Hacking Post your WiiU cheat codes here!

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hmm, i see. better keep memory dumps of previous updates so we can possibly make pointer codes that work on any updated version

I think that would require a 3 stage pointer then? I'm sure it's possible unless a dramatic update is released but it would require a pointer one stage above that points to the pointers we use now. Although most pointers we use are 1 stage, if it's possible to find cross-update pointers we may be able to get away with 2 stage pointer searching.

The only dumps I have from the pre update are for pointers that are already 2 stage.. So I'm out of luck for checking unless Bully makes a 3 stage pointer search option in his pointer searcher


And the dumps should probably be a full game dump from 10000000-4C800000 if we want to have any chance of finding one across an update
 
Last edited by skoolzout1,
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I think that would require a 3 stage pointer then? I'm sure it's possible unless a dramatic update is released but it would require a pointer one stage above that points to the pointers we use now. Although most pointers we use are 1 stage, if it's possible to find cross-update pointers we may be able to get away with 2 stage pointer searching.

The only dumps I have from the pre update are for pointers that are already 2 stage.. So I'm out of luck for checking unless Bully makes a 3 stage pointer search option in his pointer searcher


And the dumps should probably be a full game dump from 10000000-4C800000 if we want to have any chance of finding one across an update
yes. but first search for a single layer pointer for (e.g.) 1.0.0. then search for the same one on 1.1.0. now do a pointer scan for the pointer locations
 
In case anyone is interested I managed to get my Donkey Kong Country Tropical Freeze mods\cheats working with the Eshop backups or Original Disc using either Haxchi or Mocha, This works from sysnand or usb. You can get it in my sig.

Before they only worked with loadliine which i still find to be easier but thought I'd would get them working with eshop or a legit disc anyways. Have Fun!

Just for curiosity, will there be any chance for the codes to be converted in order to be used by JGecko U?
 
Last edited by MushGuy,
BoTW - NTSC - US: Updated Codes for Version: 1.1.1
=================================

Infinite Health [skoolzout1]
30000000 4225C780
10000000 50000000
31000000 00000388
00120000 000000XX
D0000000 DEADCAFE
* pointer used : [0x4225C780] + 0x388
*Replace XX with the number of quarter hearts you have in Hexadecimal.
so take the number of hearts you have, multiply by 4 and convert to Hex and place it there.

Infinite Stamina
00020000 4243A594
453B8000 00000000
*This is the value for to max stamina only.
Each stamina Wheel you have adds 1000 to your stamina value. figure out how much your stamina value is in decimal and convert it to floating point here: type the number in the top and click convert to Binary, and paste the hex value over the 453B8000.
I could make a code that reads your current max stamina and writes it to this address, making an auto-updating infinite stamina code. but im not getting paid enough for this sooooooo. ;)

1127115E = button activator... this was the only thing that didnt change through the update for me
(Higher 16bits of this address are buttons, lower 16bits is the analog stick inputs)
8000 A
4000 B
2000 X
1000 Y
0008 +
0004 -
0020 L
0010 R
0080 ZL
0040 ZR
0200 Dpad-Up
0100 Dpad-Down
0400 Dpad-Right
0800 Dpad-Left

Instant Mipha's Grace Refill [skoolzout1]
30000000 43ABA020
10000000 50000000
31000000 0000047C
00120000 00000000
D0000000 DEADCAFE
* [43ABA020] + 0x47C

Instant Master Sword Recharge [skoolzout1]
30000000 43ABA020
10000000 50000000
31000000 00000488
05120000 00000000
40800000 00000000
00120000 40200000
D0000000 DEADCAFE
* [43ABA020] + 0x488

Current Weapon Infinite Durability
30000000 45188784
10000000 50000000
31000000 00000040
30100000 00000000
10000000 50000000
31000000 00000980
00120000 0000FFFF
D0000000 DEADCAFE
*Pointer used: [[0x45188784] + 0x40] + 0x980

