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

Game Hacks, Trainers, Cheats

Moderator: Ralf@gc-forever

Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Fri May 15, 2020 9:51 pm

Nephlymio wrote:
Fri May 15, 2020 9:21 pm
Tablette wrote:
Fri May 15, 2020 8:59 pm
Spoiler
Show
Nephlymio wrote:
Mon May 04, 2020 4:52 am
HEX Values

***Only works when you get or upgrade a party member, it's not affecting party members you already have fully upgraded.***

For Gecko Code : Substract 0001D300 to the Hex adress then put 000000xx for your value
ex. Goombella 00315389 0000000A for her level 1 HP (when you get her at the start of the game)

Code: Select all

Partners START HP Modifiers (Nephlymio)

Goombella
00332689	0A		Level 1
0033268B	14		Level 2
0033268D	1E		Level 3

Koops
00332691	0A		Level 1
00332693	0F		Level 2
00332695	19		Level 3

Admiral Bobbery
00332699	14		Level 1
0033269B	1E		Level 2
0033269D	28		Level 3

Yoshi
003326A1	0A		Level 1
003326A3	14		Level 2
003326A5	1E		Level 3

Flurrie
003326A9	0F		Level 1
003326AB	19		Level 2
003326AD	23		Level 3

Vivian
003326B1	0F		Level 1
003326B3	14		Level 2
003326B5	1E		Level 3

Ms. Mowz
003326B9	0F		Level 1
003326BB	14		Level 2
003326BD	19		Level 3
hey i tried this code and started a new game with goombella 20hp, after i received the paper airplane ability the effect was gone
any idea?
I will Try this immediatly. do you know if the reset happens everytime we get a black chest?
Actually, Goombella would never have her HP modified at all when you get her, that's my mistake, I assumed it would work because the code suggested that she would have 0A HP meaning the normal 10 HP. The codes I found then ONLY works when you upgrade your partners and that, I'm sure because that's how I found them.

I will modify the codes description to reflect that and dig for partners' HP when you invite them to your party.
Tablette
Posts: 3
Joined: Fri Apr 24, 2020 2:59 pm

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

Post by Tablette » Sat May 16, 2020 12:42 am

Actually, Goombella would never have her HP modified at all when you get her, that's my mistake, I assumed it would work because the code suggested that she would have 0A HP meaning the normal 10 HP. The codes I found then ONLY works when you upgrade your partners and that, I'm sure because that's how I found them.

I will modify the codes description to reflect that and dig for partners' HP when you invite them to your party.
So ... the following happened here:
I wanted to start the game with Goombella 20HP.
I made a mistake entering your code so it never worked. At the same time i had this code active "Mario Start HP Modifier [Ralf] 040D5CFC 392000xx " which was also set to 20 HP for Mario.
When i started a new game, Mario had 20HP and for some reason Goombella also had 20HP. (I don't know if i have made another mistake here.)
I got the Black Chest and the HP of Goombella reset and she got back to 10HP.

So i tried without the Mario HP code. Set Goombellas HP to 13, started new game. Now Goombella has 10HP (like you said your code doesn't work at the beginning of the game) until i get the Black Chest then the HP reset somehow and i get 13HP.
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Sat May 16, 2020 2:04 am

Tablette wrote:
Sat May 16, 2020 12:42 am
Actually, Goombella would never have her HP modified at all when you get her, that's my mistake, I assumed it would work because the code suggested that she would have 0A HP meaning the normal 10 HP. The codes I found then ONLY works when you upgrade your partners and that, I'm sure because that's how I found them.

I will modify the codes description to reflect that and dig for partners' HP when you invite them to your party.
So ... the following happened here:
I wanted to start the game with Goombella 20HP.
I made a mistake entering your code so it never worked. At the same time i had this code active "Mario Start HP Modifier [Ralf] 040D5CFC 392000xx " which was also set to 20 HP for Mario.
When i started a new game, Mario had 20HP and for some reason Goombella also had 20HP. (I don't know if i have made another mistake here.)
I got the Black Chest and the HP of Goombella reset and she got back to 10HP.

