ZSR Forums

=> Ocarina of Time => Topic started by: Chain on January 05, 2015, 05:19:02 PM



Title: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Chain on January 05, 2015, 05:19:02 PM
If you want fast and efficient practice on VC you can download these gecko codes here (https://www.dropbox.com/s/s8zf5z861r52v3b/NACJ.gct?dl=0). Simply drop this file in the "codes" folder on your SD card. To get Gecko on your wii, download gecko here (http://adf.ly/mOaEV) then take the folder named "Gecko 1931" from the zip file you downloaded and copy it to the "Apps" folder on your SD card. There should be a gecko icon on homebrew which you can use to boot up gecko. On gecko go to launch channel, select oot and it should boot the codes automatically.

Update log:

  • 07/03/15 Reload area code and soft reset code added. CREDIT GOES TO JIMMIE FOR MAKING THESE THANKS DUDE.
  • 05/25/15 Included some new locations, included light arrows and fire arrows for MST people (who should be running all dungeons), removed the dumb boots switch code and removed the code to give you inventory items (so that bottles are no longer locked). The defualt value for age has been set to adult instead of child.
  • 04/01/15 quite a few button conditionals changed. The modify health code has only two modes, infinite health and critical health. Finally got around to adding the nut and stick upgrades. The tower collapse timer is frozen. There are two teleport codes so you can save and warp to two different locations. Added a code to save and load which flags have been triggered!
  • 02/12/15 button conditionals for dying and speed boost switched.
  • 02/07/15 wrong warp, speed boost + boots switch added.


A nice summary of the button conditional codes can be found here (https://www.dropbox.com/s/6npsr16qh2mr7al/Cheatsheet.pdf?dl=0) (credit goes to scaramanga for making this). The codes included in this file are:

  • d-pad left to save location 1, R+d-pad left to save location 2. d-pad right to teleport to saved location 1, R+d-pad right to saved location 2.

  • Wrong warp. This code works by allowing you to modify your rupee count which decides your location, the list of locations is here (http://pastebin.com/K9GZ1NW7). Once you've set your rupee count (L+dpad up to increase L+dpad down to decrease) to the location you want to go to, you simply walk through a loading zone (or use R+L+dpad down to kill yourself) and hold L+A.
  • Reload area. Press L+R+A+B to reload the area you're in. This can be combined with the wrong warp code to instantly wrong warp you from wherever you are.
  • Soft reset. Press start+L+R+A+B to activate.

  • Save which flags you have triggered by pressing L+R+d-pad left and then load the saved flags by pressing L+R+d-pad right. When you reload the flags the effect usually only takes place after you've passed through a loading zone so you must re-enter the room for the flags to be set back to their initial state (switches you step on are an exception to this, there may be others). If you simply load flags without saving them you will set the flags back to their default value so if your file has already beaten a certain boss you can simply load flags and that boss will no longer be defeated. You can also only load flags in the room you saved them in so if you save the flags in deku tree before breaking the web then you must also load them in deku tree for the web to reappear. Not all flags get saved, I don't think cutscene flags are saved but most flags useful for practice are saved like which webs have been burnt, which rupees you've collected in kokiri forest etc.

  • d-pad up to levitate
  • dpad down for a huge speedboost
  • A+B+R to fall through the floor (useful for escaping cutscenes)

  • R+dpad up to toggle between being adult Link and child Link. The effect only occurs once you pass through a loading zone. The default is set to adult Link so when you first pass through a loading zone, you will always change to adult unless you press R+dpad up.
  • R + L + d-pad down to die (only works when infinite health has been toggled off)
  • d-pad down + R to die to toggle between having infinite health and having half a heart

Here are some codes which don't involve button conditionals:

  • The tower collapse timer is frozen.
  • Able to equip all c-items (for instance megaton hammer as child)
  • Able to use c-items anywhere (set farore's wind outside of a temple for example)
  • Infinite ammo, magic and small keys
  • Ammo + wallet upgrades and gold scale
  • Some inventory (like farore's wind, ocarina, hookshot etc.)
  • All songs, stones and medallions

These codes only work on the Japanese 1.2 version of oot and the codes with button conditionals (like teleporting and levitating etc.) only work with the gamecube controller (or N64 controller if you have an N64 to gamecube adapter) and will not work with the classic controller.
Thanks to everyone in the forum for pointing out various problems and providing solutions! If anyone has any requests for other cheat codes please let me know. The text file for anyone who wants to improve / make adjustments is here (https://www.dropbox.com/s/yjv6s3m7zmeh423/NACJ.txt?dl=0).

Troubleshooting:

If you have installed gecko but the launch channel option does not appear it is because you need to patch IOS36 with simple IOS patcher (http://wiidatabase.de/downloads/hacks/simple-ios-patcher/). If your wii is not connected to the internet it will complain that it can't find the patched ios to install. Instead, you have to download the ios (here (http://det1re.de/d/index.php?dir=wads/&sort=date&order=desc)) and place it onto your sd card before running the installer. If you launch the game and it says codes booting yet none of the codes work, it is probably because you have the wrong hook type. Go to config options and set the gecko hook type to default.


Title: Re: Gecko codes for efficient VC practice
Post by: nickenator8 on January 05, 2015, 08:13:31 PM
That's really awesome! The d-pad codes will be really helpful for things like unbuffered swordless dot skip and such. Thanks for making these!


Title: Re: Gecko codes for efficient VC practice
Post by: mzxrules on January 05, 2015, 11:24:08 PM
Just gonna post this for my personal use: http://smashboards.com/threads/guide-to-ar-and-gecko-code-writing-for-complete-noobs.336650/

Thanks to that I can pretty safely say that I can convert N64 addresses -> VC addresses as long as I have a single code for an NTSC J inject that modifies something like rupee count.

Anyway, Link's instance is located at address 8104F2F0 in VC. According to my mhs documentation, the y rotation value that immediately affects Link is at offset 0xB4 from the start of the instance, or 8104F3A4. Similarly, Link's X coordinate is at offset 0x24 from the instance start (8104F314)

Also, why won't the codes work with VC U? Is the rom different, or is it just the wad?


Title: Re: Gecko codes for efficient VC practice
Post by: Chain on January 06, 2015, 01:00:33 AM
Wow just tested the angle address and it works! Now the code saves your position and angle (:

I think it's just to do with the wad but you can easily convert NTSC-J codes to NTSC-U codes by simply by subtracting all the NTSC-J addresses by F0120.

Since you know how to convert the N64 addresses to VC ones would it be possible for you to convert sockfolder's MHS addresses to VC ones or tell me how to do it? If I can get my hands on more addresses I'll write more codes.