Current Bow Infinite Durability
30000000 4518883C
10000000 50000000
31000000 00000040
30100000 00000000
10000000 50000000
31000000 00000980
00120000 0000FFFF
D0000000 DEADCAFE
* Pointer used : [[0x4518883C] + 0x40] + 0x980

Current Shield Infinite Durability
30000000 451887E0
10000000 50000000
31000000 00000040
30100000 00000000
10000000 50000000
31000000 00000980
00120000 0000FFFF
D0000000 DEADCAFE
* Pointer used : [[0x451887E0] + 0x40] + 0x980

**Note: The infinite current durability codes were originally discovered by PandaOnSmack, but i found a better pointer and also have updated them to the new patch (obviously)

Current Weather/Skybox Mod [skoolzout1]
00020000 407B5CE4
XXXXXXXX 00000000

* Replace X's with:
01030002 = cloudy
03010002 = dark rainy also 02000002
00010002 = sunny
07000007 = lightning and rain (Sound and skybox only)
05000007 = fog and snow (Effect only)

Stasis has no cooldown
00020000 4383EABC
00000000 00000000

Remote bombs have no cooldown
00020000 4383EA34
42B70000 00000000
00020000 4383EA4C
42B70000 00000000
*i believe this value only applies to remote bomb+
if you dont have remote bomb plus, go to 4383EA34, pull out sphere bomb, and detonate it, watch what value it reaches when it stops, and replace the two 42B70000's with that value

Stasis lasts until Dpad Down [skoolzout1]
03010000 1127115E
00000100 00000000
00020000 4383EAC0
00000000 00000000
D0000000 DEADCAFE
04010000 1127115E
00000100 00000000
00020000 4383EAC0
40200000 00000000
D0000000 DEADCAFE
*enemies and objects stay frozen forever, dpad down releases them.

Perfectly Stealthy [skoolzout1]
00020000 43A5FCA8
00000000 00000000
*able run around and whistle completely silently, enemies can still detect you if you walk in front of them or touch them

Teleport [skoolzout1]
03010000 1127115E
00000880 00000000
30000000 439C0794
10000000 50000000
31000000 00000140
12100000 00000000
15040000 3DCCCCCD
13000000 4C000100
12100001 00000004
13000001 4C000104
12100002 00000008
13000002 4C000108
D0000000 DEADCAFE
03010000 1127115E
00000480 00000000
30000000 439C0794
10000000 50000000
31000000 00000140
12000000 4C000100
13100000 00000000
12000001 4C000104
13100001 00000004
12000002 4C000108
13100002 00000008
D0000000 DEADCAFE
* (ZL+Dpadleft = save current coordinates) (ZL+DpadRight = load saved coordinates)
Links coordinates: [439C0794] + 0x140
saved coordinates are stored in RAM (by me) at 4C000100.

Moonjump [skoolzout1]
03010000 1127115E
00002000 00000000
00020000 439C0528
BF800000 00000000
D0000000 DEADCAFE
04010000 1127115E
00002000 00000000
00020000 439C0528
3F800000 00000000
D0000000 DEADCAFE
* Press X to moonjump, this is the same as the old moonjump i believe, in terms of the method used.

Moonjump V2 [skoolzout1]
03010000 1127115E
00002000 00000000
30000000 439C0794
10000000 50000000
31000000 000001B4
00120000 41800000
D0000000 DEADCAFE
* X to moonjump, this code is really choppy sometimes, since the game is fighting the address really hard, so you wont always rise very smoothly,
however the rate at which you Ascend is adjustable by changing the 41800000 in the second last line. Right now that value represents a rate of 16 for his ascension speed.. if you want it faster or slower go here: http://www.binaryconvert.com/convert_float.html and convert another number to Float. or use the conversion tool in Jgecko.

