Hacking Post your WiiU cheat codes here!

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@cearp how do you do the code for your own game because i honestly feel like i'm missing something. I'm on 5.5.2.E console and 2.0.0 game version and yet the codes don't work or a get a java error.
 
@cearp how do you do the code for your own game because i honestly feel like i'm missing something. I'm on 5.5.2.E console and 2.0.0 game version and yet the codes don't work or a get a java error.
So you are certain you are adding the code and then sending the code?
Just adding it and ticking it isn't enough.

To make this code, just start a day, pause, do a 32 bit unknown search.
Make sure the memory being searched contains the region 35000000, that's around where I found the value.
It may take like 30 minutes to search, for me it was really slow.
Then, unpause, wait a bit, pause again, search for increased value. Repeat until you find it. :)
 
So you are certain you are adding the code and then sending the code?
Just adding it and ticking it isn't enough.

To make this code, just start a day, pause, do a 32 bit unknown search.
Make sure the memory being searched contains the region 35000000, that's around where I found the value.
It may take like 30 minutes to search, for me it was really slow.
Then, unpause, wait a bit, pause again, search for increased value. Repeat until you find it. :)

It says Codes Sent successfully.

Is this in the search function?
also do i need any other type of program because i get frequent java errors when looking at the memory viewer
 
It says Codes Sent successfully.

Is this in the search function?
also do i need any other type of program because i get frequent java errors when looking at the memory viewer
It crashed for me when I go to disassembler, but for searching I got no bugs, fedora 26 linux. Windows I guess should be fine.

Are you using the disk, or installed version?
I can't think why it would matter but some people say it does sometimes, I made the code for the installed version, no disk.
 
Last edited by cearp,
It crashed for me when I go to disassembler, but for searching I got no bugs, fedora 26 linux. Windows I guess should be fine.

Are you using the disk, or installed version?
I can't think why it would matter but some people say it does sometimes, I made the code for the installed version, no disk.

That's probably why then i'm using disk
 
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I can't seem to get this to work? Is it due to being on 5.5.2 or because i am crap at figuring it out?
It does not always work as the memory address for that is not always the same but after going to the home-menu and reloading the game it started to work
 
If you can still sleep at night, install the game on a hard drive, since you already have hacks set up :)
 
Code:
Music Modifier:
00020000 E95D8B14
000000XX 00000000

00 - Toad Town - "Toad Town Theme"
00.00.01 - Toad Town (Tayce T.)
00.00.02 - Toad Town (Merlon)
00.00.03 - Toad Town (Dojo)
00.00.04 - Toad Town (Tunnels)
00.00.05 - Toad Town (Minh T.)
00.00.06 - Toad Town (Fice T.)
00.00.07 - Toad Town (Russ T.) - "Toad Town Variations" (Part 1)
00.00.08 - Toad Town (Rowf)
00.00.09 - Toad Town (Toy Box)
00.01 - Toad Town (without Intro) - "Toad Town Variations" (Part 9)
00.01.01 - Toad Town (Tayce T., without Intro) - "Toad Town Variations" (Part 6)
00.01.02 - Toad Town (Merlon, without Intro) - "Toad Town Variations" (Part 3)
00.01.03 - Toad Town (Dojo, without Intro) - "Toad Town Variations" (Part 2)
00-01.04 - Toad Town (Tunnels, without Intro) - "Toad Town Variations" (Part 7)
00-01.05 - Toad Town (Minh T., without Intro) - "Toad Town Variations" (Part 4)
00-01.06 - Toad Town (Fice T., without Intro)
00-01.07 - Toad Town (Russ T., without Intro)
00-01.08 - Toad Town (Rowf, without Intro) - "Toad Town Variations" (Part 5)
00-01.09 - Toad Town (Toy Box, without Intro) - "Toad Town Variations" (Part 8)

02 - Enemy Battle
02.01 - Enemy Battle (First Strike) - "Battle Fanfare"
02.02 - Enemy Battle (Foe Strike)
02.03 - Enemy Battle (Foe Strike) [truncated]

03 - Event Battle - "Hey You!"
03.02 - Event Battle [truncated]

04 - Jr. Troopa Battle

05 - Final Battle - "King of the Koopas"
05.01 - Final Battle Intro
05.02 - Final Battle [truncated]

07 - Goomba King Battle - "Goomba King's Decree"
07.01 - Goomba King Battle [truncated]

