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retroben 28th July 2014 09:42 AM

retroben's random new gs code topic cont.
Edit: I will be adding codes into old posts marked with (2018) (or (2019) if it gets there before then) so I don't have to mix and match games in actual new posts.

Game Template;

Super Smash Bros. 64=SSB

Super Mario 64=SM64



Donkey Kong 64=DK64

Diddy Kong Racing=DKR

Conker's Bad Fur Day=CBFD

Quest 64=Q64

Gex 3=GX3

Kirby 64=K64

Mario Kart 64=MK64

Zelda Ocarina=OOT

Majora's Mask / dbg=MaM / MaMd

Paper Mario=PaM

F-Zero X=FZX

Vigilante 8=V8

GoldenEye 64= GE64


Mickey's Speedway USA=MiS

Yoshi's Story=YoS


SSB: 1,8-11,15,47,49,71-78,86,87,90,93,94,98

DK64: 1,2,8,14,21,22,44,46,47-55,62-70,78-80,82,83,85,86,90,93,100-102

CBFD: 3-5,8,15,32-34,"35",47,58,59,68,90,91,97,100,101

B-K 6-8,12,14,15,29-33,35-38,42-44,47,69,80-85,92,100,102,103

B-T: 5-8,11-14,17-30,32,"33",43,47,81,87-90,92,93,98,99,101-103

MK64: 15,47,84

SM64: 15,34,47,95

OOT: 15,38-42,50,55-61,68,70,91,100

MaM: 39,50,61,62,68,91,92,98,100

K64: 15,16

MaMd: 16

Q64: 16,17

FZX: 22,95

GX3: 22,94,95

V8: 45

GE64: 47,83

PaM: 47,71

DKR: 47,68,84,88,89,95-99

SF64: 49

MiS: 84

YoS: 90

retroben 28th July 2014 08:31 PM

Since the forum trolled me by being down,here is part of what I have in store tomorrow.

Super Smash Bros. 64 (U)

Size Modifier Info;

Note:All searches done in PJ64 b23/ver23 because all 2.0 updates suck in the fact that they crash when attempting to search the memory.
Since PJ64 2.0 is open source,somebody please make a fixed version of 2.0 with the memory search no longer crashing the emulator.

Search in 0x00200000 for the 32bit value of 0x80265C90 and move up until reaching three identical size values.
This is where P1's size modifier is always extremely close to.
It is always the same way regardless of what character you are playing as.
The location of any give size modifier will always be the same as long as the conditions always match,such as P1-Mario VS P2-Luigi in Hyrule.
Change Luigi to,say,Yoshi,and the address location for Mario will be in a completely different spot.

Example:P1 is Donkey Kong in Hyrule VS Mode,his size values are 3FA00000.
Searching for 0x80265C90 will yield only one result which takes you directly to the approximate location of the size modifier for the current P1 character.

Regardless of player,the default size is always the same.

Pikachu's default size is 3F733333.
You can easily search this 32bit size value to find both P1 and P2 sizes while both players are Pikachu,allowing you to make both players giant or either tiny.
You can even invert their sizes to be upside down!

I also found a funny variable starting at 4B.
Use 4C to explode your character,LOL,it is C4 backwards!
Change to 48 and you become a piece of the current stage!
Change it to 28-20 for some creepy always facing you in pause camera and other effects. (works best with unrestricted camera)

{end of 1st post}

We really need some pointer codes for size modifiers and other cool codes so they can work regardless of what characters are being used.

Luckily,Address locations are the same whether or not any given player is an X level CPU or normal/human player.

Link sizes in VS Hyrule stage.

Link Skipped Leg-day (P2)
81310618 4000
8031061D 00C0
81310620 4000
Player 1 must be Pikachu and in Hyrule,otherwise crashes if not Pikachu.
VS Mode,crashes after leaving round.
Activate when in a battle.

Link's Huge Arm (P2)
80310860 0040
80310864 0040
80310868 0040
P1 must be Pikachu.
VS Mode in Hyrule,doesn't crash on exit.

Permanent size finder...

Global search values;


Edit:inconsistent value

3F 73 33 33

Pikachu VS Pikachu in VS Hyrule size address locations:

P1 Pikachu Size Mod (3F73=Default)
812F1968 xxxx
812F196C xxxx
812F1970 xxxx
Only works when P2 is also Pikachu and in Hyrule.

P2 Pikachu Size Mod (3F73=Default)
812F7618 xxxx
812F761C xxxx
812F7620 xxxx
Only works when P1 is also Pikachu and in Hyrule.

This is where pointer codes would come in handy.
Without them,you would have 800+ combinations for each character and the four players.
(and that's without polygons or metal mario)
So,somebody please make and post a pointer code and an example code for modifying P1 or P2's conditions such as size modifier regardless to what players or stage is used.

RPGMaster 28th July 2014 08:37 PM

Cheat engine is easier tbh. Even if you prefer using gameshark for actual gameplay, you could use cheat engine for finding addresses.

For some reason Iirc, Zilmar took out a lot of the debugger code, so that's why it crashes when you select memory viewer. No one will bother fixing up PJ64 lol.

retroben 28th July 2014 09:25 PM

I may be posting general sizes of every character for easily finding them if the 0x80265C90 value fails to find the right spot for some reason.

retroben 29th July 2014 08:19 PM

Starting with Weegee.
Damn the P2 number inconsistency!

Character Sizes:
Donkey Kong=3FA00000
C. Falcon=3F866666
Kirby=3F68F5C3 then 3F800000 after Final Cutter (resets to 3F68F5C3 on death)

retroben 30th July 2014 08:54 PM

Back to some DK64 nonsense.

This one is a bit more of a static address than I thought since it always works when in the proper area.

Action/Status Mod L/R (DK Isles only)
D0014DC5 0010
813DDA34 xxyy
D0014DC5 0020
813DDA34 0C00
Press R for action and press L to restore movement,and it works on all Kongs.
Values/Additional Sub Values:

0700-0B00=crash/hang the game
0000=Something? (unbelievably works)
0209,08-00=1st Person
0409,08-00=Takes Out Camera
0600=Freeze Frame/Matrix
0E00=Slip On Banana Peel?
0F00-1300=Slip/Turn Around
1400=Off-Balance? (Chunky Event Action?)
1702=Jump Status
1800=My Island Needs Me
1A02=Diddy's Second-Jump
1C00,01-06=Simian Slam (Buttus Bashium)
1D02,03=Long Jump and Landing
1E01=Before Landing From Chunky Barrel?
1F01=Animationless Ammo Shooter (can move around and shoot)
2000=High Fall *Damage* (Funny)
2200=Changes Rotation (reverts to 0C00)
2201=Tiny's Glide
2300=Freeze Frame (until released)
2400,02=Chunky's Super Punch
2600,01,02=Neutral Atk. Combo
2801=Neutral Final Attack
2900,01,02,03=Moving Attack 02 can be make-shift moonjump.
2A00=Airborn Attack
2B00=DK Roll Attack
2C00=Orange Bombs (sadly,not spawning when R is pressed)
2D00=Orange Glow Attack
2E00,01,02=Diddy's Chimpy Charge
2F00=Rambi Charge
3000=Same as 2F
3100=Taking Damage
3300=Donkachu From Air (Armor-dillo malfunction animation)
3500=Moving Forward
3700=Face Camera At A Distance
3702=Provokes Walking
3800=Freeze Frame
3900=Shrink Indefinitely (until L is pressed)
3A00/3B00=Freeze Frame
3F01=OrangeStand (as anyone!)
4101=Movement (Moonjump)
4200=Entered Any Barrel
4400=Something??? (maybe DK Launch Pad)
4500,04=Cannon Shot
4800=Holding Barrel (does not crash)
4900=Walking With Barrel
4B00,02=Throwing Barrel
4C00=Moving (barrel action?)
4E01,02=Swimming Surface
4F05=U/w Swimming
5102=Jump Status From Water
5201,02-0F=Banana Port (teleports in place if not yet used for real)
5300,01-04=Tiny Teleport/Teleport out of existance! (02 is faster,Place outermost edge of map unless pad was used)
5400=Shrinking Teleport?!? (really fast)
5500=Instant Teleport (gets stuck until pressing L)
5701=Swinging On Vine
5800,01-04=Jumping Off Vine
5900,01,03,04=Climbing Up/Down Tree (allows teleporting to last tree climbed)
5A00,02=Knock Back,Moving???
5B00,01-03=Ledge Grab,Allows Moonjump/Ceiling Clipping On 00
5B01=Allows Teleporting to a set ledge-position at any height after grabbing a ledge once.
5C00=Climbing Up Ledge
5D00=Gun Is Out
5E00=Walking With Gun
5F00=Put Away Gun
6000=Take Out Gun
6102=Jump With Gun
6200=Z Aiming Gun
6300=Jetpack And Shooting (on any Kong,sadly does not allow flying)
6400,01-05=Camera Taking Picture
6500=Camera Taking Picture (causes floor clipping)
6600,03=Goes Walking Underwater
6700,01-03=Musical Instrument (no scene,kills enemies after getting unstuck with L)
6800,01-04,05=DK64 On LSD (i greatly recommend trying this one,05 is endless)
6900=Screen Tilts Briefly
6A00,01-06=Weapon Get! (causes zoomed camera and stage lights,04 and 06 change camera view)
6B00/6C/6D=Freeze Frame
6E00,01=Camera Zooms Out,Tah Dah! (allows spooky floating when 01 and might be Lanky Balloon)
6F00,01=Flying Kong??? (Hilarious!/might be Lanky's Balloon)
7500=Freeze Frame
7600=Battle Warp (takes you to level 0 with the DK clone)
7700=Become Invisible
7D00=Creature That Can Walk U/w And Jump
7E00,01=Swordfish Controls (and animations as Kongs)
7F02,03=Swordfish Submerged
8000,01=Swordfish Stab
8100,01=Swordfish Stab Submerged
8200=Swordfish Jump
8300=Banana Fairy/Ammo Recovery (warning:spammed=slowdown to 1VI/s)
8400=Fade To Black (game still running,3600 kill DK regain access,can hit L for darker gameplay)
9800=The first higher one that does not cause errors/crashing.
9900-9C00=Probably Nothing
9D00=Model Glitches
9D00-FFF=Null Data

Numbers above 8400 cause breakpoints,where does this block go, and other "fun" things.

DK64 On LSD (L/R)
D0014DC5 0010
813DDA34 6800
D0014DC5 0020
813DDA34 0C00
Press R to see madness ensue!

The action list is complete!
Now for hope to find an animation mod.

retroben 31st July 2014 04:01 AM

I found a size modifier for use in DK Isles!

Everybody's default size is 3E19999A,but there's tons of placeholder values that spam the search results.
This one is as stubborn as Banjo-Tooie's random location changes.

An exploit is to use the action mod value 3900 to shrink yourself a little and search for decreased values every time.

If only I had the needed pointer code so there could be an actual size modifier code.

Edit:They are the same size,and it only gets 100+ results in search from 0x00360000 range.

And Giant chunky is 3E99999A in size.

retroben 25th August 2014 09:13 PM


I just found a very awesome sub-action modifier for DK64!

Sub-Action Mods

Neutral Attack
806E4547 00xx
Works with all Kongs.
39=Shrink on every attack!
67=Kill nearby enemies!
68=Whoa,Pretty Sparkles!!!

Walking Attack
806E44EF 00xx
1C=Feet Slam
1D=Long Kick

DK Roll/Tiny Slidekick
806E4813 00xx
18=Rolling Super Jump
1F=Shoot ammo (mash B)
41=Allows DK/Tiny Orangestand
45=Rolled Launch
62=Aiming Gun (can shoot)
67=Kills Nearby Enemies!
83=Banana Fairy Restores Ammo

Chimpy Charge
806E494B 00xx
17=Allows Fast Moving
1C=Chimpy Slam
1F=Allows Peanuts When Sparkling
24=Chunky's Punch
33=Diddy's A Robot!!!
5D=Aiming Guns
67=Kills Nearby Enemies!
83=Banana Fairy Restores Ammo

Remember that these work on any area.

Crouching (full action mod)
806E4E13 00xx
Actions can be unstuck by taking damage,they mostly stay on the crouch animation regardless of action.
1F=Animationless Shooting
2B=Fast Roll Crouching
3F=Orangestand With Anyone!!!
48=Holding Barrel
4E=Floor Clipping/Swim when at or below water height.
52=Teleport OOB Or Last Pad
53,54=Teleports,you can luckily still use the pads without activating crouch.
5D=Hold Z to Shoot
7B=D.K. Slider
7D=Creature That Can Walk U/w And Jump!!! (any level) {use moonjump to never get stuck in deeper slopeless water}

Simian Slam
806E5E37 00xx
1D=Tox Box From SM64?!? (just kidding)
28=Allows Infinite Midair Jumps!!! (take that nolberto!)
3E=DonkeyRolled DK64 Edition!
44=Smokey Slam
51=Flappy Kong
59=Last Tree Teleport
5B=Last Ledge Teleport
62=Midair Gun
63=Falling Jetpak :(
6E=Cool Stunt

Death Hit
806EEEF7 00xx
Can still die from high falls and pits.
00=Immune To Dying
20=Ridiculed For Having No Health (survive deaths)
33=Fatal Death
5D=Revenge Gun
83=Banana Fairy Heals You

High Falls
806EE24B 00xx
00=Immune to high falls
22=Tiny's glide as anyone! (Hold A and jump off a high cliff for lasting glide)
36=Heart Attack (looks funny)
3C=Midair Crouch (perfect invincibility for high falls)
58=Jump from non-existent vine
6F=Flying Kong!!! (YAY!!! It works!)

Combine the "glide as anyone" on High Falls with "Cannon Launch" on this next code for loads of fun!

Airborne Attack
806EB693 00xx
14=Slow rising airborne attack
17=Infinite jumps by mashing B
1C=Alternate Simian Slam
22=Varying glide as anyone. (DK and Diddy can actually float upward!)
26=Midair Neutral Attacks (sometimes improper)
29=Moving ground attack in air
2B=DK Rolling Bash (quickly floating upward/can clip some walls)
44=Smokey Airborne Attack
45=Barrel Cannon Launch
4E=Clip Floor/Swim when below water surface height
4F=Infinite jump with water physics?
51=Infinite jumps from water jump?

Slip From Turning
806D3453 00xx
20=Consequential Damage
2B=Slip for DK rolling speeds
83=Slip for ammo refill

Jump (2nd immediate time)
806E3297 00xx
Try double jumping with DK.
1C=Simian Stomp
36=DK's Head Hurt (no death)
67=Kill Nearby Enemies
68=Tripping Out (Finally not getting stuck!)

retroben 27th August 2014 08:16 AM

Loads of new DK64 Gameshark codes!!!

I hope a lot of people find out about these so they can use them.
They largely resemble the Banjo-Kazooie codes of action replacement,as they have the same "24 xx 00 xx" layout.

