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  #81  
Old 26th October 2014, 10:55 PM
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Cool new visual codes!!!

No Background
800CC900 0066
Previous frame visuals unless "buffer clear every frame" is enabled.

Vertical Stretched Graphics
800CC918 0064

Repeating Frames In Background
800CC934 0001
You won at PC solitaire!

Broken HUD Visuals
800CC943 0000

More Broken Visuals
800CC947 00xx
00=Really Broken
01=Broken
02=Normal
03=Broken

More Broken Menu Details
800CC94B 00xx
00=Broken
04=Normal

Squished Character Select
800CC95F 0062
64=Default

Stretching Graphics and Seizure Background
800CC96B 002B
2C=Default

Squished Percentage Numbers
800CC96F 0004
03=Default

Spazzy Background
800CC8CC 0064
44=Default

Last edited by retroben; 26th October 2014 at 11:17 PM.
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  #82  
Old 28th October 2014, 10:38 PM
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Damage Amount Lock
800E2D19 00xx
With attacks and projectiles,throws and tornado are normal damage.
00=No Damage
01=Damage 1%
02=No Damage (use throws)
19=Default?

Mobile Crazy Hits
810E2D78 0200
Ported from the Wii VC code I made a few years ago.
Like shell glitch,but without getting stuck.
May eventually crash from instability,as you see both plus and minus points on P2 when you beat P2.

Better Crazy Hits
800E2D7C 0001
Also works in training mode,another Wii VC port of my own code.

Edit:Very Strange glitch with Mobile crazy hits,you either crash or get a random ally against Mario bros. like Metal Mario.
Someone point out a forced ally code so it can be used with my "mobile crazy hits" code to stop the crashing.

Attack Type Locker
800E2DF3 00xx
00=Locked (first hit can make face forward,fireballs make attacks afterward fiery)
01=Default
02=Same as 00.
03=One Hit Kill
04=Same as 02.

No Profectiles Hit
800E4F1B 00B8
B4=Default
Only thrown objects work,fireballs and fire flower trail do not hurt players.

Unfriendly Projectiles
800E4F1F 00B4
B8=Default
User gets hit by own projectile,hilarious with Pikachu!
Pokemon are also mean.

Unfriendly Proj. Again
800E4F33 0004
08=Default

No Projectiles Hit (again)
800E4F83 0000
01=Default

Last edited by retroben; 29th October 2014 at 10:36 PM.
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  #83  
Old 29th October 2014, 10:52 PM
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Insane Projectiles
800E500D 00B4
B8=Default
Sadly not working on fireball or thundershock,but Fire Flower gives 999 damage!
Even rocks from Onyx also cause massive damage!

Fresh Moves Strength
810EA536 xxxx
0000=Stale-off (only stale moves cause damage)
3F80=Default
4080=Strong?
4180=Deadly
4280=Overkill

Location Trackers?
810EB9DE xxxx
3F80=Default
4080=Weak Eyesight
4380=Magnified Fighting

Legs On Slanted Floors
810EBE3A xxxx
3F80=Default
4380=Splits
BF80=Swimming Effect

More Slant Legs
810EBE66 xxxx
3F80=Default
4380=Curve Forward
BF80=Curved Back


A "Seizure Party" code below.
v v v

Samesh Bosr.
810EC35A xxxx
3E00=Stiff/More Jittery
3F00=Stiff/Jittery
3F80=Default
3FC0=Spazzy
4000=Seizures

Strange Animation Disposition
800EC367 00xx
68=Frozen Models
6C=Attacks/Throwing Disposition
70=Default

Hitbox Related
810ED71A xxxx
0000=Expanded Hitbox/Grab Anywhere (even bumpers hit you from afar,throwing all Yoshi Team without crashing)
3F80=Default
4080=Less Likely Hitting
4380=No Hitbox (not even projectiles or throws,the tornado can still get you)
BF80=Upward Legs on Slanted Floors

Last edited by retroben; 30th October 2014 at 05:20 AM.
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  #84  
Old 31st October 2014, 02:55 AM
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I can't believe I forgot about super smash bros. having a music code.
Now here's some other music related codes!

Instant Music Mod (d-pad)
D009EFA4 0008
80099100 0001
D009EFA4 0008
80099113 00xx
D009EFA4 0004
80099100 0001
D009EFA4 0004
80099113 00xx
D009EFA4 0002
80099100 0001
D009EFA4 0002
80099113 00xx
D009EFA4 0001
80099100 0001
D009EFA4 0001
80099113 00xx
Some values...
00=Kirby
01=Samus
02=SMB1
03=Low Time SMB1
04=Fox
05=DK
06=Mario
07=Pikachu
08=Yoshi
09=Link
0A=Character Select
16=VS. Mode Results Celebration
19=Master Hand
1A=Bonus Stages
1D=Final Results (Sad song after beating Master Hand.)
21=Intro
22=How To Play
24=Fighting Polygon Team
25=Metal Mario
27=End Credits
2A=Training Mode
2B=Data Music
2C=Mode Select
2D=Hammer Theme
2E=Invincibility Theme

Music Speed
810993CE xxxx
0001=Fastest Speed (not even crashing)
029D=Kirby
0900=Cool
0B00=Slow Cool

Last edited by retroben; 31st October 2014 at 04:01 AM.
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  #85  
Old 2nd November 2014, 10:09 PM
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Maybe I can find the infinite up+B value!