Fast Forward/Rewind time [skoolzout1]
30000000 407ABBF0
10000000 50000000
31000000 00000088
00120000 00000000
03010000 1127115E
00000480 00000000
12100000 00000010
15040000 40F00000
13100000 00000014
D0000000 DEADCAFE
03010000 1127115E
00000880 00000000
12100000 00000010
15050000 40F00000
13100000 00000014
D0000000 DEADCAFE
*(ZL + Dpadleft = subtract 1 hour from current time, ZL+dpadRight = add 1 hour)

Current Time [skoolzout1]
00020000 407B3A50
XXXXXXXX 00000000
*replace X's with desired time

3f800000 = 12am
42980000 = 5am
43080000 = 9am
43340000 = 12pm
43800000 = 5pm
439E0000 = 9pm

Spawn Lightning [skoolzout1]
03020000 407B6020
00000000 00000000
00020000 407B6020
000000XX 00000000
D0000000 DEADCAFE
*Replace X's with delay between lightning strikes. Normal lightning is between about 0x60 and 0x80, but is randomly generated normally.

Press Dpad Down to Spawn Lightning [skoolzout1]
03010000 1127115E
00000100 00000000
00020000 407B6020
00000002 00000000
D0000000 DEADCAFE

Lightning targets around Link
30000000 439C0794
10000000 50000000
31000000 00000140
12100000 00000000
12100001 00000004
12100002 00000008
30000000 407ABBF8
10000000 50000000
31000000 000002E0
13100000 00000000
13100001 00000004
13100002 00000008
D0000000 DEADCAFE

Speed Mod [skoolzout1]
03010000 1127115E
00004000 00000000
00020000 439C0514
40A00000 00000000
D0000000 DEADCAFE
04010000 1127115E
00004000 00000000
00020000 439C0514
3F800000 00000000
D0000000 DEADCAFE
*press B to run/swim fast.

Link is 4x as big
00020000 439C04E0
40800000 00000000
00020000 439C04CC
40800000 00000000
00020000 439C04B8
40800000 00000000

Normal Sized Link
00020000 439C04E0
3F800000 00000000
00020000 439C04CC
3F800000 00000000
00020000 439C04B8
3F800000 00000000

Infinite Amiibo Uses [skoolzout1]
00020000 4011C28C
012C9985 00000000
*i believe this should work with any and every amiibo

One Shot Kills [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 00000770
00120000 461C4000
D0000000 DEADCAFE
* Pointer used : [0x43AB9C30] + 0x770

Heat Resistant/Cold Resistant/Flame Guard [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 000006FC
00120000 00000003
0012001C 00000003
0012006C 461C3C00
00120070 C61C3C00
D0000000 DEADCAFE
Same pointer as One Shot kills was used but changed slightly to point to the different values

Permanently Hasty [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 000006D8
00120000 00000003
00120004 00000003
00120008 00000003
D0000000 DEADCAFE
*equivalent to always having Hasty x3... changing value higher than 3 doesnt do anything.
Pointer used : [0x43AB9C30] + 0x6D8

Teleport to Map Pins [skoolzout1]
-Removed - Needs fixing.










annnnnnnnnnnddddd

You're all welcome :3

If there are any issues let me know..
 
Last edited by skoolzout1,
BoTW - NTSC - US: Updated Codes for Version: 1.1.1
=================================

Infinite Health [skoolzout1]
30000000 4225C780
10000000 50000000
31000000 00000388
00120000 000000XX
D0000000 DEADCAFE
* pointer used : [0x4225C780] + 0x388
*Replace XX with the number of quarter hearts you have in Hexidecimal.
so take the number of hearts you have, multiply by 4 and convert to Hex and place it there.

Infinite Stamina
00020000 4243A594
453B8000 00000000
*This is the value for to max stamina only.
Each stamina Wheel you have adds 1000 to your stamina value. figure out how much your stamina value is in decimal and convert it to floating point here: type the number in the top and click convert to Binary, and paste the hex value over the 453B8000.
I could make a code that reads your current max stamina and writes it to this address, making an auto-updating infinite stamina code. but im not getting paid enough for this sooooooo. ;)

1127115E = button activator... this was the only thing that didnt change through the update for me
(Higher 16bits of this address are buttons, lower 16bits is the analog stick inputs)
8000 A
4000 B
2000 X
1000 Y
0008 +
0004 -
0020 L
0010 R
0080 ZL
0040 ZR
0200 Dpad-Up
0100 Dpad-Down
0400 Dpad-Right
0800 Dpad-Left

