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

Game Hacks, Trainers, Cheats

Moderator: Ralf@gc-forever

Ichiyanagi2
Posts: 102
Joined: Wed Jun 18, 2014 12:09 am

Twister of Nausea

Post by Ichiyanagi2 » Tue Aug 11, 2015 10:04 pm

You know what I always thought made a lick of sense? Well, Tornado Jump should have the ability to dizzy... with this code, today, you can do just that.

Code: Select all

"Twister of Nausea"/Dizzying Tornado Jump [Ichiyanagi2]:
023545EC 00006403
Ralf@gc-forever
Posts: 1249
Joined: Sun Mar 16, 2014 9:31 am

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

Post by Ralf@gc-forever » Sat Aug 15, 2015 9:23 am

Code: Select all


No Letterbox [Ralf]
0400E3D4 48000070


Global Enemy Base Defense Modifier [Ralf]
C20FDB9C 00000003
3C008048 7C040040
40810008 3B8000xx
2C1B0003 00000000

xx = Base Defense (00 .. 63)


Individual Enemy Base Defense Modifier Enabler [Ralf]
C2129258 00000008
80BA0000 3F608000
637B3C00 80C50000
280600AB 41810024
7CDB30AE 280600FF
41820018 98C500C4
98C500C5 98C500C6
98C500C7 98C500C8
60000000 00000000
28003C00 00FF0000
02003C00 0055FFFF
E2000001 80008000

Must be on for all Individual Enemy Base Defense Modifier codes.


Individual Enemy Base Defense Modifier

Goomba Base Defense Modifier [Ralf]
00003C01 000000xx - Default: 00

Paragoomba Base Defense Modifier [Ralf]
00003C02 000000xx - Default: 00

Spiky Goomba Base Defense Modifier [Ralf]
00003C03 000000xx - Default: 00

Spinia Base Defense Modifier [Ralf]
00003C04 000000xx - Default: 00

Spania Base Defense Modifier [Ralf]
00003C05 000000xx - Default: 00

Lord Crump (1st Battle) Base Defense Modifier [Ralf]
00003C06 000000xx - Default: 00

Gus Base Defense Modifier [Ralf]
00003C07 000000xx - Default: 00

Blooper Base Defense Modifier [Ralf]
00003C08 000000xx - Default: 00

Blooper Left Tentacle Base Defense Modifier [Ralf]
00003C09 000000xx - Default: 00

Blooper Right Tentacle Base Defense Modifier [Ralf]
00003C0A 000000xx - Default: 00

Koopatrol Base Defense Modifier [Ralf]
00003C0B 000000xx - Default: 02

Magikoopa Base Defense Modifier [Ralf]
00003C0C 000000xx - Default: 00

Magikoopa Copy Base Defense Modifier [Ralf]
00003C0D 000000xx - Default: 00

Koopa Troopa Base Defense Modifier [Ralf]
00003C0E 000000xx - Default: 01

Koopa Paratroopa Base Defense Modifier [Ralf]
00003C0F 000000xx - Default: 01

Fuzzy Base Defense Modifier [Ralf]
00003C10 000000xx - Default: 00

Dull Bones Base Defense Modifier [Ralf]
00003C11 000000xx - Default: 01

Bald Cleft Base Defense Modifier [Ralf]
00003C12 000000xx - Default: 02

Bristle Base Defense Modifier [Ralf]
00003C13 000000xx - Default: 04

Gold Fuzzy Base Defense Modifier [Ralf]
00003C14 000000xx - Default: 00

Fuzzy Horde Base Defense Modifier [Ralf]
00003C15 000000xx - Default: 00

Red Bones Base Defense Modifier [Ralf]
00003C16 000000xx - Default: 01

Hooktail Base Defense Modifier [Ralf]
00003C17 000000xx - Default: 01

Dark Puff Base Defense Modifier [Ralf]
00003C18 000000xx - Default: 00

Pale Piranha Base Defense Modifier [Ralf]
00003C19 000000xx - Default: 00

Cleft Base Defense Modifier [Ralf]
00003C1A 000000xx - Default: 02

Pider Base Defense Modifier [Ralf]
00003C1B 000000xx - Default: 00

X-Naut Base Defense Modifier [Ralf]
00003C1C 000000xx - Default: 00

Yux Base Defense Modifier [Ralf]
00003C1D 000000xx - Default: 00

Mini-Yux Base Defense Modifier [Ralf]
00003C1E 000000xx - Default: 00

Beldam (1st Battle) Base Defense Modifier [Ralf]
00003C1F 000000xx - Default: 00

Marilyn (1st Battle) Base Defense Modifier [Ralf]
00003C20 000000xx - Default: 00

