Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Game Hacks, Trainers, Cheats

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Brayton1234567
Posts: 7
Joined: Mon Sep 03, 2018 2:57 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Brayton1234567 » Mon Sep 03, 2018 5:22 pm

balmz wrote:
Mon Sep 03, 2018 5:12 pm
i believe so
I'll try.
Brayton1234567
Posts: 7
Joined: Mon Sep 03, 2018 2:57 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Brayton1234567 » Mon Sep 03, 2018 5:46 pm

balmz wrote:
Mon Sep 03, 2018 5:12 pm
i believe so
I'm using Nintendont, and the WiiRD converter says, No WiiRD CodeType for GCN AR CodeType- 32bit equal bitwise next line.
No WiiRD CodeType for GCN AR CodeType- 32bit equal bitwise next line.
2A040004 FF000000
2A040000 FF000000
What else can I do?
User avatar
Zephiles
Posts: 3
Joined: Sat Jun 27, 2015 8:39 pm
Contact:

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Zephiles » Mon Sep 03, 2018 6:06 pm

Brayton1234567 wrote:
Mon Sep 03, 2018 5:46 pm
balmz wrote:
Mon Sep 03, 2018 5:12 pm
i believe so
I'm using Nintendont, and the WiiRD converter says, No WiiRD CodeType for GCN AR CodeType- 32bit equal bitwise next line.
No WiiRD CodeType for GCN AR CodeType- 32bit equal bitwise next line.
2A040004 FF000000
2A040000 FF000000
What else can I do?
This code should do what you want. Just replace XXX with the value of the item (so in this case replace it with 048). You then want to load your file, save the game with the code active, and then disable the code.

Code: Select all

$Add Item to Important Items/Upgrades [Zephiles]
C0000000 00000009
9421FFEC BFA10008
83AD8274 2C1D0002
4082002C 3BE00XXX
83AD1BE0 A3DD00A0
7C1EF800 41820018
2C1E0000 4182000C
3BBD0002 4BFFFFE8
B3FD00A0 BBA10008
38210014 4E800020
Last edited by Zephiles on Thu Nov 29, 2018 7:02 am, edited 1 time in total.
TTYD Speedrunner
Brayton1234567
Posts: 7
Joined: Mon Sep 03, 2018 2:57 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Brayton1234567 » Mon Sep 03, 2018 6:18 pm

Zephiles wrote:
Mon Sep 03, 2018 6:06 pm
Brayton1234567 wrote:
Mon Sep 03, 2018 5:46 pm
balmz wrote:
Mon Sep 03, 2018 5:12 pm
i believe so
I'm using Nintendont, and the WiiRD converter says, No WiiRD CodeType for GCN AR CodeType- 32bit equal bitwise next line.
No WiiRD CodeType for GCN AR CodeType- 32bit equal bitwise next line.
2A040004 FF000000
2A040000 FF000000
What else can I do?
This code should do what you want. Just replace XXX with the value of the item (so in this case replace it with 048). You then want to load your file, save the game with the code active, and then disable the code.

Code: Select all

$Add Item to Important Items/Upgrades
C0000000 00000009
9421FFEC BFA10008
83AD8274 2C1D0002
4082002C 3BE00XXX
83AD1BE0 A3DD00A0
7C1EF800 41820018
2C1E0000 4182000C
3BBD0002 4BFFFFE8
B3FD00A0 BBA10008
38210014 4E800020
What format is it in? WiiRD?
Brayton1234567
Posts: 7
Joined: Mon Sep 03, 2018 2:57 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Brayton1234567 » Mon Sep 03, 2018 6:27 pm

THANK YOU!
pooooky
Posts: 1
Joined: Wed Sep 05, 2018 10:58 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by pooooky » Wed Sep 05, 2018 11:03 pm

Can anyone confirm that either of the all badges code are working? I am trying to load it through Nintendont on Wii U but everytime I try to enable the cheats the game doesn't boot and stays on a black screen.
Tonana24
Posts: 1
Joined: Tue Oct 02, 2018 5:19 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Tonana24 » Tue Oct 02, 2018 5:40 pm

Hey I'm new to this but I was wandering if I could request two ar codes or wiired is there anyway anyone could make a code where you can use enemies attacks or add enemy attacks to your partners or Marios moveset I was thinking mabe the enemy moves would be in a firm of a badge that you need to equip if you wanna use it. Also is there anyway to make the character models that you changed to another character model permanent so I don't have to keep using the code over an over everytime I play?
Silver32
Posts: 4
Joined: Fri Jan 19, 2018 10:19 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Silver32 » Thu Oct 11, 2018 1:21 pm

jdaster64 wrote:
Sat Mar 03, 2018 6:57 pm
First post here; I'm the guy that made the TTYD Shufflizer mod.

