed code is driving me crazy since I keep on going off track and losing coins, which is why I want the 10 coin code, but then I took another look at all the speed codes and now I believe that instead of making myself faster, I can use the speed codes to make everyone else stop. :D
 

BullyWiiPlaza

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Yeah offline I have no intention of using codes online.

If I'm not mistaken, would this code work in v4.1 (item modifier) and any idea of when I should poke (insert) and turn it off? Will it work like infinite stars? Oh and was the Infinite Mushroom Turbo code for Time Trials v4.0 or below? Because that code doesn't work, anyway here's the code:

00120000 3FB3CD70
10000000 50000000
0000012C 000000XX
00120000 3FB3CD70
10000000 50000000
00000130 000000XX
00120000 3FB3CD70
10000000 50000000
00000134 000000XX

This is the code after following the pointer guide and using code wizard where XX is the item ID.

Here's the thing, I'm going for the Gold Kart and the speed code is driving me crazy since I keep on going off track and losing coins, which is why I want the 10 coin code, but then I took another look at all the speed codes and now I believe that instead of making myself faster, I can use the speed codes to make everyone else stop. :D
Yeah, the item code looks correctly converted and you should make everyone else stop.
 

Thomas83Lin

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However, ASM access is possible, as long as memory mirroring is enabled. This is how my codehandler is working, just by hijacking a .rpl in the RAM. But it's really unreliable.
For your interest, when memory mirroring is enabled, the value at address 0xA114ED3C is permanently executes. You should be able to overwrite r5. But this causes freezes in mk8 and exiting miimaker. r11 seems to be more reliable, but didn't do any further testing since I'm more interested in launching my codehandler via HBL which would allow us to cheat in splatoon
Thanks that worked, at least now I have the option to play around with it.
 
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Famicon

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The item mod code for Mario Kart 8 works great, but sometimes it causes an error that makes it so I can't pick up more items. Any word on when to enable/disable it?
 

leic7

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In Pikmin 3, the address for # of pikmins in onions: Is it a real one that the game actually reads from?

I have found some addresses in the NA version, but none of them have any real effect. At most, the fake # is displayed on the screen - but as soon as you take one out, it gets recalculated from the original value.
 

OriginalHamster

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Yeah offline I have no intention of using codes online.

If I'm not mistaken, would this code work in v4.1 (item modifier) and any idea of when I should poke (insert) and turn it off? Will it work like infinite stars? Oh and was the Infinite Mushroom Turbo code for Time Trials v4.0 or below? Because that code doesn't work, anyway here's the code:

00120000 3FB3CD70
10000000 50000000
0000012C 000000XX
00120000 3FB3CD70
10000000 50000000
00000130 000000XX
00120000 3FB3CD70
10000000 50000000
00000134 000000XX

This is the code after following the pointer guide and using code wizard where XX is the item ID.

Here's the thing, I'm going for the Gold Kart and the speed code is driving me crazy since I keep on going off track and losing coins, which is why I want the 10 coin code, but then I took another look at all the speed codes and now I believe that instead of making myself faster, I can use the speed codes to make everyone else stop. :D
That code makes everyone stop?
 

Famicon

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That code makes everyone stop?
No, this one does:

00120000 4443BB4C
10000000 50000000
001A6F5C 000F423F
00120000 4443BB4C
10000000 50000000
00348BD4 000F423F
00120000 4443BB4C
10000000 50000000
004EA84C 000F423F
00120000 4443BB4C
10000000 50000000
0068C4C4 000F423F
00120000 4443BB4C
10000000 50000000
0082E13C 000F423F
00120000 4443BB4C
10000000 50000000
009CFDB4 000F423F
00120000 4443BB4C
10000000 50000000
00B71A2C 000F423F
00120000 4443BB4C
10000000 50000000
00D136A4 000F423F
00120000 4443BB4C
10000000 50000000
00EB531C 000F423F
00120000 4443BB4C
10000000 50000000
01056F94 000F423F
00120000 4443BB4C
10000000 50000000
011F8C0C 000F423F
 
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OriginalHamster

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@Famicon, did you try Mario Kart 8 Trainer ?
You can setup the number of coins, I get gold glider that way, but still can't get gold tires, even when I put over 15000 coins,the unlock message never appears. Also, take care with the unlock section, it reseted my progress twice, just be sure to keep a backup of your save.

btw, thanks for the previous code :)
 
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Famicon

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@Famicon, did you tried Mario Kart 8 Trainer ?
You can setup the number of coins, I get gold glider that way, but still can't get gold tires, even when I put over 15000 coins,the unlock message never appears. Also, take care with the unlock section, it reseted my progress twice, just be sure to keep a backup of your save.
Thanks, and you can try putting 9999 coins and then get just one more coin and you'll get to the 10000 coin line and get the gold tires, I believe you have to get TO each milestone legitimately even if the number of coins isn't legit.
 

OriginalHamster

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Thanks, and you can try putting 9999 coins and then get just one more coin and you'll get to the 10000 coin line and get the gold tires, I believe you have to get TO each milestone legitimately even if the number of coins isn't legit.
That's what I though, it seems you got gold tires by collecting 15000 coins, I did 14990 in order to complete 15000 at the end, but it saved my progress, never got the notice, and still can't get the tires.

It works with glider though, not sure why it does with one but not the other.
 
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