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

Game Hacks, Trainers, Cheats

Moderator: Ralf@gc-forever

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Inf-ToonLink
Posts: 7
Joined: Thu Aug 15, 2019 8:01 pm

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

Post by Inf-ToonLink » Sat Aug 24, 2019 1:52 am

DarkRosalina wrote:
Sat Aug 24, 2019 1:19 am
Inf-ToonLink wrote:
Sat Aug 24, 2019 12:52 am
DarkRosalina wrote:
Fri Aug 23, 2019 11:20 pm

Awesome a version 2 of the power bonce code! Oh I meant making Mario's jump inflict a random status, but sleepy stomp works too. Also thanks man!
now mario will have random status effect on normal jumps
Crazy mario jump
00353928 00000032
00353929 00000002
0035392a 00000032
0035392b 00000002
0035392c 00000032
0035392d 00000003
0035392e 00000032
0035392f 00000005
00353930 00000001
00353931 00000032
00353932 00000005
00353937 00000032
00353938 00000004
00353939 00000032
0035393a 00000002
0035393e 00000032
0035393f 00000004
00353940 000000fd
00353941 00000032
00353942 00000004
00353943 000000fd
00353946 00000032
0035394a 00000032
0035394b 00000005

edit: i forgot to say, i added the showstopper effect to the power bounce code above :)
Awesome, thanks! Yeah I noticed right away when you replied.
No problem i already now the id for all jumps and all hammers, well except for normal, super and ultra hammer.

can you look if is it possible to give effect to appeal and defend for mario and partner? i have no luck to find about those, i only find it something about giving fp and sp cost on defend.
DarkRosalina
Posts: 25
Joined: Sat Sep 02, 2017 4:16 am

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

Post by DarkRosalina » Sat Aug 24, 2019 5:15 pm

Inf-ToonLink wrote:
Sat Aug 24, 2019 1:52 am
DarkRosalina wrote:
Sat Aug 24, 2019 1:19 am
Inf-ToonLink wrote:
Sat Aug 24, 2019 12:52 am

now mario will have random status effect on normal jumps
Crazy mario jump
00353928 00000032
00353929 00000002
0035392a 00000032
0035392b 00000002
0035392c 00000032
0035392d 00000003
0035392e 00000032
0035392f 00000005
00353930 00000001
00353931 00000032
00353932 00000005
00353937 00000032
00353938 00000004
00353939 00000032
0035393a 00000002
0035393e 00000032
0035393f 00000004
00353940 000000fd
00353941 00000032
00353942 00000004
00353943 000000fd
00353946 00000032
0035394a 00000032
0035394b 00000005

edit: i forgot to say, i added the showstopper effect to the power bounce code above :)
Awesome, thanks! Yeah I noticed right away when you replied.
No problem i already now the id for all jumps and all hammers, well except for normal, super and ultra hammer.

can you look if is it possible to give effect to appeal and defend for mario and partner? i have no luck to find about those, i only find it something about giving fp and sp cost on defend.
For normal, super, and ultra hammer, one of Ralf's older posts might help you with that, you can find it below.
Ralf@gc-forever wrote:
Fri Apr 15, 2016 11:32 am

Code: Select all


Item Base Struct Size    = 0xC0 bytes
Item Base Struct Address = [ItemID * 0x28 + 0x803108CC]


e.g.

Thunder Bolt

ItemID = 0x80

Item Base Struct Address = [0x80 * 0x28 + 0x803108CC] = [0x80311CCC] = 0x80366D08


80366D08 - 0080 Thunder Bolt
80366C48 - 0081 Thunder Rage
80367548 - 0082 Shooting Star
80367AE0 - 0083 Ice Storm
803666CC - 0084 Fire Flower
803680F8 - 0085 Earth Quake
80368568 - 0086 Boo's Sheet
...


Item Status/Effect Struct Address = [Item Base Struct Address + 0xB0]

e.g.

Thunder Bolt

Item Status/Effect Struct Address = [0x80366D08 + 0xB0] = [0x80366DB8] = 0x80416E54


Item Status/Effect Struct Addresses

8035A35C - Tornado Jump
8035BD98 - Powerbounce
8035CAB8 - Multibounce
8035FC84 - Quake Hammer
803609B8 - Mega Quake
80361480 - Hammer Throw
80361F80 - Fire Drive
80364D2C - Heal (Mushroom, Maple Syrup, etc.)
80365C08 - Pow Block
80366650 - Fire Flower
803674D4 - Shooting Star
80367608 - Ice Storm
80367BA0 - Earthquake
803681B8 - Boo's Sheet
8036865C - Volt Shroom
80368788 - Repel Cape
80368940 - Sleepy Sheep
80368DA8 - Stop Watch
80368FC0 - Dizzy Dial
8036928C - HP Drain
803697B0 - Trade Off
80369E94 - Slow Shroom
80369FC0 - Gradual Syrup
8036A0B8 - Point Swap
8036A3EC - Fright Mask
8036A748 - Mystery
8036ACFC - Eat (Hot Sauce, Space Food, etc.)
8036BF14 - Zess Dynamite, Coconut Bomb, etc.
8036C8D4 - Poison Shroom
8036CAEC - Trial Stew

803794D4 - Flurrie Attack (Normal)
80379FC4 - Flurrie Attack (Level 1)
8037A7E4 - Flurrie Attack (Level 2)
8037B590 - Flurrie Attack (Level 3)

8037D190 - Yoshi Attack (Normal)
8037E194 - Yoshi Attack (Level 1)
8037F134 - Yoshi Attack (Level 2)
80380808 - Yoshi Attack (Level 3)

803820B0 - Ms. Mowz Attack (Normal)
80383988 - Ms. Mowz Attack (Level 2)
80385918 - Ms. Mowz Attack (Level 1)
8038681C - Ms. Mowz Attack (Level 3)

80388424 - Bobbery Attack (Normal)
8038934C - Bobbery Attack (Level 3)
8038A4C4 - Bobbery Attack (Level 2)
8038A88C - Bobbery Attack (Level 1)