Title: Re: Gecko codes for efficient VC practice
Post by: mzxrules on January 06, 2015, 04:46:48 AM
If the roms are the same, then you should be able to use the NTSC 1.2 rom to find addresses. Converting from NTSC 1.2 N64 -> VC J should be as simple as adding a factor of E7 4000 to a NTSC 1.2 gameshark code.

You mentioned your input codes don't work for all controllers? What about using these input addresses for 1.2:

801C84B4 00??

00 No buttons
01 D-Right
02 D-Left
04 D-Down
08 D-Up
10 Start
20 Z
40 B
80 A


801C84B5 00??

00 No button
01 C-Right
02 C-Left
04 C-Down
08 C-Up
10 R
20 L

For the MHS addresses, if you're referring to the addresses linked in the sticky those are for 1.0.

Subtracting 8E BA80 from any address in the list will give you the real N64 address, except you have to take into account a weird speed hack done with N64 emulation. Basically, the N64 stores integer data in big endian form, while most pcs operate in little endian. In big endian the number 258 would be stored as 00 00 01 02 while in little endian it will be stored as 02 01 00 00. In order to avoid flipping values every time they're read in, the entire rom is read in as a series of 32 bit integers and then flipped. Because of this, the last digit of an MHS address may need to be converted to get an N64 address.

To convert 8 bit values:
0 -> 3, 1 -> 2, 2 -> 1, 3 -> 0;  4 -> 7, 5 -> 6, 6 -> 5, 7 -> 4;  8 -> B, 9 -> A, A -> 9, B -> 8;  C -> F, D -> E, E -> D, F -> C;

To convert 16 bit values:
0 -> 2, 2 -> 0; 4 -> 6, 6 -> 4; etc

32 bit values do not need to be converted.


The following addresses

The addresses documented between 00A06050 - 00A073A0 can definitely be converted trivially, as this is where the save data falls. A06050 is equivalent to 8011AC80 in NTSC 1.2. There's also a good chance that everything up to at least address A076CC is still in the same relative location, since the game uses address 8011AC80 to reach these variables in 1.0 at least.

Addresses between the ranges 00AC64B0 - 00AC6F1B are definitely part of Link's instance variables. AC64D4 is equivalent to offset 0x24 from the start of Link's instance variables, and contains the X coordinate. Sockfolder's variable list erroneously documents it as being the Y coordinate, since he's assuming a different axis mapping than what the developers used (from negative to positive, X runs west->east, Y goes up against gravity, Z runs north -> south). These addresses might be convertible, but if it can't be done, you can use MHS to find them. Link's Y velocity address (used in your levitation code) is 801DB350


Title: Re: Gecko codes for efficient VC practice
Post by: Chain on January 06, 2015, 12:01:00 PM
It doesn't seem to work. I got the entrance address (or something like it) for 1.2 from http://bombch.us/ulX (it's at the very bottom of the page). Then I added the offset value:

8011 ACE7 + E7 4000 = 80F8ECE7

But this is the address for Link's B button. I think the offset value between VC and N64 isn't constant but depends on which chunk of the memory that you are in.

I also tried using the addresses you gave for button conditionals but they did not seem to work. Maybe it works different in Gecko because you have one address for the gamecube controller and another one for the classic controller when writing button conditionals.


Title: Re: Gecko codes for efficient VC practice
Post by: mzxrules on January 06, 2015, 01:32:05 PM
The reason for this is likely that you're writing your code incorrectly. 8011ACE8 is the address used for the current B button, so you're writing a 16 or 32 bit value by mistake. The code should be 00F8ECE7 000000xx according to that gecko code making link.

That said, 8011ACE7 isn't used directly for setting an entrance. It's used to store what scene the player was in when the game was last saved so that when the game is reloaded it can easily calculate the save warp entrance index via jump table. In pj64 I can't get the code to work because it simply doesn't write the value fast enough.

8011AC82 is the current entrance index address. You'd set this to the values in http://www.zeldaspeedruns.com/oot/wrongwarp/entrance-table (http://www.zeldaspeedruns.com/oot/wrongwarp/entrance-table). Your other option would be to enable map select by converting this n64 code:

810F1A74 00B9
810F1A76 E430
810F1A78 00BA
810F1A7A 1190
810F1A7C 8080
810F1A7E 09C0
810F1A80 8080
810F1A82 3720
810F1A88 8080
810F1A8A 1C14
810F1A8C 8080
810F1A8E 1C08

The address I gave for button conditionals shouldn't work differently. VC 1.2 rom is identical to NTSC 1.2, so the game can't possibly handle input differently for the two controllers. An if equal then execute next line code for when Z + D-Right is held should be 0903C4B4 00000021 according to that gecko code making link.


Title: Re: Gecko codes for efficient VC practice
Post by: Chain on January 06, 2015, 04:45:12 PM
Okay well I tried the entrance value and save warp entrance value codes and they didn't do anything :( on the plus side the map selection code worked! The map selection code does not work on my rom though (I guess because it's 1.0)

 I also tried your button conditional code and it would crash before the game was even booted. The code I've been using is:

289F6A88 0000XXXX

I got the first two digits from http://geckocodes.org/index.php?arsenal=2


Title: Re: Gecko codes for efficient VC practice
Post by: mzxrules on January 06, 2015, 05:44:12 PM
The code types on the smash board are different than the ones for the wii then. Looks like there's no 8 bit conditional codes, which kind of sucks.

Instead
0903C4B4 00000021

should be
2903C4B4 00002100

The numbers are different because it's checking the input codes for an N64 controller. This is what the other controller types should be mapping to.

I'm not surprised that the save warp value one doesn't work to well, but I feel like the 8011AC82 should work. Its a 2 byte value rather than a 1 byte one. If you have it set so that it's always on and writing just one byte then you should be able to observe oddities when walking around eventually.


Title: Re: Gecko codes for efficient VC practice
Post by: Chain on January 06, 2015, 06:36:16 PM
Well the game no longer crashes now but the button conditional still doesn't work ): it works if I set the values all to 0 so that no input is required but as soon as I set the input to some value it stops working. I've tried putting the values as:

000000XX and 0000XX00 and neither seems to work.

As for the entrance value code I didn't test it thoroughly so their may have been some oddities if I explored more but I went through a few loading zones with nothing weird.


Title: Re: Gecko codes for efficient VC practice
Post by: gymnast86 on January 07, 2015, 10:24:03 PM
This is unrelated, but I would like to use these codes for practice. However my Gecko program does not have a "launch channel" option. I only have Launch Game which loads whatever disc is in my Wii and I'd like to know if there's a different type/version of gecko that has the launch channel option, because I can't find one anywhere.