Hopefully I can find some animation mods for hilarious looking attack animations.

retroben 27th August 2014 08:26 PM

Taking Damage
806EF333 00xx
00=No Knockback
20=Squished (can get combo'ed)
40=Allows Orangestand (hold Z when getting hit,jump to fix animation)
45=Launched with damage
51=Indefinite flight (can be used as moonjump and exited by an airborne attack)
52=Teleport to safety (after damage)
54=Shrinking warp
64=Takes picture (can even take a selfie LOLZ!,exit the usual 1st person way)
59=I became a tree! (think pedophile from gmod prop hunt,gets stuck but can be exited by pausing to exit level/quit)
5D=Access gun
83=Heal and ammo refill (can get repeated if you don't hurry)

Forward Sliding Down Slope
806F08EB 00xx
0C=Walk down
0D=Shuffle down
16=Sliding down backwards
20=Squished (when reaching flat surface)
45=Cannon Launched
48=Hold invisible barrel
5D=Gun slide

Playing Instrument
806F0603 00xx
33=Epic Performance!
83=Summon Fairy (refills ammo)

Orange Bomb
806E2E4F 00xx
40=Orangestand And Bomb Throw! (Hold Z)
Note: Does not affect the 1st person bomb throw.

retroben 27th August 2014 10:42 PM

Too easy!!!
I just found the animation mods!

Sub-actions might be the real actions,just broken because of animations staying the same.

Animation Mods

Neutral Attack
806E4537 00xx
Some appear stuck,but can get free by jumping.
Nothing,means it never changes animation.

04=Stand and turn motionlessly
05=Turning Slip
06=Forward Sliding
07=Sitting Paranoid
0A=Begin Crouch (gets stuck/don't use)
0C=Turning while crouched
0D=Exiting Crouch
0E=Backflip (combine with sub-action 3E for actual backflip!)
0F-10=DK Final Neutral Attack
12=Same 0F
13-15=Diddy Spring Jump
16=Simian Slam Roll (delayed)
17=Simian Slam Impact (delayed)
18=Stronger Slam
19=Stonger Slam With Roll
1A=Long Jump
1B=Normal Jump
1C-1D=High Falling
1F-20=Roll (bounced on enemy)
21=Chimpy Charge Ducking
22=Diddy High Falling?
23=Different Per Character
24=Weird Backflip (gets stuck)
25=Weird (stuck)
27=Death Animations
28=Before High Falling?
29=Drowning from last hit
2A=Hot Sand/Lava Death??? (most involve sinking)
2B=Pick up barrel
2C=Put down barrel
2D=Throw barrel
2E=Holding Barrel
2F=Walking w/ Barrel
30=Jumping w/ Barrel (causes final neutral attack)
31=Throwing Rock?
33-35=Neutral Swimming on Surface/Underwater
36=Slow U/w Swim (doing the worm)
37=Breast Stroke (gets stuck)
38-39=Nothing (stuck)
3A=Surface Swimming
3B=Nothing (water graphics appear)
3C=Walking (stuck)
3D=More Swimming (stuck)
3E=Final Neutral Attack
40-41=Same as 3E
42=Orange Glow Attack (cool! It actually hurts enemies!!! Doesn't cost anything.)
43=Airborne Attack
44=Walking Attack
45=Various Attacks Each Kong
47=Throw Orange Bomb!!! (actually happens!!!)
48=Chimpy Charge Animation
49=Chimpy Hit Wall
4A=Puts Away Gun
4B=Takes Out Gun
4C=Gun Stuff?
4D=Takes Out Gun (can't shoot until jumping)
4E=Breaks The Game (larger shadow and Chunky crashed it)
4F=Don't Use This "Where Does This Block Go"
50=Gun Jump
51=Holding Gun
52=Z-Targeting Movement?
54=Shoot Ammo (only one shot at a time)
58=Landing With Gun
59=Take Damage Animation??? (stuck)
5A=Instrument Animation!!! (not killing enemies,can get hurt,pause buffer to fix blackness)
5B=Celebration Dance!
5C=Same Dance For Challenge (stuck)
5D=You Failed! (gets stuck when animation completes,jump before it ends)
5E=Minecart Sitting
5F=Minecart Lean Right (stuck)
60=Minecart Unlean Right
61=Minecart Lean Left (stuck)
62=Minecart Unlean Left
63=Weird Sitting (stuck)
64=More Minecart
65-66=Tiny/Lanky Sliding
67=Tiny/Lanky Slide Damage?
69=Hanging On Vine
6A=Climbing Up Vine
6B=Climbing Down Vine
6C=Vine Hang Again
6D-6E=Vine Jump
6F=Jump? (from tree?)
70=Holding Onto Tree (stuck)
71=Climbing Up Tree
72=Climbing Down Tree
73=Holding Onto Tree
74=Final Neutral Attack?
75-76=Hanging Off Ledge
77-78=Moving Along Ledge
79=Climb Onto Ledge (stuck)
7A=DK Minecart (hurry up!)
7B=Don't Use (crashes emu)
7C-7D=DK Minecart Rail-Swap?
7E=Don't Use (crashes emu)
7F=Weird Ducking
80=Don't Use (crashes emu)
81=DK Minecart Jumping
82=Don't Use (crashes emu)
83-84=DK Minecart,Hurry Up!
85=Weapon Get!
86=Battle Arena Stances
88=Potion Drink (gets stuck when completed)
8A=Please Pick Me!
8B=You're Picking Me? (funny)
8C=Not Picking Me
8D=Don't Use (where dose blok go)
90=Floating About Until Disappearing From Existance (gets stuck permanently)
96=Same As 90
97=Don't Use (crashes emu)
9A-9E=Nothing,9E Crashes
9F-AA=Nothin,AA Crashes
B0=Diddy Jetpak Aiming as DK (crashes game when Diddy???)
B1=Crashes Emu
B2=Nothing,B3 Crashes Emu
B4=Diddy Jetpak Flying (nothing when Diddy?)
B5=Nothing (Diddy crashes)
B8=Nothing (Diddy crashes)
BA=Nothing (Diddy crashes)
BB=Nothing unless Diddy (attacks?,Lanky crashes) [specific character only???]
BC=Same with Lanky (maybe Tiny crashes)
BD=Diddy Simian Slam???
BE=Tiny Kickflip (DK farts smoke)
BF=Lanky Simian Slam
C0=Various Each Kong (none crash,Chunky does nothing)
C2=??? (Diddy crashes)
C3=Diddy Simian Slam (again?)
C4=Tiny Flipping Stunt,Chunky Ate Bananas (stuck,perfect when Chunky Model changed to value 2D)
C5-C6=Nothing,C6 crashes
C7=Chunky Holding Something In Water?
C8=Tiny Holding
C9=Lanky Holding
CA=Diddy Holding
CB=Lanky Simian Slam (again?) Chunky Disappears From Existance
CC=Chunky Simian Slam
CD=Chunky Scared
CE-D0=Nothing (Diddy crashes)
D1=Diddy Simian Slam (why?) Lanky:WTF? Tiny Disappears From Existance
D2=Diddy Holding (again)
D3=DK Holding
D5=DK Simian Slam,Diddy:WTF?,Lanky Disappears From Existance
D6=Lanky Simian Slam,Tiny Is A Seal!,Chunky Disappears From Existance
D7=Diddy:WTF? (stuck),Lanky Crossed Arms,
D8=Tiny Kickflip,Chunky Ate Bananas
D9=Diddy Swimstroke (stuck after complete),Variety
DA=Lanky Holding
DB=Tiny Kickflip,Chunky:WTF?
DC=DK Gun,Diddy Squished,Lanky Punch,Tiny Bomb,Chunky Primate Punch
DF=DK Holding (again?),Diddy Disappears From Existance
E0=DK Disappears From Existance
E2=Tiny Pulls Out Gun,Chunky Disappears From Existance
E3=Tiny:WTF?,Chunky Simian Slam
E4=Tiny:0///0,Chunky Holding
E5=Tiny Holding,Chunky Disappears From Existance
E6=Chunky Simian Slam (again?)
E8=DK:WTF?,Diddy Gets Shocked?? (Armor-Dillo),Lanky Crashes,Tiny Hand On Something???,Chunky Squished
EC=Kasplat Hits Tiny (stuck)
ED=DK Dances And Flips Endlessly (can jump out)
EE=Kasplat Hits Chunky (Tiny crashes)
EF=Kasplat Hits DK,Diddy Dances And Flips Endlessly (jump),
F1=Kasplat Hits Diddy,Lanky Dance And Flips,
F3=Diddy Crashes,Kasplat Hits Lanky,Tiny Dances And Flips,
F4=DK Crashes,Diddy Hanging Onto Tree,
F5=DK Getting Shocked,Chunky Crashes
F6=Tiny Rolling?,Chunky Kickslide?
F7=DK Holding Barrel?,Diddy Weird Dance,
F8=Lanky Crashes,Chunky Jamming Out?
FA=Diddy Different Jam?,Lanky Squished
FB=Crashes,Lanky Long Jump
FD=Diddy O_O,Lanky Crashes,
FE=Lanky Weird And Sinks,
FF=Tiny Stunt

