Hacking Post your WiiU cheat codes here!

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I can't find what I'm looking for with those values. I guess that EU is different from US in how it allocates memory. I'm looking for a specific pointer (Current max hearts). I ended up finding the offset another way, but it reverts back to the previous value after changing it, so I assume that the number of hearts x 4 is not the value that I need to search for to find current max hearts to be able to change it.
The max hearts code does exist, however is buried in this thread.
 
It's a shame that there is not something for cemu wii u emulator. The other project "cemu utilities" is dead, we will have to wait for something, there are no alternatives to cemu. :sad:

CemU is for poor n00bs that can't afford a 5 year old console, so obviously nothing is gonna
be made for it.
 
Does anyone know how I would find the value for the amount of stasises (stasi?) you are allowed to have at a single time in Breath of the Wild? I'm trying to learn how JGecko U works and how to find values as specific as the one I mentioned earlier and modify it. Any help would be greatly appreciated, I can't figure out how to find it for the life of me!
 
Does anyone know how I would find the value for the amount of stasises (stasi?) you are allowed to have at a single time in Breath of the Wild? I'm trying to learn how JGecko U works and how to find values as specific as the one I mentioned earlier and modify it. Any help would be greatly appreciated, I can't figure out how to find it for the life of me!
i really doubt that'd be possible since the developers never intended for there to be a "quantity" to the amount of stasis'd things you can have

However I did find a way a while ago to make yourself able to use stasis again even while you have an object frozen still. But it made the object your initially froze intangible and it would never unfreeze unless you reloaded the game


But I won't try to discourage you, the stasis addresses are all in the 43800000- 43900000, if you wanna look around there
 
Last edited by skoolzout1,
i really doubt that'd be possible since the developers never intended for there to be a "quantity" to the amount of stasis'd things you can have

However I did find a way a while ago to make yourself able to use stasis again even while you have an object frozen still. But it made the object your initially froze intangible and it would never unfreeze unless you reloaded the game


But I won't try to discourage you, the stasis addresses are all in the 43800000- 43900000, if you wanna look around there

Thanks for pointing me in the right direction :)
I was able to find what disables you from stasis-ing another object when one is already stasis'd and I made a cheat code to disable it. (yay my first cheat code!)

Code:
00020000 43856CE8
FFFFFFFF 00000000

It's nothing too special but hey, at least it gets the job done xD
You were right about how it would make the object you froze before it unfreezable. BUT, I think there might be a way to unfreeze it again!

I've noticed that the address "43856CE8" has a set value when you freeze it, which is what stops other objects from being frozen and what keeps the current object able to be un-frozen later. Setting the value to FFFFFFFF or 00000000 gets rid of that restriction but ALSO gets rid of the ability to un-freeze the object.
What I was thinking, is that maybe once you press a certain key, or try to unfreeze it again the normal way, it would remove the value of FFFFFFFF and replace it with the value of what it originally was, therefore making the object un-freezable again.

Do you think something like this would work if I were to try it out? And if so, how or what code should I input to be able to get the original value? Excuse my noob-ness xP
 
Thanks for pointing me in the right direction :)
I was able to find what disables you from stasis-ing another object when one is already stasis'd and I made a cheat code to disable it. (yay my first cheat code!)

Code:
00020000 43856CE8
FFFFFFFF 00000000

It's nothing too special but hey, at least it gets the job done xD
You were right about how it would make the object you froze before it unfreezable. BUT, I think there might be a way to unfreeze it again!

I've noticed that the address "43856CE8" has a set value when you freeze it, which is what stops other objects from being frozen and what keeps the current object able to be un-frozen later. Setting the value to FFFFFFFF or 00000000 gets rid of that restriction but ALSO gets rid of the ability to un-freeze the object.
What I was thinking, is that maybe once you press a certain key, or try to unfreeze it again the normal way, it would remove the value of FFFFFFFF and replace it with the value of what it originally was, therefore making the object un-freezable again.