Title: Re: Gecko codes for efficient VC practice
Post by: Chain on January 08, 2015, 10:48:15 AM
This is a tutorial on how to get gecko with launch channel (probably not the best tutorial but the first I found):
https://www.youtube.com/watch?v=2O_8s5SE6Pw

There's no need to mess around with options in gecko like he does though, once you put the gct file in the codes folder in your sd card and launch channel it should boot the codes automatically.


Title: Re: Gecko codes for efficient VC practice
Post by: scaramanga on January 12, 2015, 06:11:48 PM
This is unrelated, but I would like to use these codes for practice. However my Gecko program does not have a "launch channel" option. I only have Launch Game which loads whatever disc is in my Wii and I'd like to know if there's a different type/version of gecko that has the launch channel option, because I can't find one anywhere.

I had the same problem. To solve it, you have to patch IOS36 with the Simple IOS Patcher (http://wiidatabase.de/downloads/hacks/simple-ios-patcher/). Afterwards the options 'Launch channel' and 'Launch Rebooter' should show up.

By the way, has anyone got this to work with USB Loader GX? I don't want to use my crappy SD card...


Title: Re: Gecko codes for efficient VC practice
Post by: Saltor on January 14, 2015, 08:16:01 AM
I had the same problem. To solve it, you have to patch IOS36 with the Simple IOS Patcher (http://wiidatabase.de/downloads/hacks/simple-ios-patcher/). Afterwards the options 'Launch channel' and 'Launch Rebooter' should show up.

By the way, has anyone got this to work with USB Loader GX? I don't want to use my crappy SD card...

When I ran the program, it complained that it couldn't find the patched ios to install. My wii isn't hooked up to the internet, so I couldn't download it directly.
Instead, I had to download the ios on my pc and then load it onto my sd card before running the installer.

I got the ios from here (it's called ios36-64-v3351.wad): http://det1re.de/d/index.php?dir=wads/&sort=date&order=desc


Title: Re: Gecko codes for efficient VC practice
Post by: nighthawkraven18 on January 17, 2015, 04:43:36 AM
so i downloaded the files and put them in codes and when i boot the channel it says "codes found, applying" but when i get in game the codes doont work? i feel like im doing something wrong. im on a jp 1.2 wad, so it should work
Edit: well after 3 hours i found out i was on the wrong hook type, i can finally start practicing  ;D


Title: Re: Gecko codes for efficient VC practice
Post by: Chain on January 17, 2015, 12:37:40 PM
nighthawkraven, could you tell me which hook type is needed? I'd like to edit the main post to help others with the same problem.


Title: Re: Gecko codes for efficient VC practice
Post by: nighthawkraven18 on January 17, 2015, 07:30:40 PM
Default hook type. my little brother used to play call of duty so it was set on ossleepthread, which was my problem.


Title: Re: Gecko codes for efficient VC practice
Post by: Chain on February 06, 2015, 02:53:27 PM
So I've been working on a wrong warp code recently which would allow the player to wrong warp anywhere from any location. The code would basically place Link out of bounds so he voids out and it would then change the entrance address to the required location.

So I used to entrance table on ZSR and found two addresses on dolphin which correspond to the values on the table. Modifying these two addresses had the same effect which was to cause a wrong warp (both addresses gave a wrong warp to the same location).

So I tried exiting Link's house (hex value of 211) and I locked the value of this address to 0 and ended up in the water temple (hex value 423). If I instead locked the value to 1 and left Link's house I ended up at Zora's fountain from the sapphire cs (10E). Similarly locking the address at 2,3,4 and 5 left me at kokiri forest (211), hyrule field from zora's river on land (181), Deku boss room (40F) and Hyrule field from Impa cutscene (594).

I'm failing to see the pattern here and was wondering if someone much more knowledgeable about the game than me (Mzxrules) could explain it to me so I can find which value I need to set the address to for a given area to get the desired location.


Title: Re: Gecko codes for efficient VC practice
Post by: mzxrules on February 07, 2015, 11:36:31 AM
You're locking half the value down.

Exiting Link's house (0211) is becoming Water Temple main entrance (0011), Zora's Fountain sapphire cutscene (0111), Hyrule Field from Zora's River, water spawn (311), Deku Tree Boss Room (411), Hyrule Field from Getting the Ocarina of Time (511)


Title: Re: Gecko codes for efficient VC practice
Post by: Chain on February 07, 2015, 07:13:21 PM
Cool I'm dumb, thanks again Mzxrules (:

I've just finished updating the gecko codes to now include the wrong warp code and a couple of other codes. I remember before that someone complained to me that the button conditionals weren't very well thought out and it's because I've been making them to be comfortable on my N64 controller lol. If someone has a better set of button conditionals that I could use that would be nicer on a gamecube controller please let me know.

For the wrong warp code please let me know if you want any new locations added. Shoutouts to the ZSR entrance table which made this code possible.


Title: Re: Gecko codes for efficient VC practice (updated 02/07/15)
Post by: nighthawkraven18 on February 11, 2015, 11:49:14 PM
ive been messing around with these codes a bunch, and i only have 1 gripe. the dpad down to die is sometimes really inconvenient and ill usually accidently kill link after using the speed code. overall these are really helpful and fun. i somehow activated crooked cart in hyrule field after i was messing around with ess and the speed code. crashed in like 2 seconds :p


Title: Re: Gecko codes for efficient VC practice (updated 02/07/15)
Post by: Chain on February 12, 2015, 01:59:12 PM
okay that's fair lol, should I switch the buttons around so that dpad down makes you go faster and L + R + dpad down makes you die?


Title: Re: Gecko codes for efficient VC practice (updated 02/07/15)
Post by: nighthawkraven18 on February 12, 2015, 09:52:54 PM
that would work out fine, thanks :)


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Vince on February 14, 2015, 05:12:43 PM
is there a way to modify the teleporter code to work for CC pro ?


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Chain on February 15, 2015, 12:22:23 AM
Yeah it's possible although I need to change all the button conditional codes, I'll probably get around to doing it soon though. Unfortunately I don't have a classic controller so I'll need you to test some code before I make a version of the main code which works for classic controller. I'll edit this post later with a code for you to test.

EDIT:

Okay download this (http://www.filedropper.com/nacj_6) gct file and test if pressing x makes you levitate. If this works then I'll update the main set of codes to work with classic controller.


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Vince on February 17, 2015, 11:43:48 PM
No presssing any of the buttons didnt have an effect.