In terms of each character having a different animation per slot,you will just have to see the differences yourself.

Neutral Attack Cont.
816E4536 0xxx

0100-0101=Nothing Interesting
0102=DK Potion With Light,Diddy Looks Around,Tiny Crashes
0105=Tiny Crashes,Chunky:WTF?
0106=Diddy's Death,Tiny Rolls?
0107=Diddy Crashes,Tiny Potion Light
0109=Tiny???,Chunk Slam
010B-0111=Nothing Interesting,Crashes
0112=Diddy/Tiny Potion Light
0114=Lanky Potion Light,Tiny Crashes
0117=Chunky Is The Small Dragon That Gets Squished To Death???
011E=Tiny Bent Too Far,Chunky Crashes
011F=Tiny Fell Down,Chunk Slam
0124=DK Potion Light
0125=Tiny Scared?,Chunky Weird Punch
012A=Crashes,Lanky Looking Around
012B=Crashes,Chunky Potion Light
012C=Diddy Potion Light,crashes
012D=Crashes,Tiny Potion Light
012E=Diddy Dance,Lanky Potion Light,Crashes
012F=Diddy Bows
0130=Lanky Bows
0131=Crashes,Tiny Bows
0132=Crashes,Chunky Bows
0134-0135=Crashes,Diddy Potion Light,Lanky Broken LOL,Crashes
0136=Crashes,Chunky Potion Light
0137=Diddy Slide
013A=DK High Fall,Crashes
013B=Crashes,Lanky High Fall
013C=Crashes,Chunky High Fall
013F=DK Airborne Attack,Diddy Gets Shocked
0140=Crashes,Lanky Potion Light,Crashes
0144=DK Squished,Diddy Potion Light
0145-0146=Nothing Interesting
0147=Chunky Using Diddy's "Pick Me"
0149-014E=Nothing Interesting
0159=Crashes,Tiny '_'
015A=DK Bent Too Far And Sinks
015B-015C=Nothing Interesting
015D=Crashes,Lanky '_'
0160=Crashes,Lanky '_'
0161-0162=Nothing Interesting
0164=Crashes,Chunky Dances And Flips
0166=DK Is Weird
0169=Crashes,Tiny Is Weird
016E=Crashes,Lanky Dances,Tiny Potion Light
016F=DK One Helluva Guy?,Diddy Pulling Lever?
0174-0175=Nothing Interesting
0177=Crashes,Chunky This Kong's,One Hell Of A Guy!
017A=DKNT Stance
017D=Crashes,Tiny Rolling Stunt
017F=Nothing Interesting

Walking Attack
816E44DE 0xxx

Playing Instrument
816F05F6 0xxx
0E=Deadly Backflip

Chimpy Charge
816E494E 0xxx

Throwing Orange Bomb
816E2E3E 0xxx
42=Orange Special (LOL)

Walking Animation
816CDFC6 0xxx
04=Ice Skate Mode
05=Sorry,forgot how to Kong
0C=Wiggle Movement
1A=Long Walk
1E=Squishy Walking
29=Drown Walk
2A=Sinking Walk
2F=Walk Like Holding Barrel
32=Powerful Entity
33=Swim Walk
34=Swimstride Walk
35=Swimming Walk
36=DK Does The Worm,etc.
37=Swimstroke Walk
3A=Surface Swim-Walk
3B=Wet Walking
3D=Dog Paddle
3F=Attack Walk (actually kills enemies!)
42=Continuous Orange Glow Attack (kills)
44=Always Attacking (let me know if Chunky makes his helicopter noise constantly)
45=Kickslide Walking
48=Continuous Chimpy Charge As Anyone
49=Chimp Wall-king
4B=Forces You To Use Gun
5A=They Love Music
5B=Happy Dancing
5D=Loser Walking (Chunky is sad :()
6A=Vine Climb Up Walk (funny)
6B=Vine Climb Down Walk (funny)
71=Tree Up Walking (funny)
72=Tree Down Walking (funny)
78=Ledge Walking (hilarious!)
86=Battle Stances
88=Potion Walk (too many freeze the game)
8A=Attention Whores
8B=Senpai Noticed Me!
8C=Not You
C4=Chunk Ate Bananas
CD=Chunky Scared
D6=Tiny Is A Seal!
D7=Diddy WTF?,Lanky Holds Arm
DB=Cjunky WTF?
E3=Tiny WTF?
E4=Tiny 0///0
E8=Same as title. (avoid using Lanky)

retroben 28th August 2014 04:31 AM

Outta time to find any more values for now.

I think these are sub-actions and actions+animations.

Edit:Back to find some more.

Edit2:Ran out of space for text,LOL!

