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Old 28th July 2014, 09:42 AM
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Default retroben's random new gs code topic cont.

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

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

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

B-K 5-8,12,14,15,29-33,35-38,42-44,47,69,80-85,92

B-T: 5-7,12-14,17-30,32,"33",43,47,81,87-90,92,93

MK64: 15,47,84

SM64: 15,34,47,95

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

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

K64: 15,16

MaMd: 16

Q64: 16,17

FZX: 22,95

GX3: 22,94,95

V8: 45

GE64: 47,83

PaM: 47,71

DKR: 47,68,84,88,89,95,96

SF64: 49

MiS: 84

YoS: 90

Last edited by retroben; 9th March 2018 at 03:53 AM. Reason: Page markers.
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Old 28th July 2014, 08:31 PM
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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.

Last edited by retroben; 9th March 2018 at 12:15 AM.
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Old 28th July 2014, 08:37 PM
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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.
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Old 28th July 2014, 09:25 PM
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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.
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Old 29th July 2014, 08:19 PM
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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)

Last edited by retroben; 29th July 2014 at 08:22 PM.
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Old 30th July 2014, 08:54 PM
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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.

Last edited by retroben; 2nd September 2014 at 12:52 AM.
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Old 6th May 2016, 12:01 PM
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Default Best way to remove PC threat

Thanks for posting this interesting topic
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Old 8th May 2016, 11:44 PM
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Fast Invisible Entity
81097698 2400

Freeze Entrances/Exits (D-pad up/down=on/off)
D01C84B4 0008
80099363 0001
D01C84B4 0004
80099363 0000
Can be used in realtime during entrances or exits to have it partially faded.

Grey Screen Tint
8009937B 002B

No Exit Fading
8009939F 00E4

Green Exit Fading
800993B7 0004

Tinting Effect?
800994F3 00xx
31=Purple Tint (stays until new value and area change)

No Cutscene Bars
80099627 0070
Works better than others,YAY! (it works on warp songs the entire time)

Alt No Bars
800996D7 0074

Laggy Game
80099EAB 0005

Entrance Visual Type
8009A2F3 00xx
21=Sharp Circle

Triforce Transition
8009A38B 0004

Night Mode
8009A937 00xx
05=Always Howl
07=False Night
15=Wrong Warp (Enter Saria's house then exit the building you end up in to reach the sacred realm of the sages movable!)

Later past 0x8009AA20 address.

Last edited by retroben; 9th May 2016 at 03:16 AM.
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Old 9th May 2016, 11:27 PM
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Trapped In The Deku Tree
8009AA2F 0004

Instant Entrances
8009B063 0004
Sadly buggy,makes storm song play everywhere else after exiting the windmill.

Entrance Haze
8009B3A3 00xx

Animation Freezer
8009BC0F 00xx
00=Delayed Freeze

Camera Freezer
8009BFA5 00xx
Use activators to toggle it in realtime. (D01C84B4 000x 8,4,2,1 d-pad ^V<>)

Shading Fog Changes
8009BFBB 00xx
May break in several areas.

Dark Shading Frozen Time
8109BFF4 2400

Black and White World
8009C4E7 0002

Later past 0x8009C520 address.

Last edited by retroben; 10th May 2016 at 02:46 AM.
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Old 10th May 2016, 09:42 PM
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Pause RAM Buffer Background
8009C597 0001

Wall Lighting Color Changer
8109C702 xxxx
0000-FFFF=Various (sorry too lazy today)
07A4=Cool Looking

No Shade Lighting
8109C704 2400
Makes it brighter.

All Green Lighting
8009C70F 0014

No Lighting
8109C718 2400

Invisible Areas
8009C74F 00C0

Missing Blend Effects
8009C75F 0001

Glitched Area Views
8009C77B 00B4

Invisible Stuff
8009C838 0024
Can walk through many objects when invisible.

Indoor Fog
8009C847 0020

Uncapped Framerate
8009C96B 002C
Missing HUD unless pausing.

No Lighting
8109CDD0 2400
So dim,takes area change to work.

Bright Lighting
8109CE74 2400

Broken Area Stats
8009CF63 00A0
Map stays as last visited one and things are altered like rock and grass boys being in Mido's house without Mido,a Saria is in her house with an extra girl.

Rainbow Kokiri Village
8009BFBB 00B4
Start at your house and enter it with this one,load a savestate if needed.

Progressive Cutscenes
8109D204 2400

Walk Through Stuff
8009DB57 00B4
Enemies,objects,and NPCs. Webs don't count.

Laggy Audio
800A0573 0080

Glitchy Saturated Graphics
800A0967 0007

Debug Bar Display
800A09BB 00xx
Sadly not realtime.
01=Top and Bottom

Sick Graphic HUD
810A0B20 2400

Starting Area Framerate
800A0E5F 00xx
Messes up physics,but game reverts to 20fps after pausing and resuming.

Map Select Upon Area Entering (Hold d-pad up to open)
D01C84B4 0008
800A127F 0000
D21C84B4 0008
800A127F 0004

Too Fast Game
800A15C7 0002

Area Status Glitcher
800A16AB 00xx
A4=Broken Status (crash prone)
B0=Trippy Textures (F@%$ING FINALLY!!!) Also Trippy Cameras
D4=Foggy and Fractured Link

Later past 0x800A1720 address.

Last edited by retroben; 11th May 2016 at 02:24 AM.
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