Vivian Base Defense Modifier [Ralf]
00003C21 000000xx - Default: 00

Magnus Von Grapple Base Defense Modifier [Ralf]
00003C22 000000xx - Default: 01

Magnus Von Grapple Rocket Arm Base Defense Modifier [Ralf]
00003C23 000000xx - Default: 00

KP Koopa Base Defense Modifier [Ralf]
00003C25 000000xx - Default: 01

KP Paratroopa Base Defense Modifier [Ralf]
00003C26 000000xx - Default: 01

Pokey Base Defense Modifier [Ralf]
00003C28 000000xx - Default: 00

Lakitu Base Defense Modifier [Ralf]
00003C28 000000xx - Default: 00

Spiny Base Defense Modifier [Ralf]
00003C29 000000xx - Default: 03

Hyper Bald Cleft Base Defense Modifier [Ralf]
00003C2A 000000xx - Default: 02

Bob-omb Base Defense Modifier [Ralf]
00003C2B 000000xx - Default: 00

Bandit Base Defense Modifier [Ralf]
00003C2C 000000xx - Default: 00

Big Bandit Base Defense Modifier [Ralf]
00003C2D 000000xx - Default: 00

Red Spike Top Base Defense Modifier [Ralf]
00003C2E 000000xx - Default: 05

Shady Koopa Base Defense Modifier [Ralf]
00003C2F 000000xx - Default: 01

Shady Paratroopa Base Defense Modifier [Ralf]
00003C30 000000xx - Default: 01

Red Magikoopa Base Defense Modifier [Ralf]
00003C31 000000xx - Default: 00

Red Magikoopa Copy Base Defense Modifier [Ralf]
00003C32 000000xx - Default: 00

White Magikoopa Base Defense Modifier [Ralf]
00003C33 000000xx - Default: 00

White Magikoopa Copy Base Defense Modifier [Ralf]
00003C34 000000xx - Default: 00

Green Magikoopa Base Defense Modifier [Ralf]
00003C35 000000xx - Default: 00

Green Magikoopa Copy Base Defense Modifier [Ralf]
00003C36 000000xx - Default: 00