More Walking Animation
816CDFCE 0xxx
03=Always Slow Walk
06=Idle Animations
2E=Unused Pushing???
46=Chimpy Charge (loops)
47=Diddy Minecart
48=Diddy MCart Jump
49=DD MCart Lean Right
4A-4B=DD MCart Crouch???
4D=DD Mcart Lean Left
4F=DK/Chunky MCart Wave
67=Crew Stances!!!
68-69=Thinking Stance?
6B-6C=Waiting??? DK Shyness
6D=Idle Juggling
6E=Standing Around?
6F=Lanky Runs,Others Motionless???
70=Lanky Walks,Others WTF? and Don't Shoot!
71=Diddy Wakes From Sleeping,Lanky WTF?,Tiny O_O,Chunky Don't Shoot!
72=DK Flopping His Foot
73=Scared Walking
74=Looking Around
75=Hands On Ground
76=Creepy Walking
78=Simian Slam/More Creepy Walking
79=DK Weird/Diddy Running
7A=DK Pulling Lever,Chunky Is Funny
7B=Diddy Slip Turn
7D-7E=Various Funny/Weird
7F=Diddy Taking Damage
81=Diddy Drowning
82=Diddy Taking Damage
83=Diddy Getting Up
84=Diddy Jump,Chunky WTF?
85=More WTF?
86=Even More WTF? Chunky Push-ups
87=WTF? Dammit Chunky! Stop Twerking!
88=Diddy Loss As Other Kongs
89=Lanky Idle Juggling?
8A=Swim Animation
8B=Ledge Movement
8D-8E=Diddy Barrel Anims
8F=Diddy Crouching
90=Diddy Crouch Movement As DK,Diddy Backflip
91=Diddy Swim/Ledges?
92=Various,Lanky Crouch Movement
93=DK Gun,Weird
94=DK Gun Jump,Lanky Used Bongos,Chunky
95=Look How Gayly Chunky Runs
96=Diddy Climbing Ledge
97=Vine Climbing
98=Adorably Sitting
99=Various,Chunky MCart
9A=Various,Lanky Drowning
9B=DK Gun,DD Final Neutral,Lkey Takes Damage,Tiny Diddy Roll,Chunky Sliding
9D=Diddy's Tail Whip,Kongs Posing
9E=Diddy's 2nd Tail Whip
9F=DD Airborne Tail Attack
A0=DD Bomb Throw
A2=Strange Walk Holding
A3=DK Rap Hands Rising
A4=...And Stronger Too,Rehearsed Arm Turn
A5=Various Diddy Anims (funny)
A6=He's Bigger...,Chunky Surprised
A7=...Faster,Lanky's Air Guitar,Chunky Doing Diddy's Dance!
A8=Ring Of Kong,DD Final Neutral Attack
A9=Squatting Pose,Chimpy Charge,Tiny '_'
AA=Hands Left And Right
AB=Bowing To Fungi Forest Boss (banned in UK release)
AC=Battle Pad Specific Character Stance
AD=Various,Chunky Dance In Weird Disposition
AE=Orangestand,Tiny Is Awesome,Chunky Funny Dance
B0=Various DD Anims As Others
B1=Various,Lanky OrangeWalk,Chunky Funny
B2=Various,Lanky OrangeRun,Chunky Don't Shoot
B3=DK Moving Attack,Others Injured Walk
B4=DK Airborne Attack,Others DK Roll
B5=DK Bomb Throw,Others Rising Hands
B6=Posing With Hands On Head
B7=Tiny's Flip Stunt
B8=DK's Head Slam
B9=DK's Fist Slam
BA=DK's Barrel Walking
BB=DK's Jump On Enemy
BC=Main Menu Barrel Anims,Chunky Dances With Banana
BD=Same as BC,Lanky Don't Shoot
BE=MM Barrel,Hit In Water
BF=MM Barrel Thrown,DD Push-ups,Lanky's Mid Walk,Tiny Push-ups,Chunky Imitate Pick Lanky
C0=How Did He Do That/He Can't Jump High,Lanky Potion
C1=DK Push-ups Hoard
C2=DK Push-ups Before One-Armed
C3=Lanky Looking,Others Weird
C4=Lanky Standing,Others Weird
C5=Lanky Losing Patience,Others Weird
C6=DK Worm,Others Swimstroke
C7=Somebody Vine
C8=Various Lanky Anims,Chunky Tornado
CA=Various,Lanky Juggling,Chunky Dances Like A Girl (Tiny)
CB=Various,Chunky Fails On Ring Of Kongs (Lanky)
CC=No Pictures,Lanky Balloon!!!
CD=Various,Lanky Balloon Moving
CE=Similar To CD
CF=GET OUT OF HERE!,Lanky *pfffft*
D0=Funny Walking,Lanky Balloon
D1=Lanky DK Crew Member Dance,Others Weird
D2=More Balloon,Others Don't Shoot (Lanky)
D3=Lanky???,Others Arms Behind Back (Lanky)
D4=???,Lanky Balloon
D5=Lanky Ring Of Kongs,Others Balloon O_O
D6=Fails ROK As Lanky,Lanky Rising Hands
D7=Arms Tensed
D8=Various Funny Lanky Anims
D9=Various,Chunky Does Lanky Crouching
DA=Diddy's DK Rap Pose
DB=Everybody Has Air Guitar
DC=Weird Knee Crouch
DD=Various Kewl Poses!
DE=After Rehearsed Arm Swipe
DF=Various Strange
E0=Diddy's Jetpack Spin Stunt
E1=Chunky's Ring Of Kongs
E2=Diddy's Jetpak On
E4=*clears throat* *takes breath*NEXT
E5=KONG FIST! (brofist)
E7=DK Bigger,DD PattyCake,Chunky Drank Tiny's Potion!
E8=DK MCart?,Diddy Not Picked,Chunky Mad Like Tiny
E9=Hey there
EA=DK Juggles,Others Diddy Jetpak,Chunky Aggravated
EB=DK Vogue,Others Awooga Face
EC=Kongs Are Banana Fairies
ED=Fall Off A Cliff???
EF=DK Tiny Pose?,Others Evil Entities
F0=Come Get Some
F1=Diddy's Jetpak
F2=Diddy's Jetpak Hover
F3=DK Holding Barrel
F4=DK Flopping His Foot As Anykong
F5=Various DK Hoard Scenes
F6=DK Slips Peel,Lanky Drank DK's Potion!,Tiny DK Banana Cheer,Chunky Bonks Head Like DK
F7=DK Swats At Kasplat,Others Drown Like DK
F8=Diddy Stomps Aztec Boss' Baby,Chunky Ow Stop It!
F9=Diddy Hops After Aztec Boss' Baby,Tiny Exhausted,Chunky Drowns?
FA=DK Pulls Lever,Diddy Gets Freed,Tiny...Has A Funny Face!
FB=Lanky Does DK Final Neutral,Chunky Drowns Like DK
FC=Chunky Gets Shocked
FD=Various,Diddy Is Shy
FE=DK Is Shy,Others Stiff
FF=DK Floaty,Others Stiff
This one is for faster walking?
It strangely causes different animations???

retroben 29th August 2014 12:54 AM

Last day until next week,can't get more until Monday.

Regretful edit:Not until Monday because of Labor Day related issues.

retroben 29th August 2014 08:18 PM

Found a breakthrough when toying with it on my Fire TV!

Neutral Attack Is Infinite Orange Glow Attack
816E4536 0042
816E4546 000C
This code makes it possible to cancel into the action multiple times since the 0C sub-action for standing allows more freedom.

Now animations that mention getting stuck may actually no longer get stuck.

Mashing B can make multple rings of power appear that can kill enemies!
You can even still hurt them with your body!

I might be able to create an auto-cancel code for DK64!!!

retroben 1st September 2014 08:31 PM

Found an interesting multiplayer color extra!

Try FB as your first choice!!!

P1 DK Multiplayer Current Color
8076A100 00xx

01=Tan/Purple Tie
02=All Blue
03=Orange/Yellow Tie
04=Rainbow Chrome???
05-07=More Rainbow Chrome
10=All Red
11=Purple/Blue Tie
12=Tiny Pants' Blue???/Yellow Tie
13=Super Oozaru/Green Tie
20=All Red/Dark Red Tie
21=Darker Blue/Brown Tie
22=Darker Yellow/Dark Blue Tie
23=Green/Red Tie (Christmas Colors!)
31-3F=Same as 01-0F
40=Red-Orange/Bright Shiny Pink Tie
41=Purple/Weird Red Tie
42=Tiny Pants' Blue/Dark Red Tie
43=Yellow/Rainbow Tie
50=Shiny Pink/Dark Red Tie
51=Half Shiny Pink,Normal/Brown Tie
52=Normal With Dark Blue Tie
53=Rainbow/Red-Orange Tie
60=Normal Again
61-6F=Same As 01-0F
70-7F=Same As 40-4F
80-BF=Various Rainbows
C0=Shiny Pink/Dark Red Tie
C1=Half Shiny Pink,Normal/Blue Tie
C2=Normal With Green Tie (Diddy and Others Alt Colors?)
C3=Rainbow/Purple Tie
D1=Tiny Pants' Blue/Purple Tie
D2=Green/Blue Tie
D3=Purple/Yellow Tie
E0=Red/Rainbow Tie
E1=Purple/Rainbow Tie
E2=Blue/Rainbow Tie
E3=Yellow/Rainbow Tie
F0=Rainbow/Dark Red Tie
F1=Rainbow/Brown Tie
F2=Rainbow/Dark Blue Tie
F3=Rainbow/Red-Orange Tie
FA=Normal With Dark Blue Tie
FB=Shaved DK!!! (TRY THIS ONE!)

