Hacking Post your WiiU cheat codes here!

  • Thread starter Thread starter LawnMeower
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anyone have a code for botw that replaces the first slot of each item category with whatever you want?
i'm at the end of my ropes. im completely confused on how to use jgecko to memory search just to replace a boko club with a fierce deity sword.
 
That's one heck of an upgrade.
if i have a hard limit on inventory space, i will fill it with iconic items that i will then mod to be hard to break (or unbreakable)
so things like the master sword (already have) fierce deity sword, biggoron sword, sage sword... things like those.
would also like to have more iconic threads for link.
 
does someone know if its possible to get Epona back if Epona died ?

in my first final fight i got Epona and Epona died -> when now using continue in the game-> i cant spawn Epona with SSB Link Amiibo :(
 
120 is for current hart not max hart, which is different. I just used the value the game gave me when I maxed it out. Just use the prayer statue and you can confirm that 78 is the maximum for hart containers.
Weird I was able to get 30 heart containers which 30*4 = 120 But thats doing all the divine beasts you can get 19 hearts from the statues + 3 from the beginning + 4 from the divine beasts.... however I used the statue from the temple of time and I was able to max my hearts out with all but 12 of the orbs and that was from the very beginning.... SOOOO I wonder if anyone else noticed that (start a new game cheat to get 120 orbs and talk to that statue at the temple of time to see if you can as well) or maybe I gliched it somehow (I did that after I finished the first challenge to get 1 orb)

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

does someone know if its possible to get Epona back if Epona died ?

in my first final fight i got Epona and Epona died -> when now using continue in the game-> i cant spawn Epona with SSB Link Amiibo :(
I am not sure where but there is a place where you can respawn dead horses I am not sure where though.
 
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@

This weekend I will be able to help out with interface cleanup. I am attempting to find the best practice to have ints represented as string labels. I have accomplished this but through a dirty method:

EXAMPLE
Code:
       public string EquippedHex
        {
            get
            {
                var a = BitConverter.GetBytes(this.Equipped);
                var b = (a.Reverse().First());
                var c = "-";
                if (b == 1) {
                    c = "Equipped"; }
                return c.ToString();
            }
        }

Works up until you double click on a text box. I need to look into best practice when it comes to displaying representation rather than a dirty conversion. I feel the debug tab could really be the heart of this trainer if it is implemented more as a self populated and defined value poker
 
Last edited by Shadow LAG,
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does someone know if its possible to get Epona back if Epona died ?

in my first final fight i got Epona and Epona died -> when now using continue in the game-> i cant spawn Epona with SSB Link Amiibo :(
The stables that hold the the horses will have to be worked on to replace the horse Ids. Give it time we need to change the speed and stuff for them as well.
 
Last edited by Magnus Hydra,
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Weird I was able to get 30 heart containers which 30*4 = 120 But thats doing all the divine beasts you can get 19 hearts from the statues + 3 from the beginning + 4 from the divine beasts.... however I used the statue from the temple of time and I was able to max my hearts out with all but 12 of the orbs and that was from the very beginning.... SOOOO I wonder if anyone else noticed that (start a new game cheat to get 120 orbs and talk to that statue at the temple of time to see if you can as well) or maybe I gliched it somehow (I did that after I finished the first challenge to get 1 orb)
I was unaware that you get hart containers from divine beast and I am not that far into the game yet so don't know. I too got 30 harts on my screen as well using the value of 78 and the prayer statues states no longer able to upgrade. Come to think of it 0x78 is 120 in decimal, so 78 is indeed correct for max hart container. How I got the value of 78 was keep upgrading the harts until I couldn't anymore, and still had some orbs left over. I must have did something in my search, perhaps I inadvertently gave myself more then three harts containers at the start of the statue thing and thus able to fill it all the way up to the brim?
 
Already submitted UI changes to gethub. Defining item names now.

17uyhc.png



Format Example
Code:
                else if (a == "Weapon Lsword 060")
                {
                    b = "Fierce Deity Sword";
                }
                else if (a == "Armor 229 Upper")
                {
                    b = "Fierce Deity Armor";
                }

Here is the part where the community comes into play. Replace X with the name you see in the debug menu, and replace Y with exactly what you see that item labeled as in game.

Code:
                else if (a == "X")
                {
                    b = "Y";
                }


I'm currently doing Armor, and I've already done arrows. We can split the work up between Swords, Shields, Food, Items, and more. Post your edits to paste bin and I'll merge it in, let's do this.
 