Instant Mipha's Grace Refill [skoolzout1]
30000000 43ABA020
10000000 50000000
31000000 0000047C
00120000 00000000
D0000000 DEADCAFE
* [43ABA020] + 0x47C

Instant Master Sword Recharge [skoolzout1]
30000000 43ABA020
10000000 50000000
31000000 00000488
05120000 00000000
40800000 00000000
00120000 40200000
D0000000 DEADCAFE
* [43ABA020] + 0x488

Current Weapon Infinite Durability
30000000 45188784
10000000 50000000
31000000 00000040
30100000 00000000
10000000 50000000
31000000 00000980
00120000 0000FFFF
D0000000 DEADCAFE
*Pointer used: [[0x45188784] + 0x40] + 0x980

Current Bow Infinite Durability
30000000 4518883C
10000000 50000000
31000000 00000040
30100000 00000000
10000000 50000000
31000000 00000980
00120000 0000FFFF
D0000000 DEADCAFE
* Pointer used : [[0x4518883C] + 0x40] + 0x980

Current Shield Infinite Durability
30000000 451887E0
10000000 50000000
31000000 00000040
30100000 00000000
10000000 50000000
31000000 00000980
00120000 0000FFFF
D0000000 DEADCAFE
* Pointer used : [[0x451887E0] + 0x40] + 0x980

**Note: The infinite current durability codes were originally discovered by PandaOnSmack, but i found a better pointer and also have updated them to the new patch (obviously)

Current Weather/Skybox Mod [skoolzout1]
00020000 407B5CE4
XXXXXXXX 00000000

* Replace X's with:
01030002 = cloudy
03010002 = dark rainy also 02000002
00010002 = sunny
07000007 = lightning and rain (Sound and skybox only)
05000007 = fog and snow (Effect only)

Stasis has no cooldown
00020000 4383EABC
00000000 00000000

Remote bombs have no cooldown
00020000 4383EA34
42B70000 00000000
00020000 4383EA4C
42B70000 00000000
*i believe this value only applies to remote bomb+
if you dont have remote bomb plus, go to 4383EA34, pull out sphere bomb, and detonate it, watch what value it reaches when it stops, and replace the two 42B70000's with that value

Stasis lasts until Dpad Down [skoolzout1]
03010000 1127115E
00000100 00000000
00020000 4383EAC0
00000000 00000000
D0000000 DEADCAFE
04010000 1127115E
00000100 00000000
00020000 4383EAC0
40200000 00000000
D0000000 DEADCAFE
*enemies and objects stay frozen forever, dpad down releases them.

Perfectly Stealthy [skoolzout1]
00020000 43A5FCA8
00000000 00000000
*able run around silently, enemies detect you if you walk in front of them or touch them

Teleport [skoolzout1]
03010000 1127115E
00000880 00000000
30000000 439C0794
10000000 50000000
31000000 00000140
12100000 00000000
15040000 3DCCCCCD
13000000 4C000100
12100001 00000004
13000001 4C000104
12100002 00000008
13000002 4C000108
D0000000 DEADCAFE
03010000 1127115E
00000480 00000000
30000000 439C0794
10000000 50000000
31000000 00000140
12000000 4C000100
13100000 00000000
12000001 4C000104
13100001 00000004
12000002 4C000108
13100002 00000008
D0000000 DEADCAFE
* (ZL+Dpadleft = save current coordinates) (ZL+DpadRight = load saved coordinates)
Links coordinates: [439C0794] + 0x140
saved coordinates are stored in RAM (by me) at 4C000100.

Moonjump [skoolzout1]
03010000 1127115E
00002000 00000000
00020000 439C0528
BF800000 00000000
D0000000 DEADCAFE
04010000 1127115E
00002000 00000000
00020000 439C0528
3F800000 00000000
D0000000 DEADCAFE
* Press X to moonjump, this is the same as the old moonjump i believe, in terms of the method used.