08 - Koopa Bros. Battle - "Attack of the Koopa Bros."
08.01 - Koopa Bros. Battle [truncated]

09 - Bowser??? Battle - "Trojan Bowser"
09.01 - Bowser??? Battle [truncated]

0A - Tutankoopa Battle - "Chomp Attack"
0A.01 - Tutankoopa Battle [truncated]

0B - Tubba Blubba Battle - "Ghost Gulping"
0B.02 - Tubba Blubba Battle [truncated]

0C - General Guy Battle - "Keeping Pace"
0C.01 - General Guy Battle [truncated]

0D - Lava Piranha Battle 1
0D.01 - Lava Piranha Battle 2 - "Go! Mario! Go!"
0D.02 - Lava Piranha Battle 1 [truncated]

0E - Huff N. Puff Battle - "Huffin' and Puffin'"
0E.01 - Huff N. Puff Battle [truncated]

0F - Crystal King Battle - "Freeze!"
0F.01 - Crystal King Battle [truncated]

10 - Goomba Village - "Goomba Village Theme"
10.01 - Goomba Village [fast]

11 - Pleasant Path - "March Ahead"

12 - Fuzzies in Koopa Village - "Fuzzys Stole My Shell"
12.01 - Fuzzies in Koopa Village [truncated]

13 - Koopa Village - "Koopa Village Theme"
13.01 - Koopa Village [truncated]

14 - Koopa Bros. Fortress (without Intro)
14.01 - Koopa Bros. Fortress - "Koopa Bros. Fortress"
14.02 - Koopa Bros. Fortress [truncated]

15 - Dry Dry Outpost - "Mysterious Dry Dry Outpost"
15.01 - Dry Dry Outpost [truncated]

16 - Mt. Rugged - "Mt. Rugged Theme"

17 - Dry Dry Desert - "Dry Dry Desert Trek"

18 - Dry Dry Ruins - "Dry Dry Ruins Quest"
18.01 - Dry Dry Ruins [truncated]

19 - Tutankoopa's Lair
19.01 - Tutankoopa's Lair [truncated]

1A - Forever Forest - "Forever Forest Theme"
1A.01 - Forever Forest [truncated]

1B - Boo's Mansion (Exterior) - "Approach to the Mansion"
1B.01 - Arriving at Boo's Mansion
1B.02 - Boo's Mansion (Exterior) [truncated]

1C - Boo's Mansion (Interior) - "Boo's Mansion Theme"
1C.01 - Boo's Mansion (Interior) [truncated]

1D - Gusty Gulch - "Gusty Gulch Adventure"

1E - Tubba Blubba's Castle - "Tubba Blubba's Castle"
1E.02 - Tubba Blubba's Castle [truncated]

1F - Escape from Tubba Blubba - "The Castle Crumbles"
1F.01 - Escape from Tubba Blubba [truncated]

20 - Shy Guy's Toy Box - "Shy Guys Toy Box"

21 - Toy Train Railroad - "All Aboard!"

22 - Toy Box in the Dark

24 - Jade Jungle - "Jade Jungle Theme"
24.01 - Jade Jungle [truncated]

25 - Inner Jungle
25.01 - Inner Jungle [truncated]

26 - Yoshi's Village (Coast) - "Welcome to Yoshi's Village" (1st Movement)
26.01 - Yoshi's Village - "Welcome to Yoshi's Village" (2nd Movement)
26.02 - Yoshi's Village (with Intro)

27 - Search for the Fearsome 5 - "Search for the Fearsome 5"
27.01 - Search for the Fearsome 5 [truncated]

28 - Raphael the Raven's Theme - "Raphael the Raven"
28.01 - Arriving at the Raven's Tree
28.02 - Raphael the Raven's Theme [truncated]

29 - Mt. Lavalava - "Hot Times in Mt. Lavalava"
29.01 - Finding Mt. Lavalava
29.02 - Mt. Lavalava [truncated]

2A - Escape from Mt. Lavalava - "Escape from Mt. Lavalava"
2A.01 - Escape from Mt. Lavalava [truncated]

2B - Star Way Opens
2B.01 - Star Way (Ascent)
2B.02 - Star Way (Descent)
2B.03 - Star Way - "Star Way"

2C - The Master Battle
2C.01 - The Master Battle [truncated]

