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  #511  
Old 1st March 2016, 10:42 PM
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Donkey Kong 64 (U)

Hover Above Ground
80619D17 0006

Tremoring Models
80619D4D 0017

Derpy Kong 64
80619DAB 0004

Spazzy Limbs
80619DAF 000B

Breakdancing Insanity
80619DB3 001B

Mangled
80619DB5 000B
Depending what you did last may change how walking looks.

More Breakdancing
80619DC3 0011

Wildly Flailing
80619DF9 00D5

Crazy Contortionists
80619E09 0014

Crumpled Models
80619E1D 0014

Lazy Models
80619E25 0011

Dislocated Limbs
80619E33 0004

Glitchy Sized Segments and Odd Camera
80619E4B 0006

Stiff Limbs
80619E4F 0006

Some Objects Mimic Kong Rotation
80619F2B 0004

Some Mimic Turning
80619F2F 0006

Broken Kongs and Backwards Tie
8061A253 0004

Broken Tail and Leia Hair
8061A28D 000D

Floaty Hair
8061A293 0014

Stiff Hair
8061A299 0016

Funny Distorted Models
8061A2B7 00xx
Add 4 to each as the first example show for more funny distortions,values in between are really unstable.
00,04,08,0C,10,14,18,1C=Various Funny Distorts
20=Bad
24=Default
28=Derpish
2C-C8=More Various Distorts
CC=Creepy
D0-FC=More

Model Growth Amount
8161A2DE xxxx
37C0=Small
3800=Default
3820=Big
3880=Huge
3900=Massive

Stiff Bone Movement
8161A2E6 0800

Mutilated
8061A2FF 0002

Doofy Looking
8061A307 0006

Stiff Models
8061A31D 00C5

Swingy Stiff
8061A323 0004

Trash Compacted
8061A325 000E

Gawking At You
8061A32D 000E

Curled and Flipped
8061A333 000A

Splits and More
8061A343 0009

Wild Growing Rotations
8061A355 00C1

Tilted Forward
8061A384 0066

Silly Deformed
8061A3A3 0000

Crushed
8061A3A5 0006

Janky Limbs
8061A3A9 0050

Twisted Bodies
8061A3AD 000E

Hilarious Size Warping
8061A3D5 00C5

Trippy Stretching
8061A420 0066

Twirled Limbs
8061A427 0006

Mangled Twist
8061A431 000E

Weird Heads on Waist
8061A43B 0004

Horrificly Displaced Model Sections
8061A44B 00xx
08=Horrific
0C=Default
10=Displaced
14=Weird
1C=Odd
28=Chunky!

Whimsical Limbs
8061A4E8 0066

Pancake Mode
8061A508 0066

Stiff Squished
8061A51C 0066

Deflated
8061A538 0066

Flat and Wide
8061A800 00E4

Locked Animation Height
8061A87C 0066

Twig Models
8061A8D0 00E4

Jiggling Models
8061A8D4 00E4

Jelly Bodies
8061A8DC 00E4

Squishy Bodies
8061A8E0 00E4

Pulsing Models
8061A8E4 00E4

Displaced Flat
8061A8E8 00E4

Stretched Vertically
8061A8EC 00E4

Skinny
8061A8F0 00E4

Displaced Body
8061A8F4 00E4
Head stays while body goes wild.

Vertical Dipsplaced Body
8061A8F8 00E4

Losing Their Heads
8061A900 00E4

Head With Body Weapon
8061A8D0 00E4
8061A8D4 00E4
8061A8D8 00E4
8061A8DC 00E4
8061A8E0 00E4
8061A8E4 00E4
8061A8E8 00E4
8061A8EC 00E4
8061A8F0 00E4
8061A8F4 00E4
8061A8F8 00E4
8061A900 00E4
Combination of all alterations for another funny result,Chunky looks great!

Last edited by retroben; 10th March 2016 at 03:58 AM.
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  #512  
Old 2nd March 2016, 09:02 PM
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Uber Wide Onesided
8061A970 00C4

Wacky Caricature Models
8061A98C 00C4

Taffy Monsters
8061A9C4 00C4

Thin Limb Distance Width
8061A9F0 00E4

Ground Unit Models
8061A9F8 00E4

Demented Kongs
8061AA08 00C4

Doofy Models
8061AA24 00C4

Jaw Dropped Models
8061AA34 00C4
Tiny looks like the Beetlejuice wife ghost scare when crouching!