So i tried without the Mario HP code. Set Goombellas HP to 13, started new game. Now Goombella has 10HP (like you said your code doesn't work at the beginning of the game) until i get the Black Chest then the HP reset somehow and i get 13HP.
In short you are telling me Goombella's HP equals Mario's HP until the chest where she now has the right HP?
Interesting...
NomGeneric
Posts: 12
Joined: Mon Dec 04, 2017 12:52 am

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

Post by NomGeneric » Sat May 16, 2020 8:34 am

To Nephlymio
Huge Thank Neph for finding the stats gain during level!! Crazyyy stuff
also yes at Tablette for the Partner Hp at the beginning of the game, it use a different table -> Prologue HP , I remember having the same issue you guys found
regardless of your partner it sets it to 10 until the Prologue is over (once you open the 1 Black Chest)
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Sat May 16, 2020 8:55 am

My previous code for Partner HP works as intended after prologue (black chest or whatever)

For Goombella Prologue, try this

Code: Select all

Goombella HP ''Prologue''
040D6D98 392000xx
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Sat May 16, 2020 9:19 am

NomGeneric wrote:
Sat May 16, 2020 8:34 am
To Nephlymio
Huge Thank Neph for finding the stats gain during level!! Crazyyy stuff
also yes at Tablette for the Partner Hp at the beginning of the game, it use a different table -> Prologue HP , I remember having the same issue you guys found
regardless of your partner it sets it to 10 until the Prologue is over (once you open the 1 Black Chest)
It's actually worst than that... The original code does something like this :

1- set HP
2- Set FP
3- Set BP
4- Set Level
5- Modify Mario HP?
6- again
7- Copy HP to next partner
8- Change FP
9- Copy HP to Mario
10- Copy HP to another partner (maybe)
...
and it goes on for like A0 long of repeats and transfering the same value to the next :P That is why Goombella got Mario's HP somehow until prologue ending is triggered then Goombella would get her ''real value''

I actually think that each partners' Starting HP are in that spot then will get modified after each event somehow. But since Goombella seems to be the last in the prologue list there, we don't have to bother?? :S
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

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

Post by Kaos622 » Sun May 17, 2020 12:42 am

Is it possible to take the timer mechanic you see at the end of chapter 2 and apply it to the smorg boss fight? I always thought it be cool to have that boss on a time limit due to train being out of control so to speak. If timer reaches 0 while in the fight you get a game over basically (from the train crashing). A code to have the timer in the fight and be able modify the amount of time you want to set for difficulty just be awesome. Yeah I know I can just use a timer on my phone as a workaround but this idea be cool if it was implemented.
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Tue May 19, 2020 6:10 am

---------ITEM HOG DROP TABLE---------

If item hog is active and no items are dropping after battle, Item Hog will choose a random item in this list (10 items or 1 of the 15 empty slots).
If 0000 is present, no item drops, else : drop the item listed.
Having multiple item hogs active will not change the item selection. If all 25 slots are full, it should ALWAYS end up choosing an item if nothing would drop.
So each slot has 4% chance of dropping when Item Hog would drop an item.

xxxx = Item ID

HEX Values

Code: Select all

0030BD42	0098 Dried Mushroom
0030BD46	0098 Dried Mushroom
0030BD4A	0098 Dried Mushroom
0030BD4E	00A2 Fright Mask
0030BD52	0094 Mushroom
0030BD56	009A Honey Syrup
0030BD5A	0099 Tasty Tonic
0030BD5E	0084 Fire Flower
0030BD62	0087 Volt Shroom
0030BD66	008B POW Block
0030BD6A	0000 Slot 11
0030BD6E	0000 Slot 12
0030BD72	0000 Slot 13
0030BD76	0000 Slot 14
0030BD7A	0000 Slot 15
0030BD7E	0000 Slot 16
0030BD82	0000 Slot 17
0030BD86	0000 Slot 18
0030BD8A	0000 Slot 19
0030BD8E	0000 Slot 20
0030BD92	0000 Slot 21
0030BD96	0000 Slot 22
0030BD9A	0000 Slot 23
0030BD9E	0000 Slot 24
0030BDA2	0000 Slot 25
Gecko Codes