Moonjump V2 [skoolzout1]
03010000 1127115E
00002000 00000000
30000000 439C0794
10000000 50000000
31000000 000001B4
00120000 41800000
D0000000 DEADCAFE
* X to moonjump, this code is really choppy sometimes, since the game is fighting the address really hard, so you wont always rise very smoothly,
however the rate at which you Ascend is adjustable by changing the 41800000 in the second last line. Right now that value represents a rate of 16 for his ascension speed.. if you want it faster or slower go here: http://www.binaryconvert.com/convert_float.html and convert another number to Float. or use the conversion tool in Jgecko.

Fast Forward/Rewind time [skoolzout1]
30000000 407ABBF0
10000000 50000000
31000000 00000088
00120000 00000000
03010000 1127115E
00000480 00000000
12100000 00000010
15040000 40F00000
13100000 00000014
D0000000 DEADCAFE
03010000 1127115E
00000880 00000000
12100000 00000010
15050000 40F00000
13100000 00000014
D0000000 DEADCAFE
*(ZL + Dpadleft = subtract 1 hour from current time, ZL+dpadRight = add 1 hour)

Current Time [skoolzout1]
00020000 407B3A50
XXXXXXXX 00000000
*replace X's with desired time

3f800000 = 12am
42980000 = 5am
43080000 = 9am
43340000 = 12pm
43800000 = 5pm
439E0000 = 9pm

Spawn Lightning [skoolzout1]
03020000 407B6020
00000000 00000000
00020000 407B6020
000000XX 00000000
D0000000 DEADCAFE
*Replace X's with delay between lightning strikes. Normal lightning is between about 0x60 and 0x80, but is randomly generated normally.

Press Dpad Down to Spawn Lightning [skoolzout1]
03010000 1127115E
00000100 00000000
00020000 407B6020
00000002 00000000
D0000000 DEADCAFE

Lightning targets around Link
30000000 439C0794
10000000 50000000
31000000 00000140
12100000 00000000
12100001 00000004
12100002 00000008
30000000 407ABBF8
10000000 50000000
31000000 000002E0
13100000 00000000
13100001 00000004
13100002 00000008
D0000000 DEADCAFE

Speed Mod [skoolzout1]
03010000 1127115E
00004000 00000000
00020000 439C0514
40A00000 00000000
D0000000 DEADCAFE
04010000 1127115E
00004000 00000000
00020000 439C0514
3F800000 00000000
D0000000 DEADCAFE
*press B to run/swim fast.

Link is 4x as big
00020000 439C04E0
40800000 00000000
00020000 439C04CC
40800000 00000000
00020000 439C04B8
40800000 00000000

Normal Sized Link
00020000 439C04E0
3F800000 00000000
00020000 439C04CC
3F800000 00000000
00020000 439C04B8
3F800000 00000001

Infinite Amiibo Uses [skoolzout1]
00020000 4011C28C
012C9985 00000000
*i believe this should work with any and every amiibo

One Shot Kills [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 00000770
00120000 461C4000
D0000000 DEADCAFE
* Pointer used : [0x43AB9C30] + 0x770

Heat Resistant/Cold Resistant/Flame Guard [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 000006FC
00120000 00000003
0012001C 00000003
0012006C 461C3C00
00120070 C61C3C00
D0000000 DEADCAFE
Same pointer as One Shot kills was used but changed slightly to point to the different values

Permanently Hasty [skoolzout1]
30000000 43AB9C30
10000000 50000000
31000000 000006D8
00120000 00000003
00120004 00000003
00120008 00000003
D0000000 DEADCAFE
*equivalent to always having Hasty x3... changing value higher than 3 doesnt do anything.
Pointer used : [0x43AB9C30] + 0x6D8