2D - Island Sounds Station

2E - Hot Hits Music Station

2F - Golden Oldies Station

30 - Flower Fields (Cloudy) - "Clouds Over Flower Fields"
30.01 - Flower Fields (Cloudy) [truncated]

31 - Flower Fields (Sunny) - "Flower Field Rondo"
31.01 - Flower Fields (Sunny) [truncated]

32 - Cloudy Climb

33 - Puff Puff Machine
33.01 - Puff Puff Machine [truncated]

34 - Sun Tower (Before)
34.01 - Sun Tower (Before) [truncated]

35 - Sun Tower (After)
35.01 - Sun Tower (After) [truncated]

37 - Crystal Palace - "Crystal Palace Crawl"
37.01 - Crystal Palace [truncated]

38 - Shiver City - "Cold Reception in Shiver City"

39 - Detective Mario - "Detective Mario"
39.01 - Detective Mario [truncated]

3A - Shiver Snowfield - "Snow Road"

3B - Shiver Mountain - "Over Shiver Mountain"

3C - Starborn Valley - "Starborn Valley Trail"

3D - Merlar's Shrine

3E - Mail Call!

3F - Party at Peach's Castle - "A Party at Peach's Castle"
3F.02 - Party at Peach's Castle [truncated]

40 - End of Chapter - "A Kingdom in Chaos"
40.01 - End of Chapter [truncated]

41 - Chapter Start - "Mario's Theme"
41.01 - Mario's Theme
41.02 - Chapter Start Fanfare

42 - Item Get

44 - Boo's Phonograph

45 - Tutankoopa's Theme

46 - Kammy Koopa's Theme

47 - Jr. Troopa's Theme
47.02 - Jr. Troopa's Theme [this one causes Winamp to crash, for unknown reasons]

48 - Bullet Bill Attack - "Bill Blaster! Go Faster"
48.01 - Bullet Bill Attack [truncated]

49 - Monty Mole Attack
49.01 - Monty Mole Attack [truncated]

4A - Shy Guy Invasion - "Shy Guy Riot"
4A.01 - Shy Guy Invasion [truncated]

4B - Toad Town Tunnels
4B.01 - Toad Town Tunnels (Ice) [truncated]

4C - Whale's Theme
4C.01 - Whale's Theme [truncated]

4D - Forever Forest Warning

4E - Fearsome 5 Found

4F - Fanfare [unused]

50 - Goomba King Appears - "Gates of Goomba Castle"
50.01 - Goomba King Appears [truncated]

51 - Koopa Bros. Interlude

52 - Koopa Bros.' Theme
52.01 - Koopa Bros. Appear - "Koopa Bros. Keep Cool"
52.03 - Koopa Bros. Appear Fanfare

53 - Tutankoopa's Final Warning

54 - Tutankoopa Appears
54.01 - Tutankoopa Appears [truncated]

55 - Tubba Blubba Appears - "Tubba's Heart"
55.01 - Tubba Blubba Appears [truncated]

56 - General Guy Appears - "General Guy's March"
56.01 - General Guy Appears [truncated]

57 - Lava Piranha Appears - "Lava Piranha Attack"
57.01 - Lava Piranha Appears [truncated]

58 - Huff N. Puff Appears - "Huff N. Puff's Theme"
58.01 - Huff N. Puff Appears [truncated]

59 - Crystal King Appears

5A - Blooper Appears
5A.01 - Blooper Appears [truncated]

5B - Mini-Boss Appears
5B.02 - Mini-Boss Appears [truncated]

5C - Monstar Appears
5C.01 - Monstar Appears [truncated]

5D - Club 64
5D.01 - Club 64 [truncated]

5E - Opening [unused]

5F - Fall of Bowser's Castle - "Beware! Bowser's Castle!"

60 - Star Haven - "A City in the Stars"
60.01 - Star Haven [truncated]

61 - Shooting Star Summit - "Shooting Star Summit"
61.02 - Shooting Star Summit [truncated]

62 - Star Ship Takeoff
62.01 - Star Ship
62.02 - Star Ship Takeoff [truncated]

63 - Star Sanctuary - "Sanctuary!"
63.01 - Arriving at Star Sanctuary
63.02 - Star Sanctuary Fanfare

64 - Bowser's Castle (Early)
64.01 - Bowser's Castle (Late) - "Siege on Bowser's Castle"
64.02 - Bowser's Castle (Late) [truncated]

65 - Bowser's Castle (Underground)
65.01 - Bowser's Castle (Underground) [truncated]