Code: Select all

022EEA42 0000xxxx	Slot 1
022EEA46 0000xxxx	Slot 2
022EEA4A 0000xxxx 	Slot 3
022EEA4E 0000xxxx	Slot 4
022EEA52 0000xxxx	Slot 5
022EEA56 0000xxxx	Slot 6
022EEA5A 0000xxxx	Slot 7
022EEA5E 0000xxxx	Slot 8
022EEA62 0000xxxx	Slot 9
022EEA66 0000xxxx	Slot 10
022EEA6A 0000xxxx	Slot 11
022EEA6E 0000xxxx	Slot 12
022EEA72 0000xxxx	Slot 13
022EEA76 0000xxxx	Slot 14
022EEA7A 0000xxxx	Slot 15
022EEA7E 0000xxxx	Slot 16
022EEA82 0000xxxx	Slot 17
022EEA86 0000xxxx	Slot 18
022EEA8A 0000xxxx	Slot 19
022EEA8E 0000xxxx	Slot 20
022EEA92 0000xxxx	Slot 21
022EEA96 0000xxxx	Slot 22
022EEA9A 0000xxxx	Slot 23
022EEA9E 0000xxxx	Slot 24
022EEAA2 0000xxxx	Slot 25
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Tue May 19, 2020 6:12 pm

------ Updated HP drain and FP Drain ------
It had a bug with P-down D-up getting wrong values.
See previous post (page 12)
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GluttonWarlord
Posts: 2
Joined: Thu May 21, 2020 3:45 am

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

Post by GluttonWarlord » Thu May 21, 2020 5:46 am

I've searched through this thread and the previous TTYD thread and found nothing. Do we have any codes that could be used to edit enemy formations? I imagine it would probably be very buggy, but I'd like to try things like adding shadow sirens into the Shadow Queen fight.

Codes to change the HP thresholds for enemy AI scripts would be nice. By inflating enemy HP on some fights, such as Magnus Von Grapple, they will just use a weak attack for most of the fight before finally having the rest of their moveset triggered at a set amount of HP. This means buffing HP doesn't even buff them at all. For example, Magnus firing its fists are triggered at 20 HP, so buffing the boss to 60 HP means it does nothing but use stomp for most of the fight.

If somebody has the time, editing enemy attack power individually would also be interesting.
User avatar
PlatChrome
Posts: 1
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by PlatChrome » Thu May 21, 2020 11:32 pm

Is it possible to change how big/small the characters get when they get the huge/tiny effect in battle?
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

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

Post by Kaos622 » Fri May 22, 2020 12:49 pm

Nephlymio wrote:
Wed May 13, 2020 8:06 pm

040FDA5C 38000000 (no Attack lost with HP drain AND HP drain P)
040FDA74 38000000 (no Attack lost with FP drain and FP drain P)
I was testing around with hp drain by using ralf's and your code to have the badge do -1 atk with + 3 hp by setting your code value to '01' at the end. While testing I noticed that the attack effect applied to not just mario and partners, but to all enemies as well, where they all do -1 damage from their movesets. Is there any way to have the code attack effects apply only to mario and partner?
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Fri May 22, 2020 6:25 pm

Kaos622 wrote:
Fri May 22, 2020 12:49 pm
Nephlymio wrote:
Wed May 13, 2020 8:06 pm

040FDA5C 38000000 (no Attack lost with HP drain AND HP drain P)
040FDA74 38000000 (no Attack lost with FP drain and FP drain P)
I was testing around with hp drain by using ralf's and your code to have the badge do -1 atk with + 3 hp by setting your code value to '01' at the end. While testing I noticed that the attack effect applied to not just mario and partners, but to all enemies as well, where they all do -1 damage from their movesets. Is there any way to have the code attack effects apply only to mario and partner?
The short answer is ''no''
The long answer is ''Yes''

The code is tighly written and doesn't modifies the initial value if badge 02F9 (HP drain) is equipped. so either it sees the badge or it doesn't.
Initially, I used 60000000 instead of 38000000 because Pdown Dup would also receive modifications to their values since the code is so tighly written.
I had to set it to 0 else it would enter in conflict with other things

that said, with enough work, patience and tediousness, every code in the game can be moved. the thing is I'm not efficient at doing it.
What you need is a pointer in that spot that would lead to an empty space on the iso which would have to be ignored when the iso is read normally, put your changes there, set a pointer there to come back to the code... I know how the iso reads, I'm just not efficient at doing that kind of code yet...I'm not even sure it's the right way to do it :S

So here is what hex codes look like when atk is reduces, reference starting at 0011AD4C :

88 14 02 e9
7f a0 e8 50
28 03 00 00
41 82 00 14 That's the save for previous code (no touchy)
88 14 02 f9 GET HP DRAIN VALUE
28 00 00 00 If Equal 0
41 82 00 08 Load into adress something
7f a0 e8 50 Else do this (check how many equipped?)
28 03 00 00 if not equal to zero (I think? maybe?)
41 82 00 14 load into adress something (It saves the value somehow)
88 14 02 fa GET FP DRAIN VALUE
28 00 00 00
41 82 00 08
7f a0 e8 50
54 80 07 bd
Kaos622
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Kaos622 » Fri May 22, 2020 11:07 pm