Fat Skinny Mix
8061AAB4 00E4

Crooked Limbs
8061AACC 00E4

Squished Frame
8061AAD4 00E4

Swelled Models
8061AAD8 0064

Old Cartoons On Drugs
8061AB5F 002E

Stretchy Nightmares
8061AB83 0010

Rocket Nightmare Fuel
8061ABAD 0005

Laggy Model Segments
8061ABF7 00xx
39=Wobbly
3B=Shakey
3E=Laggy
Looks weird.

8061ACA4-8061B49F=Model Size Variance Float Values

Weird Size Mod
8061B4A0 xxxx
3F60=Small
3F80=Default
3FA0=Big
Already found this code before.

No Turn Sliding
8061CB73 000C

No Cutscene Bars on Instruments
8061CD3F 0004

Camera Follows Height
8061D063 0001

Last edited by retroben; 10th March 2016 at 03:58 AM.
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  #513  
Old 6th March 2016, 09:28 PM
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Digital Movement Camera
8061D6BB 0004
A little buggy.

Control Momentum Camera
8061D728 00E6
Needs activators to work right between entrances.
C6=Default

Flying Heights Control
8061D7C4 00E6
Also needs activators for the most fun.
C6=Default

Sky Camera
8061D7C7 00E6
C6=Default

Earthquake Camera
8061DC3B 009A

Camera Freezer
8061DDB7 00xx
Use this following activator D0014DC4 00xx with 08,04,02,01 for D-pad up,down,left,right.
02=Freeze
06=Default

Freeze Bounce Camera
8161E000 2400
0C18=Default
Moves in a similar way to some S1 Sonic hack.

Crooked Instruments
8061E0E3 0015

Odd Lighting and Cameras
8061E8CF 00B0

Crazy Bright High Camera
8061E8F7 00B0

High Low Spawn Points
8061ECB8 00E6

Odd Spawn Points
8061ECBC 00E6
Gets stuck after tag barrel.

Island Tremors
8061EEE8 0066
8061EEEC 0066
May freeze randomly.
Using Orange Bombs,Simian Slam,Hunky Chunky,or throwing rocks will cause everything to shake the entire time until you change areas.

No Shaking
8061EF18 0066

Last edited by retroben; 10th March 2016 at 03:58 AM.
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  #514  
Old 8th March 2016, 12:29 AM
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Sticky Camera
8061FB93 0034

Dammit,running dry for now...

Later past 0x80621600 address.

Last edited by retroben; 8th March 2016 at 02:09 AM.
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  #515  
Old 9th March 2016, 12:05 AM
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Kongs of Fire
80621610 00E5
Slow moving.

Splat Moves
80621AA0 00E5
Air attacks unless mashed,backflips,and jumping off trees will splat you.

Kong Torture
80621C54 00E5
Always splat at really low heights,even moving attacks on ground cause it.

Broken Heights
80621C58 00E5
Can even manage to ponytail twirl at crazy heights if timed correctly.

Half 1st Person
80622333 00EB
Kinda broken in a fun way.

Last edited by retroben; 10th March 2016 at 03:58 AM.
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  #516  
Old 10th March 2016, 12:47 AM
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Sky High Water Surface
80624578 00E6
Makes you fall from the sky after being on the water surface.

Another Sticky Camera
81624860 2400

Slow Camera
80624CAF 0070

Alt Slow Camera
81625474 2400
1st person still normal.

Later past 0x80626200 address.

Last edited by retroben; 10th March 2016 at 03:57 AM.
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  #517  
Old 13th March 2016, 05:29 AM
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F***ed for the week so no codes for a while. ...
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  #518  
Old 15th March 2016, 12:51 AM
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When you are back I would be interested in a shadow hack for Mario Tennis. I think it would be cool if you could force dynamic shadows to always on for the player models.
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  #519  
Old 15th March 2016, 03:34 PM
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Oh,so they switch between circles and dynamic ones,that code would take a while of messing with pre-existing ASM values to work globally with either a single value or a float value depicting distance before the switch,unless it relies on a single realtime value and can be forced to the dynamic ones with no trouble,but a chance that one could be at a pointer address location.

Edit: Know any gameplay video that shows off the shadow change? I can't find a video so far.

Last edited by retroben; 15th March 2016 at 03:46 PM.
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  #520  
Old 15th March 2016, 04:30 PM
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http://youtu.be/AGGNIzeUFHQ

I recorded this and it shows the dynamic player shadows.

Does that help?
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