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#1
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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 Banjo-Kazooie=B-K Banjo-Tooie=B-T 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 StarFox64=SF64 Mickey's Speedway USA=MiS Yoshi's Story=YoS Pages; 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: 84,103 YoS: 90 Last edited by retroben; 22nd October 2020 at 10:35 PM. Reason: Page markers. |
#2
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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 1.7.0.50 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; P1: 0x80265C90 P2: Edit:inconsistent value Pikachu: 3F 73 33 33 Pikachu VS Pikachu in VS Hyrule size address locations: P1 0x002F1968 P2 0x002F7618 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. |
#3
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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. |
#4
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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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#5
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Starting with Weegee.
Damn the P2 number inconsistency! Character Sizes: Luigi=3F8F5C29 Mario=3F8F5C29 Donkey Kong=3FA00000 Link=3F9EB852 Samus=3F800000 C. Falcon=3F866666 Ness=3F866666 Yoshi=3F8CCCCD Kirby=3F68F5C3 then 3F800000 after Final Cutter (resets to 3F68F5C3 on death) Fox=3F800000 Pikachu=3F733333 Jigglypuff=3F866666 Last edited by retroben; 29th July 2014 at 08:22 PM. |
#6
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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: Code:
0700-0B00=crash/hang the game 0000=Something? (unbelievably works) 0100=Something? 0209,08-00=1st Person 0409,08-00=Takes Out Camera 0600=Freeze Frame/Matrix 0C00=Stand 0D01=Walking 0E00=Slip On Banana Peel? 0F00-1300=Slip/Turn Around 1400=Off-Balance? (Chunky Event Action?) 1500=Slipping 1600=Sliding 1702=Jump Status 1800=My Island Needs Me 1900=Something? 1A02=Diddy's Second-Jump 1B00=Something? 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 3200=Something? 3300=Donkachu From Air (Armor-dillo malfunction animation) 3301=Donkachu! 3302=Steamy 3400=Something? 3500=Moving Forward 3600=Death 3700=Face Camera At A Distance 3702=Provokes Walking 3800=Freeze Frame 3900=Shrink Indefinitely (until L is pressed) 3A00/3B00=Freeze Frame 3C00,01=Crouch 3D00=Something? 3E00,01,02=Backflip 3F01=OrangeStand (as anyone!) 4000=OrangeStand 4100=Movement? 4101=Movement (Moonjump) 4200=Entered Any Barrel 4300=Enter??? 4400=Something??? (maybe DK Launch Pad) 4500,04=Cannon Shot 4600/4700=Something? 4800=Holding Barrel (does not crash) 4900=Walking With Barrel 4A00=Something? 4B00,02=Throwing Barrel 4C00=Moving (barrel action?) 4D00=Something? 4E01,02=Swimming Surface 4F01,03,02=Submerging/Swimming 4F05=U/w Swimming 5000=Swim-related? 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) 5600=Something? 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) 7000-7400=Something? 7500=Freeze Frame 7600=Battle Warp (takes you to level 0 with the DK clone) 7700=Become Invisible 7800=Teleport 7901/7A00=Something? 7B00=Sliding? 7C00=Something? 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 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. |
#7
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Thanks for posting this interesting topic
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#8
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Fast Invisible Entity
81097698 2400 0C02=Default 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 2F=Default No Exit Fading 8009939F 00E4 Green Exit Fading 800993B7 0004 Tinting Effect? 800994F3 00xx 1D=Blackout 2D=Default 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 01=Circle 1D=Default 21=Sharp Circle Triforce Transition 8009A38B 0004 Night Mode 8009A937 00xx 03=Default 04=Perpetual 05=Always Howl 06=Perpetual 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. |
#9
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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 03=Default 04=White 07=Foggy Animation Freezer 8009BC0F 00xx 00=Delayed Freeze 01=Default Camera Freezer 8009BFA5 00xx Use activators to toggle it in realtime. (D01C84B4 000x 8,4,2,1 d-pad ^V<>) 02=Frozen 06=Default Shading Fog Changes 8009BFBB 00xx May break in several areas. 00-1F=Various 01=Default Dark Shading Frozen Time 8109BFF4 2400 0C01=Default Black and White World 8009C4E7 0002 Later past 0x8009C520 address. Last edited by retroben; 10th May 2016 at 02:46 AM. |
#10
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Pause RAM Buffer Background
8009C597 0001 02=Default Wall Lighting Color Changer 8109C702 xxxx 0000-FFFF=Various (sorry too lazy today) 07A4=Cool Looking 07A8=Default No Shade Lighting 8109C704 2400 Makes it brighter. 0C01=Default All Green Lighting 8009C70F 0014 18=Default No Lighting 8109C718 2400 Darker. 0C01=Default Invisible Areas 8009C74F 00C0 BC=Default Missing Blend Effects 8009C75F 0001 Glitched Area Views 8009C77B 00B4 B8=Default Invisible Stuff 8009C838 0024 Can walk through many objects when invisible. 0C=Default Indoor Fog 8009C847 0020 1C=Default Uncapped Framerate 8009C96B 002C Missing HUD unless pausing. 30=Default 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. B8=Default Laggy Audio 800A0573 0080 7C=Default Glitchy Saturated Graphics 800A0967 0007 Debug Bar Display 800A09BB 00xx Sadly not realtime. 01=Top and Bottom 05=Bottom 09=Default Sick Graphic HUD 810A0B20 2400 Starting Area Framerate 800A0E5F 00xx Messes up physics,but game reverts to 20fps after pausing and resuming. 01=60fps 02=30fps 03=Default 04=15fps 05=12fps 06=10fps 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. |