I been modding on JTAGs for years and make online codes. Most of the super speed and jump height was in the floats
here's an example
This goes the same for PC and PS3 but I will say only 10% out of 100 isn't in the floats, some games they were deep in the ram.
I know the Wii U is a new generation and more up to date system, but i suggest to still "try" the floats before anything else..
Hmm mine craft came out for the Wii u, I still have my JTAG mods for it. I wonder if I can compare the value throughout the wii u floats would we find the superspeed, well of course the address will be different though.
Great job on your contributions to the scene.
Nevertheless, you didn't address my concern. Most people can easily tell which addresses hold IEEE-754 values, but without an in-game ability to modify the character movement speed or jump height, we will either need to test each candidate address sequentially, or we have to be very very lucky at guessing.
For practicality, let's assume that the character speed is stored in
MEM2 (since all other codes for XCX have been found there). That's over 3 million word addresses to scan. Even if just 1% are floats, it's not feasible to probe each one. Also, we don't know exactly which condition will trigger the change in char speed (e.g. move, change menu, change map, change team characters, ...), which piles onto the issues.
With all that said, I can think of 2 leads for the jump height:
1. we can aggressively assume that jump height is considered a protagonist trait, in which case we only need to scan between 0x1C38B624 and 0x1C38EB44 (from protagonist's name to Nagi's name; that's 3400 word addresses).
2. we can aggressively assume that the same variable changes value when the user enters a skell, so we can scan for address changes.
I'll look into those shortly, after finishing probing equipment attributes (e.g. anyone want 3-slot armors with Potential Up XX, Treasure Hunter XX, and Melee Attack Up XX?
)