Teleport to Map Pins [skoolzout1]
30000000 3FE650E0
10000000 50000000
31000000 0000002C
00020000 4C000050
00000000 00000000
D0000000 DEADCAFE
03010000 1127115E
000000A0 00000000
12100000 00000000
12100001 00000004
12100002 00000008
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03010000 1127115E
000002A0 00000000
12100000 00000040
12100001 00000044
12100002 00000048
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03010000 1127115E
000008A0 00000000
12100000 00000080
12100001 00000084
12100002 00000088
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03010000 1127115E
000004A0 00000000
12100000 000000C0
12100001 000000C4
12100002 000000C8
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03010000 1127115E
000001A0 00000000
12100000 00000100
12100001 00000104
12100002 00000108
00020000 4C000050
00000001 00000000
D0000000 DEADCAFE
03020000 4C000050
00000001 00000000
D1000000 DEADC0DE
03010000 1127115C
00000002 00000000
30000000 439C0794
10000000 50000000
31000000 00000140
13100000 00000000
13100001 00000004
13100002 00000008
D0000000 DEADCAFE
D0000000 DEADCAFE

[0x3FE650E0] + 0x2C = First Pins x Coord.
[439C0794] + 0x140 = Links Cordinate

See this post for how to use: https://gbatemp.net/threads/post-your-wiiu-cheat-codes-here.395443/page-332#post-7208154



annnnnnnnnnnddddd

You're all welcome :3

If there are any issues let me know
@PandaOnSmack, check this out :P
 
yes. but first search for a single layer pointer for (e.g.) 1.0.0. then search for the same one on 1.1.0. now do a pointer scan for the pointer locations

I see! sooooo this is what i found..

in the previous version: [[0x45187784] + 0x40] + 0x980 - this pointed to the current equipped weapons remaining durability.

after the patch this pointer moved +0x1000 to this [[0x45188784] + 0x40] + 0x980.

i ran a pointer search between versions to search for the 4518X784 address in each dump respectively. with these settings:

Pointer-in-pointer: On
Max offset: 500
Negative offsets: Off
Dump size: 3F000000-48000000

it yielded about 250 results. trying the first one out still correctly pointed to my current Weapon durability. Which was this,

[[[[0x43C5B570] + 0x3C] + 0x42C] + 0x40] + 0x980

try punching that into Jgecko and see if it points to your current weapon durability as well (Keep in mind these durabilities sometimes randomly change locations very frequently and other times they remain at the same address for a long time, so you may have to refresh it a few times if you get unlucky and it changes on you right away). also this pointer doesnt work if you dont currently have a weapon equipped. so if this pointer does work for you, i think we have a good candidate for a future proof pointer for these addresses anyways. and i could the go and find the cross update pointers for Bow and Shield durabilities too
 
Last edited by skoolzout1,
Now, I've been trying to look for an offset that would take you to an entirely different Shrine from the one you have just entered, and you'd have to type the hex in the minute you were at the loading screen because I've been wanting to revisit the Divine Beast dungeons, and I think because the Divine Beasts are interiors like the Shrines, we could use that very offset to find the hex and warp to them. I'm still lookin', though.
 
  • Like
Reactions: skoolzout1
Now, I've been trying to look for an offset that would take you to an entirely different Shrine from the one you have just entered, and you'd have to type the hex in the minute you were at the loading screen because I've been wanting to revisit the Divine Beast dungeons, and I think because the Divine Beasts are interiors like the Shrines, we could use that very offset to find the hex and warp to them. I'm still lookin', though.

Good luck to you! Hopefully you will find a debug room too!
 
Good luck to you! Hopefully you will find a debug room too!

A guy can dream. My major gripe about trying to find that room modifier is this: I HAVE NO EARTHLY IDEA WHICH OFFSET ROW I'M SUPPOSED TO BE LOOKING IN. If I knew where to look, like say in the 20000000's row, it'd make the process of searching for that offset far less tedious. I tried looking before, and I found nothing.
 
50 times I've hit that Search button; still can't find the Room Modifier. Mainly because I don't know the following:
  • What row to look in for the interiors (e.g., should I look in the 10000000's, 20000000's...?)
  • HOW EXACTLY the hexes for the Shrine interiors are numbered. (Which Shrine is 00000001, for example? And what if it isn't coded like that, e.g. 00010000?)
I know I sound like a whiner, but a little help would be appreciated.
 