8038C1E0 - Vivian Attack (Normal)
8038CAF4 - Vivian Attack (Level 1)
8038D1AC - Vivian Attack (Level 2)
8038D8AC - Vivian Attack (Level 3)

803901D8 - Koops Attack (Normal)
80390E68 - Koops Attack (Level 1)
80391960 - Koops Attack (Level 2)
80392678 - Koops Attack (Level 3)

803941A8 - Goombella Attack (Normal)
80394EF0 - Goombella Attack (Level 1)
80395524 - Goombella Attack (Level 2)
803965FC - Goombella Attack (Level 3)

80355CF0 - Normal Jump
80356BFC - Spin Jump
80357EE4 - Spring Jump

80416C40 - Hammer
8035EBA8 - Super Hammer
8035EBA8 - Ultra Hammer

80416BD8 - Power Jump
80416BF4 - Mega Jump
80416C10 - Shrink Stomp
80416C20 - Sleepy Stomp
80416C30 - Soft Stomp
80416C40 - Head Rattle
80416C5C - Power Smash/Mega Smash
80416C78 - Ice Smash
80416C94 - Piercing Blow
80416CB0 - Charge
80416CE8 - Debug (Badge/Item)
80416E38 - Thunder Rage
80416E54 - Thunder Bolt
80416E70 - Ruin Powder
80416E8C - Power Punch
80416EA8 - Courage Shell
80416EC4 - Mini Mr. Mini
80416EE0 - Mr. Softener
80416EFC - Tasty Tonic
80416F18 - Spite Pouch
80416F34 - Koopa Curse

As for giving effects to appeal and defend for Mario and Partners, Ralf could help you with that as I have no knowledge on how to do that. Sorry.
balmz
Posts: 19
Joined: Wed Jul 12, 2017 5:15 am

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

Post by balmz » Mon Sep 09, 2019 3:23 pm

found this in a useful discord, maybe it can help make new codes


https://geckocodes.org/index.php?arsenal=1
CrashKenny
Posts: 1
Joined: Mon Jul 22, 2019 6:16 pm

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

Post by CrashKenny » Tue Sep 10, 2019 5:00 am

The long codes and the shorter codes are actually the same. You can combine the smaller ones into a large one. I had help from Zephiles to create these codes to change the Star Power Cost. I didn't really create the codes. I was given the values for Sweet Feast and Showstopper and then I was told that they were in a array. I found the address that creates the array address. Then I took the end of those addresses then found that Showstoppers value was from 4. So I added 4 to Showstopper and found Supernova. Then I subtracted 4 from Sweet Feast and found Art Attack and kept subtracting 4 until I got to Sweet Treats value. I just wanted to share these codes in case people wanted to use them.

Crystal Star Power Cost:
003558FA 0000000x
00355A7A 0000000x
003556BA 0000000x
00355B3A 0000000x
0035577A 0000000x
003559BA 0000000x
00355BFA 0000000x
0035583A 0000000x

Sweet Treat Cost:
003558FA 0000000x

Earth Tremor Cost:
00355A7A 0000000x

Clock Out Cost:
003556BA 0000000x

Power Lift Cost:
00355B3A 0000000x

Art Attack Cost:
0035577A 0000000x

Sweet Feast Cost:
003559BA 0000000x

Showstopper Cost:
00355BFA 0000000x

Supernova Cost:
0035583A 0000000x
User avatar
Inf-ToonLink
Posts: 7
Joined: Thu Aug 15, 2019 8:01 pm

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

Post by Inf-ToonLink » Tue Sep 10, 2019 8:22 pm

CrashKenny wrote:
Tue Sep 10, 2019 5:00 am
The long codes and the shorter codes are actually the same. You can combine the smaller ones into a large one. I had help from Zephiles to create these codes to change the Star Power Cost. I didn't really create the codes. I was given the values for Sweet Feast and Showstopper and then I was told that they were in a array. I found the address that creates the array address. Then I took the end of those addresses then found that Showstoppers value was from 4. So I added 4 to Showstopper and found Supernova. Then I subtracted 4 from Sweet Feast and found Art Attack and kept subtracting 4 until I got to Sweet Treats value. I just wanted to share these codes in case people wanted to use them.

Crystal Star Power Cost:
003558FA 0000000x
00355A7A 0000000x
003556BA 0000000x
00355B3A 0000000x
0035577A 0000000x
003559BA 0000000x
00355BFA 0000000x
0035583A 0000000x

Sweet Treat Cost:
003558FA 0000000x

Earth Tremor Cost:
00355A7A 0000000x

Clock Out Cost:
003556BA 0000000x

Power Lift Cost:
00355B3A 0000000x

Art Attack Cost:
0035577A 0000000x

Sweet Feast Cost:
003559BA 0000000x

Showstopper Cost:
00355BFA 0000000x

Supernova Cost:
0035583A 0000000x
Nice work men, can you help me to find how to give effects to appeal and defend?

I would like appeal makes you transparent and defends gives electrified effect like volt shroom.
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Wed Oct 16, 2019 3:15 am

Would be possible to start with a full tattle log? Also is it possible to raise the counter damage?
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Wed Oct 23, 2019 12:11 am

can someone show me how I can change an item values including healing and fp items please I want to play with huge numbers
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

Re: Detailed Item Base Struct Breakdown

Post by RadicalDan » Fri Oct 25, 2019 12:48 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
[u]I been having trouble with these equations for the first one I got up to the 80311302C part
but I don't know how to figure out getting the 80354E68 address.
furthermore I entered the final number into the gecko code text file 80354E79 00000001
expecting the fire drive fp use to be @ 1. Until I took out the "80" then it worked, But I still don't know how to get the 0x80354E68 
this is what I did FC x 28=2760 + 8031302C=  8031302C AND THIS IS AS FAR AS I GET HELP PLEASE

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
[/quote]
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.
[/quote]

These are the item IDs:

Code: Select all

0000 - Invalid Item (thunderbolt)
0001 - Strange Sack
0002 - Invalid Item (Integral sign)
0003 - Invalid Item (spiral)
0004 - Invalid Item (paper airplane)
0005 - Invalid Item (boat)
0006 - Boots
0007 - Super Boots
0008 - Ultra Boots
0009 - Hammer
000A - Super Hammer
000B - Ultra Hammer
000C - Castle Key
000D - Castle Key
000E - Castle Key
000F - Castle Key
0010 - Red Key
0011 - Blue Key
0012 - Storage Key
0013 - Storage Key
0014 - Grotto Key
0015 - Shop Key
0016 - Steeple Key
0017 - Steeple Key
0018 - Station Key
0019 - Station Key
001A - Card Key
001B - Elevator Key
001C - Elevator Key
001D - Card Key
001E - Card Key
001F - Card Key
0020 - Card Key
0021 - Black Key
0022 - Black Key
0023 - Black Key
0024 - Black Key
0025 - Star Key
0026 - Palace Key
0027 - Palace Key
0028 - Palace Key
0029 - Palace Key
002A - Palace Key
002B - Palace Key
002C - Palace Key
002D - Palace Key
002E - Palace Key
002F - Palace Key
0030 - Palace Key
0031 - House Key
0032 - Magical Map
0033 - Contact Lens
0034 - Blimp Ticket
0035 - Train Ticket
0036 - Mailbox SP
0037 - Super Luigi
0038 - Super Luigi 2
0039 - Super Luigi 3
003A - Super Luigi 4
003B - Super Luigi 5
003C - Cookbook
003D - Moon Stone
003E - Sun Stone
003F - Necklace
0040 - Puni Orb
0041 - Champ's Belt
0042 - Poisoned Cake
0043 - Superbombomb
0044 - The Letter "p"
0045 - Old Letter
0046 - Chuckola Cola
0047 - Skull Gem
0048 - Gate Handle
0049 - Wedding Ring
004A - Galley Pot
004B - Gold Ring
004C - Shell Earrings
004D - Autograph
004E - Ragged Diary
004F - Blanket
0050 - Vital Paper
0051 - Briefcase
0052 - Goldbob Guide
0053 - Invalid Item (paper w/ award)
0054 - Invalid Item (paper w/ award)
0055 - Cog
0056 - Data Disk
0057 - Shine Sprite
0058 - Ultra Stone
0059 - Invalid Item (Bowser's upgrade meat)
005A - Invalid Item (Poster w/ Mario)
005B - Special Card
005C - Platinum Card
005D - Gold Card
005E - Silver Card
005F - Box
0060 - Magical Map (Bigger?)
0061 - Dubious Paper
0062 - Routing Slip
0063 - Wrestling Mag
0064 - Present
0065 - Blue Potion
0066 - Red Potion
0067 - Orange Potion
0068 - Green Potion
0069 - fn0ow (star?)
006A - Lottery Pick
006B - Battle Trunks
006C - Up Arrow
006D - Package
006E - Attack FX B
006F - Invalid Item (Lightning Bolt Badge)
0070 - Invalid Item (Lightning Bolt Badge)
0071 - Invalid Item (Lightning Bolt Badge)
0072 - Diamond Star
0073 - Emerald Star
0074 - Gold Star
0075 - Ruby Star
0076 - Sapphire Star
0077 - Garnet Star
0078 - Crystal Star
0079 - Coin
007A - Pianta
007B - Invalid Item (Heart pickup after defeating enemy)
007C - Invalid Item (Flower pickup after defeating enemy)
007D - Star Piece
007E - Gold Bar
007F - Gold Bar x 3
0080 - Thunder Bolt
0081 - Thunder Rage
0082 - Shooting Star
0083 - Ice Storm
0084 - Fire Flower
0085 - Earth Quake
0086 - Boo's Sheet
0087 - Volt Shroom
0088 - Repel Cape
0089 - Ruin Powder
008A - Sleepy Sheep
008B - POW Block
008C - Stopwatch
008D - Dizzy Dial
008E - Power Punch
008F - Courage Shell
0090 - HP Drain
0091 - Trade Off
0092 - Mini Mr. Mini
0093 - Mr. Softener
0094 - Mushroom
0095 - Super Shroom
0096 - Ultra Shroom
0097 - Life Shroom
0098 - Dried Shroom
0099 - Tasty Tonic
009A - Honey Syrup
009B - Maple Syrup
009C - Jammin' Jelly
009D - Slow Shroom
009E - Gradual Syrup
009F - Hot Dog
00A0 - Cake
00A1 - Point Swap
00A2 - Fright Mask
00A3 - Mystery
00A4 - Inn Coupon
00A5 - Whacka Bump
00A6 - Coconut
00A7 - Dried Bouquet
00A8 - Mystic Egg
00A9 - Golden Leaf
00AA - Keel Mango
00AB - Fresh Pasta
00AC - Cake Mix
00AD - Hot Sauce
00AE - Turtley Leaf
00AF - Horsetail
00B0 - Peachy Peach
00B1 - Spite Pouch
00B2 - Koopa Curse
00B3 - Shroom Fry
00B4 - Shroom Roast
00B5 - Shroom Steak
00B6 - Mistake
00B7 - Honey Shroom
00B8 - Maple Shroom
00B9 - Jelly Shroom
00BA - Honey Super
00BB - Maple Super
00BC - Jelly Super
00BD - Honey Ultra
00BE - Maple Ultra
00BF - Jelly Ultra
00C0 - Spicy Soup
00C1 - Zess Dinner
00C2 - Zess Special
00C3 - Zess Deluxe
00C4 - Zess Dynamite
00C5 - Zess Tea
00C6 - Space Food
00C7 - Icicle Pop
00C8 - Zess Frappe
00C9 - Snow Bunny
00CA - Coconut Bomb
00CB - Courage Meal
00CC - Shroom Cake
00CD - Shroom Crepe
00CE - Mousse Cake
00CF - Fried Egg
00D0 - Fruit Parfait
00D1 - Egg Bomb
00D2 - Ink Pasta
00D3 - Spaghetti
00D4 - Shroom Broth
00D5 - Poison Shroom
00D6 - Choco Cake
00D7 - Mango Delight
00D8 - Love Pudding
00D9 - Meteor Meal
00DA - Trial Stew
00DB - Couple's Cake
00DC - Inky Sauce
00DD - Omelette meal
00DE - Koopa Tea
00DF - Koopasta
00E0 - Spicy Pasta
00E1 - Heartful Cake
00E2 - Peach Tart
00E3 - Electro Pop
00E4 - Fire Pop
00E5 - Honey Candy
00E6 - Coco Candy
00E7 - Jelly Candy
00E8 - Zess Cookie
00E9 - Healthy Salad
00EA - Koopa Bun
00EB - Fresh Juice
00EC - Invalid Item (Can audience throws at you)
00ED - Invalid Item (Rock)
00EE - Invalid Item (Bone)
00EF - Invalid Item (Hammer)
00F0 - Power Jump
00F1 - Multibounce
00F2 - Power Bounce
00F3 - Tornado Jump
00F4 - Shrink Stomp
00F5 - Sleepy Stomp
00F6 - Soft Stomp
00F7 - Power Smash
00F8 - Quake Hammer
00F9 - Hammer Throw
00FA - Piercing Blow
00FB - Head Rattle
00FC - Fire Drive
00FD - Ice Smash
00FE - Double Dip
00FF - Double Dip P
0100 - Charge
0101 - Charge P
0102 - Super Appeal
0103 - Super Appeal P
0104 - Power Plus
0105 - Power Plus P
0106 - P-Up, D-Down
0107 - P-Up, D-Down P
0108 - All or Nothing
0109 - All or Nothing P
010A - Mega Rush
010B - Mega Rush P
010C - Power Rush
010D - Power Rush P
010E - P-Down, D-Up
010F - P-Down, D-Up P
0110 - Last Stand
0111 - Last Stand P
0112 - Defend Plus
0113 - Defend Plus P
0114 - Damage Dodge
0115 - Damage Dodge P
0116 - HP Plus
0117 - HP Plus P
0118 - FP Plus
0119 - Flower Saver
011A - Flower Saver P
011B - Ice Power
011C - Spike Shield
011D - Feeling Fine
011E - Feeling Fine P
011F - Zap Tap
0120 - Double Pain
0121 - Jumpman
0122 - Hammerman
0123 - Return Postage
0124 - Happy Heart
0125 - Happy Heart P
0126 - Happy Flower
0127 - HP Drain
0128 - HP Drain P
0129 - FP Drain
012A - FP Drain P
012B - Close Call
012C - Close Call P
012D - Pretty Lucky
012E - Pretty Lucky P
012F - Lucky Day
0130 - Lucky Day P
0131 - Refund
0132 - Pity Flower
0133 - Pity Flower P
0134 - Quick Change
0135 - Peekaboo
0136 - Timing Tutor
0137 - Heart Finder
0138 - Flower Finder
0139 - Money Money
013A - Item Hog
013B - Attack FX R
013C - Attack FX B
013D - Attack FX G
013E - Attack FX Y
013F - Attack FX P
0140 - Chill Out
0141 - First Attack
0142 - Bump Attack
0143 - Slow Go
0144 - Simplifier
0145 - Unsimplifier
0146 - Lucky Start
0147 - L Emblem
0148 - W Emblem
0149 - Triple Dip
014A - Invalid Item (Square w/ Sun inside)
014B - Invalid Item (Round w/ Lightning inside) (Debug Badge)
014C - Invalid Item (Shoe with Spikes) (attacks one enemy)
014D - Invalid Item (Spiked Hammer) (attacks one enemy)
014E - Invalid Item (Some kind of Hammer) (attacks all enemies from distance)
014F - Invalid Item (Square w/ Diamond inside)
0150 - Invalid Item (Square w/ Diamond inside) P
0151 - Invalid Item (Hexagon w/ C inside) (Super Charge)
0152 - Invalid Item (Hexagon w/ C inside) P (Super Charge P)
0153 - Freezes
0154 - Negative BP Badge (Gives 36 more BP)
[/quote]
eldimentio
Posts: 1
Joined: Mon Oct 28, 2019 1:28 am