Multiplayer Color (P2)
8076A101 00xx

Multiplayer Color (P3)
8076A102 00xx

Multiplayer Color (P4)
8076A103 00xx

Try other characters for different colors than DK's!

Edit:Sad news,they can be random,so you may not get the naked DK color when using FB. :(

In-Battle Colors (P1)
807552F6 xxxx
Same 00-FF as other code with random ones at higher areas.
You can now use 0100 and onward for even more colors!

In-Battle Colors (P2)
807541FA xxxx
I was both P1 and P2 as DK when finding these.

Battle Modes
807552EB 000x
0=Timed 0 Lives
1=0 Lives
2=Timed 0 Lives
3=Timed 0 Lives
4=Three Lives (Default)
5=Three Lives
6,7,8=Zero Lifes

HUD Visible
807552EF 000x

retroben 1st September 2014 09:38 PM

Start-up Skip (glitchy looking)
D0755314 0000
80755314 0003
D0755318 0000
80755318 0003
D075531C 0007
8175531C 0001
Allows you to skip all the waiting and go directly to the game starter.
Just keep pressing start until it gets there.
If you don't press start,you get a rather strange demo playback in the wrong area as Diddy underneath the ground,but can still hit start to skip it. LOL

Instant Demo Skipping
80755337 005A
Just hit start quickly after skipping DK Rap and you might not even see it appear!

retroben 2nd September 2014 10:20 PM

Walking animation and much more added!

retroben 4th September 2014 03:22 AM

One more code with a MASSIVE list of values!

Will do other 0100 values later.

oddMLan 4th September 2014 04:18 AM

Do one for skipping the Conker's Bad Fur Day intro! :)

retroben 4th September 2014 05:50 AM

Since Conker is a game made by Rare,I should have an easy time finding it.
Then again,a different branch of Rare worked on it than the ones who made the Banjo games and DK64.

DK64 is greatly similar to Banjo-Kazooie's coding style.
That's why there's action mods and animation mods for DK64 now.

retroben 5th September 2014 01:55 AM

I have not found a skip code yet,but here is an interesting code.

Conker BFD (U)

Intro Swap (broken)
D00BE9F7 0021
800BE9F7 001D
It takes you to a walkable Game Select "Cock And Plucker" room!
Press R to realize you seem invisible.
Can clip through walls into a bottomless pit which took me to a broken Bull Fighting room.


These below are when used with the intro swap code,and thus have neat side effects.
Exiting rooms normally will make you enter the proper room for the exit,and will also have weird side effects.

00=Broken Bull Fight Room??? (Y U NO TEST LEVEL?)
01=Inside Barn
02=Main Uga Booga
03=Waterless/Glitched Terrain Bulldog
04=Tediz Shore
05=Nothingness (fun for animation mod)
06=Windy Day
08=Massive Textured Floor
09=Messy Terrain
0A=Furnace Boss Room
0B=Gears Room
0D=Cheese Wars??? (lags,soft freezes from too many objects spawning)
0E=Tediz Tank Room
0F=Uga Raptor War???
10=Barn Pit Boss
12=Inside The Safe
13=Main War Area
14=Uga Colloseum
17=Depths Of Safe
18=New Game Scene (not walkable)
19=Building Before Uga
1A=Multi Heist
1B=Tediz Laser Mines
1C=War Tediz Execution Posts
1D=Game Select Room
1E=War Tediz Before Electric Chair
1F=Garbled Mess Of Terrain (not crashing)
20=Massive Textured Floor
22=Not Quite Dead
23=Heavily Armed Tediz Boss
24=Multiplayer Tank Area,You lost at Heist?
25=For Mature Audiences Only/Massive Textured Floor With Blue Sky
26=War Tediz Turret After Electric Chair
27=Inside The Hornets' Nest
28=Tediz Toxic Drainage (Can swim in mid-air)
29=Waterfall Top (get explanation to get back moves)
2A=Freezes Game (soft freeze)
2B=Squirrels VS. Tediz Room (as squirrels),Lost at Heist?
2C=Poo Cabin
2D=Total War
2E=Learn Frying Pan
2F=Tediz Electric Chair
31=Rock Solid
32=Lava Board Race
33=Multi Lava Board
35=Great Mighty Poo
36=Not Matrix
37=Poop Chute
38=Mafia Table
39=Bridge Feral Reserve
3A=Feral Vault Door
3B=Windy Night
3D=Snake Way To Mansion
3F=Multi Uga Raptor

I will finish this level select code list when I get the chance.

Edit:FOUND IT!!!

Intro Skip
D00BE9F7 0021
800BE9F7 001D
D00E0B94 0001
800E0B94 0003
It even starts out focused on Multiplayer!

oddMLan 5th September 2014 04:17 AM

Wow, the walkable Cock and Plucker room code is crazy cool :D
You can get a real nice view of the decapitated banjo head over the chimney now :p

Also YAY at the skippable intro code, I don't get why the developers didn't allow to skip the intro in the final game (in the ETCS proto the intro was skippable btw, so I dunno why they changed it)

Other requests if you don't mind :D

retroben 5th September 2014 05:43 AM

The levitate code is invaluable for this.
It actually is not in 1st person,just hold R to see where Conker is and press C-up to get a better view.
You can already get to that part from the bar itself,but there is no rain.

I will have to start a game and check the memory viewer when Berri's house is used.
I am unfortunately out of time until Sunday.

You can even do this if you don't feel like waiting.
The 2.x build may crash on search,but memory viewer still works fine when clicking refresh to see the current values.
Three numbers are for the level.
First is the current level,2nd (code) is level to load next,and 3rd is last level visited.
Get to the part where you see Berri in her house,and refresh the address in memory search to get the level's value.
New changes appear in red.

RPGMaster 6th September 2014 10:20 PM

retroben, have you tried the modified mupen64 with renegade built into it? Imo it's the 2nd best emulator for the type of work you're doing. It even has gameshark codes that update even in recompiler mode.

The best emulator for debugging is obviously Nemu64 though :D .

anyway, I think you should try renegade if you haven't already.

retroben 6th September 2014 11:09 PM

That was the primary reason why Mupen sucks on Windows since it lacks Gameshark support in all normal builds and otherwise can't run DK64 properly.

I can try to find that version you mentioned with Renegade built in.

RPGMaster 6th September 2014 11:42 PM


Honestly, does any emulator even play DK64 well? I hear so many problems from different people.

One thing I love about Mupen is how good the audio is.

retroben 7th September 2014 01:11 AM

Well,give me some time to think... *me being a douche*

I think there is one called PJ64 that can run the game in near perfection with proper animations and full collisions. *stilll being a douche*

The only issue is the same one all emulators have with the stretchy model glitches. *douchiness has expired*
PJ64 never gets the dreaded warp glitch from climbing trees or swinging on a vine.
I can live without the pause graphics by disabling "read every frame" on Glide64 for a speed boost,while the banana ports properly show translucency before stepped on regardless of that setting.

I can't try that version of Mupen until Sunday.

Edit:Ice Mario already found a level modifier for conker!

Strange thing,his part is 810BE7FF which also happens to be invalid because of the odd number with 81.
It should be 800BE7FF instead.

retroben 7th September 2014 04:56 PM

Oops,I ported.
Conker Animation Mod
810CC352 00FF
810CC358 0000
800CC2D5 0000
800CC2D3 0006
D0042A14 0008
810CC354 0xxx
D0042A14 0008
800CC2D3 00C6

No values listed yet.
You stay stuck in one spot and can only view the animation you choosed.
It must have been done this way because of issues with displaying the animations.
I could have sworn I already had a different animation mod in the emudigital/emudesc unofficial cheatlist for PJ64.

