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Caith

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Wolflink spawn without a amiibo...
i use PandaOnSmack´s trainer
take a arrow what you want an eqip this
change the name from arrow to
ex:
NormalArrow to WolfLink
and press save
shoot on the floor and you get an Wolflink
change the name back to NormalArrow and save again!!
he fight for you, you cant see the live (i think he have 3 hearts)
if you teleport, he will disappear and you must summon him again
i hope anyone make a activator code to summon him without an arrow
WolfLink in hex 576F6C66 4C696E6B
great, and how to change the name for Epona?

Enviado desde mi Honor 4X mediante Tapatalk
 

skoolzout1

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Also did an asm version of the moonjump code, completely different address than the other code.

Zelda - Breath of the Wild

Moonjump
C000000B 60000000
3E40439B 6252F794
82520000 3E60102F
627348AA A2730000
2C132000 40820010
3E804100 62940000
929201B4 60000000
3C40010F 60426AE0
7C4903A6 4E800420
D0000000 DEADCAFE

X Button to lift up.

Ive noticed you seem to use a tad too many lines i think for your ASM code.

in your first line C000000B i think this could be reduced to C0000008

According to CosmoCortney's documentation - http://cosmocortney.ddns.net/enzy/cafe_code_types_en.php#asm

the number at the end is the amount of lines in your code, and he defines one line to be 8 Bytes, thus im pretty sure you could reduce the number of "lines" in the first line of your asm codes.

not sure if this would improve the code at all, but its just something ive noticed and figured i should point out for your future codes.
 

CosmoCortney

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Also did an asm version of the moonjump code, completely different address than the other code.

Zelda - Breath of the Wild

Moonjump
C000000B 60000000
3E40439B 6252F794
82520000 3E60102F
627348AA A2730000
2C132000 40820010
3E804100 62940000
929201B4 60000000
3C40010F 60426AE0
7C4903A6 4E800420
D0000000 DEADCAFE

X Button to lift up.
you don't need the D0 code there :)
The last 2 assembly lines exit the execution. Also consider having the right line count. You have 8 assembly lines so the first line should be C0000008 60000000.
If you use a higher value the following cheats won't be executed. If you use a lower value the codehandler will misinterpret the following cheat
 
Last edited by CosmoCortney,
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vernoulli

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Is it possible to "activate" all the Korok Seed locations as completed instead of just editing the values of seeds in your inventory?..
I'm not up to the task of finding all 900 x.x
 

CosmoCortney

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Is it possible to "activate" all the Korok Seed locations as completed instead of just editing the values of seeds in your inventory?..
I'm not up to the task of finding all 900 x.x
It should be possible. I assume the game uses long string of 900bits where it ORs which seed has been found somewhere close to where the item values are
 

Deathwolf1000

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Ive noticed you seem to use a tad too many lines i think for your ASM code.

in your first line C000000B i think this could be reduced to C0000008

According to CosmoCortney's documentation - http://cosmocortney.ddns.net/enzy/cafe_code_types_en.php#asm

the number at the end is the amount of lines in your code, and he defines one line to be 8 Bytes, thus im pretty sure you could reduce the number of "lines" in the first line of your asm codes.

not sure if this would improve the code at all, but its just something ive noticed and figured i should point out for your future codes.

you don't need the D0 code there :)
The last 2 assembly lines exit the execution. Also consider having the right line count. You have 8 assembly lines so the first line should be C0000008 60000000.
If you use a higher value the following cheats won't be executed. If you use a lower value the codehandler will misinterpret the following cheat

Thank you guys for the information and noticing that! If there are more bytes that it should the code still works, it's critical when not so only the half or less instructions get executed. I was definitely thinking in another way there. Fixed that :)
 

EclipseSin

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Wolflink spawn without a amiibo...
i use PandaOnSmack´s trainer
take a arrow what you want an eqip this
change the name from arrow to
ex:
NormalArrow to WolfLink
and press save
shoot on the floor and you get an Wolflink
change the name back to NormalArrow and save again!!
he fight for you, you cant see the live (i think he have 3 hearts)
if you teleport, he will disappear and you must summon him again
i hope anyone make a activator code to summon him without an arrow
WolfLink in hex 576F6C66 4C696E6B
you can summon Animals too
ex:
Animal_Elk_A

great, and how to change the name for Epona?