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

Post by eldimentio » Mon Oct 28, 2019 1:33 am

Hi everyone! I've been following this topic and come with a request for something I don't see requested yet here.

I've been looking for a code that sets a minimum amount of star points for enemies. So that, no matter what your level, killing an enemy will give you at least -one- star point each rather than one point for the whole battle. I haven't been able to find a code that does this anywhere. The star point multiplication codes kind of break the game by giving out way too much exp, while also ending back at 0 exp for weaker enemies eventually. I don't want to double or triple exp, I just want enemies to always give at least one exp point each no matter my level.
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Sun Nov 03, 2019 6:55 pm

Inf-ToonLink wrote:
Sat Aug 24, 2019 12:52 am
DarkRosalina wrote:
Fri Aug 23, 2019 11:20 pm
Inf-ToonLink wrote:
Fri Aug 23, 2019 9:18 pm

Sure, i can try it with mystery stomp you mean a random status sleepy stomp right?

edit: also can you make a code for an electrified defend(the defend option in tactics menu)? i wanted to give electrified effect to my savior charge code, but for some reason it doesnt work or just doesnt stack with the others status at the same time.
Awesome a version 2 of the power bonce code! Oh I meant making Mario's jump inflict a random status, but sleepy stomp works too. Also thanks man!
now mario will have random status effect on normal jumps
Crazy mario jump
00353928 00000032
00353929 00000002
0035392a 00000032
0035392b 00000002
0035392c 00000032
0035392d 00000003
0035392e 00000032
0035392f 00000005
00353930 00000001
00353931 00000032
00353932 00000005
00353937 00000032
00353938 00000004
00353939 00000032
0035393a 00000002
0035393e 00000032
0035393f 00000004
00353940 000000fd
00353941 00000032
00353942 00000004
00353943 000000fd
00353946 00000032
0035394a 00000032
0035394b 00000005