1st Jump Anim Speed
8113F8BE xxxx
3E80=Slow-mo
3F80=Default
4280=Instant

2nd Jump Anim Speed
8113FD9A xxxx
3E80=Slow-mo
3F80=Default
4280=Instant
Can only change speed once per restarted/No Contest match.

1st Jump Physics Mod (neutral jump)
8013F8D7 00xx
02=Actual Space With Ding (C button shows animation)
03=Space Again (C button is instant)
07=Begin Respawn
08=Respawn
09=WTF? (easily dies)
0A=Stand
0E=SPAAAAAACE!
12=Turn Around
13=Too Fast
14=??? (press backwards to get out)
15=Invincible Mode (up smash or diag back jump gets out)
16=Default
17=Always Backward Jump
18=Forward Secondary Jump Animation
19=Backward 2nd Jump Anim
1A=In Air Anim
1B=Air after hit?
1C=Crouch
1D=Exit Crouch
21=Rolling Anim
22=Rolling Anim
25=Being Hit Once (gets stuck unless C button)
31=Funny (gets stuck unless C button)
32=Funnier (use up analog to slam onto ground)
33=Rolling Fall
34=Knocked/Thrown Back
36=Slapped Upward
37=Thrown
3A=Special Fall Anim (may lead to me finding infinite Up+B)
3E=WARP PIPE!!! (works in hyrule!)
40=Exit Pipe (fancy jump)
41=Air Walking From Pipe
42=Bump Head On Ceiling? (higher jump)
43=Fall Down
44=Getting Up Attack Anim
45=Getting Up
46=Getting Up (from back)
49=Guard Forward Roll (fell down from hit)
4A=Guard Back Roll
4B,4C=Rolls?
4D=Shield Roll (back)
4E=Odd Backward Roll
4F=Getting Up Attack Anim (from face)
50=Getting Up Attack (hits)
51=Guard Landing
54=Ledge Grab Warp (grabs random ledge,even grabless ones)
55=Ledge Climb Warp
65=Pick Up Box Anim
66=Holding Box Anim (stuck until hit)
67=Turn With Box (like a record baby,stuck until hit)
68=Toss Item Backward (actually works when holding one)
69=Running Item Throw
6A=Standing Throw
6B=Turn And Throw Item?
6C=Throw Item Upward
6D=Throw It Downward
6E,6F=Strong Item Throw
70=Strong Upward Throw
71=Strong Down
72,73=Air Throw (jumps)
74=Air Upward Throw
75=Air Down Throw
76-79=Strong Air Throws?
7A=Throw Box
7B-7D=Turn Throw Box
7E=Sword Smack (actually hits,holding other items is funny)
7F=Sword Whack
80=Sword Smash
81=Running Stab
82=Bat Smack
83=Bat Whack
84=Homerun Smash
85=HBat Slide
86-8D=Other Weapons?
8E=Gun
8F=Gun In Air
90,91=Gun Again
92=HAMMER!!! (keeps going until you get hit,though unlikely)
93=Hammer (funny when holding an item)
94=More Hammer
95=Hammer Jump
9C,9D=Rolling Again?
9E=Shield Breaks
9F=Broken Shield
A0=BShield Landing
A1-A3=BShield Getting Up
A4=Stunned From BShield
A5=Music Sleep
A6=Grab,With Hitbox?
B4=Thrown (Into Space)
BD=Fighter Stance
BE=One-Two Punch
BF=Kick (third neutral)
C0=Running Attack
C1=Upper Forward Tilt
C3=Neutral Fwd Tilt
C5=Lower Fwd Tilt
C7=Up Tilt
C9=Crouch Atk
CA,CB=Upper Fwd Smash
CC=Forward Smash
CD=Low Fwd Smash
CE=Lower Fwd Smash
CF=Up Smash
D0=Down Smash
D1=Air Kick (jumps)
D2=Air Fwd Attack
D3=Air Back Attack
D4=Air Up Attack
D5=Air Dwn Attack
D7=Fwd Land
D8=Backward Land
D9=Up Land
DC=Last Neutral Atk?
DF=Neutral B
E0=Neutral B Air
E1=Up+B (Pikachu crashes game)
E2=Odd Down B Attack?
E3=Down B
E4=Down B End
E8=More Odd B
FB=Quick Up B
FC=Another Quick Up B
FD=More Quick B Moves
Can be toggled instantly during battle.
More of an action mod than anything,C buttons can make jump act different.
Many with other characters may crash.