Do you think something like this would work if I were to try it out? And if so, how or what code should I input to be able to get the original value? Excuse my noob-ness xP


There currently is not any support for storing a value elsewhere temporarily, so unless you know PPC assembly pretty well, you'll need to wait until @CosmoCortney adds support for it.
 
Thanks for pointing me in the right direction :)
I was able to find what disables you from stasis-ing another object when one is already stasis'd and I made a cheat code to disable it. (yay my first cheat code!)

Code:
00020000 43856CE8
FFFFFFFF 00000000

It's nothing too special but hey, at least it gets the job done xD
You were right about how it would make the object you froze before it unfreezable. BUT, I think there might be a way to unfreeze it again!

I've noticed that the address "43856CE8" has a set value when you freeze it, which is what stops other objects from being frozen and what keeps the current object able to be un-frozen later. Setting the value to FFFFFFFF or 00000000 gets rid of that restriction but ALSO gets rid of the ability to un-freeze the object.
What I was thinking, is that maybe once you press a certain key, or try to unfreeze it again the normal way, it would remove the value of FFFFFFFF and replace it with the value of what it originally was, therefore making the object un-freezable again.

Do you think something like this would work if I were to try it out? And if so, how or what code should I input to be able to get the original value? Excuse my noob-ness xP
That's not really a noob question, but questions are always fine with me. The only way I can think of returning it's original value would be to copy it's original value into memory and keep a counter of how many objects you've frozen in memory aswell. and then within the code, have a button that returns the last object in to its normal state by taking the initial address that you stored all of the unique values in and adding 4 multiplied by the incrementing counter to get its memory address that you stored. Assuming you store them in order.

I don't know how to explain this in a simpler way.. I'm sorry. If I have time this weekend I'll make an assembly code that does this.

However, this all assumes putting the original value back into that address of 43856CE8 is all that's required to revert things back to normal

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

There currently is not any support for storing a value elsewhere temporarily, so unless you know PPC assembly pretty well, you'll need to wait until @CosmoCortney adds support for it.
technically that isn't true.. There are cafe code instructions for loading and storing values, so it is possible but you need to have a decent understanding of assembly regardless in order to do it
 
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Botw

@Megabyte918

so i found some time to take a look at the stasis stuff, and i found something very interesting. (admittedly i was looking for this a long time ago but never found it until now)

I found the Pointer to the enemy/object you are currently pointing at to stasis.. this means i can find the object structure of any enemy/object that you can point at with stasis.

I ran out of time today but i made this so far

Point and Kill [skoolzout1]
03000000 43856CC8
00000001 00000000
03010000 102F48AA
00000100 00000000
30000000 43856C88
43800000 4A000000
31000000 00000540
04120000 00000000
00000000 00000000
08120000 00000000
0000C500 00000000
00120000 00000000
D0000000 DEADCAFE
*whenever pointing at a stasis-able enemy or object,
press dpad down to destroy/kill it.
doesnt work on every object since not all objects have Health,
This code may cause crashing occasionally, but hopefully not.
There are 4 different checks in this code that actively try to reduce/eliminate crashes but its impossible to be perfect

the address that contains the pointer to the stasis object is: 43856C88

the pointer to the objects health (if it has health) is: [0x43856C88] + 0x540

the offset of like 0x10 i believe (i forgot) contains the object name that you are targetting, i havent tested but you could do object swaps by replacing that name, then i could make a point and swap sorta code where you could point with stasis and swap that object for another.. if thats how it works anyways

and the object coordinates are almost certainly nearby too but like i said, i havent looked around toooo much, im still really busy with school and will have to look further into possibilities later. If anyone has any ideas, feel free to throw them out there, no guarantees ill do them but ideas are always welcome.

thats enough rambling i guess..


so basically if you didnt feel like enough of a god already in this game, this might help you feel even more god-like, lol.

enjoy :3
 
Last edited by skoolzout1,
There currently is not any support for storing a value elsewhere temporarily, so unless you know PPC assembly pretty well, you'll need to wait until @CosmoCortney adds support for it.
I don't exactly know what you mean by this but you can save up to 8 values in the integer registers and up to 8 values again in the float registers and write them else where once needed
 