edit: i forgot to say, i added the showstopper effect to the power bounce code above :)
well its finally here the hammer equivalent of the crazy jump, all effects (excluding showstopper, fright and gale force) are at %25 the showstopper, fright and gale force have 8 percent each I marked the line with ------- and they are in that order. Enjoy! :)
$CRAZY HAMMER
00353E68 00000019
00353DE9 00000003
00353E6A 00000019
00353E6B 00000005
00353E6C 00000019
00353E6D 00000005
00353E6E 00000019
00353E6F 00000003
00353E70 00000001
00353E71 00000019
00353E72 00000003
00353E73 00000019
00353E74 00000003
00353E75 00000019
00353E76 00000003
00353E77 00000019
00353E78 00000003
00353E79 00000019
00353E7A 00000003
00353E7B 00000019
00353E7C 00000003
00353E7D 00000002
00353E7E 00000019
00353E7F 00000003
00353E80 00000002
00353E81 00000019
00353E82 00000003
00353E83 00000002
00353E84 00000019
00353E85 00000003
00353E86 00000008 -----
00353E87 00000007
00353E88 00000019
00353E89 00000003
00353E8A 00000019
00353E8B 00000003
00353E8C 00000008 -----
00353E8D 00000008 -----
00353E8E 00000019
00353E8F 00000019
00353E90 00000019
00353E91 00000003
00353E92 00000005
00353E93 00000001
00353E94 00000005
00353E95 00000001
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Sun Nov 03, 2019 6:58 pm

INDIVIDUAL HAMMER CODES
$WHACKED TO SLEEP
00353E68 00000019
00353DE9 00000003
$IMMOBILZING HAMMER
00353E6A 00000019
00353E6B 00000005
$DOUBLE VISION HAMMER
00353E6C 00000019
00353E6D 00000005
$POISON HAMMER
00353E6E 00000019
00353E6F 00000003
00353E70 00000001
$CONFUSING HAMMER CHANCE AND DUR
00353E71 00000019
00353E72 00000003
$ELCTRIC HAMMER
00353E73 00000019
00353E74 00000003
$QUITE A DODGY HAMMER
00353E75 00000019
00353E76 00000003
$FIRE HAMMER
00353E77 00000019
00353E78 00000003
$ICE HAMMER
00353E79 00000019
00353E7A 00000003
$RESIZING HAMMER
00353E7B 00000019
00353E7C 00000003
00353E7D 00000002
$ANGER/FEAR INSTILLER HAMMER
00353E7E 00000019
00353E7F 00000003
00353E80 00000002
$HARD SOFTYS
00353E81 00000019
00353E82 00000003
00353E83 00000002
$POLLENATED HAMMER
00353E84 00000019
00353E85 00000003
$LIGHTS OUT HAMMER (SHOWSTOPPER)
00353E86 0000000A
$BATTERY CHARGER
00353E87 00000007
$SPEEDY HAMMER
00353E88 00000019
00353E89 00000003
$SLOTH HAMMER
00353E8A 00000019
00353E8B 00000003
$A FRIGHTENING BLOW
00353E8C 00000019
$WIND HAMMER
00353E8D 00000019
$KAMRA HAMMER
00353E8E 00000019
$KAMRA'S SISTER'S HAMMER
00353E8F 00000019
$CLOAK HAMMER
00353E90 00000019
00353E91 00000003
$HP HAMMER
00353E92 0000005
00353E93 0000001
$FP HAMMER
00353E94 00000005
00353E95 00000001
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Sun Nov 03, 2019 7:00 pm


SUPER HAMMER AND ULTRA HAMMER HAVE %50 CHANCE OF KNOCKING THE OPPONENT YOU HIT OUT OF THIS DIMENSION
$GALE FORCE SUPER HAMMER
00353F4D 00000032
$GALE FORCE ULTRA HAMMER
003540CD 00000032
Last edited by RadicalDan on Mon Nov 04, 2019 1:28 am, edited 1 time in total.
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Sun Nov 03, 2019 7:02 pm

$HELLFIRE HAMMER
00353E54 00000001
02353E77 00006405
$HELLFIRE JUMP
00353914 00000001
02353937 00006405
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Sun Nov 03, 2019 7:03 pm

INDIVIDUAL JUMP'S
$SLEEPY NORMAL JUMP TEST
00353928 00000032
00353929 00000002
$TIME STOP NORMAL JUMP
0035392a 00000032
0035392b 00000002
$DIZZY NORMAL JUMP 1
0035392C 00000050
0035392D 00000003
$POISON NORMAL JUMP
0035392E 00000030
0035392F 00000005
00353930 00000001
$CONFUSE NORMAL JUMP
00353931 00000032
00353932 00000009
$ELETRIC NORMAL JUMP
00353933 00000032
00353934 00000002
$DODGY NORMAL JUMP
00353935 00000032
00353936 00000002
$BURNING NORMAL JUMP
00353937 00000032
00353938 00000002
$FROZEN NORMAL JUMP
00353939 00000032
0035393A 00000002
$NORMAL JUMP -4 Hugeness/Smallness Chance/Duration/Strength Increase/Decrease #
0035393B 00000064
0035393C 00000003
0035393D 00000081
$NORMAL JUMP Anger/Fear, Power Up/Down Modifier (01-7F = Power Up, 80-FF = Power Down), Chance and Duration
0035393E 0000000A
0035393F 00000002
00353940 00000007
$NORMAL JUMP Defense Up/Down Chance and Duration (01-7F = Defense Up, 80-FF = Defense Down)
00353941 00000032
00353942 00000002
00353943 00000002
$ALLERGIC NORMAL JUMP CHNCE AND DUR
00353944 00000032
00353945 00000002
$NORMAL JUMP SHOWSTOOPER?
00353946 00000032
$CHARGE NORMAL JUMP
00353947 00000002
$FAST STATUS NORMAL JUMP CHNCE AND DUR
00353948 00000064
00353949 00000003
$SLOW NORMAL JUMP CHNCE AND DUR
0035394A 00000032
0035394B 00000002
$FRIGHT NORMAL JUMP CHNCE
0035394C 00000032
$GALE FORCE NORMAL JUMP CHNCE
0035394D 00000032
$PAYBACK NORMAL JUMP CHNCE
0035394E 00000032
$PAYBACK HOLD FAST VERSION NORMAL JUMP CHNCE
0035394F 00000032
$INVISBLE NORMAL JUMP CHNCE AND DUR
00353950 00000032
00353951 00000002
$HP REGAN DUR NORMAL JUMP
00353952 00000004
$HP REGAN VALUE NORMAL JUMP
00353953 00000002
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Sun Nov 03, 2019 7:05 pm

