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

Game Hacks, Trainers, Cheats

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

Post by SSB_Reed » Wed Jun 10, 2020 10:48 am

For this code, when the partner uses Sweat Treat, Sweat Feast AND Power Lift it doesn't work correctly and only heals them and not Mario.

Partners Can Also Use Star Specials [Ralf]
04125210 60000000
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Inf-ToonLink
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Sat Jun 20, 2020 1:46 am

can the effect of the debug badge be put on simplifier with a -1 to atk? but making it better, i mean taking out the power bounce from the automatic action command effect of debug badge. so that way you won't get locked unto 9999 jumps every time you use it against an enemy/boss.
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Inf-ToonLink
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Mon Jun 22, 2020 11:19 pm

Code: Select all

Global Health item status effect [Inf-ToonLink]
0036551e 00000064 (anger atk +2)
0036551f 00000002
00365520 00000002
00365521 00000064 (def +2)
00365522 00000002
00365523 00000002
00365527 00000002 (charge +2)
00365532 00000002 (HP reg)
00365533 00000002
04365538 8036acfc (important note: this is a key code, dont delete or edit this line if you dont know what it does, otherwise the code will stop working)

note: if you have an individual code activated, example "mushroom with charge effect" this code will just skip it
with this all the health item will share the same status effects

Status effect list/guide
Sleepy - (need 2 lines of code)
stop - (need 2 lines of code)
dizzy - (need 2 lines of code)
poison - (need 3 lines of code)
confuse - (need 2 lines of code)
electrified - (need 2 lines of code)
dodgy - (need 2 lines of code)
burn - (need 2 lines of code)
freeze - (need 2 lines of code)
Tiny/Giant - (need 3 lines of code) (atk + "Giant" 01 - 63, atk - "Tiny" 64 - ff)
Anger/fear - (need 3 lines of code) (atk + "anger" 01 - 63, atk - "fear" 64 - ff)
Def up/Def Down - (need 3 lines of code) (Def UP 01 - 63, Def Down 64 - ff)
allergic - (need 2 lines of code)
showstopper (instant ko) - (need 1 line of code)
Charge - (need 1 line of code)
Fast - (need 2 lines of code)
slow - (need 2 lines of code)
Frightening - (need 1 line of code)
Gale force - (need 1 line of code)
Counter - (spite pouch) half damage returned - (need 1 line of code)
Super counter (hold fast) nearly full damage returned - (need 1 line of code)
Transparent - (need 2 lines of code)
HP Reg - (need 2 lines of code)
FP Reg - (need 2 lines of code)

if you want different status effects you can check the list above, the status effects always goes in that order for the items, jump attacks, hammer attacks and partners abilities.

example
003655XX 000000YY
003655XX 000000YY
the first XX = status effect chance
the second XX = status effect turns

The first YY = percentage of the chance of the status effect to be activated (64 = 100% always gets activated)

The Second YY = Turns that the status effect will have.

Sleepy
00365508 00000064 (100% always gets activated)
00365509 00000002 (2 turns the sleepy will have)

so make sure you changed correctly the XX to have differents effects

hope this guide help to find the status effects more easy :)
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Inf-ToonLink
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Thu Jun 25, 2020 10:12 pm

Can someone post or do a BSA guide for the passive badges? the only one posted is for items, jumps and hammers badges, but not for passive badges.
Nephlymio
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Nephlymio » Sat Jun 27, 2020 4:11 am

Inf-ToonLink wrote:
Thu Jun 25, 2020 10:12 pm
Can someone post or do a BSA guide for the passive badges? the only one posted is for items, jumps and hammers badges, but not for passive badges.
Check for a post made by Ralf on this forum regarding Modifiers for badges

from there the codes looks like this most of the time

2c 05 01 1c
40 82 00 14
88 83 03 02 <---- the load
38 04 00 01 <---- ****the modifier**** (RALF CODE)
98 03 03 02 <---- the save
4e 80 00 20 <---- DO NOT REMOVE THIS, it's a routine ender or something

The thing is, not all badges are written the same way, some have longer codes, such as Double dip and Debug badge.
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Inf-ToonLink
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Sun Jun 28, 2020 1:45 am