A+B+R to fall through the floor works on the old code I should say. It's only the dpad that doesn't do anything


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Otaku on February 18, 2015, 12:10:39 AM
I just need a few codes for a file in addition to these I guess.

Farore's Wind on B - 0x00A060BB set to 13
Deku Stick on B - 0x00A060BB set to 0
Bugs on C-Right - 0x00A060B8 set to 29 (I think)

These are for JPN 1.0 and I need them for JPN 1.2 for VC practice. If anybody's feeling generous....


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Chain on February 18, 2015, 12:34:52 PM
Ah okay Vince, that's interesting. I'll edit this post later with something for you to test as I think I can fix it.

Otaku, I can make codes for items on B if you really want but there's not much point since there's already a code to let you use restricted items anywhere. This means you can already use stick as adult or farore's wind in boss rooms. I believe I included farore's wind in the main set of codes but if not I can quickly change that.

I know that the current set of items in the inventory code isn't good for other categories like no rba/ww where you need bow, or for instance if you need a fairy. The next thing I want to work on is making an in-game menu where you can decide which items you have in your inventory, how many hearts you have etc. Unfortunately my knowledge of gecko codes is limited to simple memory address manipulations but if I get enough time/motivation this is the next big code I will work on.


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: mzxrules on February 18, 2015, 08:27:36 PM
With my discovery of that hidden dev code in the commercial releases of oot, I learned that GCN and VC does not register D-Left, D-Right, and D-Down input, which is probably why my input code from earlier didn't work (since it checks for D-Right). Converting it to 00002100 should work I think


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: jamesrcade on March 10, 2015, 04:37:02 PM
Is the download still available? the link redirects me to the filedropper website but no download


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Chain on March 10, 2015, 09:54:59 PM
Ah sorry about that I moved the files over to dropbox and updated the main post with the new links. Let me know if there's any problems.

Also sorry for not sorting out the classic controller problem Vince I've been super busy recently and don't have a classic controller I can use to test if my codes work correctly. My suspicion is that you can use the same input address for both controllers since you said A+B+R works on classic controller so my suggestion would be to mess around with this code until you get something to work:

289F6A88 00000008
0504F350 40CB0000
E0000000 80008000

This makes link levitate by pressing d-pad up on the gamecube controller. You can use this website (http://geckocodes.org/index.php?arsenal=2) to look at the last 8 digits which correspond to different button inputs on the classic controller. Mess around modifying the last 8 digits of the top line using this website until something works.


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: jamesrcade on March 12, 2015, 05:23:55 PM
Thank you for reuploading!

Also sorry for not sorting out the classic controller problem Vince I've been super busy recently and don't have a classic controller I can use to test if my codes work correctly. My suspicion is that you can use the same input address for both controllers since you said A+B+R works on classic controller so my suggestion would be to mess around with this code until you get something to work:

289F6A88 00000008
0504F350 40CB0000
E0000000 80008000

This makes link levitate by pressing d-pad up on the gamecube controller. You can use this website (http://geckocodes.org/index.php?arsenal=2) to look at the last 8 digits which correspond to different button inputs on the classic controller. Mess around modifying the last 8 digits of the top line using this website until something works.

The 289F6A88 needs to be changed as well as that is specific to gamecube controller button codes. I'm not sure how to find out what the classic controller code is for the Japanese OOT, but for the American version the code for classic controller uses 281C7F2A and gamecube uses 282091E0 (if that helps).


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Chain on March 13, 2015, 01:10:06 PM
Yeah I'm aware that the addresses are different for classic controller and gamecube controller on NACE and originally I just converted the code for classic controller inputs from NACE to NACJ but apparently that didn't work. Then according to vince the code for falling through the gorund by pressing A+B+R worked on his classic controller anyway so that made me think it's probably possible to do using the same address anyway.

I could probably figure this stuff out pretty quickly if I had a classic controller to test with but I don't so I'll let someone else on ZSR figure it out lol. I may try Mzxrules' suggestion of using the N64 button addresses but from what I remember from testing it earlier is that not only did it not work with d-pad inputs but it didn't seem to work with any inputs.


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Jimmie1717 on March 21, 2015, 02:38:35 PM
A+R+B on the classic controller doesn't work with these codes. So I'm not sure how Vince could of possibly got that to work.


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Vince on March 30, 2015, 10:39:21 PM
A+R+B on the classic controller doesn't work with these codes. So I'm not sure how Vince could of possibly got that to work.

Yeah I'm pretty sure I used Chains code when I did that and not the one I already had, I'll verify later since its almost 1AM here.

Also it was a CCPro, not a regular classic if that matters.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Chain on April 01, 2015, 10:38:15 PM
Just want to bump this thread since I've updated the codes. The list of changes is included at the top of the post but the most significant is the ability to save and load which flags have been triggered! And no this is not an April fools joke :P

I think the flags code saves all flags except maybe some cutscenes but I haven't really done much testing so let me know if there are any flags you think I should find the addresses for (if my code doesn't save them already).


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: scaramanga on April 03, 2015, 01:06:03 PM
Hey there,
I always had problems remembering all the correct button-combination, even before there was the WW code.
Therefore I created a cheatsheet, so I don't always have to open the forum to practice. I hope, it helps some of you, too.
I'll try to keep it up to date. If there is anything wrong, please contact me.

Download Cheatsheet (https://www.dropbox.com/s/6npsr16qh2mr7al/Cheatsheet.pdf?dl=0)
(@Chain Feel free to link this in your original post.)

Other than that, I suggest adding a WW to Ganondorf, as this is the only boss left without a code.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Chain on April 03, 2015, 01:25:16 PM
Wow scaramanga that's awesome thanks for making it (: I'll add that to the main post. Fall through the floor should be A+B+R though d:

This is also a good time to mention that currently the second teleport code is a bit worse the than first one. The first one will allow you to teleport past solid object like walls etc. the second one will not. I'm gonna fix this soon but I'm fat and lazy so I dunno when I'll get that done.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: scaramanga on April 03, 2015, 01:30:33 PM
Fall through the floor should be A+B+R though d:

Corrected it. The Dropbox link should stay the same.


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Vince on April 07, 2015, 09:56:54 PM
A+R+B on the classic controller doesn't work with these codes. So I'm not sure how Vince could of possibly got that to work.

I dont get it either, tried it today and couldnt get that code to work either... I guess you're right.
I'm pretty sure I was testing that with a CC Pro using Chains code so this is prolly gonna drive me crazy tonight though haha.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: scaramanga on April 07, 2015, 10:27:39 PM
Most of the codes don't work with the classic controller. The GameCube controllers are the only supported ones.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Vince on April 08, 2015, 05:20:19 PM
Most of the codes don't work with the classic controller. The GameCube controllers are the only supported ones.