Enviado desde mi Honor 4X mediante Tapatalk

take the arrow what you want
ex:
NormalArrow to GameRomHorseEpona
do not change the arrows in the inventory
otherwise you get a freeze

This is really awesome.

GameRomHorseBone <-- only on night, and GameRomHorseNushi works too
Nushi... looks pretty awesome
you can summon/spawn animals, enemys, npc´s ...
Enemy_Ganon
Enemy_GanonBeast
!use on your own risk!
have fun xD

I'm tempted to try Beast Ganon lol.

You're welcome.
 
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CosmoCortney

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Thank you guys for the information and noticing that! If there are more bytes that it should the code still works, it's critical when not so only the half or less instructions get executed. I was definitely thinking in another way there. Fixed that :)
Yes, using a higher amount will let the code being executed just fine. The next cheat in the list won't be executed properly or won't be executed at all.
1 or 2 pages behind I have posted a link where you only need to paste the assembly code as hex. bully has also made a java-based tool to do this :)
 
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Deathwolf1000

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@CosmoCortney Will it be possible in future to access the ASM memory range like the mirrored kernel exploit with special gecko dnet mod or is the work pretty done for now (still awesome!)? I'm aware of making registers free again by disabling asm codes but in fact different fixed hook addresses would save a lot of registers, actually gives infinity of them. A simple PowerPC address which executes permanently could be hijacked and used for an own code-injection, did that on smash 4 as well. At least if the current C0 codetype-system does work like that with limited registers from r0 up to r31 as I guess.

It seems that this does something like that:

Patch Assembly (EXPERIMENTAL) [C2]

Formatting
Example
C2000000 LLLLLLLL
VVVVVVVV 00000000

This allows you to write data to the executable memory range without freezing the system. This Codetype only works with JGecko U and BullyWiiPlaza's tcpgecko.elf.
 
Last edited by Deathwolf1000,

CosmoCortney

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@Deathwolf1000 Something exactly like the Gecko's C1 Code Type won't be possible. Tried it myself but the maximum range a b instruction can use is too small. So I got the idea of the C2 and C3 Codetypes. The C2 does nothing more than simple 32-bit writes to the executable memory range which works fine. The C3 Type is meant to do the same but with strings of N 32-bit writes. This sadly does not work because it times out the execution and freezes the system.
It already had been solved long time ago if performing syscalls to either convert effective to physical, mem-copy or kern_write freeze the system would stop freezing the system. No idea why this happens.
An idea I've got last week is C3 writing the string to the mem-copy-service's address and it then performs the mem_copy syscalls. But it'd reguire a modification of tcpgecko.elf
 

TudorBlue

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Advenced ip scanner didnt pick my wiiu up so I went into the router settings and went through "unknown devices" Ive found it. I have started The Legend Of Zelda, the wind waker HD again, went into homebrew, TCPGecko and activated cosmocortney's code handler by pressing X, I started the game, opened up Jgecko connected my wiiu then went to download the code database, this error came up:

ar 21, 2017 2:44:18 PM l.l.l.m.d m
SEVERE:
java.lang.NullPointerException
at l.l.l.j.e.m(Unknown Source)
at l.l.l.j.h.m(Unknown Source)
at l.l.l.r.H.<init>(Unknown Source)
at l.l.l.l.F.m(Unknown Source)
at l.l.l.l.F.doInBackground(Unknown Source)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Not seen this one before, any help with this will be much appreciated. Thanks in advance
 

wesman96

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I was wondering since the item codes for mario kart 8 has been released to the public. Can someone tell me what the code for infinite star power is since that is the only one I can't find yet. The rest of the code are released. So it shouldn't be much of a problem to say what the code for infinite star power is right?
 

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