The offset difference is -420 to a PAL code in 800Bxxxx range and higher.
I took my PAL Conker's pot to get the resulting NTSC code and changed the activator to match NTSC,which was -390 off of the PAL Activator.

I will try to find a simpler animation mod if one is available.
Otherwise,I will try to port various PAL codes that have yet to be ported.
(some of them have been ported by ConkerGuru while others remain unported.)

Just ported Ice Mario's level modifier.

800BE3DF 00xx
Same as listed before,but only after loading any save file or just die once to get warped to the level from chapter select.

Edit:LOL! My complete million dollar save file has the bull picture on it now!

Fixed the animatio mod to work with mobility! :D

Animation Mod
D0042A14 0008
810CC352 00FF
D0042A14 0008
810CC358 0000
D0042A14 0008
800CC2D5 0000
800CC2D3 0001
D0042A14 0008
810CC354 0xxx
D0042A14 0008
800CC2D3 00C6
0002=Hello,Is somebody playing this game? etc.
0003=Tapping Foot
0005=Crouch Jump

Forgot,press D-PAD UP to make the animation happen.
Now you can move around freely and see animations,you can't see them when swimming though,but you can hear the hello speech with 0002 while swimming.

Edit:My 64bit Chrome Canary is finally out of the infirmary.

retroben 7th September 2014 08:20 PM

I think that "I" actually made the animation mod port earlier on in PJ64 over a year ago!

Here it is copy/pasted from b23/ver23.

810CC352 00FF
810CC358 0000
800CC2D5 0000
800CC2D3 0001
D0042A14 0008
810CC354 000A
D0042A14 0008
800CC2D3 00C6
The current animation is punching without frying pan.
This version stops all other animations and lets you move while attacking.
I think the one I posted a little earlier is a bit better since normal animations are unaffected when moving.

Edit:I also made my own standing animation mod over a year ago!

Conker Standing Animation
8109B8B0 0xxx
0008=Conker Farted
0056=Throwing Glass Cups
0068=Conker's A Pyro
0081=Kicking Fiz Cans
0091=Hate Butterflies
009B=What Time Is It?
009C=Actually Diving Forward
00B9=Lazy Conker
00C1=Endless Fire
00C3=Knife Throwing
00C8=Head Stuck In Ground
00D9=Shoot Acorn Tops/Z Shoots Faster
00E0=Conker's Face Bout To Piece
00E9=Tail Flight Press Z To Twerk!)
00EB=Actually Crouch Jump
00F1=Squished With Blood
00F4=More Seizuring
00F6=Bloodless Squish
00F7=More Knife Throwing
00FC=Arrow Shooting
012F=Death Hand Holding Tail
0151=Gas Masks
015D=Wield Chainsaw!
015F=Slash Chainsaw!!! (try it on Birdy the Scarecrow in the first windy mission for funny results)
016B=Bee Spawn! (crash on beehive)
016C=Bigger Bee Spawn!!! (crash on beehive)
019E=Conker Roll'd!!! (DKC Donkey Roll'd meme with Conker)
01AA=Conker is Having A Seizure!
01BA=Rock Solid Worm
01BC=Left To Right Party
01C2=Hangover Laying
01C3=Hangover Cough
01CB=Party Dance
01CC=Raised Arm Dance
01CD=Toilet Paper!!!
01EB=And they were like Dehdehdhedhedeh
01EE=Gun that works with 01EB
01F4=Spreader Shot?
01F7=Matching Spreader Gun
020E-020F=Matrix Jump! (breaks physics until getting hurt)
0218=Pukeless Barfing
021D=Fall Flat On Face
0222=Another Gunshot
0225=Another Gun
023C=Matrix Bullet Dodge
023E=Conker Is Out Of It
0240=Battery For Helmet Light (NO! DON'T EAT THAT BATTERY!!!)
0244=Matrix Wall Start
0253-0254=More Gunshots
02A2=It Is A Surprise!
02B1=SMACK! I'm A Woodpecker
02B7=The Big Bog Monster (Banana Slamma)
02C2=Bone Weapon
02C7=Missiles? (not as much lag/best choice)
02C9=More Arrow Shooting
02CA=Strange Knife
02CC-2CD=Throw Strange Knife
0346=Falling??? *insert funny music here*
0352=Dead On Water
0353=I can't get up!
0354=Bone Stab
0355=Swinging Bat (Highest Normal Animation)
0360=Empty Animation?
FFFF=Empty Animation?
The values 0360-FFFF could be crash proof filler slots.

Animation Speed!
8009B8B2 00xx
02-63=Less Slow

Disable Idle Animations
8009B8B4 0002
This will keep them from interrupting your standing animations.

retroben 8th September 2014 11:28 PM

Just thought i'd post this even though the original model code is not made by me,but they neglected 8009CDD0 since that is also a Conker model.

These are all models of Conker in each quality, 04 model looks ridiculously cheap.

HD Conker On N64 (concept?)
8009CDD1 0000
8109CDD2 0000
8009CDD4 0000
Makes Conker always use his highest quality character model.
At least the normal Conker anyway.

Conker Is Final Boss Suit Model
8109CDD0 8282
8109CDD2 8282
8009CDD4 0082
Still acts like normal Conker with Tail Flight.

SCIENTISTS!!! Fix the storm problem so I no longer have to waste most of/an entire day (not attempting to find codes) because of them!

Matrix Conker
8109CDD0 9696
8109CDD2 9696
8009CDD4 0096
It even disables your tail flight!

retroben 9th September 2014 01:49 AM

I finally d'led the (E) version of Conker so I can easily port the PAL codes by using the memory viewer to find out their original values.

Conker's Bad Fur Day (U)

Framerate fix [C.Guru]
8102BE42 0671
Ported to NTSC by yours truly.

Edit:Just found out Berri's House when she gets kidnapped is on the same level number as the C*** and Plucker bar.

...and I hastily threw together a coordinates modifier that takes you ther when using the Intro Swap code with 1D!

Berri's Kidnapping Room XYZ Location
810CC2E4 C385
810CC2E6 ECD8
810CC2E8 4510
810CC2EA 42A0
810CC2EC 43E5
810CC2EE 8783
Positions you at Berri's Kidnapping room.

*facepalm* It is above the bar,just use the Levitate code without going out and you will get there.

water height level modifier (by ConkerGuru)
810A2D50 C61C
810A2D54 469C
810A2D58 C61C
810A2D5C 469C
D0042A14 0008
810A2D60 xxxx
d0042A14 0004
810A2D60 C61C
810A2D64 469C
Ported to NTSC,only affects land.
Use the "Great Balls Of Poo" chapter for the swim ability and you can swim in air above land.
C500=Little Higher
C560=Less High
4000=Really High
Also,I reccommend using Infinite Oxygen/Air to swim freely.
;Added up/down activator with D-PAD for turning it on and off.

retroben 9th September 2014 04:27 AM

Yay! Another new code!

Conker (U)

Floor Type
800CC457 00xx
0A=Great Mighty Poo Floor
13=Deep Sh** (Great Mighty Poo)
Use 0A to walk on Deep Sh** without sinking!

Walk On Slippery Slopes (BETA)
800CC3E0 0000
800CC432 0000
810CC434 8000
810CC436 0000
810CC438 8000
810CC43A 0000
Still need to make it always possible to jump.