Merely these codes though, all the codes found on geckocodes.org work for CC Pro with a few rare exceptions.


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: Jimmie1717 on April 18, 2015, 11:34:45 PM
I dont get it either, tried it today and couldnt get that code to work either... I guess you're right.
I'm pretty sure I was testing that with a CC Pro using Chains code so this is prolly gonna drive me crazy tonight though haha.

I also have a CCP and I'm pretty sure that both the normal and pro controllers use the same address.

I finally got around to looking of the CC address on jp mm as there wasn't one of it either and some how managed to find it. Maybe I'll try to find it for jp oot as well.


Title: Re: Gecko codes for efficient VC practice (updated 02/12/15)
Post by: whyieyesya on April 19, 2015, 09:24:47 AM
I also have a CCP and I'm pretty sure that both the normal and pro controllers use the same address.
It should be. As far as I know CCPro is CC with different layout.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Jimmie1717 on April 19, 2015, 12:47:34 PM
Ok I found the classic controller address, here is just a list for both U and J.

Classic:
801C7F2A - English
801C7EB2 - Japanese

Gamecube:
809F6BA8 - English
809F6A88 - Japanese

I had a little trouble finding it...

The 289F6A88 needs to be changed as well as that is specific to gamecube controller button codes. I'm not sure how to find out what the classic controller code is for the Japanese OOT, but for the American version the code for classic controller uses 281C7F2A and gamecube uses 282091E0 (if that helps).

I never tested 2091E0 as the gamecube address and was using it to calculate an offset of where the classic might possibly compared to the english classic. After actually looking on the geckocodes site I found that someone else used 9F6BA8 as the gamecube address instead. Using this address to calculate an offset and looking in that area I pretty quickly found it. So I'm pretty sure that 2091E0 is not the actual english gamecube address. I don't have english oot installed on my wii and I'm not going to bother just to see.



Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Chain on May 25, 2015, 07:48:42 PM
Just made a quick update, a more full one should come after my exams maybe around July or something. I will add classic controller support in the next full update too. The changes are listed on the main post.

Progress has been halted since I hit the gecko code limit of 425 lines, I know there is a way to get around this because they did it for Brawl. If anyone knows anything about this let me know.

Also scaramanga the new locations are:

39 Ganondorf
40 Desert colossus
41 Lake hylia from Zora's domain
42 Death mountain trail from DC
43 Lost woods from sacred forest meadow
44 Graveyard
45 Zora's domain from Zora's river
46 Goron city from Death mountain crater
47 Kokiri forest from shop

If you could update that file or give me the means to update it that would be awesome (:


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: scaramanga on May 25, 2015, 08:17:00 PM
The file is updated.

Regarding the space limit, I noticed another problem and they could have the same solution:
The inventory you get from the start is good for some categories, but not for all. I am learning Glitchless and need some other equipment, like the bow and strength upgrades. And some items (I think Ocarina is an example, but I don't know for sure right now) take up the space I need.

Therefore maybe we should add items and equipments for different categories in an txt file, so that everyone can choose via the code-manager. My exams should be done around the same time. I'd be up to discuss possible solutions in greater detail then (or earlier, if we should manage to find some time for that).


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Chain on May 25, 2015, 11:55:49 PM
Thanks for updating (:

Yeah I was actually working on a code for that. You would press a bunch of buttons to give you all items. You would then highlight your cursor over the item you want to modify and tap a button is cycle between having it / not having it or having different versions of it. So you could hover over ocarina and press d-pad up + A to cycle between fairy ocarina, ocarina of time and no ocarina.

The problem is this code requires many lines as it has to be done for each spot in the inventory and I already used a lot of lines with the wrong warp and save flags codes. To extend the number of codes you can use in brawl you use a txt file called "gameconfig" and fill it with:

RSB?01:
codeliststart = 80570000
codelistend = 80580000
poke(800042B8, 60000000)
pokeifequal(803E9930, 4BFECA1D, 803E9930, 60000000)
pokeifequal(803E99A8, 4BFECA1D, 803E99A8, 60000000)
pokeifequal(803E9D5C, 4BFECA1D, 803E9D5C, 60000000)

The first line just specifies the game ID and the ? is the region of the game so I tried simply replacing RSB?01 with NAC? and gecko no longer complained about a code limit but then the game wouldn't boot I'd just get a black screen.

If this really doesn't work out I'd be open for making specific code sets for specific categories but it would be much nicer and simpler to have one master code set which works for all categories.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Jimmie1717 on May 28, 2015, 01:25:46 AM
I don't know if you ever changed your warp code but last I looked you have a lot of extra lines that can be eliminated.

Edit:
Here (http://www.pastebin.com/95Mw0E3F) is an improved warp code. Your code was 191 lines. This one is 97 and does the exact same thing. #SaveTheLines
I also added classic controller support on it.

I also included the rupee count modifier I use on my Majora's Mask cheats. Instead of the count changing every frame it changes every 2 frames to slow it down a bit as I personally find it annoying when it's really fast. However it takes up more lines...

Also for the "Manage Inventory" code instead of writing each inventory value separately you can just use a string write code
06F8ECF4 00000018
00010203 04050607
090A0C0D 0E0F1011
1213191D 181C2F2C


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: BasedKingPotato on May 28, 2015, 12:17:47 PM
I have some ideas for these practice codes:
1) A button to toggle the ability to walk through walls
2) A button to force loading a new area

This may not help as the practice codes are for VC, but I found the following things in the v1.2 N64 version:
- The function that deals with walls is called at 800225C4 (eg. NOPing this call will deactivate wall collision)
- Setting the byte at 801DAB75 to a non-zero value forces the game to load a new area

If there's an easy way to convert N64 addresses to VC addresses, the second address might be of some use to you.
From watching streamers like Joden, Skater and Moltov, these are the things I've noticed would make practising slightly less tedious.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Chain on May 28, 2015, 02:08:35 PM
Ah thanks Jimmie yeah I thought you needed a E0000000 80008000 at the end of each if code but I guess not. Also yeah having the rupee count change every frame was annoying thanks again! And cool I'll edit the manage items code.

omg BasedKingPotato you are a fucking legend! I've been looking for the address to reload areas for a while now but I'm terrible at finding addresses (it's also much more of a pain to do on Dolphin than Mupen). A couple of people gave me the address on 1.0 but the offset between 1.0 and 1.2 isn't the same for all addresses so I couldn't convert it to a VC code.