I don't exactly know what you mean by this but you can save up to 8 values in the integer registers and up to 8 values again in the float registers and write them else where once needed

I see that this thread is oudated, then. I just realized that your site is more up-to-date than it. :/

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

Botw

@Megabyte918

so i found some time to take a look at the stasis stuff, and i found something very interesting. (admittedly i was looking for this a long time ago but never found it until now)

I found the Pointer to the enemy/object you are currently pointing at to stasis.. this means i can find the object structure of any enemy/object that you can point at with stasis.

I ran out of time today but i made this so far

Point and Kill [skoolzout1]
03000000 43856CC8
00000001 00000000
03010000 102F48AA
00000100 00000000
30000000 43856C88
43800000 4A000000
31000000 00000540
04120000 00000000
00000000 00000000
08120000 00000000
0000C500 00000000
00120000 00000000
D0000000 DEADCAFE
*whenever pointing at a stasis-able enemy or object,
press dpad down to destroy/kill it.
doesnt work on every object since not all objects have Health,
This code may cause crashing occasionally, but hopefully not.
There are 4 different checks in this code that actively try to reduce/eliminate crashes but its impossible to be perfect

the address that contains the pointer to the stasis object is: 43856C88

the pointer to the objects health (if it has health) is: [0x43856C88] + 0x540

the offset of like 0x10 i believe (i forgot) contains the object name that you are targetting, i havent tested but you could do object swaps by replacing that name, then i could make a point and swap sorta code where you could point with stasis and swap that object for another.. if thats how it works anyways

and the object coordinates are almost certainly nearby too but like i said, i havent looked around toooo much, im still really busy with school and will have to look further into possibilities later. If anyone has any ideas, feel free to throw them out there, no guarantees ill do them but ideas are always welcome.

thats enough rambling i guess..


so basically if you didnt feel like enough of a god already in this game, this might help you feel even more god-like, lol.

enjoy :3

Does this work with all versions, including the 1.2.0 update?
 
I see that this thread is oudated, then. I just realized that your site is more up-to-date than it. :/

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



Does this work with all versions, including the 1.2.0 update?
It'll only work for 1.2.0, I've only made 3 Version proof codes so far, but I have to wait for an update to make sure they do indeed work over the updates
 
botw

Point and Shrink/Grow [skoolzout1]
00020000 13000000
XXXXXXXX 00000000
12000000 13000000
03000000 43856CC8
00000001 00000000
03010000 102F48AA
00000100 00000000
30000000 43856C88
43800000 4A000000
31000000 00000274
04120000 00000000
00000000 00000000
13100000 00000000
13100000 00000004
13100000 00000008
D0000000 DEADCAFE
*Replace X's with desired size
use the conversions tab in jgecko to choose the value,
use the floating point -> hexadecimal button and select the size ratio you'd like to make the enemy.
ie 0.5 (3F000000) makes enemies half their regular size

its the same as the previous code in that you point at an object or enemy with stasis and press dpad down to shrink them or make them grow.
 
Disarm Enemies [skoolzout1]
03000000 43856CC8
00000001 00000000
03010000 102F48AA
00000100 00000000
30000000 43856C88
43800000 4A000000
31000000 0000071C
04120000 00000000
00000000 00000000
00120000 FFFFFFFF
00120010 FFFFFFFF
00120020 FFFFFFFF
00120030 FFFFFFFF
00120040 FFFFFFFF
00120050 FFFFFFFF
D0000000 DEADCAFE
*point at an enemy with stasis, and press dpad down to disarm the enemy.
1 of 3 things will happen.

1: they'll throw their weapons away and fight without them.
2: they'll keep their weapons in hand but fight without them, thinking that they dont have anything.
3: they'll start spinning in circles forever until you hit them because they try to look for another weapon but already have one or something.. idk..

it causes lynels to just stand there and allow you to hit them, since lynels arent normally supposed to lose their weapons, they have no "backup plan" when it comes to fighting you, so they just stand there.