Might as well post some general codes I made here too, I suppose.

Code: Select all

Global Enemy ATK modifier (Jdaster64)
xxxx = multiplier, in percentage (in hex); e.g. 00C8 = 200%
zzzz = D890 (NA), 8918 (JP), E6FC (PAL)
C20Fzzzz 00000013
9421FFD0 9001002C
7C0802A6 90010034
BF410008 7FBFEB78
83D40004 2C1E00AB
41A10054 A3D7000A
2C1E0000 40820048
2C1F0000 40810040
3BC0xxxx 2C1E0000
40A1001C 2C1E1388
41810014 7FFFF1D6
3BFF0032 3BC00064
7FFFF3D6 2C1F0001
40A00008 3BE00001
2C1F0063 40A10008
3BE00063 7FE0FB78
BB410008 7C1D0378
3C7E0002 80010034
7C0803A6 8001002C
38210030 00000000

Global Enemy HP modifier* (Jdaster64)
xxxx = multiplier, in percentage (in hex); e.g. 00C8 = 200%
zzzz = 90CC (NA), 3BE8 (JP), ABB4 (PAL)
C212zzzz 00000012
9421FFD0 7C0802A6
90010034 BF410008
83E30000 2C1F00AB
41A1005C 83E30010
57FF07FE 2C1F0001
4182004C A3E30008
3BC0xxxx 2C1E0000
40A1001C 2C1E1388
41810014 7FFFF1D6
3BFF0032 3BC00064
7FFFF3D6 2C1F0001
40A00008 3BE00001
B3E30008 B3E3000A
83E30010 63FF0001
93E30010 BB410008
80010034 7C0803A6
8803000E 38210030
60000000 00000000

* This should be compatible with Ralf's code if you want to override specific values; will still need his enabler code if you do so.

Global Enemy DEF Modifier (Jdaster64)
xxxx = number to add/subtract (in hex); works properly with flipped enemies, elemental resistance, etc.
zzzz = DB28 (NA), 8BB0 (JP), E994 (PAL)
4A000000 800Fzzzz
14000000 7F8400AE
14000004 7F6300AE
1400000C 2C000002
D2000008 0000000D
9421FFD0 9001002C
7C0802A6 90010034
BF410008 7F9F0774
83D50004 2C1E00AB
41A10028 2C1F0063
40800020 3BFFxxxx
2C1F0000 40A00008
3BE00000 2C1F0063
40A10008 3BE00063
7FE0FB78 BB410008
7C1C0378 80010034
7C0803A6 8001002C
38210030 00000000
4A000000 80000000

Partners' HP locked at 0 (optimized by Zephiles)
zzzz = 1BE0 (U), 1680 (JP), 1CC0 (PAL)
C0000000 00000008
9421FFEC BFA10008
83EDzzzz 2C1F0000
41820020 3BC00007
3BA00000 3BFF000E
B3BF0002 B3BF0006
37DEFFFF 4082FFF0
BBA10008 38210014
4E800020 00000000

Current Star Power Displays in Coin Counter (for SP labbing)
zzzz = 1BE0 (U), 1680 (JP), 1CC0 (PAL)
C0000000 00000005
9421FFF0 BFC10008
83EDzzzz 2C1F0000
4182000C A3DF007A
B3DF0078 BBC10008
38210010 4E800020
Hey great work!
I just discovered your Global Enemy HP- and DEF modifier mod and am very glad you did this since it's a good alternative to Ralf's one!
Thanks to you, I am already able to replace Ralf's individual HP-mod with yours, which spares some (for me important) code lines, which is awesome, since I'm now able to run all cheats I need at the same time without overcharging Dolphin's cheat-handling.
However I noticed a small (probably more or less intentionally wanted) issue that is contrary to Ralf's mod in a - in my opinion - bad way, relating to your global DEF-modifier.
Named issue is easy to explain; it's simpy that, with your mod, flipped enemies' defenses aren't zero but still in height of the number you did the "xxxx" line in.
In my case, I replaced "xxxx" with "0001", so a standing Koopa Troopa for example has 2 points of defense ingame but sadly a lying one still has 1 instead of 0, which isn't like that in Ralf's individual DEF-mod since in his mod they actually become 0, which is a better handling for flipped enemies imo.
But controversially, Ralf's DEF-mod has the issue, that if a flying enemy (eg Paratroopa) turns into a normal Koopa Troopa by jumping on it, any modded defense-values for the now "new" enemy suddenly are simply ignored during that fight, resetting it to default-defense; this on the other hand works properly in your mod.