I just tested it and it works though. This is a game changer. I'm currently sitting my exams so give me a week and I'll implement the code and make a new release. Thank you very much! I encourage more people to throw addresses (preferably 1.2 ones) at me :)

As for the ability to walk through walls the codes already have that. The teleport code is combined with a code to let you walk through walls. The problem is I can't seem to set multiple inputs to allow you to walk through walls, if I set dpad right to walk through walls and R+dpad right to walk through walls the code stops working.

Jimmie you might know about this, I've got a code that confirms the pointer address:

C0000000 00000009
9421FF98 BCE10008
3F2080BB A359BCC0
A379D2C0 2C1A7C1C
41820010 2C1B7C1C
41820010 48000018
3B39BCC4 48000008
3B39D2C4 3F808000
933C3210 B8E10008
38210068 4E800020

And then this is the code I use to walk through walls:

24003210 80A00000
48000000 80003210
DE000000 80008100
14000000 4082000C
289F6A88 00000002
14000000 4182000C
E0000000 80008000

This is something I got from gecko codes.org but I couldn't reverse engineer it to see what's going wrong. I'd be happy to talk about this on skype Jimmie. If you're interested just PM me you skype address.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Jimmie1717 on May 28, 2015, 03:50:14 PM
Ah thanks Jimmie yeah I thought you needed a E0000000 80008000 at the end of each if code but I guess not.

You do want to place E0000000 80008000 at the end of every code that is activated by a button, however the rupee count check can simply be a long string of Ifs to see what it is all in one code.

As for the pointer makers I don't really know how they work. I've looked at them before but never figured them out.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: BasedKingPotato on May 29, 2015, 10:42:35 AM
I also recently discovered that if you set the short (2 bytes) at 801DAB7A to the entrance ID of the place you want to warp to, THEN set 801DAB75 to a non-zero value, you'll be sent to the desired location.

I had A LOT of fun messing around with the values in this region of memory, at one point I even managed to get to the sacred realm without being in a cutscene!

Let me know if there are other addresses or things you want to be found, I enjoy digging through a game's code to find ways to manipulate it! ;D


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Chain on May 30, 2015, 08:14:26 AM
Yeah basedpotato, I can basically couple that reload area code with my wrong warp code so we can easily warp to where we want to go. What entrance ID did you use to get to the sacred realm?

Okay well here's my Christmas wishlist:

  • Cutscene flags. I managed to find the dungeon flags but not the flags for cutscenes.
  • An address to load the room you're currently in. I'm not sure if this even exists but when you teleport inside a dungeon from one room to another you end up in a room which is unloaded. This makes the teleport code a pain to use in dungeons.
  • If you can't find an address to reload areas then maybe finding the address modifying the place farore's wind was set would be the next best thing. In fact this could be useful to have anyway.
  • Camera position / angle. I want this because sometimes when you use the teleport code the camera lags behind.
  • A framerate address. Again I'm not sure if it exists but could maybe allow us to speed up / slow down the game.
  • The address for going to the title screen. 8011B92F 0002 sends you to the title screen on 1.0
  • The address to modify what's in Link's hand. I just want a code to instantly put fish in his hand to make wrong warp practice a bit quicker.

That's all I can think of for now I'll edit the list if I think of something else. Thanks for your help (:


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: BasedKingPotato on May 30, 2015, 04:05:10 PM
Good to know I have until Christmas to figure this all out (https://twitchemotes.com/favicon.png)
I got to the sacred realm by forcing the game to warp to the entrance ID 0xD8 while the title screen was running. This takes you to the cutscene after the fire temple, where the volcano returns back to normal. After that, you are brought to the sacred realm, where you have full control.

OK, here we go. These addresses are all for v1.2 N64:

1) Cutscene flags? Not quite sure what you mean, sorry.
2) The current room ID is stored at 801DAA1C (1 byte), however in order to force the game to load a new room, you're gonna need ASM hacks. I have the VC WAD, I have Dolphin as well as a USB Gecko, I can find a way to make this work.
3) Farore's Wind addresses:
  • X, Y, Z spawn values: 8011C020 (4 bytes each)
  • Entrance ID: 8011C030 (2 bytes)
  • Room ID: 8011C032 (1 byte)
4) *** I'll do this one tomorrow, I need to go to bed ***
5) I'm pretty sure controlling the speed of the game in any decent way would be pretty much impossible on VC, sorry.
6) Title screen thing: 8011BFDF (1 byte)
7) Item in Link's hand: 801DB432 (1 byte)
      Additionally, if you want to able to use a full bottle in Link's hand, you also need to set 801DB431 (1 byte) to 0x21.

I have WAY too much free time.

EDIT: If you set the byte at 801DABBE to 0x0B, then reload the area with 801DAB75, you get an even faster screen transition.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: mzxrules on June 08, 2015, 12:56:22 AM
For converting codes between versions, there are two main blocks where you can perform a linear conversion, that contain the important variables

http://wiki.cloudmodding.com/oot/Save_Format
http://wiki.cloudmodding.com/oot/Global_Context

Save files are 0x1450 bytes long, and there are probably a few addresses beyond that that can be converted just fine. Rule of thumb is that if the address is in the 8011xxxx range you can convert it.

The global context is 0x12518 bytes long. Link's instance is loaded immediately after this block every time, so you can still use the same conversion unless you're using the debug rom. Rule of thumb is that if the address is in the 801Cxxxx-801Dxxxx range, you can convert it.

There is no one space for cutscene flags. The save format page I linked has some of those flags I've documented in the past though.

For warping to a specific room, my program Spectrum forces a zoneout type 1 state by setting Link's y to -4000, then overwriting the zoneout type 1's respawn coordinates.
The respawn coordinate data should be located 0x38 before the Farore's Wind warp return point coordinates, and has the same structure as FW's. The only thing is that setting Link's y to -4000 will not trigger a type 1 zoneout in some spots (ice cavern being one). Incidentally, the respawn coordinate data located at 0x1C before Farore's Wind is used for returning from grottos.

If you set the entrance index to -1 (FFFF) it will send you to the title screen.

Changing the framerate higher than 20 fps will probably break the game in weird ways


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: tenacioustomo on June 25, 2015, 02:55:21 PM
Hey im not sure if anyone can help me with this but i cannot get these codes to work, when i launch oot i get "sd codes not found"

my hook type is default and im using oot jp1.2 and gecko 1931.

I can get other codes to work fine just not these ones...


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: scaramanga on June 25, 2015, 03:00:18 PM
Did you rename the GCT file? This message indicates that the file is not in the right place on your SD card.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: tenacioustomo on June 25, 2015, 05:00:41 PM
I didnt rename them at all, was i supposed to?