Unfortunate things can't always be that simple but I found a workaround for time being. Using only ralf's hp drain code so hp drain is -2 atk +2 hp, and then with damage badges like power plus or p-up d-down to help reduce atk value down to -1 instead.
Maybe add a warning note to your code as to let people know what happens if they change 040FDA5C 380000xx 'xx' at the end to any other number. At least until fix is ever made.
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Sat May 23, 2020 1:05 am

Nephlymio wrote:
Wed May 13, 2020 8:06 pm
-----------------------HP Drains and FP Drains codes------------------------------

Edit : 19/05/2020 : previous code made P-down D-Up bug because of the proximity of data. Changed 60000000 to 38000000

Previous codes multiply the full effect (HP gain and ATK lost) of HP drain, FP drain, HP drain P and FP drain P by the xx value. (Credits to Ralf)

Use Ralf's Code for HP/FP gained with :

040FDA5C 38000000 (no Attack lost with HP drain AND HP drain P)
040FDA74 38000000 (no Attack lost with FP drain and FP drain P)

note* : you can't gain more HP and FP than the damage dealt and those are stackable...

For instance, use Ralf's Code 040F7F48 38040003 and 040FDA74 38000000 for FP Drain = 3 FP with no downsides.
I didn't put a xx in there....? and I knew putting another value except 38000000 would result into bugs as stated in my edit
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

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

Post by Kaos622 » Sat May 23, 2020 2:46 am

Nephlymio wrote:
Sat May 23, 2020 1:05 am
Nephlymio wrote:
Wed May 13, 2020 8:06 pm
-----------------------HP Drains and FP Drains codes------------------------------

Edit : 19/05/2020 : previous code made P-down D-Up bug because of the proximity of data. Changed 60000000 to 38000000

Previous codes multiply the full effect (HP gain and ATK lost) of HP drain, FP drain, HP drain P and FP drain P by the xx value. (Credits to Ralf)

Use Ralf's Code for HP/FP gained with :

040FDA5C 38000000 (no Attack lost with HP drain AND HP drain P)
040FDA74 38000000 (no Attack lost with FP drain and FP drain P)

note* : you can't gain more HP and FP than the damage dealt and those are stackable...

For instance, use Ralf's Code 040F7F48 38040003 and 040FDA74 38000000 for FP Drain = 3 FP with no downsides.
I didn't put a xx in there....? and I knew putting another value except 38000000 would result into bugs as stated in my edit
I was just putting the 'xx' to point it out for simplicity. There wasn't any notes about changing the code value from 0 atk to -1 atk would cause issues, as I thought the code would only apply to hp drain and hp drain p badges and that's it. I want hp drain to have attack loss still present so the badge isn't overpowered. Even if you use the code without drain badges equipped then attack drop is still present for everyone. I'm just letting people know beforehand if they decide use the code and experiment with the values then it won't work how you want it to be. Code has to be '00' basically. Not trying to turn this into a big deal so don't take any of this the wrong way :P
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Sat May 23, 2020 5:54 pm

Ok... I came with a workaround for HP drain badge but it will take the space of another badge to seperate the HP gain and the atk lost.

I've put my code into Damage dodge INVALID badge (the unused one by mario) as an exemple. So it will overwrite it and make it useless...
You need a badge slot for each HP drain, HP drain P, FP drain and FP drain P (sorry, it's the closest I can get for now)

Make sure you don't mix this code with my previous codes for those badges.

HEX

Code: Select all

00115254	2C 05 01 27 40 82 00 14 88 83 0C 00 38 04 00 xx 98 03 0C 00
xx = HP drained

00115233	yy (ralf's previous code)
yy = Atk Lost 

00115238	60 00 00 00

00130C92	0C00
GECKO

Code: Select all

020F7F56 00000127
020F7F5E 00000C00
000F7F63 000000xx  xx = HP drained
020F7F66 00000C00
000F7F33 000000yy  yy = Atk Lost
040F7F38 60000000
02113992 00000C00
Use at your own risk, I've used a random value of 0C00 as a reference and it MAY ENTER IN CONFLICT with other things which I'm not aware of yet... testing is required but it does let you set the HP gain and atk lost by the badge to mostly any value.
Last edited by Nephlymio on Sun May 24, 2020 7:07 pm, edited 3 times in total.
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

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

Post by Kaos622 » Sun May 24, 2020 3:53 am

Nephlymio wrote:
Sat May 23, 2020 5:54 pm
Ok... I came with a workaround for HP drain badge but it will take the space of another badge to seperate the HP gain and the atk lost.

