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Author Topic: Wii Joker Generator  (Read 5412 times)
hetoan2
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« on: July 07, 2009, 12:32:02 AM »

This topic has been moved to The Collective.

http://wiird.l0nk.org/forum/index.php?topic=3776.0

comments on this can still go here.
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and youtube...
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Duker
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olli_farbo@hotmail.com
« Reply #1 on: August 02, 2009, 01:03:13 AM »

I did an offline version, mostly for testing using Forms in C#, but I thought I could try to be of some use while doing it =) .

http://www.freewebs.com/oolliivveerr/temp/Button%20Conditionals.rar
Only for Gamecube controller yet, I'll make CC and Wiimote versions tomorrow.
Updated with separate forms for CC and Wiimote+chuck.

It might require the newest .NET Framework installed, Vista and W7 users should already have it.

Feedback regarding anything about it would be lovely =D.
« Last Edit: August 03, 2009, 03:12:17 PM by Duker » Logged


y helo thar!
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« Reply #2 on: October 10, 2009, 05:03:59 PM »

if possible can you add an option to revert from hex to regular
as in
you put the hex i.e. 1000 and the output tells you the button in this case minus
that would be cool that way you dont have to go clicking button to button with trial and error
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Skiller
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« Reply #3 on: January 28, 2010, 06:39:58 AM »

here is something i found intresting . one Pad address does all controllers
Tatsunoko VS Capcom : Ultimate All-Stars [STKE08]

Address  is    80472878

            GameCube  >Wiimote >Classic >Wiimote+Chuck
00000001   =   Up>   Up>   Up>   Up>
00000004   =   Left>   Left>   Left>   Left>
00000008   =   Right>   Right>   Right>   Right>
00000002   =   Down>   Down>   Down>   Down>
00100000   =   C Down >   NA/   R analog Down>   NA/
00080000   =   C up  >   NA/   R analog Up>   NA/
00400000   =   C right >   NA/   R analog Right>   NA/
00200000   =   C Left >   NA/   R analog Left>   NA/
01000400   =   L >   NA/   L>   NA/
00800200   =   R >   NA/   R>   NA/
00000040   =   X >   1>   X>   1
00000080   =   Y >   2>   Y>   2
00000020   =   B >   B>   B>   B
00000010   =   A >   A>   A>   A
00000800   =   Z >   NA/   Zr>   Z
00002000   =   NA/   - >   - >   -
00004000   =   NA/   home>   home>   home
00001000   =   NA/   NA/   ZL>   C
00008000   =   NA/   NA/   L Analog up>   Chuck Up
00010000   =   NA/   NA/   L Analog Down>   Chuck Down
00040000   =   NA/   NA/   L Analog Right>   Chuck Right
00020000   =   NA/   NA/   L Analog Left>   Chuck Left
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Skiller
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« Reply #4 on: February 05, 2010, 05:24:22 AM »

I have updated the Button Activator to Alow output of Reverse As well (Not Value)
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Skiller
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« Reply #5 on: April 15, 2010, 03:56:40 AM »

i have found yet another nice Activator . good for incrament codes


Pad address Stays active for a few Mill seconds almost missed it


if u have rune Factory Pal u can use this as refrince ..

8037E070

the main padd address is on E06C 

also not the Pad values are diffrent 00000200 is - and 00000100 is +

on address E070 even though u hold the button down it still only goes on for a millasec and off again .. meaning no Missread if the Gecko reloads quick then the game..
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dcx2
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« Reply #6 on: April 15, 2010, 01:05:26 PM »

Oh, I think I know what you're saying...the button activator addresses that people usually use (found by holding a button down/search/release/search/etc) are "state variables".  They say whether the button is in the down or up state.

The two 32-bit words *after* that address are usually "edge variables".  I think you found the first word , which holds the "falling edges" - that is, when the user presses the button, you get a 1 here for exactly one frame.  When the user releases the button, you get a "rising edge" 1 for one frame in the second word.

You should try pausing the game while looking at the buttons in Memory Viewer, then hitting Next and Update while pressing and releasing the button slowly.  You should see the state, falling, and rising edges.
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Skiller
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« Reply #7 on: April 15, 2010, 04:10:14 PM »

Oh, I think I know what you're saying...the button activator addresses that people usually use (found by holding a button down/search/release/search/etc) are "state variables".  They say whether the button is in the down or up state.

The two 32-bit words *after* that address are usually "edge variables".  I think you found the first word , which holds the "falling edges" - that is, when the user presses the button, you get a 1 here for exactly one frame.  When the user releases the button, you get a "rising edge" 1 for one frame in the second word.

You should try pausing the game while looking at the buttons in Memory Viewer, then hitting Next and Update while pressing and releasing the button slowly.  You should see the state, falling, and rising edges.

there is 128 bits of data after the pad address (Not all Pad Addresses)
that hold the same values that the Pad does but only for a second .

Example

first 32bits is for When u initiate the press
Second 32bits When u let go
other 2 seem to turn on for both Press and Letgo

very nice option there is also another one that counts to FF for how long u have helf the button
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