50 times I've hit that Search button; still can't find the Room Modifier. Mainly because I don't know the following:
  • What row to look in for the interiors (e.g., should I look in the 10000000's, 20000000's...?)
  • HOW EXACTLY the hexes for the Shrine interiors are numbered. (Which Shrine is 00000001, for example? And what if it isn't coded like that, e.g. 00010000?)
I know I sound like a whiner, but a little help would be appreciated.

well.. ive never ever found anything to be below 3F000000, or above 48000000 and the only thing thats been found from what ive seen in the lower regions was Link's coordinates which are always in the 11000000 - 12000000 area. so try looking between these two memory ranges primarily.

although the 11000000-12000000 area is highly sensitive to changes. so you probably wont be able to enter a shrine and search for changed results afterwards because even if the address youre looking for is in that memory range. itll have moved addresses anyways most likely.

if i were you, id try and find a shrines Json name, and then convert it to ascii and try a 96 Bit - Unaligned search for the first 12 characters in the Json name. and try and find where the variable for a particular shrine is located in memory. and THEN if youre still cruising , try looking around that area for pointers that may lead you to Links current location.

I really dont think itll be as simple as looking for changed and unchanged values since entering rooms causes many things to change and move positions.

these are just my thoughts. its always easier said than done.

alternatively you could look around Links coordinates for something that could lead you to learning what room hes in.

this is the pointer for his coordinates on Version 1.1.0: [439BF794] + 0x144

and on 1.1.1 its [439C0794] + 0x144
 
Last edited by skoolzout1,
well.. ive never ever found anything to be below 3F000000, or above 48000000 and the only thing thats been found from what ive seen in the lower regions was Link's coordinates which are always in the 11000000 - 12000000 area. so try looking between these two memory ranges primarily.

although the 11000000-12000000 area is highly sensitive to changes. so you probably wont be able to enter a shrine and search for changed results afterwards because even if the address youre looking for is in that memory range. itll have moved addresses anyways most likely.

if i were you, id try and find a shrines Json name, and then convert it to ascii and try a 96 Bit - Unaligned search for the first 12 characters in the Json name. and try and find where the variable for a particular shrine is located in memory. and THEN if youre still cruising , try looking around that area for pointers that may lead you to Links current location.

I really dont think itll be as simple as looking for changed and unchanged values since entering rooms causes many things to change and move positions.

these are just my thoughts. its always easier said than done.

alternatively you could look around Links coordinates for something that could lead you to learning what room hes in.

this is the pointer for his coordinates on Version 1.1.0: [439BF794] + 0x144

and on 1.1.1 its [439C0794] + 0x144

Ah... thank you for your assistance, skoolzout. I'll try my best with your advice... I guess I'm just getting a little irritated about it, the whole searching for interiors, if anything.
 
Last edited by TheWord21,
Ah... thank you for your assistance, skoolzout. I'll try my best with your advice... I guess I'm just getting a little irritated about it, the whole searching for interiors, if anything.
lol. no problem. getting frustrated is pretty much part of game when it comes to these sorts of things. but you just have to keep looking around and one day youll find something.
 
lol. no problem. getting frustrated is pretty much part of game when it comes to these sorts of things. but you just have to keep looking around and one day youll find something.

I'm not one to quit so easily, though. As for finding the Shrine .json names, how would I go about that? Better yet, how would they be named, e.g. Keo_Ruug_Shrine.json?
 
Last edited by TheWord21,
I'm not one to quit so easily, though. As for finding the Shrine .json names, how would I go about that? Better yet, how would they be named, e.g. Keo_Ruug_Shrine.json?

pretty sure their names are listed in the Json Data tab on PandaOnSmack's trainer. which isnt working since the update, but you might still be able to look through it without being connected to your wii. but if youre on the 1.1.0 still then it doesnt matter.

you might also be able to browse through the game files in the File System Tab in Jgecko, i think you have to dump the game entirely first though. which could take hours, but im not sure because ive never used that tab
 
Last edited by skoolzout1,

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