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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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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. Last edited by retroben; 31st July 2014 at 04:10 AM. |
#8
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FINALLY!!!
I just found a very awesome sub-action modifier for DK64! Sub-Action Mods Neutral Attack 806E4547 00xx Works with all Kongs. 20=Squished 26=Default 39=Shrink on every attack! 67=Kill nearby enemies! 68=Whoa,Pretty Sparkles!!! Walking Attack 806E44EF 00xx 1C=Feet Slam 1D=Long Kick 20=Squished 29=Default 6E=TAHDAH!!! DK Roll/Tiny Slidekick 806E4813 00xx 18=Rolling Super Jump 1F=Shoot ammo (mash B) 2B=Default 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 2E=Default 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. 0E=Sliding 0F-13=Terrified 1F=Animationless Shooting 2B=Fast Roll Crouching 32=Panic 3C=Default 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 6E=TAHDAH!!! 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 1C=Default 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 7D=Cannonball 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 36=Default 5D=Revenge Gun 83=Banana Fairy Heals You High Falls 806EE24B 00xx 00=Immune to high falls 20=Default 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) 52=Teleport 58=Jump from non-existent vine 6F=Flying Kong!!! (YAY!!! It works!) 7D=Creature 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 2A=Default 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 0D=Slipless 0E=Default 20=Consequential Damage 2B=Slip for DK rolling speeds 36=Insta-kill 83=Slip for ammo refill Jump (2nd immediate time) 806E3297 00xx Try double jumping with DK. 17=Default 1C=Simian Stomp 36=DK's Head Hurt (no death) 67=Kill Nearby Enemies 68=Tripping Out (Finally not getting stuck!) Last edited by retroben; 27th August 2014 at 02:59 AM. |
#9
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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. |
#10
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Taking Damage
806EF333 00xx 00=No Knockback 20=Squished (can get combo'ed) 31=Default 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) 6E=Rocky:COME ON,HIT ME!! 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 15=Default 16=Sliding down backwards 20=Squished (when reaching flat surface) 45=Cannon Launched 48=Hold invisible barrel 5D=Gun slide Playing Instrument 806F0603 00xx 0C=...WTF? 33=Epic Performance! 67=Default 83=Summon Fairy (refills ammo) Orange Bomb 806E2E4F 00xx 2C=Default 40=Orangestand And Bomb Throw! (Hold Z) Note: Does not affect the 1st person bomb throw. Last edited by retroben; 2nd September 2014 at 02:18 AM. |