Nephlymio wrote:
Sat Jun 27, 2020 4:11 am
Inf-ToonLink wrote:
Thu Jun 25, 2020 10:12 pm
Can someone post or do a BSA guide for the passive badges? the only one posted is for items, jumps and hammers badges, but not for passive badges.
Check for a post made by Ralf on this forum regarding Modifiers for badges

from there the codes looks like this most of the time

2c 05 01 1c
40 82 00 14
88 83 03 02 <---- the load
38 04 00 01 <---- ****the modifier**** (RALF CODE)
98 03 03 02 <---- the save
4e 80 00 20 <---- DO NOT REMOVE THIS, it's a routine ender or something

The thing is, not all badges are written the same way, some have longer codes, such as Double dip and Debug badge.
ohh ok, actually i would like to know if it possible to make a code that makes the characters from the audience to throw items more often?
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Inf-ToonLink
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Wed Jul 01, 2020 5:28 am

Code: Select all

Recharge Flower(Refund with Charge+1) stackable "Mario starts with charge +1" else "switched partners gets charge effect, theres a little new trick here :D" [Inf-ToonLink]
040f7cb8 38040001
040f7cc0 98030129

Defend Plus P as also Triple Dip P [Inf-ToonLink]
040f80a0 38040001
040f80a8 980302f4

Happy Heart P as also Happy Flower P [Inf-ToonLink]
040f8160 38040004
040f8168 980302ef

Perfect Counter(Return Postage with Super-Counter) [Inf-ToonLink]
040f7ea0 3804000A
040f7ea4 9803012e
040f7ea8 980302f0

Heart Blessing V1(Happy Heart with Auto-HP Reg) "unable to stack" [Inf-ToonLink]
040f7e6c 38040000
040f7e70 98030131
040f7e74 98030132
040f7e78 980302ee

Flower Blessing V1(Flower Saver with Auto-FP Reg) "unable to stack" [Inf-ToonLink]
040f7fa4 38040000
040f7fa8 98030133
040f7fac 98030134
040f7fb0 980302f5

Flower Blessing V2(Flower Saver with Auto-FP Reg) Stackable "infinite FP reg, low FP recovery per turn, effect increases if another FS is equiped" [Inf-ToonLink]
040f7fa8 38040001
040f7fb0 98030133
040f7fb0 98030134

Dodgy Master(Lucky Day with Auto-dodgy) [Inf-ToonLink] "Updated to be more balanced"
040f7d68 38040002
040f7d70 98030120


Defensive Sign(Beta Damage Dodge replaced with Auto-Def +2)
040f7f60 38040002
040f7f64 98030127
040f7f68 98030128

PD: beta damage dodge(invalid item) is an unused badge and is unobtainable legally so use this code to have it instantly :)
06004900 00000038
38000063 7C0903A6
808D1BE0 38A0014F
A00401FA 7C002840
4D820020 28000000
41820010 38840002
4200FFE8 4E800020
B0A401FA 4E800020
040D2E54 4BF31AAC

Note: some badges are very buggy with some auto status effects like pity flower with FP reg, HP/FP Reg, anger/fear, tiny/giant and Def Up/Def Down working as auto-effect are really hard to put on some badges.

Note 2: Auto-effects on partners are not possible, maybe thats why lucky start p is an incomplete badge(invalid item) because some status effects doesnt work properly, well its a big mystery.

Note 3: some badges gets original effects overwriten if you give it the auto-effect in a wrong way and needs to reactivate its original effect that way the original effect wont be lost. 
Example

lucky day
2E2 -------> Reactivates Lucky Day Original effect(evasion boost)
040f7d70 980302E2
put this line just in case you changed something by mistake (some badges becomes very broken if you reactivate the original effect with their respective line code).

Final note: if someone can find the Address for Heart Finder and Flower Finder i will put the respective HP/FP reg auto-effects on them those effects will fit perfectly on those badges, but for the moment those effects will be on flower saver and happy heart.
Question for everyone: if you have the chance to give an auto-effect to refund, knowing that you will lose the refund effect(getting coins using items) you will leave it original or you will put an auto-effect(like anger+burned) on it? :)
Last edited by Inf-ToonLink on Thu Jul 09, 2020 5:42 am, edited 3 times in total.
Nephlymio
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Nephlymio » Thu Jul 02, 2020 4:21 am

Inf-ToonLink wrote:
Wed Jul 01, 2020 5:28 am
Question for everyone: if you have the chance to give an auto-effect to refund, knowing that you will lose the refund effect(getting coins using items) you will leave it original or you will put an auto-effect(like anger+burned) on it? :)
I would leave the refund, but fix it to be stackable a little more

The refund is based of the selling value of the used item (about 50% of buying value) which means that 100% total refund is equal to selling the item to a shop with no other modifiers.
Over 200% total refund, the player is paid and shoots for the stars (litterally Shooting stars at everything... and Ultra shrooms are your bread and shroom) who needs coins anyways?!