I've put my code into Damage dodge INVALID badge (the unused one by mario) as an exemple. So it will overwrite it and make it useless...
You need a badge slot for each HP drain, HP drain P, FP drain and FP drain P (sorry, it's the closest I can get for now)

Make sure you don't mix this code with my previous codes for those badges.

HEX

Code: Select all

00115254	2C 05 01 27 40 82 00 14 88 83 0C 00 38 04 00 xx 98 03 0C 00
xx = HP drained

00115233	yy (ralf's previous code)
yy = Atk Lost 

00130C1A	0C00
GECKO

Code: Select all

020F7F56 00000127	(ITEM BSA reference)
020F7F5E 00000C00
020F7F63 000000xx	xx = HP drained
020F7F66 00000C00
000F7F33 000000yy	yy = Atk Lost
0011391A 00000C00
Use at your own risk, I've used a random value of 0C00 as a reference and it MAY ENTER IN CONFLICT with other things which I'm not aware of yet... testing is required but it does let you set the HP gain and atk lost by the badge to mostly any value.
I entered the code like this for -1 atk + 2 hp and nothing worked:
020F7F56 00000127
020F7F5E 00000C00
020F7F63 00000002
020F7F66 00000C00
000F7F33 00000001
0011391A 00000C00

i added the unused damage dodge badge to inventory to test by itself and nothing happened. I tested the unused badge together with hp drain and it just had hp drain act like vanilla version. Tested hp drain by itself and did vanilla again. The changes weren't taking effect for me so unless i did something wrong then I don't know what it is. The code is being used without other hp drain related codes interfering too. Any ideas?
Ralf@gc-forever
Posts: 2865
Joined: Sun Mar 16, 2014 9:31 am

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

Post by Ralf@gc-forever » Sun May 24, 2020 8:27 am

Code: Select all


Tiny Status Effect Model Size Modifier [Ralf]
041027BC 3C60xxxx
041027C0 6063yyyy
041027C4 90610078
041027C8 C0210078

xxxxyyyy = Size Multiplier (IEEE-754 SP Floating-Point Number, Default: 3F000000 = 0.5)

Huge Status Effect Model Size Modifier [Ralf]
0410282C 3C60xxxx
04102830 6063yyyy
04102834 90610078
04102838 C0210078

xxxxyyyy = Size Multiplier (IEEE-754 SP Floating-Point Number, Default: 40000000 = 2.0)

Field Camera Zoom Modifier [Ralf]
C200F144 00000002
C06220AC EC0000F2
D01F0014 00000000
044294EC xxxxxxxx

xxxxxxxx = Zoom Factor (IEEE-754 SP Floating-Point Number, Default: 3F800000 = 1.0)

Field Camera Angle Modifier [Ralf]
C200F134 00000002
C06220A8 EC0000F2
D01F0010 00000000
044294E8 xxxxxxxx

xxxxxxxx = Angle Factor (IEEE-754 SP Floating-Point Number, Default: 3F800000 = 1.0)

Field Camera Modifier v1 (Press L + DPad Left/Right/Up/Down) [Ralf]
C200F134 00000002
C06220A8 EC0000F2
D01F0010 00000000
C200F144 00000002
C06220AC EC0000F2
D01F0014 00000000
204294E8 00000000
044294E8 3F800000
044294EC 3F800000
E2000001 80008000
283CA398 00000041
044294E8 3F800000
044294EC 3F800000
E2000001 80008000
283CA398 00000042
044294E8 40200000
044294EC 3F800000
E2000001 80008000
283CA398 00000044
044294E8 3FC00000
044294EC 3FC00000
E2000001 80008000
283CA398 00000048
044294E8 3F000000
044294EC 3F400000
E2000001 80008000

L + DPad Left  = Normal   Camera
L + DPad Right = Top-Down Camera
L + DPad Up    = Near     Camera
L + DPad Down  = Far-Out  Camera

