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

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)
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  #2  
Old 28th July 2014, 08:31 PM
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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; 29th July 2014 at 08:20 PM.
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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:
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.
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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:
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
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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  #7  
Old 31st July 2014, 04:01 AM
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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.
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Old 25th August 2014, 09:13 PM
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Default Awesome!

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.
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  #9  
Old 27th August 2014, 08:16 AM
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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.
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Old 27th August 2014, 08:26 PM
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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.
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