66 - Bowser's Theme - "Angry Bowser"
66.02 - Bowser's Theme [truncated]

67 - Bowser Battle - "Bowser's Rage"
67.01 - Bowser Battle [truncated]

68 - Peach's Wish - "Wish of the Princess"
68.01 - Peach's Wish [truncated]

69 - File Select
69.01 - File Select [truncated]

6A - Title - "Main Title"
6A.01 - Title Fanfare
6A.02 - Title [truncated]

6B - Princess Peach's Castle Taken
6B.01 - Princess Peach's Castle
6B.02 - Princess Peach's Castle [truncated]

6C - Prologue Interlude

6D - Princess Peach Appears - "Princess Peach Saved!" (Part 1)
6D.01 - Peach's Address - "Princess Peach Saved! (Part 2)
6D.02 - Peach's Address [truncated]

6E - The End - "Mario and Peach's Theme"
6E.01 - The End [truncated]

6F - Star Rod Get

70 - Twink's Theme - "Twink's Theme"
70.01 - Farewell Twink - "Goodbye, Twink!"

71 - Baking a Cake

72 - Gourmet Guy's Gratitude

73 - Princess Peach's Theme - "Princess in Distress"
73.01 - Princess Peach's Theme (Balcony)
73.02 - [silence]

74 - Peach's Event - "Hang in There, Peach!"
74.01 - Peach's Event [truncated]

75 - Peach's Stealth
75.01 - Peach's Stealth [truncated]

76 - Peach Caught

77 - The 64th Trivia Quiz-Off (Intro)
77.01 - The 64th Trivia Quiz-Off (Question)
77.02 - The 64th Trivia Quiz-Off (Outro)
77.03 - [silence]

78 - Theme of the Star Spirits (Before)
78.01 - Theme of the Star Spirits (After) - "Star Spirits' Request"
78.03 - [silence]

79 - Penguin Murder Mystery
79.01 - Penguin Murder Mystery (Herringway)
79.02 - Penguin Murder Mystery (Herringway) [truncated)

7A - Mayor Penguin Recovers
7A.01 - Mayor Penguin Recovers [truncated]

7B - Magic Beanstalk (Growing)
7B.01 - Magic Beanstalk (Climbing)
7B.02 - Magic Beanstalk (Growing) [truncated]

7C - Merlee's Spell
7C.01 - Merluvlee's Fortune
7C.02 - Merlon's Fortune

7D - Lakilester's Theme - "Lakilester the Great!"
7D.01 - Lakilester's Theme [truncated]

7E - Goomba Bros.' Retreat
7E.01 - Goomba King's Fortress
7E.02 - Goomba Bros.' Retreat [truncated]

7F - The Sun Rises on Flower Fields
7F.01 - The Sun's Theme

80 - Dry Dry Railroad
80.01 - Dry Dry Railroad [truncated]

81 - Whale Ride
81.01 - Whale Ride [truncated]

82 - New Partner

83 - Dry Dry Ruins Appears
83.01 - Dry Dry Ruins Appears [after delay]

84 - Candy Canes

85 - Playroom

86 - Moustafa's Theme
86.01 - Moustafa's Theme [truncated]

87 - Game Over

88 - Toad House

89 - Petunia's Theme
89.01 - Posie's Theme
89.02 - Lily's Theme
89.03 - Rosie's Theme

8A - Flower Gate

8B - Battle Victory

8C - Pop Diva's First Song
8C.01 - Pop Diva's Song

8D - Boos' Game
8D - Boos' Game [truncated]

8E - Level Up

90 - Staff Credits (Day) - "Victory Parade"
90.01 - Staff Credits (Day) [truncated]

91 - Staff Credits (Night) - "The Celebration Continues"
91.01 - Staff Credits (Night) [truncated]

94 - Mario's House

95 - Opening: The Star Rod - "Story of the Stolen Spirits" (Part 1)
95.01 - Opening: Bowser Attacks - "Story of the Stolen Spirits" (Part 2)
95.02 - Opening: Star Kids and Wishes - "Story of the Stolen Spirits" (Part 3)
95.03 - Ending: Peach's Castle Restored

96 - New Partner [JP] - "Nice to Meet You"
96.01 - New Partner [JP] [truncated]

So, I found this nifty little code for Paper Mario (NACE/NTSC-U) that changes the music when you enter a new area.
 