Hex

Code: Select all

001282FE 0005	(5) % per refund equipped including the first
0012831A 0046	(70) % base refund
Gecko

Code: Select all

0210AFFE 0000xxxx	% per refund equipped including the first (default 0005)
0210AF1A 0000xxxx	% base refund (default 0046)
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Inf-ToonLink
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Wed Jul 22, 2020 7:10 am

wow 20 days and no new post lol, anyway is there a way to change the effects that lucky start randomly gives you at the start of the battle?

i want to change the lucky start effects for both mario and partner.

the random status that gives are

electrified
dodgy
HP reg
FP reg
and sometimes appears lucky but no effects...

and for last i want to change the items for every shop, theres already pal versions for the codes that can change the items of every shop on every event of the game, but i dont know why theres not an ntsc version. :(
Nephlymio
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Nephlymio » Wed Jul 22, 2020 12:11 pm

Inf-ToonLink wrote:
Wed Jul 22, 2020 7:10 am
wow 20 days and no new post lol, anyway is there a way to change the effects that lucky start randomly gives you at the start of the battle?

i want to change the lucky start effects for both mario and partner.

the random status that gives are

electrified
dodgy
HP reg
FP reg
and sometimes appears lucky but no effects...

and for last i want to change the items for every shop, theres already pal versions for the codes that can change the items of every shop on every event of the game, but i dont know why theres not an ntsc version. :(
The lucky start is hardcoded, someone with memory address expertise might be able to find this

For the shops, they are splitted onto the iso. Some of the code is located near the usual gecko codes (rogueport) but the rest is all located where the enemy stats are. For each shop, you would need about 10-20 lines of gecko codes to change most of the shop's behaviour. There is a value for item cost in the shop and a value for when you sell an item at the shop for each shop... And because it would have been too easy, most shops take their values directly from the item BSA lol as a default...

So here's a little peek at the situation. Let's say you want to change the cost of a mushroom to say ... 10 coins? You would have to change the item BSA to reflect that (1 line of code) then change the cost of every shop that would own it (averagely 2) then change the sell value of every shop that offers you a deal to sell the item at their shop (averagely 3-4)
So this is about 6 lines of codes for a single item to make it work correctly. 10 shops, 6 items = 60 items x averagely 6 lines code = 360 lines of code... (maths are off but it's a good average...) unless someone finds a way to ignore special offers and get the values for every shop directly onto the BSA list, it will be a lenghy code to say the least

And that doesn't cover badges, pianta parlour, dazzle and the like... AH! and I forgot that mush T. shop in rogueport has 6-7 states, 1 for each luigi book and 1 for lens so that makes even more lines!!!
vexusd
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by vexusd » Thu Jul 30, 2020 7:09 pm

I'm wondering if its possible to make a code that randomizes enemy encounters. Like, you run into a Goomba in the overworld, but instead you end up fighting a formation of Moon Clefts or something.

A version with bosses thrown into the mix and a version without, if possible?
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Incomp
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Incomp » Mon Aug 03, 2020 1:30 am

This thread is a wonderful resource. Quick question, though. Is there a working infinite coins code out there?

Also,
Zephiles wrote:
Mon Jun 08, 2020 6:48 pm

Code: Select all

$Automash Through Text (Hold Y) [Zephiles]
04080FCC 4BF84061
04080FF0 4BF8403D
04084268 4BF80DC5
0600502C 00000020
3C60803D A063A398
70630800 2C030800
38600200 4D820020
38600000 48000F38
Unfortunately, this code has been causing crashes on the title screen for me.
DrippyDrub
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by DrippyDrub » Wed Aug 05, 2020 4:57 pm

I was wondering if you could make a code that allows you to apply certain status effects/attributes to specific enemies.
Ex.) Making the Golden Fuzzy electrified permanently or for a set number of rounds
(similar to the code where you could apply it to Mario, the partner, or one of the first 10 enemies except more specific)
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