I havent tested it a tonne, but in general, dont use it on objects, only enemies, because you'll likely crash your game..
 
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That's not really a noob question, but questions are always fine with me. The only way I can think of returning it's original value would be to copy it's original value into memory and keep a counter of how many objects you've frozen in memory aswell. and then within the code, have a button that returns the last object in to its normal state by taking the initial address that you stored all of the unique values in and adding 4 multiplied by the incrementing counter to get its memory address that you stored. Assuming you store them in order.

I don't know how to explain this in a simpler way.. I'm sorry. If I have time this weekend I'll make an assembly code that does this.

However, this all assumes putting the original value back into that address of 43856CE8 is all that's required to revert things back to normal

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


technically that isn't true.. There are cafe code instructions for loading and storing values, so it is possible but you need to have a decent understanding of assembly regardless in order to do it

I think I kindof understand... Now all I need to figure out is how to store that data with cafe code :P
I was looking at @CosmoCortney's Cafe Codetype documentation and I saw some stuff regarding storing/loading data with said codetypes, maybe that could mean something? Or do you still need assembly to make such a thing possible with Cafe code?
EDIT: This is what I was reading, http://cosmocortney.ddns.net/enzy/cafe_code_types_en.php
DOUBLE EDIT: Looks like everybody has seen it by the time I finished writing this lol

Also, I tested my theory about restoring an objects ability to be frozen/unfrozen by restoring it's value in place of "FFFFFFFF", and it worked! I was able to hit it again, build up momentum, and release it just like it was before. Slowly but surely making progress xP

Botw

@Megabyte918

so i found some time to take a look at the stasis stuff, and i found something very interesting. (admittedly i was looking for this a long time ago but never found it until now)

I found the Pointer to the enemy/object you are currently pointing at to stasis.. this means i can find the object structure of any enemy/object that you can point at with stasis.

I ran out of time today but i made this so far

Point and Kill [skoolzout1]
03000000 43856CC8
00000001 00000000
03010000 102F48AA
00000100 00000000
30000000 43856C88
43800000 4A000000
31000000 00000540
04120000 00000000
00000000 00000000
08120000 00000000
0000C500 00000000
00120000 00000000
D0000000 DEADCAFE
*whenever pointing at a stasis-able enemy or object,
press dpad down to destroy/kill it.
doesnt work on every object since not all objects have Health,
This code may cause crashing occasionally, but hopefully not.
There are 4 different checks in this code that actively try to reduce/eliminate crashes but its impossible to be perfect

the address that contains the pointer to the stasis object is: 43856C88

the pointer to the objects health (if it has health) is: [0x43856C88] + 0x540

the offset of like 0x10 i believe (i forgot) contains the object name that you are targetting, i havent tested but you could do object swaps by replacing that name, then i could make a point and swap sorta code where you could point with stasis and swap that object for another.. if thats how it works anyways

and the object coordinates are almost certainly nearby too but like i said, i havent looked around toooo much, im still really busy with school and will have to look further into possibilities later. If anyone has any ideas, feel free to throw them out there, no guarantees ill do them but ideas are always welcome.

thats enough rambling i guess..


so basically if you didnt feel like enough of a god already in this game, this might help you feel even more god-like, lol.

enjoy :3

That's really cool! Thanks for making it :P I've been playing around with it for a while and I haven't experienced any crashes.