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: scaramanga on June 25, 2015, 05:06:21 PM
No, iirc it comes with the right name. But you said, you got cheats for other games to work I figured, you know where the correct folder is and a wrong name would be the simplest explanation.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: tenacioustomo on June 25, 2015, 05:33:32 PM
Yeah i have a codes folder and ive got other oot codes working fine, just not these that i downloaded here. is there anything you think i could try?


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: scaramanga on June 25, 2015, 05:39:33 PM
By other OoT codes you mean Japanese ones?
You could try to edit a little bit (like removing something you don't need) with the 'codemgr'. But thats just a wild guess. I actually don't see any reason, why Gecko wouldn't find the cheats, if it recognizes them when using another file. IT should at least try to load them and fail...


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: tenacioustomo on June 25, 2015, 05:46:31 PM
Yeah other JP codes. and really i want the save location codes to help practice but i dont know what to do to get these working.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: scaramanga on June 25, 2015, 05:52:20 PM
That's really odd. I have no idea what could cause that. I haven't tested the new codes yet, but I'm 100% sure Chain did, so it should be working fine. Maybe he can help, when he reads this.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: tenacioustomo on June 25, 2015, 05:55:38 PM
alright thanks ofr the help. Im a total noob at this and im just starting to learn codes.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: tenacioustomo on June 26, 2015, 01:38:22 PM
Hey so i got the codes to work, all i did was delete all the codes from my codes folder and redownload them again. For some reason this worked so im not gonna question it.


Title: Re: Gecko codes for efficient VC practice (updated 04/01/15)
Post by: Jimmie1717 on July 03, 2015, 01:33:30 AM
Ok I made a few more codes. I just added them to the pastebin from before. Here (http://www.pastebin.com/95Mw0E3F)

Codes:
  • Soft Reset: This will allow you to reload a file or change file, etc without having to reset and reapply cheats.
  • Instant Load: Triggers a load to happen. Reloads to your last entrance by default, or hold the warp code after to go where ever.
  • Set Warp v2: Just changed the entrance address.

Hopefully the updated warp code will fix the issue with it activating on it's own in dungeons. Instant load is better for warping as it resets coordinates when you load into the next area so you won't end up OoB.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Chain on July 03, 2015, 10:37:19 AM
Awesome thanks for that Jimmie, I've just added those codes and uploaded them for the rest of ZSR.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: scaramanga on July 03, 2015, 11:58:41 AM
Cheatsheet should be up to date.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Jimmie1717 on July 03, 2015, 12:52:40 PM
If you guys want to make a google doc for these like I did for mm just let me know, I can help set it up.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: BasedKingPotato on July 12, 2015, 05:25:39 PM
Jimmie, you can probably shorten the Set Warp v2 code by creating a lookup table with the 06 codetype in ram, then using gecko register operations to convert the rupee count received from 80F8ECB4 in to the address that points to a value in the custom lookup table.
That probably made no sense, but you can find more information from this page: http://gamehacking.org/faqs/wiicodetypes.html (http://gamehacking.org/faqs/wiicodetypes.html)

Oh and if anyone's still interested, I'll look further into how to manipulate the camera, as I have woken up since I last posted a month ago.

EDIT: You know what? My explanation above is so confusing, I don't even understand it anymore.
Screw it, here's an improved Set Warp v2 code with my own improvements: http://pastebin.com/d8ZQXj3U (http://pastebin.com/d8ZQXj3U)
This hasn't been tested, so it may not work.

EDIT 2: This code won't do anything if the rupee count is 48 or higher. If you want to add more locations, change first line 06XXXXXX 00000060 to 06XXXXXX 000000YY, where YY is number of locations * 2 in hex, and change the 6th last line 2EF8ECB4 00000030 to 2EF8ECB4 000000YY, where YY is the number of locations in hex.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Jimmie1717 on July 19, 2015, 02:16:54 PM
BasedKingPotato do you know of a good way to search addresses on console? I'd like to find the Wii Remote address but unlike the classic controller it doesn't seem to have a similar offset to majora's mask so I haven't had any luck finding it. The way I was looking for it is probably very impractical because I don't know much about how to go about it.

Basically I made a big code of 128 consecutive ifs looking for a specific button combination. Each if sets the rupee counter to a different value, then go in the game and press the buttons. Based on what the rupees is tells what address it was.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: BasedKingPotato on July 22, 2015, 01:39:42 PM
I have a USB Gecko, meaning I have complete access to the Wii's RAM and CPU. I can quite easily find addresses for button activators, as well as a whole bunch of other things.

That "Improved Set Warp v2" code should be functionally identical to the original, except that it only takes up a third of the lines the original did.

I've also been trying to find ways to manipulate the camera using hacks, but it's been quite difficult, as any changes you try to make to the camera position/angle variables are instantly reverted back to what they were, making no visible difference whatsoever. I'll need to dig through the code to find out how to properly manipulate the camera, so that may take a while.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: HerosShadow on July 23, 2015, 11:31:23 PM
I'm so lost. I've been at this for like 6 hours.

Ocarina of Time JAP v1.2 --- check
Gecko 1931 --- check
SD Codes Enabled --- check
Hook set to GC Pad --- check
NACJ.gct in "codes" folder --- check

I boot up the game with Gecko. It tells me that is has indeed found codes. But alas, none of them function. Why must every endeavor involving technology be this...errr...not straight forward for me? Help.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: scaramanga on July 24, 2015, 12:54:47 PM
Hook type should be default, not GC Pad.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: HerosShadow on July 25, 2015, 01:27:32 AM
Hook type should be default, not GC Pad.

Firstly, thank you for the quick reply  :)
Secondly, still no luck. Set it back to default. I confirmed that I do indeed have v1.2. Also, I have infinite items such as bombs and arrows etc, but no access to any of the input activated codes. Must I do something to toggle the inputs codes (change rupee count, levitate etc.)?


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: scaramanga on July 25, 2015, 10:08:52 AM
Are you using a GameCube-Controller? The codes don't work with classic controllers yet.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: HerosShadow on July 25, 2015, 02:33:10 PM
Yes. I'm using an original NGC controller plugged into the top of an original Wii.

EDIT: I just reinstalled everything as per this post's recommendations. I have INF quantified items, but no other codes are in effect.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Chain on July 28, 2015, 11:18:11 AM
Try using bombs inside a house, equipping adult items like hookshot as child (these would normally not work without codes) and going to the tower collapse and check that the timer is locked to 4:20.