Field Camera Modifier v2 (Press L + DPad Left/Right/Up/Down) [Ralf]
C200F134 00000002
C06220A8 EC0000F2
D01F0010 00000000
C200F144 00000002
C06220AC EC0000F2
D01F0014 00000000
204294E8 00000000
044294E8 3F800000
044294EC 3F800000
E2000001 80008000
283CA398 00000041
82210000 004294E8
86000000 00020000
84210000 004294E8
E2000001 80008000
283CA398 00000042
82210000 004294E8
86000000 FFFE0000
84210000 004294E8
E2000001 80008000
283CA398 00000460
044294E8 3F800000
E2000001 80008000
264294E8 3E000000
044294E8 3E000000
E2000001 80008000
244294E8 41000000
044294E8 41000000
E2000001 80008000
283CA398 00000044
82210000 004294EC
86000000 00020000
84210000 004294EC
E2000001 80008000
283CA398 00000048
82210000 004294EC
86000000 FFFE0000
84210000 004294EC
E2000001 80008000
283CA398 00000860
044294EC 3F800000
E2000001 80008000
264294EC 3F000000
044294EC 3F000000
E2000001 80008000
244294EC 41000000
044294EC 41000000
E2000001 80008000

L + DPad Left  = Increase Camera Angle
L + DPad Right = Decrease Camera Angle
L + DPad Up    = Camera Zoom In
L + DPad Down  = Camera Zoom Out
L + R + X      = Reset Camera Angle
L + R + Y      = Reset Camera Zoom

Battle Camera Distance Modifier [Ralf]
0442276C xxxxxxxx

xxxxxxxx = Distance (IEEE-754 SP Floating-Point Number, Default: 443B8000 = 750.0)

Disable Battle Camera Idle Zoom [Ralf]
04122488 4800001C

Battle Camera Idle Zoom Timer Modifier [Ralf]
04122480 2C00xxxx

xxxx = Time in Frames (0001 .. 7FFF, Default: 0384 = 15s)

Battle Camera Idle Zoom Distance Modifier [Ralf]
0412CC74 4800003C
0412CCB0 C3C220B0
0412DAE8 C00220B0
044294F0 xxxxxxxx

xxxxxxxx = Distance (IEEE-754 SP Floating-Point Number, Default: 447A0000 = 1000.0)

Near Battle Camera [Ralf]
0412CC74 4800003C
0412CCB0 C3C220B0
0412DAE8 C00220B0
0442276C 44160000
044294F0 44480000

Far Battle Camera [Ralf]
0412CC74 4800003C
0412CCB0 C3C220B0
0412DAE8 C00220B0
0442276C 447A0000
044294F0 44AF0000

Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Sun May 24, 2020 7:05 pm

Kaos622 wrote:
Sun May 24, 2020 3:53 am
Nephlymio wrote:
Sat May 23, 2020 5:54 pm
Ok... I came with a workaround for HP drain badge but it will take the space of another badge to seperate the HP gain and the atk lost.

I've put my code into Damage dodge INVALID badge (the unused one by mario) as an exemple. So it will overwrite it and make it useless...
You need a badge slot for each HP drain, HP drain P, FP drain and FP drain P (sorry, it's the closest I can get for now)

Make sure you don't mix this code with my previous codes for those badges.

HEX

Code: Select all

00115254	2C 05 01 27 40 82 00 14 88 83 0C 00 38 04 00 xx 98 03 0C 00
xx = HP drained

00115233	yy (ralf's previous code)
yy = Atk Lost 

00130C1A	0C00
GECKO

Code: Select all

020F7F56 00000127	(ITEM BSA reference)
020F7F5E 00000C00
020F7F63 000000xx	xx = HP drained
020F7F66 00000C00
000F7F33 000000yy	yy = Atk Lost
0011391A 00000C00
Use at your own risk, I've used a random value of 0C00 as a reference and it MAY ENTER IN CONFLICT with other things which I'm not aware of yet... testing is required but it does let you set the HP gain and atk lost by the badge to mostly any value.
I entered the code like this for -1 atk + 2 hp and nothing worked:
020F7F56 00000127
020F7F5E 00000C00
020F7F63 00000002
020F7F66 00000C00
000F7F33 00000001
0011391A 00000C00

i added the unused damage dodge badge to inventory to test by itself and nothing happened. I tested the unused badge together with hp drain and it just had hp drain act like vanilla version. Tested hp drain by itself and did vanilla again. The changes weren't taking effect for me so unless i did something wrong then I don't know what it is. The code is being used without other hp drain related codes interfering too. Any ideas?
Yeah Damage dodge (invalid version) won't do anything because its reference is replaced by the code, that said, I was tired when I did the code and tried like 30 combinations of code to try and make this work. I managed to make it work and somehow I wrote the wrong codes and incomplete (all my fault lol)

ok here, try this one (I really want you to have your code you know!)
020F7F56 00000127
020F7F5E 00000C00
000F7F63 00000002 HP gain
020F7F66 00000C00
000F7F33 00000001 Atk Lost
040F7F38 60000000
02113992 00000C00