Conker WTF? (intro)
810C4ED0 001E

Conker WTF? (in-game)
810C4ED2 0022

Skip ANY Cutscene (ConkerGuru)
800C3C9C 0000
Ported to NTSC by stealing Conker's pot.

retroben 9th September 2014 10:21 PM

Frying Pan Image Mod (ConkerGuru)
8009CF20 00xx
Ported to NTSC.
38-39=Baseball Bat/L&R Default
3A=Samurai Sword
8B=Butterfly Net!!!

Other values later,or you can get C.Guru's list here...

You have to be a logged in member,and I am not.

Edit:New model found!

Gas Mask Image Mod
8009D570 00xx
8009D590 00xx
0F=Happy Teeth (PUT ON A HAPPY FACE!!!) :)
10=Scary Teeth
12=Sickness Tongue! (KISS Fans)
42,43=Default,Lines are Wearing/Putting On
18,18=Frying Pan LOL
18,43=Transforms Into Frying Pan
42,18=Whoops,wrong item!
Other values for either line...
21=Stabbed By Knife!
22=By Three Knives
28=Helmet Light (light is on)
36=Pingas! NSFW (actually in the right place O_O)
37=Wearing A Chainsaw
3E=Nuclear Warhead (on his head!)
46=Black Gas Mask (doesn't fit)
47=Gas Mask Again??? (doesn't fit)
5A-5C=New Hairstyles!!!
5E=Wear Tiger Head-dress!
73=Wooden Stake In Heart!
77=Electric Chair Helmet
79=Time To...*puts on sunglasses* Kick Some GAS!!! (matrix sunglasses)
85=Helmet Hair???
9E=Detonator In Head

Conker Looks At Camera (ConkerGuru)
800CC5C9 000x
800CC5CB 0000
Ported to NTSC.

Edit: Positioning for images found.

Gas Mask Wear Position
8009D571 00xx
02=Left Arm
03=Left Shoulder
04,05,06=Left Hand
07=Right Arm
08=Right Shoulder
09,0A,0B=Right Hand
0D-0E=Above Head
0F=Almost Default
10=Left Knee
11=Left Leg
12-13=Left Foot
14=Right Knee
15=Right Leg
16-17=Right Foot
18=Tail (doesn't look like it,pingas)
19=Tailbone (looks like butt protection!)
1A=Tail Storage
1B=Tail Tip
1C=Not Visible

Example Difference (sick tongue+position)
8109D570 1200
Tongue appears on lowest part of Conker's jacket with 1200.
1201=On Zipper
120F=On Nose

retroben 10th September 2014 12:59 AM

Conker's Current Image Model Modifier [C.Guru]
800CC499 00xx
Ported to NTSC.
01=HD (concept)
02-04=Less Quality
05=Demented Quality
06=Final Boss Suit
07=Matrix Conker (can't do tail flight)
08=No Shadow (this through 0F may crash game)
0E=Rectangle Shadow
0F=No Shadow


Changing them around and back to normal gave Conker all white eyes.
Now you can see the Final Suit and Matrix Conker mutilate the N64 logo!

No High Fall damage (C.Guru)
810CC49C F000
Ported to NTSC.

Distance From Living Objects (C.Guru)
810CC3A2 ????
810CC3A4 ????
810CC3A6 ????
810CC3B4 ????
810CC3B6 ????
810CC3B8 ????
Ported to NTSC.
Defaults:0018,0032,002B,0019,0030,and 002D

Swim In Air (C.Guru)
D0042A14 0002
800CC37D 0002
D0042A14 0004
800CC37D 0001
Ported to NTSC.
D-pad left to enable, D-pad down to disable

Standing While Wet Animation Mod (C.Guru)
8109B928 0xxx
Ported to NTSC.
000F=Normal Standing

Hit Gyro Ugas For Zombie Ugas (C.Guru)
8109A43A 881A
Ported to NTSC.
Rock Solid chapter only.

oddMLan 10th September 2014 06:42 AM

Whoa, these are a lot of codes! Wish I had time to try them all! (Which sadly, I don't have atm :( )

retroben 10th September 2014 06:56 AM

Then I recommend starting with the gas mask image mod and setting it to 36 on both lines for a most hilarious result! :D
OH NO,my secret!

Just walk through the pathway for the poo areas to see your mask replacement.
It could have been intentional for Conker to actually have it since "it" fits perfectly.

retroben 10th September 2014 08:47 PM

Widescreen Hack (NTSC) [C.Guru]
81096900 3CAE
81098DB0 3C31
81098DB2 A235
810AB940 FFD7
810AB946 CE00
810AB948 FFF3
810AB94E C300
810AB950 000F
810AB956 BD00
810AB958 002C
810AB95E B100
Obviously ported to NTSC,third line onward strangely offset by +4 from B940 starting BD3C on PAL.

Glide64 Final 2012 sucks for some reason since Rock Solid's floor is "solid" black.
Jabo GFX 1.6.1 can render Rock Solid more properly.

ConkerGuru already ported most of (if not all) the audio codes,so here is the link to them.

Edit:New object!

Buga's Knuts
8009D100 00xx
Only appears briefly when he is exposed/defeated.
8B=Butterfly Net

retroben 10th September 2014 10:51 PM

I found this by accident,and I lit Birdy on fire when using 0B as a value.

Frying Pan Damage Type
800CC3A0 000x
Could be different with other weapons,causes constant attacks.
00=Not Being Used
0A=Frying Pan
0B=Fire Damage
0C=Rotates Victim

Attack Type Swap
D00CC3A0 000x
800CC3A0 000x
0A,0B=Fiery Pan
It allows normal/non OP attacks.

Edit:YAY! Now you can destroy enemies with a Frying Pan as if you had a Chainsaw!!!

retroben 12th September 2014 01:28 AM

D00CC2D3 0005
800CC2D3 0001
D00CC2D3 0028
800CC2D3 0001
D00CC2D5 0003
800CC2D5 0000
D00CC359 00FF
800CC359 0000
800CC3CA 0000
800CC3D4 0000
810CC3DC 4E20
810CC3DE 0000
800CC3F5 0000
D00CC49A 0000
800CC49A 0001
810DDDC8 0000
810DDDCA 0000
When you "die",actions will repeat.
Just something I threw together to keep Conker from dying in many ways and allows more mobility when:

1. Sinking in deep sh**. (can jump out of it after "drowning" in it)
2. Exploding from an insane fall. (stay visible while extra pieces on the ground)
3. Squished by something.
4. Headshots. (can walk around without a head,normally possible if you time Levitate right with infinite health cheat)
5. Death from last health hit. (required activator to bring health back to one)
6a. Getting burnt by lava. (keeps you on fire after "death" happens)
6b. It looks cool when you are always on fire.
7. Getting sliced by the U-bend tunnel. (you can see your own top half!/you are only a butt with legs!)

It does break some stuff,even before dying,such as the final boss can't be knocked over for grabbing.

retroben 14th September 2014 10:06 PM

This address already exists,but I found a new use for it!

Conkbat [D-PAD up/down]
D0042A14 0008
800CC2D3 0015
D0042A14 0004
800CC2D3 0001
D0042A14 0004
800CC37D 0000
Press D-PAD up/down to enable/disable.
Conker with bat physics,unfortunately can't poop. :(
Lazy coding with water physics for flying,the disable line is from the "swim in air" code.

Edit:He can poop in the zombies mission!
It stays in ball form...

Lowest Dung Beetle Liftable
D00CDF5F 0009
800CDF5F 000A
800CE1BB 0008
You can pick him up and throw as much as you want.
Only works before slingshot murder.

Poo Cabin Beetle Liftable
D00CC5FF 0009
800CC5FF 000A
800CC85B 0008
Only there when Poo Cabin chapter. (he's gone later)
Also,try grabbing birdy after punching him in 2nd hungover.

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