SOME EARTH TREMOR CHEATS
$SLEEPY EARTH TREMOR
00355AE8 00000064
00355AE9 00000003
$EARTH TREMOR IMMBOLIZED
00355AEA 00000064
00355AEB 00000003
$EARTH TREMOR DIZZY
00355AEC 00000064
00355AED 00000003
$EARTH TREMOR POSION
00355AEE 00000037
00355AEF 00000001
00355AF0 00000004
$CONFUSE EARTH TREMOR
00355AF1 00000064
00355AF2 00000003
$ELETRIC EARTH TREMOR
00355AF3 00000064
00355AF4 00000003
$DODGY EARTH TREMOR
00355AF5 00000064
00355AF6 00000003
$BURNING EARTH TREMOR
00355AF7 00000064
00355AF8 00000003
$FROZEN EARTH TREMOR
00355AF9 00000064
00355AFA 00000003
$EARTH TREMOR HUGE/SMALLNESS CHANCE/DUR/STRENGTH INCREASE DECREASE
00355AFB 00000064
00355AFC 00000003
00355AFD 00000002
$EARTH TREMOR ANGER/FEAR P UPOR P DOWN CHANCE AND DUR (01-7F P UP, 80-FF P DONW
00355AFE 00000064
00355AFF 00000003
00355B00 00000081
$EARTH TREMOR DEFENSE UP/DOWN CHANCE AND DURATION 01-7F 80-FF
00355B01 00000064
00355B02 00000003
00355B03 00000002
$ALLERGIC EARTH TREMOR
00355B04 00000064
00355B05 00000003
$SHOWSTOPPER EARTH TREMOR
00355B06 00000003
$CHARGE 07
$FAST 08 09
$SLOW EARTH TREMOR
00355B0A 00000064
00355B0B 00000002
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Sun Nov 03, 2019 7:13 pm

$MULTIBOUNCE FROZEN CHANCE AND DURATION
003542F9 000000060
003542FA 000000005
$MULTIBOUNCE 0x93/0x94/0x95 = Hugeness/Smallness Chance/Duration/Strength Increase/Decrease #
003542FB 000000060
003542FC 000000005
003542FD 000000007
$MULTIBOUNCE 0x96/0x97/0x98 = Anger/Fear, Power Up/Down Modifier (01-7F = Power Up, 80-FF = Power Down), Chance and Duration
003542FE 00000032
003542FF 00000004
00354300 00000003 - ATTACK UP
$MULTIBOUNCE DEF UP/DOWN 99/9A/9B (01-7F = Defense Up, 80-FF = Defense Down) CHANCE AND DURATION
00354301 00000064
00354302 00000002
00354303 00000003 - DEFENSE UP
$MULTIBOUNCE FAST CHANCE DURATION A0/A1
00354308 000000064
00354309 000000003
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Sun Nov 03, 2019 11:47 pm

ITEM DMG MODS (BOMBS HAVE FIRE ADDED) DAMGE INPUT FIRST ROW LAST 2 DIGITS
$POW BLOCK DMG+AIRBORNE ENEMIES (WORK)
083662B0 00000005
20050004 00000000

$FIRE FLOWER DAMAGE
003666EF 000000XX

$ice storm damage
00367B03 00000004

$EARTHQUAKE DMG
0036811B 00000008

$THUNDER BOLT/THUNDER RAGE DMG
00366D2B 00000006
00366C6B 00000006

$ZESS DYNAMITE DMG + FIRE
0836C5F4 0000000F
20050004 00000000
0036C640 00000001
0236C663 00006403

$COCUNUT BOMB DMG+FIRE
0836C6B4 0000000F
20050004 00000000
0036C700 00000001
0236C723 00006403

$COURAGE MEAL DMG
0836C774 0000000F
20050004 00000000

$EGG BOMB DMG+FIRE
0836C834 0000000F
20050004 00000000
0036C880 00000001
0236C8A3 00006403

$hp DRAIN DMG
08369710 0000000F
20050004 00000000

$Shooting Star Damage Modifier [Ichiyanagi2]
0036756B 00000008
Last edited by RadicalDan on Mon Nov 04, 2019 12:03 am, edited 1 time in total.
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Mon Nov 04, 2019 12:00 am

THE HEADBONK OFFSET IS 00393EA8 FOR SOME EFFECTS LIKE THE SLEEP EFFECT DOSNT WORK THE USUAL WAY
SLEEP CHANCE AND DUR +80/+81
00393EA8+80=00393F28
00393F28 00000064 *
00393F29 00000003
USE FIRST LINE THEN ADD 02 TO THE BEGINNING AND CONDENSE CHANCE PERCENTAGE AND DURATION TOGETHER
02393F28 00006403 DONT FORGET THIS STILL USES F28 AND F29


$SLEEPY HEADBONK (GOOMBELLA)
02393F28 00006403
$IMMOBILIZING HEADBONK (GOOMBELLA)
02393F2A 00006403
$DIZZY HEADBONK (GOOMBELLA)
02393F2C 00006403
$GOOMBELLA HEADBONK FAST STATUS
00393F48 00000064
00393F49 00000003
RadicalDan
Posts: 17
Joined: Mon Nov 27, 2017 9:02 pm

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

Post by RadicalDan » Mon Nov 04, 2019 12:35 am

BOBERY BOM OMB BLAST OFFSET 00387E60

$FIREY BOMB OMB BLAST
00387ECC 00000001
02387EEF 00006404
$TIME STOP BOMB OMB BLAST
02387EE2 00002402
SSB_Reed
Posts: 1
Joined: Mon Nov 04, 2019 1:08 pm
Contact:

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

Post by SSB_Reed » Mon Nov 04, 2019 1:12 pm

Does anyone know how to change FP for all badges?
DarkRosalina
Posts: 25
Joined: Sat Sep 02, 2017 4:16 am