Remember that 0C00 may enter in conflict with stuff (but I haven't played the whole game with it)
I will also adjust the hex values to reflect these changes.
I appreciate the testing Kaos!
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

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

Post by Kaos622 » Mon May 25, 2020 12:49 am

The code works now awesome! :D Hey I appreciate you going out of your way to make this possible. No bugs yet but if I find any i'll let you know. I suppose you could make versions of the code that work for the other drain badges if you're up to it. I imagine if all the potential codes you could make override the invalid damage dodge only then they can't all be used together without problems. Maybe have hp drain p apply to invalid damage dodge p and fp drain and fp drain p apply to triple dip/triple dip p perhaps.
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Mon May 25, 2020 2:12 am

Kaos622 wrote:
Mon May 25, 2020 12:49 am
The code works now awesome! :D Hey I appreciate you going out of your way to make this possible. No bugs yet but if I find any i'll let you know. I suppose you could make versions of the code that work for the other drain badges if you're up to it. I imagine if all the potential codes you could make override the invalid damage dodge only then they can't all be used together without problems. Maybe have hp drain p apply to invalid damage dodge p and fp drain and fp drain p apply to triple dip/triple dip p perhaps.
Overwriting regular badges, no problem... but triple dip is different because the game checks if you have 2 double dip equipped than make triple dip active and yeah... I'm not willing to play with that area just yet.

The sad part is that you need to overwrite 4 badge slots to get going with these codes. It works, sure. But the price is there.

Code: Select all

Required
02113992 00000C00 This sets the value required to apply HP gain
0211391A 00000C01 This sets the value required to apply FP gain

HP Drain replaces Invalid Damage dodge (ID = 0127)
020F7F56 00000127
020F7F5E 00000C00
000F7F63 00000002 HP gain
020F7F66 00000C00
000F7F33 00000001 Atk Lost
040F7F38 60000000

HP Drain P replaces Invalid Damage dodge P (ID = 0128)
020F80AE 00000128 ID
020F80B6 00000C00
000F80BB 00000002 HP gain (xx)
020F80BE 00000C00
000F8103 00000001 Atk Lost (yy)
040F80C0 60000000

FP Drain replaces Debug Badge (keuf lol) (ID = 0129)
020F8306 00000129 ID
020F830E 00000C01
000F8313 000000xx FP GAIN
020F8316 00000C01
000F7F4B 000000xx Atk Lost
040F7F50 60000000
 
FP Drain P replaces Double Pain (ID = 012A)
020F7E1E 0000012A ID
020F7E26 00000C01
020F7E2B 000000xx FP Gain
020F7E2E 00000C01
000F811B 000000yy Atk Lost
040F7E30 60000000
I never thought Double pain was usefull ever, and the debug badge... yeah you can sacrifice that thing lol
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

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

Post by Kaos622 » Mon May 25, 2020 4:26 am

Nephlymio wrote:
Mon May 25, 2020 2:12 am
Kaos622 wrote:
Mon May 25, 2020 12:49 am
The code works now awesome! :D Hey I appreciate you going out of your way to make this possible. No bugs yet but if I find any i'll let you know. I suppose you could make versions of the code that work for the other drain badges if you're up to it. I imagine if all the potential codes you could make override the invalid damage dodge only then they can't all be used together without problems. Maybe have hp drain p apply to invalid damage dodge p and fp drain and fp drain p apply to triple dip/triple dip p perhaps.
Overwriting regular badges, no problem... but triple dip is different because the game checks if you have 2 double dip equipped than make triple dip active and yeah... I'm not willing to play with that area just yet.

The sad part is that you need to overwrite 4 badge slots to get going with these codes. It works, sure. But the price is there.