Last edited by Shadow LAG,
@

This weekend I will be able to help out with interface cleanup. I am attempting to find the best practice to have ints represented as string labels. I have accomplished this but through a dirty method:

EXAMPLE
Code:
       public string EquippedHex
        {
            get
            {
                var a = BitConverter.GetBytes(this.Equipped);
                var b = (a.Reverse().First());
                var c = "-";
                if (b == 1) {
                    c = "Equipped"; }
                return c.ToString();
            }
        }

Works up until you double click on a text box. I need to look into best practice when it comes to displaying representation rather than a dirty conversion. I feel the debug tab could really be the heart of this trainer if it is implemented more as a self populated and defined value poker

Its one way binding since it has no setter
 
Its one way binding since it has no setter
I was able to fix it, and it's stable now. You might want to check my fork to see if you would like to work it in. I've begun improving the debugger definitions and "Names". Let me know if you like the direction this is headed so my fork doesn't get too far outside your vision.
Github: lllsondowlll
 
Last edited by Shadow LAG,
These don't seem to have been posted before (although I didn't check the entire thread). I was playing the other week and didn't feel like waiting to unlock items, so I found the locations and gave myself as many as I could whilst playing / unlocking them.
You can go above 999, but you shouldn't need to.

It's important that I say 2 things:

1/ Thanks to Shuriax76, without that first code, I wouldn't have know which memory region to look at.
2/ I am still missing 1 item I believe. I stopped playing after a few days. The game is highly repetitive.

Code:
Hyrule Warriors™ [BWPP01]

Max Rupees (9,999,999)[Shuriax76]
00020000 356A2CCC
0098967F 00000000
3560DC24 0098967F
Notes: Change XXXXXX by 0098967F but don't get over ! it the MAX!
Version(0=on-disc): 0

999 Monster Tooth
00010000 3562A876
000003E7 00000000

999 Metal Plate
00010000 3562A874
000003E7 00000000

999 Old Rag
00010000 3562A878
000003E7 00000000

999 Soldiers Uniform
00010000 3562A87A
000003E7 00000000

999 Rock
00010000 3562A87C
000003E7 00000000

999 Aeralfos Leather
00010000 3562A87E
000003E7 00000000

999 Fiery Aeralfos Leather
00010000 3562A880
000003E7 00000000

999 Gibdo Bandage
00010000 3562A882
000003E7 00000000

999 ReDead Bandage
00010000 3562A884
000003E7 00000000

999 Lizalfos Scale
00010000 3562A886
000003E7 00000000

999 Dinolfos Fang
00010000 3562A888
000003E7 00000000

999 Moblin Flank
00010000 3562A88A
000003E7 00000000

999 Shield-Moblin Helmet
00010000 3562A88C
000003E7 00000000

999 Pice of Darknut Armor
00010000 3562A88E
000003E7 00000000

999 Stalmaster Wrist Bone
00010000 3562A890
000003E7 00000000

999 Big Poe Necklace
00010000 3562A892
000003E7 00000000

999 Essence of Icy Big Poe
00010000 3562A894
000003E7 00000000

999 Hylian Captain Gaunlet
00010000 3562A896
000003E7 00000000

999 Goron Armor Breast Plate
00010000 3562A898
000003E7 00000000

999 Ganon's Mane
00010000 3562A89A
000003E7 00000000

999 King Dodongo's Claws
00010000 3562A89C
000003E7 00000000

999 Gohma's Acid
00010000 3562A89E
000003E7 00000000

999 Manhandla's Toxic Dust
00010000 3562A8A0
000003E7 00000000

999 Angorok's Embers
00010000 3562A8A2
000003E7 00000000

For those dumping the Wii U memory, is it possible to dump it all in one go using the LAN adaptor ? Trying to do it via WiFi results in Jgecko U locking up after a while, and it's painfully slow as well.
 
I was able to fix it, and it's stable now. You might want to check my fork to see if you would like to work it in. I've begun improving the debugger definitions and "Names". Let me know if you like the direction this is headed so my fork doesn't get too far outside your vision.
Github: lllsondowlll

Thanks Shadow, I have updated things a fair bit so i'm out of sync now. I used a checkbox for the equipped and I am working on the modifiers for inventory now

The naming is something I want to resolve and I appreciate your code input but I wont list them all statically in the Item class. I will probably use an external file. I want to try and find the data in memory first though

1.8.5 out allowing food to be modified via HEX values

In the Attached I set Modifier 2 to FC8 which made my Cream Soup last for 67 minutes
 

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Last edited by PandaOnSmack,

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