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

Post by DarkRosalina » Fri Nov 08, 2019 10:35 pm

These are the FP Cost Modifiers for all the Badges and Partner attacks:

Code: Select all

Normal Jump FP Cost Modifier
003538B9 000000XX - Default: 0

Spin Jump FP Cost Modifier
00353979 000000XX - Default: 2

Spring Jump FP Cost Modifier
00353AF9 000000XX - Default: 4

Power Jump FP Cost Modifier
00354339 000000XX - Default: 2

Mega Jump FP Cost Modifier
003543F9 000000XX - Default: 6

Multibounce FP Cost Modifier
00354279 000000XX - Default: 2

Power Bounce FP Cost Modifier
003544B9 000000XX - Default: 3

Tornado Jump FP Cost Modifier
00354579 000000XX - Default: 3

Normal Hammer FP Cost Modifier
00353DF9 000000XX - Default: 0

Super Hammer FP Cost Modifier
00353EB9 000000XX - Default: 2

Ultra Hammer FP Cost Modifier
00354039 000000XX - Default: 4

Power Smash FP Cost Modifier
00354939 000000XX - Default: 2

Mega Smash FP Cost Modifier
003549F9 000000XX - Default: 6

Quake Hammer FP Cost Modifier
00354AB9 000000XX - Default: 3

Mega Quake FP Cost Modifier
00354B79 000000XX - Default: 7

Hammer Throw FP Cost Modifier
00354C39 000000XX - Default: 2

Piercing Blow FP Cost Modifier
00354CF9 000000XX - Default: 2

Shrink Stomp FP Cost Modifier
003546F9 000000XX - Default: 2

Sleepy Stomp FP Cost Modifier
003547B9 000000XX - Default: 2

Soft Stomp FP Cost Modifier
00354879 000000XX - Default: 2

Head Rattle FP Cost Modifier
00354DB9 000000XX - Default: 2

Fire Drive FP Cost Modifier
00354E79 000000XX - Default: 5

Ice Smash FP Cost Modifier
00354FF9 000000XX - Default: 3

Charge FP Cost Modifier
003550B9 000000XX - Default: 1

Charge P FP Cost Modifier
00355179 000000XX - Default: 1

Super Charge FP Cost Modifier
00355239 000000XX - Default: 2

Super Charge P FP Cost Modifier
003552F9 000000XX - Default: 2

Double Dip FP Cost Modifier
003553B9 000000XX - Default: 4

Triple Dip FP Cost Modifier
00355479 000000XX - Default: 8

Headbonk FP Cost Modifier
00393EB9 000000XX - Default: 0

Tattle FP Cost Modifier
00393F79 000000XX - Default: 0

Multibonk FP Cost Modifier
00394039 000000XX - Default: 3

Rally Wink FP Cost Modifier
003940F9 000000XX - Default: 4

Shell Toss FP Cost Modifier
0038F56D 000000XX - Default: 0

Power Shell FP Cost Modifier
0038F62D 000000XX - Default: 3

Shell Shield FP Cost Modifier
0038F6ED 000000XX - Default: 4

Shell Slam FP Cost Modifier
0038F7AD 000000XX - Default: 6

Body Slam FP Cost Modifier
00378DB1 000000XX - Default: 0

Gale Force FP Cost Modifier
00378E71 000000XX - Default: 4

Lip Lock FP Cost Modifier
00378F31 000000XX - Default: 3

Dodgy Fog FP Cost Modifier
00378FF1 000000XX - Default: 4

Ground Pound FP Cost Modifier
0037CA75 000000XX - Default: 0

Gulp FP Cost Modifier
0037CB35 000000XX - Default: 4

Mini-Egg FP Cost Modifier
0037CEF5 000000XX - Default: 3

Stampede FP Cost Modifier
0037CFB5 000000XX - Default: 6

Shade Fist FP Cost Modifier
0038BEF1 000000XX - Default: 0

Veil FP Cost Modifier
0038BFB1 000000XX - Default: 1

Fiery Jinx FP Cost Modifier
0038C071 000000XX - Default: 6

Infatuate FP Cost Modifier
0038C131 000000XX - Default: 4

Bomb FP Cost Modifier
00387C31 000000XX - Default: 0

Bomb Squad FP Cost Modifier
00387CF1 000000XX - Default: 3

Hold Fast FP Cost Modifier
00387DB1 000000XX - Default: 4

Bob-ombast FP Cost Modifier
00387E71 000000XX - Default: 9

Love Slap FP Cost Modifier
00381B81 000000XX
00381D01 000000XX - Default: 0

Kiss Thief FP Cost Modifier
00381F41 000000XX - Default: 2

Tease FP Cost Modifier
00381E81 000000XX - Default: 3

Smooch FP Cost Modifier
00382001 000000XX - Default: A
DarkRosalina
Posts: 25
Joined: Sat Sep 02, 2017 4:16 am

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

Post by DarkRosalina » Fri Nov 08, 2019 10:52 pm

Here's a code to have Tornado Jump's tornado hit all enemies:

Code: Select all

Tornado Jump (Tornado) Hits All Enemies
00354693 00000000
And here are the codes to have Tornado Jump's tornado inflict statuses:

Code: Select all

Sleepy Tornado
003546A8 00000064
003546A9 00000005

Immobilizing Tornado
003546AA 00000064
003546AB 00000005

Dizzying Tornado
003546AC 00000064
003546AD 00000005

Poisonous Tornado
003546AE 00000064
003546AF 00000005
003546B0 00000001

Confusing Tornado
003546B1 00000064
003546B2 00000005

Burning Tornado
003546B7 00000064
003546B8 00000005

Freezing Tornado
003546B9 00000064
003546BA 00000005

Shrinkining Tornado
003546BB 00000064
003546BC 00000005
003546BD 000000FD

Weakening Tornado
003546BE 00000064
003546BF 00000005
003546C0 000000FD

Softening Tornado
003546C1 00000064
003546C2 00000005
003546C3 000000FD

Allergic Tornado
003546C4 00000064
003546C5 00000005

Showstopper Tornado
003546C6 00000064

Slow Tornado
003546CA 00000064
003546CB 00000005

Frightening Tornado
003546CC 00000064

Gale Force Tornado
003546CD 00000064
DarkRosalina
Posts: 25
Joined: Sat Sep 02, 2017 4:16 am