Code: Select all

Required
02113992 00000C00 This sets the value required to apply HP gain
0211391A 00000C01 This sets the value required to apply FP gain

HP Drain replaces Invalid Damage dodge (ID = 0127)
020F7F56 00000127
020F7F5E 00000C00
000F7F63 00000002 HP gain
020F7F66 00000C00
000F7F33 00000001 Atk Lost
040F7F38 60000000

HP Drain P replaces Invalid Damage dodge P (ID = 0128)
020F80AE 00000128 ID
020F80B6 00000C00
000F80BB 00000002 HP gain (xx)
020F80BE 00000C00
000F8103 00000001 Atk Lost (yy)
040F80C0 60000000

FP Drain replaces Debug Badge (keuf lol) (ID = 0129)
020F8306 00000129 ID
020F830E 00000C01
000F8313 000000xx FP GAIN
020F8316 00000C01
000F7F4B 000000xx Atk Lost
040F7F50 60000000
 
FP Drain P replaces Double Pain (ID = 012A)
020F7E1E 0000012A ID
020F7E26 00000C01
020F7E2B 000000xx FP Gain
020F7E2E 00000C01
000F811B 000000yy Atk Lost
040F7E30 60000000
I never thought Double pain was usefull ever, and the debug badge... yeah you can sacrifice that thing lol
Hp drain p code works great. But sadly fp drain and fp drain p ones i had no luck. The codes make me crash when i enter a fight.
Nephlymio
Posts: 36
Joined: Wed Apr 22, 2020 7:02 am

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

Post by Nephlymio » Mon May 25, 2020 7:18 am

Try this when replacing Debug badge only, there was different values and it seems to bug everything... had to debug the debug badge...

020F8306 00000129
040F830B 00000014 (New line)
020F830E 00000C01
000F8313 000000xx
020F8316 00000C01
000F7F4B 000000yy
040F7F50 60000000
0211391A 00000C01

The problem with FP drain P is that it uses a ''mario'' badge and mario doesn't like it lol
The second problem is that the badge must be a passive, not one that gives an ability like Super Charge P
We'll have to replace a Partner badge to make this work (sadly) because I don't know what is telling the game that the badge applies to mario or partner.

So I'll make it replace Pity Flower P because it's the only badge I see that can be sacrificed... for now...

020F80DE 0000012A
020F80E6 00000C01
000F80EB 00000002 FP regain
020F80EE 00000C01
000F8103 00000001 ATK Lost
040F80F0 60000000
0211391A 00000C01 (duplicate line)

tested and should work. I'll do some research from here to see if I can get the codes to work with lesser lines and lesser sacrifices...

Mind you, you can't run these codes without their partner counterparts. Because I changed the reference for HP and FP regain, the other badge will not work properly if you don't put the codes.

So always use HP drain with HP drain P codes together, and FP drain and FP drain P together (and this is why I replaced pity flower P for now... cuz you need to replace something for both to work)
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

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

Post by Kaos622 » Mon May 25, 2020 10:57 pm

Nephlymio wrote:
Mon May 25, 2020 7:18 am
Try this when replacing Debug badge only, there was different values and it seems to bug everything... had to debug the debug badge...

020F8306 00000129
040F830B 00000014 (New line)
020F830E 00000C01
000F8313 000000xx
020F8316 00000C01
000F7F4B 000000yy
040F7F50 60000000
0211391A 00000C01

The problem with FP drain P is that it uses a ''mario'' badge and mario doesn't like it lol
The second problem is that the badge must be a passive, not one that gives an ability like Super Charge P
We'll have to replace a Partner badge to make this work (sadly) because I don't know what is telling the game that the badge applies to mario or partner.

So I'll make it replace Pity Flower P because it's the only badge I see that can be sacrificed... for now...

020F80DE 0000012A
020F80E6 00000C01
000F80EB 00000002 FP regain
020F80EE 00000C01
000F8103 00000001 ATK Lost
040F80F0 60000000
0211391A 00000C01 (duplicate line)

tested and should work. I'll do some research from here to see if I can get the codes to work with lesser lines and lesser sacrifices...

Mind you, you can't run these codes without their partner counterparts. Because I changed the reference for HP and FP regain, the other badge will not work properly if you don't put the codes.

So always use HP drain with HP drain P codes together, and FP drain and FP drain P together (and this is why I replaced pity flower P for now... cuz you need to replace something for both to work)
FP drain code doesn't work for me, and i think it has to do with that new line you added to it which causing a crash. Funny when I remove that line and use the code, the -1 atk works but no fp shows up. The fp drain p code works but prefer if the code swapped another badge instead of pity flower p. Since debug badge causing you issues as it is, probably best replace that badge with another as well. Think you can try using power rush and power rush p badges instead? I never use those badges anyway with how broken they can be.
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