Also, I think i'll take you up on that idea's thing >: D
I've been brainstorming ideas for cheats all day and i put all of them in a list

- Magnesis from any distance
- Unlimited Octorok balloon time
- Enemy attack speed multiplier (for harder enemies >:D)
- Swing two handed weapons as one handed weapons
- Armor dye color modifier
- Remote bomb quantity (can place more than two remote bombs at a time)
- Remote bomb explosion radius modifier (maybe bomb size radius modifier would have the same effect?)
- Press specified button to stasis object while magnesis-ing it
- Magnesis any object (enemies, etc)
- Weapon throw distance modifier
- Register anything at stables

Sorry for throwing all of these at you at once xD

I was trying to do the first idea all day today, but I couldn't find the addresses for magnesis. I searched for hours and hours and got really frustrated lol
Searching for values in the range of 10000000 - 15000000 and 15000000 - 3000000, and so on would always throw the error "javascript heap out of memory" or something like that. and searching would take around ~10 minutes for each. Are there any more-efficient ways of searching for unknown values other than "search > refine > search > refine > etc"? How do YOU search for addresses and manage to find the right ones? Sorry again for throwing all these questions at you, I just want to be successful at making my own codes so I wont have to bother other people

OH I FORGOT TO MENTION
I made a GitHub repository with various cheat codes for BotW that I gathered from the internet, the ones in the "version" folders are the ones from your pastebin link. I hope you don't mind that I put your codes on there, I made sure to credit you in all the folders with your codes in them. By the time your reading this I've probably invited you as a collaborator so you can edit what you want (most of the codes are yours afterall).
Here it is: https://github.com/Megabyte918/BotW-Cheat-Codes
 
Last edited by Megabyte918,
I think I kindof understand... Now all I need to figure out is how to store that data with cafe code :P
I was looking at @CosmoCortney's Cafe Codetype documentation and I saw some stuff regarding storing/loading data with said codetypes, maybe that could mean something? Or do you still need assembly to make such a thing possible with Cafe code?

Also, I tested my theory about restoring an objects ability to be frozen/unfrozen by restoring it's value in place of "FFFFFFFF", and it worked! I was able to hit it again, build up momentum, and release it just like it was before. Slowly but surely making progress xP



That's really cool! Thanks for making it :P I've been playing around with it for a while and I haven't experienced any crashes.

Also, I think i'll take you up on that idea's thing >: D
I've been brainstorming ideas for cheats all day and i put all of them in a list

- Magnesis from any distance
- Unlimited Octorok balloon time
- Enemy attack speed multiplier (for harder enemies >:D)
- Swing two handed weapons as one handed weapons
- Armor dye color modifier
- Remote bomb quantity (can place more than two remote bombs at a time)
- Remote bomb explosion radius modifier (maybe bomb size radius modifier would have the same effect?)
- Press specified button to stasis object while magnesis-ing it
- Magnesis any object (enemies, etc)
- Weapon throw distance modifier
- Register anything at stables

Sorry for throwing all of these at you at once xD

I was trying to do the first idea all day today, but I couldn't find the addresses for magnesis. I searched for hours and hours and got really frustrated lol
Searching for values in the range of 10000000 - 15000000 and 15000000 - 3000000, and so on would always throw the error "javascript heap out of memory" or something like that. and searching would take around ~10 minutes for each. Are there any more-efficient ways of searching for unknown values other than "search > refine > search > refine > etc"? How do YOU search for addresses and manage to find the right ones? Sorry again for throwing all these questions at you, I just want to be successful at making my own codes so I wont have to bother other people

okay well, where do i start.
ill go through your suggestions and tell you what i think about them all in order:
- finding magnesis's size would be impossible to locate unless you found something else about magnesis and looked around in that area, based on the fact that i found a pointer to the object you're stasis-ing, theres a very high chance that there'll be a pointer to the object you're pointing to with magnesis.
- ive already found the octorok balloon time, the problem is, since its an object, it can be loaded anywhere within a memory range, meaning its impossible (or at least beyond my knowledge) as to how to narrow it down to which addresses will contain the octorok timer. Pointers cant even narrow it down.
- well i technically tried to do this idea already, but didnt have any luck, so i dont know how else this could be accomplished.
- I could maybe do this... im not sure, id need a pointer to link's current weapon.
- armour colour could maybe be done, but tbh i dont really feel like trying it, since you probably wont be able to change the colour beyond the given colours anyways, and why bother if you can just go change it in game then :p
- Bomb quantity wouldnt be possible, at best you may be able to trick the game into letting you pull out another bomb, but who knows if it'd let you detonate them all at once.
- explosion radius would be easiest to find if you did a search before and after upgrading the bombs, which is too late for me... so i wouldnt really know where to look.
- if/when i find the pointer to the object you're magnesis-ing, i could do this easily, i have already made a "Stasis Multiple Things" Code.. i just havent released it yet.
- I dont know if magnesis-ing anything would be possible.. if it is, it'd be very hard. you'd have to look at a bunch of enemy and object structures to determine what makes an object magnesis-able
- Throw distance could be found with a pointer to your current weapon, which again, i dont think i have the correct type of weapon pointer to do this.
- this would be a lot of work considering someone already made a "replace your horse" sorta code, where you can replace one of your currently owned horses for another.. effectively allowing you to take out any horse, stable any horse.