Now since both mods of yours and Ralfs have their different issues, I was wondering if you would be able to make a version in which flipped enemies are completely ignored by the changes the DEF-mod does as long as they're flipped?

For the rest I'm really appreciated and keep up the great work!
fudgi
Posts: 1
Joined: Sun Oct 14, 2018 10:02 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by fudgi » Sun Oct 14, 2018 10:04 am

i hope i didn't oversee the code already, but is there a infinite coin cheat (using nintendont on wiiu/vwii)
balmz
Posts: 15
Joined: Wed Jul 12, 2017 5:15 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by balmz » Fri Oct 19, 2018 3:49 pm

been wondering, how do you increase the attack bonus or defense bonus of badges? i wanted to make a hammerman badge that increased power by 2 not 1, a damage dodge that increases damage blocked by 2, also is it possible to make pity flower give more fp per hit or make it more likely to work more often


also had a funny idea based off paper mario pro mode, all foes start battle with a random status buff
Lyren
Posts: 2
Joined: Sat Oct 20, 2018 3:45 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Lyren » Sat Oct 20, 2018 4:06 am

I've recently been interested in writing Gecko/(Whatever it should be called) codes to modify Paper Mario TTYD, i've truly been at a loss on where to start however, is there any kind of information Source to look through? I'm mostly looking to change Attack Elements and what Status is Applied. and possibly Names of Attacks, if anybody has useful information to look through to learn to make this idea happen it would be helpful.


Edit : i guess i should be a bit more clear... im looking to change Mario's Basic Jump Moves to deal Fire dammage his Basic Hammer Moves Cause Dizziness.
Goombella's Headbonk and Multi-bonk Set Foes on fire and Tattle applies a -2 Defense the first time the enemy is Tattled but any time after no status occurs... then Rally Wink in addition to Giving Mario another Turn it Charges him for 4.
all of Koops's Attacks to make foes Dizzy
Flurrie to deal Ice Damage with Body Slam and Lip Lock to Confuse foes.
Vivian would Cause Electric damage with Shade Fist and Fiery Jinx with a chance to imobilize foes and Slow & Poison with Infatuate "Shadow Curse" ,
Bobbery would set foes on fire with Bomb and Bob-ombast and gain defense from Hold Fast.
Ms Mowz would inflict Poison with Love Slap, Confusion from Kiss Thief but only if you successfully take thier Item, Tease would gain the ability to Confuse foes in addition to the normal Dizzy. and Smooch in addition to healing Mario it also give him the Fast Status.
then badge attack Changes.
Quake Hammer : Apply Alergic
Power Jump/Smash : Reduce Defense
Hammer Throw : Make the enemy hit by it Slow and Dizzy

Honestly this is a lot of change, but truthfully simply having the information to write all the codes would be great. i typed all that out not to ask them to be written but to make the information im after more clear than in my original post.
Lyren
Posts: 2
Joined: Sat Oct 20, 2018 3:45 am

Re: Detailed Item Base Struct Breakdown

Post by Lyren » Fri Oct 26, 2018 12:47 am

Ichiyanagi2 wrote:
Tue Jun 07, 2016 1:31 am
Ralf, feel free to correct me if I'm wrong on this one, but I'm confident that I am right... but, I've decided to construct a little chart for easier access...

Code: Select all

Item Base Struct Address = [ItemID * 0x28 + 0x803108CC]

Item BSA + 0x11 = FP Needed to Use (If Applicable)
e.g., Fire Drive [0xFC * 0x28 + 0x803108CC = 0x8031302C] = [0x80354E68] + 0x11 = 0x80354E79

Item BSA + 0x12 = SP Needed to use (If Applicable)
e.g., Supernova [0x803B5980] + 0x12 = 0x003B5992
Default SP Cost = 6

Item BSA + 0x23 = Base Item Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x23 = 0x80367B03
Default Base Damage = 3

Item BSA + 0x44-0x47 = Base FP Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x47 = 0x80367B27
Default Base FP Damage = 0

Item BSA + 0x6C = Element of Item/Attack
e.g., Fire Flower = [0x84 * 0x28 + 0x803108CC = 0x80311D6C] = [0x803666CC] + 0x6C = 0x80366738
Default Element = 1 (Fire)
0 = No Element
1 = Fire
2 = Ice
3 = Explosion
4 = Lightning