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

Post by DarkRosalina » Sat Nov 09, 2019 7:16 am

Here are some codes to have other Special Moves inflict statuses:

Clock Out:

Code: Select all

Sleepy Clock Out
003B3DE0 00000064
003B3DE1 00000005

Immobilizing Clock Out
003B3DE2 00000064
003B3DE3 00000005

Dizzying Clock Out
003B3DE4 00000064
003B3DE5 00000005

Poisonous Clock Out
003B3DE6 00000064
003B3DE7 00000005
003B3DE8 00000001

Confusing Clock Out
003B3DE9 00000064
003B3DEA 00000005

Burning Clock Out
003B3DEF 00000064
003B3DF0 00000005

Freezing Clock Out
003B3DF1 00000064
003B3DF2 00000005

Shrinkining Clock Out
003B3DF3 00000064
003B3DF4 00000005
003B3DF5 000000FD

Weakening Clock Out
003B3DF6 00000064
003B3DF7 00000005
003B3DF8 000000FD

Softening Clock Out
003B3DF9 00000064
003B3DFA 00000005
003B3DFB 000000FD

Allergic Clock Out
003B3DFC 00000064
003B3DFD 00000005

Showstopper Clock Out
003B3DFE 00000064

Slow Clock Out
003B3DF2 00000064
003B3DF3 00000005

Frightening Clock Out
003B3DF4 00000064

Gale Force Clock Out
003B3DF5 00000064
Power Lift:

Code: Select all

Electrifying Power Lift
003B800B 00000064
003B800C 00000005

Dodgy Power Lift
003B800D 00000064
003B800E 00000005

Hugeness Power Lift
003B8013 00000064
003B8014 00000005
003B8015 00000003

Allergic Power Lift
003B801C 00000064
003B801D 00000005

Showstopper Power Lift
003B801E 00000064

Charged Power Lift
003B801F 00000003

Fast Power Lift
003B8020 00000064
003B8021 00000005

Slow Power Lift
003B8022 00000064
003B8023 00000005

Payback Power Lift
003B8026 00000005

Payback (Hold Fast) Power Lift
003B8027 00000064

Invisibility Power Lift
003B8028 00000005

HP Regen Power Lift
003B802A 00000005
003B802B 00000003

FP Regen Power Lift
003B802C 00000005
003B802D 00000003
Showstopper:

Code: Select all

Sleepy Showstopper
003B8548 00000064
003B8549 00000005

Immobilizing Showstopper
003B854A 00000064
003B854B 00000005

Dizzying Showstopper
003B854C 00000064
003B854D 00000005

Poisonous Showstopper
003B854E 00000064
003B854F 00000005
003B8550 00000001

Confusing Showstopper
003B8551 00000064
003B8552 00000005

Burning Showstopper
003B8557 00000064
003B8558 00000005

Freezing Showstopper
003B8559 00000064
003B855A 00000005

Shrinkining Showstopper
003B855B 00000064
003B855C 00000005
003B855D 000000FD

Weakening Showstopper
003B855E 00000064
003B855F 00000005
003B8560 000000FD

Softening Showstopper
003B8561 00000064
003B8562 00000005
003B8563 000000FD

Allergic Showstopper
003B8564 00000064
003B8565 00000005

Fast Showstopper
003B8568 00000064
003B8569 00000005

Slow Showstopper
003B856A 00000064
003B856B 00000005

Frightening Showstopper
003B856C 00000064

Gale Force Showstopper
003B856D 00000064
Supernova:

Code: Select all

Sleepy Supernova
003B5A00 00000064
003B5A01 00000005

Immobilizing Supernova
003B5A02 00000064
003B5A03 00000005

Dizzying Supernova
003B5A04 00000064
003B5A05 00000005

Poisonous Supernova
003B5A06 00000064
003B5A07 00000005
003B5A08 00000001

Confusing Supernova
003B5A09 00000064
003B5A0A 00000005

Burning Supernova
003B5A0F 00000064
003B5A10 00000005

Freezing Supernova
003B5A11 00000064
003B5A12 00000005

Shrinkining Supernova
003B5A13 00000064
003B5A14 00000005
003B5A15 000000FD

Weakening Supernova
003B5A16 00000064
003B5A17 00000005
003B5A18 000000FD

Softening Supernova
003B5A19 00000064
003B5A1A 00000005
003B5A1B 000000FD

Allergic Supernova
003B5A1C 00000064
003B5A1D 00000005

Showstopper Supernova
003B5A1E 00000064

Fast Supernova
003B5A20 00000064
003B5A21 00000005

Slow Supernova
003B5A22 00000064
003B5A23 00000005

Frightening Supernova
003B5A24 00000064

Gale Force Supernova
003B5A25 00000064
PieCreeper12
Posts: 3
Joined: Thu Jun 21, 2018 10:40 pm
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by PieCreeper12 » Wed Nov 13, 2019 1:06 am

Can somebody get Gecko Codes that modify the attack power of enemies? We have modifiers of enemy HP and defense. We are just missing attack power. There is an attack power multiplier but there is no attack power code for individual enemies.
Also, a modifier on what status effect each enemy gives Mario or his partners would be nice.
User avatar
Zephiles
Posts: 7
Joined: Sat Jun 27, 2015 8:39 pm
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Zephiles » Thu Nov 14, 2019 9:36 pm

This is a code that I've had for a while, and simply forgot to post. There's a memory leak with the inventory that occurs every time you start a new file. Basically, the game allocates memory for the inventory at boot, but also does so when starting a new file, and it doesn't check to see if memory is already allocated for it. This code prevents the memory leak from happening.

Code: Select all

$Inventory Memory Leak Fix [Zephiles]
C20D59DC 00000004
806D1BE0 2C030000
40A20014 3CA08003
60A500F0 7CA803A6
4E800021 00000000
TTYD Speedrunner
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