I definitely wont have time to do hardly any requests you've made (lots of them require lots of work lol.)

and regarding your last questions,

Ill give you a hint.. all of the physics and stuff is around the 11000000 - 20000000 area,
20000000 - 39000000 is useless and is a waste of time to search through.
around 3C000000 - 40140000 is stuff sorta to do i guess with your Save game, and externally monitored data i guess.. (ie, some amiibo data, saved arrows rupees and inventory values, bloodmoon status etc)

42200000-42400000 contains lots of pointers to various things (thats because this is the area that the "Actor Create" thread is running in)

42430000 - 42500000 contains some stuff related to links progress, i believe your max hearts and max stamina values are located in this area, as well as other things like the master sword being powered up or not.

43800000 - 43E00000 contains more stuff related to links inventory and status.
44000000 - 49000000 contains all of the object data, every single objects structure is in this area somewhere.

when you're getting the java heap error message, that means you've used up all of your RAM and therefore jgecko couldnt continue. basically you need to search smaller regions to avoid that happening.

as a rule of thumb, to help with that, the smaller the data size (ie 8bit) that you search for, the more ram you use up on your computer.
also make sure the "aligned" checkbox is always ticked unless youre doing string searches, or searches larger than 32bits.



overall, my general process would be to take a guess at which area of the game the thing im looking for would likely be in.
i wouldnt recommend searching much in the 45000000-49000000 area (or at least be careful) since everything in this area changes very frequently.

Also, its always better to do "specific" searches if you have any clue as to what the value youre looking for might look like.
soooooo for example, if i was looking for an enemies Y coordinates, i know that it will be stored as a floating point and there's a 99.9999% chance its bigger than 1.0

so id start my first search as "specific" "greater than" "3f800000" and ive eliminated tonnes of results just by knowing that anything that isnt a full 32bits long is not what im looking for.

if you absolutely have to do an unknown search because you have no clue what the value you're looking for might be. Then start with your initial unknown search, and then ALWAYS (or at least like 95% of the time) you should make the value change and search for a changed value. This is because when you run your initial search, you're likely going to have tonnes of addresses that are totally empty and only have 0000's in them.. and if you search for an unchanged value, you keep all of those useless empty addresses in your next search, and itll take a much longer time.

ummmm what else can i say...... i guess, in an unknown search also, a cool trick is to leave the value unchanged, searched for unchanged values. then change the value in game, but then immediately change it back to what it just was before you changed it. then you can run another unchanged search, and youll eliminate any junk addresses that change to a different number every time that have nothing to do with what youre looking for.


i know probably like at least 50% of this post sounds like nonsense, but ultimately, just practise, and you'll pick up your own techniques as you go along. Then maybe some of the things i attempted to say will make more sense. This stuff isnt always easy, but you probably already learned that.

if you have any other questions feel free to ask
 
I have a problem with Super Mario Maker. When I want to activate JGecko U, I get an error message on the TV screen.
It says: "Illegal command byte found: 0xe0 Server Version 04/16/2017".

I don't know if I have the latest codehandler and TCPGecko because I don't know where I can find them.
Furthermore, which Kernel Exploit should I run?

Thank you for your help!
 

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