Item BSA + 0x77 = Defense Piercing Check
e.g., Piercing Blow [0xFA * 0x28 + 0x803108CC = 0x80312FDC] = [0x80354CE8] + 0x77 = 0x80354D5F
40/47 = Gulp Piercing
C7 = Pierces Defense

Item BSA + 0x80/0x81 = Sleepiness Chance & Duration
e.g., Sleepy Sheep [0x00368B2C]
Default Chance of Sleepiness = 5F (95)
Default Duration of Sleepiness = 3 Turns

Item BSA + 0x82/0x83 = Immobilization Chance & Duration
e.g., Stopwatch [0x8C * 0x28 + 0x803108CC = 0x80311EAC] = [0x80368F00] + 0x82 = 0x80368F82
Default Chance of Immobilization = 5F (95)
Default Duration of Immobilization =  3 Turns

Item BSA + 0x84/0x85 = Dizziness Chance & Duration
e.g., Tease [0x80381E70 + 0x84] = 0x80381EF4
Default Chance of Dizziness = 64 (100)
Default Duration of Dizziness = 3 Turns

Item BSA + 0x86/0x87/0x88 = Poisoning Chance/Duration/Damage Dealt At The End of Each Turn
e.g., Poison Shroom [0xD5 * 0x28 + 0x803108CC = 0x80312A14] = [0x8036CA2C] + 0x86 = 0x8036CAB2
Default Chance of Poisoning = 64 (100)
Default Duration of Poisoning = 3 Turns
Default D.D.A.T.E.O.F.E.T = 1

Item BSA + 0x89/0x8A = Confusion Chance & Duration
e.g., Head Rattle [0x80354DA8 + 0x89] = 0x80354E31
Default Chance of Confusion = 64 (100)
Default Duration of Confusion = 3 Turns

Item BSA + 0x8B/0x8C = Electrification Chance & Duration
e.g., Volt Shroom [0x80368694 + 0x8B] = 0x8036871F
Default Chance of Electrification = 64 (100)
Default Duration of Electrification = 5 Turns

Item BSA + 0x8D/0x8E = Dodgy Chance & Duration

Item BSA + 0x8F/0x90 = Chance & Duration of being Burnt

Item BSA + 0x91/0x92 = Chance & Duration of being Frozen

Item BSA + 0x93/0x94/0x95 = Hugeness/Smallness Chance/Duration/Strength Increase/Decrease #
e.g., Power Punch [0x8E * 0x28 + 0x803108CC = 0x80311EFC] = [0x8036910C] + 0x93
Default Hugeness Chance = 64 (100)
Default Duration of Hugeness = 3 Turns
Default Strength Increase = 2

Item BSA + 0x96/0x97/0x98 = Anger/Fear, Power Up/Down Modifier (01-7F = Power Up, 80-FF = Power Down), Chance and Duration

Item BSA + 0x99/0x9A/0x9B = Defense Up/Down Chance and Duration (01-7F = Defense Up, 80-FF = Defense Down)

Item BSA + 0x9C/0x9D = Allergic Chance &d Duration
 
Item BSA + 0x9E = OHKO (Showstopper)

Item BSA + 0x9F = Charge Value
e.g., Charge [0x100 * 0x28 + 0x803108CC = 0x803130CC] = [0x803550A8] + 0x9F = 0x80355147
Default Charge = 2

Item BSA + 0xA0/0xA1 = Fast Chance & Duration
e.g., Rally Wink [0x803940E8 + 0xA0] = 0x80394188
Default Chance of Fast = 64 (100)
Default Duration of Fastness = 2 Turns

Item BSA + 0xA2/0xA3 = Slow Chance & Duration
e.g., Koopa Curse [0xb2 * 0x28) + 0x803108CC = 0x8031249C] = [0x8036AC3C] + 0xA2 = 0x8036ACDE
Default Chance of Slow = 64 (100)
Default Duration of Slowness = 3 Turns

0xA4 - Fright

0xA5 - Gale Force

0xA6 - Payback

0xA7 - Payback (Hold Fast Version)

0x00A8 - Invisibility

0xAA - HP Regen Duration
0xAB - HP Regen Value

0xAC - FP Regen Duration
0xAD - FP Regen Value

0xAE - Showstopper

0xAF - Unknown
UPDATE (9/11/2017): Now, I know what everything does. It only took me years to figure that out; turns out 9E was actually the byte for Showstopper.
UPDATE (8/25/2018): I know where the SP Cost is for Crystal Star attacks, now, and the Base FP Damage
This information is really helpful. at least if i has all the information to use it properly...