Turn Around Physics Mod
8013E91B 00xx
12=Default
Other actions above,requires exiting to change again.

Run Start Physics Mod
8013ED1B 00xx
0F=Default

Run Physics Mod
8013EEFB 00xx
10=Default

Running Anim Speed
8113EF02 xxxx
3E80=Matrix
4080=Fast

Halt Screech Physics Mod
8013F073 00xx
11=Default

Halt Turn Physics Mod
8013F21B 00xx
13=Default

First Jump Start Physics Mod
8013F41B 00xx
14=Default

Backward First Jump Physics Mod
8013F8AF 00xx
17=Default

Air Hit Physics Mod
8013FA4F 00xx
1B=Default

In Air Physics Mod
8013FA53 00xx
1A=Default

2nd Backwards Jump Physics Mod
8013FD8B 00xx
19=Default

2nd Neutral/Fwd Jump Physics Mod
8013FDBF 00xx
18=Default

Crouch Physics Mod
8014303B 00xx
1C=Default

In Crouch Physics Mod
801432B3 00xx
1D=Default

Box Lift Physics Mod
8014600F 00xx
65=Default

Box Hold Physics Mod
801460FF 00xx
66=Default
Very Likely to crash

Box Turn Physics Mod
8014621F 00xx
67=Default

Toss Item Back Physics Mod
801468FF 00xx
68=Default
84=Homerun Smash (with sword etc.)

Broken Shield Physics Mod
801494BB 00xx
02=Space From Broken Shield (looks funny)
9E=Default
C0=Defending Yourself

Sleep Physics Mod
801499BB 00xx
02=Drifting Away
9E=Broken Sleep
A5=Default

Grab Physics Mod
80149BC3 00xx
02=Twinkle (fends off grab freaks who constantly grab you)
A6=Default

Space light Mod
8013C763 00xx
01=Respawn
02=Default
03=Background Death

Neutral Attack Mod
8014EA7F 00xx
BE=Default

Running Attack Physics Mod
8014F67F 00xx
C0=Default
CC=Forward Smash

Air Attack Physics Mod
80150D1B 00xx
D1=Default

Respawn Physics Mod
8013D2F7 00xx
08=Default

Standing Physics Mod
8013E21B 00xx
0A=Default
00-3B,3E-A6,B4-FF=Things to try?
92=Super Hammer Bros. N64

Last edited by retroben; 3rd November 2014 at 10:24 PM.
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  #86  
Old 3rd November 2014, 04:11 AM
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Infinite Up+B
80143927 001B
3A=Default
In reality,an action mod.

Maybe I will try to find a better solution that lets infinite jumps still work.

Random parting code until tomorrow...

Up Tilt Animation Speed
8114FAFA xxxx
3E80=Matrix
3F80=Default
4080=Instant
Kirby looks adorable with this slow.

I will try to get every attack's animation speed to make a speedy attacks code.

Last edited by retroben; 3rd November 2014 at 04:55 AM.
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  #87  
Old 3rd November 2014, 10:46 PM
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Fighter Stance Physics Mod
8014E707 00xx
BD=Default
Action mod like other smash games in the series.
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  #88  
Old 4th November 2014, 06:21 AM
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I thought it would be easy to make Up B not use up all jumps. Turns out, the code is character specific.

811643B4 2400 - link
810DFA88 2400 - luigi

I don't feel like getting the rest atm ;/ . Busy trying to fix the plugin I'm working on.

However, the simplest one you could do for inf jump would be to have it never read how many jumps you have. I think Jugglypuff and kirby would still need their own code ;/ .
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  #89  
Old 4th November 2014, 06:44 PM
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If only I knew how to mod the invincibility code's base address position and if only I knew the difference of the current position addresss to another existing status.

If I can find this out,I can make codes much like Banjo-Tooie's master pointed codes.
Just need to build up the template list for player 1's status,but how? (retorrical)

Edit:There is two versions of infinite jumps,one is each character with their own at individual stages like "Break The Targets" including Kirby,the other is universal for all characters and players besides Kirby or Jigglypuff.
Kirby uses actions DF-E3 to make all his extra jumps instead of 18,and I can't find out how to make that unlimited universally.

Last edited by retroben; 4th November 2014 at 08:28 PM.
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  #90  
Old 4th November 2014, 08:24 PM
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Quote:
Originally Posted by retroben View Post
If only I knew how to mod the invincibility code's base address position and if only I knew the difference of the current position addresss to another existing status.

If I can find this out,I can make codes much like Banjo-Tooie's master pointed codes.
Just need to build up the template list for player 1's status,but how? (retorrical)
So you want to make one of those giant pointer codes? Seems like a hassle to me, but I think you'd like cheat engine . Too bad PJ64's addresses aren't static! Pretty much every emulator besides PJ64 and Apollo has static addresses. Good thing PJ is open source, so one could change 1 line of code and compile it . Although you're out of luck, with pj64 1.7.
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