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What do you fill those 16 dots with, is the question? I'm trying to make a speed code for MK8, but I don't know what to fill those dots with.
Whatever you want technically. Typically a ram write follows that line. So if you were changing the speed of something you'd do 00120000 42000000

Where 42000000 is an example, being whatever you want to set the speed to as a floating point
 
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Whatever you want technically. Typically a ram write follows that line. So if you were changing the speed of something you'd do 00120000 42000000

Where 42000000 is an example, being whatever you want to set the speed to as a floating point

Thanks. Don't mean to be a pest, but I've tried the "Parse Pointer Expression" with the Player 1 speed pointer, [0x4443BB4C] + 0x52E4, but I can't seem to get the code to work at all. And yeah, I've tried sending the code, but that didn't work.

This is the kind of code I got out of that method:
Code:
30000000 4443BB4C
441317BF 48490EA8
........ ........
D0000000 DEADCAFE

Am I doing something wrong here?
 
Last edited by TheWord21,
Thanks. Don't mean to be a pest, but I've tried the "Parse Pointer Expression" with the Player 1 speed pointer, [0x4443BB4C] + 0x52E4, but I can't seem to get the code to work at all. And yeah, I've tried sending the code, but that didn't work.

This is the kind of code I got out of that method:
Code:
30000000 4443BB4C
441317BF 48490EA8
........ ........
D0000000 DEADCAFE

Am I doing something wrong here?
Try this
Code:
30000000 4443BB4C
30000000 49000000
31000000 000052E4
........ ........
D0000000 DEADCAFE
 
Hello,
I hope anyone can help me
I cant go by botw 1.3.1 statue with heard container.
She say i have all but i have 12 heats und 2 rings stamina

Plaese help me
 
Hello,
I hope anyone can help me
I cant go by botw 1.3.1 statue with heard container.
She say i have all but i have 12 heats und 2 rings stamina

Plaese help me

Mmm... I think you were at the capping limit for Stamina/Heart Container upgrades; you can't have anymore after that point.
 
My gratitude to you, good sir. If you don't mind me asking, and if it's not too complicated to explain, how did you do this?
It's very simple.
Code:
30000000 4443BB4C
30000000 49000000
Works out [4443BB4C] and makes sure it's between 30000000 and 49000000. I picked that range because you said it was an mk8 speed code, and most in-race data is stored in the range 30000000-49000000. This means if [4443BB4C] wasn't between 30000000 and 49000000, it would most likely be invalid. The second line means that if it is not between 30000000 and 49000000, the pointer is invalid and the codehandler will skip the code in such a situation to make sure it does not write to random addresses and crash the game.
Code:
31000000 000052E4
Adds 52E4. So you end up with [4443BB4C] + 52E4. Then if it is between 30000000 and 49000000, it executes ........ ........, otherwise it jumps to D0000000 DEADCAFE, which tells the codehandler that that's the end of the pointer code.
 
Hello, 'Sm4shModder back with some more questions;

* How do I actively keep track of relevant values and pointers? Say I wanted to remove the length limit of Mario Maker's objects; how would I know which values to change?

* When new values are injected into the game, do they permanently replace the original ones, or do they get reset upon powering-off?

Thank you all very much for your continued support and contribution!

- Sm4shModder.
 
Hello, 'Sm4shModder back with some more questions;

* How do I actively keep track of relevant values and pointers? Say I wanted to remove the length limit of Mario Maker's objects; how would I know which values to change?

* When new values are injected into the game, do they permanently replace the original ones, or do they get reset upon powering-off?

Thank you all very much for your continued support and contribution!

- Sm4shModder.
Due to the nature of how RAM works, and it being called "Volatile Memory"

Unless something is saved by the game onto your save file, the effect of changing any value will not persist through powering on and off.


I'm not sure what you mean by how to keep track of relevant values and pointers. Take notes in notepad on your computer of the interesting addresses you find.

Knowing which values to change comes with searching changing values. In your example, it'd be as simple as doing an Unknown search in smash 4 between the memory range of 10000000 - 14000000
And then increase the little bar that tells you how much space you've used up on your custom stage, then run a "Greater than" search. Or decrease the bar value and search for Less Than, or whatever. You'll have a list with fewer and fewer addresses in it, then you can poke one to see which value changes the bars size. Then write a code around that address just making the value always 0 so the bar never fills up.
 
Last edited by skoolzout1,

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