these formula's and values are extremely helpful and useful, at least if i knew ItemID's it would. something which i could not find just by googling or on here. at the same time use usage from this is pretty unclear, at least it is for me as somebody brand new into this. regardless, a little bit of extra information on how to use this data would be nice. i might be misunderstanding this, this list applies to both Item Effects like Thunder Rage and So on, and Abilities like Mario's Jump/Hammer moves or Ms. Mowz's Love Slap. or is it only for Items? just a double check. if it's only for items the information to modify Abilities would be nice, im not sure where one would be finding this information but help in having the information to make my ideas listed in my previous post a reality would be very helpful.
Aethryix
Posts: 2
Joined: Sat Nov 24, 2018 2:47 pm

Partners Early

Post by Aethryix » Sat Nov 24, 2018 2:53 pm

Hello? I was looking through all the codes provided by you masterminds and I haven't seen any code that involves obtaining all of Mario's party members early. Does anyone have a code cooked up? I was particulary looking for a Vivian early code, thanks! :lol:
User avatar
Zephiles
Posts: 3
Joined: Sat Jun 27, 2015 8:39 pm
Contact:

Re: Partners Early

Post by Zephiles » Thu Nov 29, 2018 6:34 am

Aethryix wrote:
Sat Nov 24, 2018 2:53 pm
Hello? I was looking through all the codes provided by you masterminds and I haven't seen any code that involves obtaining all of Mario's party members early. Does anyone have a code cooked up? I was particulary looking for a Vivian early code, thanks! :lol:
I'll provide this code, as well as a code to remove specific partners.

Press L+Z while the partner menu is displayed to add all of the partners to it.

Code: Select all

$Add All Partners [Zephiles]
C2049AB0 00000016
BF0100D0 3CA08000
60A35FD0 7C6803A6
38600000 4E800021
70630050 2C030050
40A2008C 60A35F80
7C6803A6 38600000
4E800021 70630050
41A20074 3C608006
6063F7BC 7C6803A6
4E800021 2C03000F
4082005C 83ED1D10
807F0040 2C030001
4082004C 3FC08014
63DE0F74 3BA00007
7FC803A6 7FA3EB78
4E800021 37BDFFFF
4181FFF0 3C608016
60637734 7C6803A6
7FE3FB78 4E800021
3C608016 60637848
7C6803A6 7FE3FB78
4E800021 00000000

Press R+Y to remove the partner that the cursor is currently on in the partner menu.

Code: Select all

$Remove Specific Partner [Zephiles]
C2049AB4 00000023
3CA08000 60A35FD0
7C6803A6 38600000
4E800021 70630820
2C030820 40A200F0
60A35F80 7C6803A6
38600000 4E800021
70630820 41A200D8
3C608006 6063F7BC
7C6803A6 4E800021
2C03000F 408200C0
83ED1D10 807F0040
2C030001 408200B0
807F0024 2C03000C
408200A4 807F01D8
2C030000 40A2000C
38600001 48000058
2C030001 40A2000C
38600002 48000048
2C030002 40A2000C
38600005 48000038
2C030003 40A2000C
38600004 48000028
2C030004 40A2000C
38600006 48000018
2C030005 40A2000C
38600003 48000008
38600007 3C808014
60840F30 7C8803A6
4E800021 3C608016
60637734 7C6803A6
7FE3FB78 4E800021
3C608016 60637848
7C6803A6 7FE3FB78
4E800021 806D90B0
60000000 00000000
TTYD Speedrunner
Lergi
Posts: 1
Joined: Sun Dec 02, 2018 8:41 pm

Black Screen Using Certain Codes

Post by Lergi » Sun Dec 02, 2018 11:22 pm

Hey you guys, great stuff you've done here. I'm having an issue with the enemy HP modifying code where the game doesn't even launch, the screen is just straight black. Someone earlier was having the same issue with the all badges code, so I think it's an issue with the nature of the codes, not the codes themselves, though I do have no idea what I'm talking about when it comes to this stuff. It seems he got no response, and Google gave me nothing as well, so I figured I'd ask again. I am playing using a GameCube and Action Replay MAX, if that makes any difference. Thanks again for making these great codes.
Aethryix
Posts: 2
Joined: Sat Nov 24, 2018 2:47 pm

Re: Partners Early

Post by Aethryix » Mon Dec 03, 2018 4:58 pm

Thank you so much!
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