If codes like these also work then the only codes not working are the ones which use button conditionals. This means there's a problem with your controller. I use a pretty weird controller setup, I have a N64 controller plugged into an N64 to gamecube adapter and the codes work fine for me. All I can really suggest if this is the case is to try other controllers and see if the problem persists.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Lemonlust on August 09, 2015, 09:02:34 AM
Any plans to put inventory modifier like what the majora's mask codes have?

A+Y+Dpad up = MST Items
A+X+Dpad up = All items?


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Emily Brooks on September 26, 2015, 03:19:10 AM
http://pastebin.com/vESkGapd
Wrote a code to choose which items, equipment and upgrades you have.
Nothing: A + X + DPad Up
Basic set: A + X + DPad Left
Everything: A + X + DPad Down

I can make presets for specific categories but I didn't know what items every category got. I'd also like to simply enable the inventory editor, but I haven't gotten around to successfully converting the code to VC J. The code for 1.0 and documentation on it can be found here https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time#Inventory_Editor

Also, I'm trying to work around the gecko code limit. You can set it to be larger with an xml file but I don't think they supported it for channels. Project M has like 8000 lines and what they use is a custom homebrew app to inject the gecko code handler. That would be awesome to have so I'll try and work on making that happen.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Jimmie1717 on September 26, 2015, 02:43:18 PM
The address for the Inventory Editor is 8104D697.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Emily Brooks on September 26, 2015, 09:03:20 PM
That worked, you're the best! Unfortunately the emulator doesn't handle the dpad inputs correctly, so you can't switch sections which is a bummer.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Jimmie1717 on September 28, 2015, 03:56:23 PM
The dpad on both classic and gamecube are all used as L for the map which makes sense why they wouldn't work. It might be possible to make cheats for dpad presses to be considered n64 dpad presses.

8103CD74 and 8103CD75 should be the n64 button addresses.

the dpad is in the first byte:
0x01 D-Pad Right
0x02 D-Pad Left
0x04 D-Pad Down
0x08 D-Pad Up


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Emily Brooks on October 02, 2015, 12:07:56 AM
I've been messing around with those, basically just trying to get buttons to register as other buttons, and nothing seems to be working. Is there any documentation you're referencing on the n64 memory addresses?


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: HerosShadow on October 19, 2015, 07:33:56 PM
Is there a pastebin or something with the complete txt for the current collection of codes? I'd like to tweak it, if I may.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Chain on November 13, 2015, 09:26:20 AM
At the bottom of the main post there's a dropbox link with the text file for the current set of codes.

Is there any way I can give people the means to edit the main post? Since there seem to be people interested in modifying the codes they should be able to edit the main post with the improvements. Alternatively someone could just make a google doc like there is for the MM codes and I'll just place the link to that on the main post.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: scaramanga on November 16, 2015, 08:44:53 PM
Yes. I'm using an original NGC controller plugged into the top of an original Wii.

EDIT: I just reinstalled everything as per this post's recommendations. I have INF quantified items, but no other codes are in effect.

Maybe after some months I have an answer to this problem:Today I noticed, that the codes don't work with my new SDHC-card. Some do (like levitating, infinite bombs). But others don't. For example D-Pad down lets you die. If you have double magic and load your file, it won't fill the whole bar and the sound doesn't stop. With my old cards, it works just fine...


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: 1stplaceirl on December 20, 2015, 06:43:25 PM
Hey guys,

Just wondering if anyone could help me out, i have gecko and ios36 on my wii, to obtain the launch channels option, but i have come across yet another obstacle. Everytime i try and launch the game it says something like starting game with hooks, game id NACE, no codes found on SD, the only two files i have on my SD card is an apps file which contains gecko1931 folder- in that folder there is a boot.elf(elf file), icon(png image), meta(xml file). I also have a codes folder on the sd card which contains a file I HAD TO NAME/CHANGE GAME ID to NACE01(gct file) i got the codes off of geckcodes.org/NACE and checked off the ones i wanted (not that many) through codemanager, the game boots up just with no sd codes found or whatever, anybody know a solution? thanks. ps the version of the game i have is the english OOT off of WII VC


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: scaramanga on December 21, 2015, 10:27:42 AM
Try to name it NACE.gct instead of NACE01.gct.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: 1stplaceirl on December 21, 2015, 10:50:39 PM
Try to name it NACE.gct instead of NACE01.gct.

gonna try that right now thanks
:)


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: 1stplaceirl on December 21, 2015, 10:59:33 PM
Try to name it NACE.gct instead of NACE01.gct.

you're a god, thank you so much :-X

1stplace


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: 1stplaceirl on December 21, 2015, 11:33:53 PM
Hey guys me again,

One last question im using the gamecube controller obviously and im not very good with them, IM SO USED TO N64 CONTROLLER.. anyways, i cant seem to do the teleporter save state button combo, maybe its wrong? im not sure, any help would be appreciated thanks/

1stplace


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: helmert93 on February 02, 2016, 02:40:15 AM
Hey everyone. I've done as OP said, but whenever I try to load OoT in Gecko it says:

Booting Channel With Hooks

Channel ID: NACJ
SD Codes Found. Applying

Now, that text only shows up for 1/4 of a second, if that (I actually had to film it to be able to read it). Next thing, this text shows up:

Error Loading Channel
Press B to Restart

And I'm forced to restart my Wii. Am I missing something here, or am I just dumb? Btw, I'm using a 4.3E Wii, if that information is valuable. Any help would be greatly appreciated.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: Jimmie1717 on February 04, 2016, 11:32:20 PM

Booting Channel With Hooks

Channel ID: NACJ
SD Codes Found. Applying


Now, that text only shows up for 1/4 of a second, if that (I actually had to film it to be able to read it). Next thing, this text shows up:

Error Loading Channel
Press B to Restart


The wad you installed on your Wii either was a bad wad or it didn't install properly. I had this same issue with the japanese version of majora's mask. I got a different one and installed it and then it worked perfectly fine. So try reinstalling it or finding a new one.

For me the channel would boot from the Wii menu or priiloader and run fine and I could play the game, but booting from Gecko wouldn't.


Title: Re: Gecko codes for efficient VC practice (updated 07/03/15)
Post by: helmert93 on February 08, 2016, 09:51:04 PM
The wad you installed on your Wii either was a bad wad or it didn't install properly. I had this same issue with the japanese version of majora's mask. I got a different one and installed it and then it worked perfectly fine. So try reinstalling it or finding a new one.

I'm still having the same problem. I received a wad that definitely should work, no doubt, so I'm guessing it doesn't get installed properly, if you are correct. Is there a way to ensure it does? Is there a reliable program I should use (using Multi-Mod Manager atm), or might the problem be even more complicated?