Dark Craw Base Defense Modifier [Ralf]
00003C37 000000xx - Default: 00

Hammer Bro Base Defense Modifier [Ralf]
00003C38 000000xx - Default: 01

Boomerang Bro Base Defense Modifier [Ralf]
00003C39 000000xx - Default: 01

Fire Bro Base Defense Modifier [Ralf]
00003C3A 000000xx - Default: 01

Red Chomp Base Defense Modifier [Ralf]
00003C3B 000000xx - Default: 03

Dark Koopatrol Base Defense Modifier [Ralf]
00003C3C 000000xx - Default: 02

Red Iron Cleft Base Defense Modifier [Ralf]
00003C3D 000000xx - Default: 00

Green Iron Cleft Base Defense Modifier [Ralf]
00003C3E 000000xx - Default: 00

Bowser (1st Battle) Base Defense Modifier [Ralf]
00003C3F 000000xx - Default: 01

Rawk Hawk Base Defense Modifier [Ralf]
00003C40 000000xx - Default: 00

Macho Grubba Base Defense Modifier [Ralf]
00003C41 000000xx - Default: 04

Hyper Goomba Base Defense Modifier [Ralf]
00003C42 000000xx - Default: 00

Hyper Paragoomba Base Defense Modifier [Ralf]
00003C43 000000xx - Default: 00

Hyper Spiky Goomba Base Defense Modifier [Ralf]
00003C44 000000xx - Default: 00

Crazee Dayzee Base Defense Modifier [Ralf]
00003C45 000000xx - Default: 00

Amazy Dayzee Base Defense Modifier [Ralf]
00003C46 000000xx - Default: 01

Hyper Cleft Base Defense Modifier [Ralf]
00003C47 000000xx - Default: 03

Buzzy Beetle Base Defense Modifier [Ralf]
00003C48 000000xx - Default: 04

Spike Top Base Defense Modifier [Ralf]
00003C49 000000xx - Default: 04

Swooper Base Defense Modifier [Ralf]
00003C4A 000000xx - Default: 00

Boo Base Defense Modifier [Ralf]
00003C4B 000000xx - Default: 00

Atomic Boo Base Defense Modifier [Ralf]
00003C4C 000000xx - Default: 00

Doopliss #1 Base Defense Modifier [Ralf]
00003C4D 000000xx - Default: 04

Doopliss #2 Base Defense Modifier [Ralf]
00003C4E 000000xx - Default: 00

Doopliss #3 Base Defense Modifier [Ralf]
00003C4F 000000xx - Default: 00

Ember Base Defense Modifier [Ralf]
00003C54 000000xx - Default: 00

Lava Bubble Base Defense Modifier [Ralf]
00003C55 000000xx - Default: 00

Green Fuzzy Base Defense Modifier [Ralf]
00003C56 000000xx - Default: 00

Flower Fuzzy Base Defense Modifier [Ralf]
00003C57 000000xx - Default: 00

Putrid Piranha Base Defense Modifier [Ralf]
00003C58 000000xx - Default: 00

Parabuzzy Base Defense Modifier [Ralf]
00003C59 000000xx - Default: 04

Bill Blaster Base Defense Modifier [Ralf]
00003C5A 000000xx - Default: 02

Bullet Bill Base Defense Modifier [Ralf]
00003C5B 000000xx - Default: 01

Bulky Bob-omb Base Defense Modifier [Ralf]
00003C5C 000000xx - Default: 01

Cortez Base Defense Modifier [Ralf]
00003C5D 000000xx - Default: 01

Cortez Bone Pile Base Defense Modifier [Ralf]
00003C5E 000000xx - Default: 01

Cortez Hook Base Defense Modifier [Ralf]
00003C5F 000000xx - Default: 01

Cortez Rapier Base Defense Modifier [Ralf]
00003C60 000000xx - Default: 01

Cortez Sword Base Defense Modifier [Ralf]
00003C61 000000xx - Default: 01

Cortez Sabre Base Defense Modifier [Ralf]
00003C62 000000xx - Default: 01

Lord Crump (2nd Battle) Base Defense Modifier [Ralf]
00003C63 000000xx - Default: 00

X-Naut Platoon #1 Base Defense Modifier [Ralf]
00003C64 000000xx - Default: 00

X-Naut Platoon #2 Base Defense Modifier [Ralf]
00003C65 000000xx - Default: 00

X-Naut Platoon #3 Base Defense Modifier [Ralf]
00003C66 000000xx - Default: 00

Ruff Puff Base Defense Modifier [Ralf]
00003C67 000000xx - Default: 00

Poison Pokey Base Defense Modifier [Ralf]
00003C68 000000xx - Default: 00

Spiky Parabuzzy Base Defense Modifier [Ralf]
00003C69 000000xx - Default: 04

Dark Boo Base Defense Modifier [Ralf]
00003C6A 000000xx - Default: 00

Smorg Base Defense Modifier [Ralf]
00003C6B 000000xx - Default: 00

Smorg Miasma #1 Base Defense Modifier [Ralf]
00003C6C 000000xx - Default: 00

Smorg Miasma #2 Base Defense Modifier [Ralf]
00003C6D 000000xx - Default: 00

Smorg Miasma #3 Base Defense Modifier [Ralf]
00003C6E 000000xx - Default: 00

Smorg Miasma #4 Base Defense Modifier [Ralf]
00003C6F 000000xx - Default: 00

Ice Puff Base Defense Modifier [Ralf]
00003C70 000000xx - Default: 00

Frost Piranha Base Defense Modifier [Ralf]
00003C71 000000xx - Default: 00

Moon Cleft Base Defense Modifier [Ralf]
00003C72 000000xx - Default: 05

Z-Yux Base Defense Modifier [Ralf]
00003C73 000000xx - Default: 00

Mini-Z-Yux Base Defense Modifier [Ralf]
00003C74 000000xx - Default: 00

X-Yux Base Defense Modifier [Ralf]
00003C75 000000xx - Default: 01

Mini-X-Yux Base Defense Modifier [Ralf]
00003C76 000000xx - Default: 00

X-Naut PhD Base Defense Modifier [Ralf]
00003C77 000000xx - Default: 00

Elite X-Naut Base Defense Modifier [Ralf]
00003C78 000000xx - Default: 01

Magnus Von Grapple 2.0 Base Defense Modifier [Ralf]
00003C79 000000xx - Default: 02

Magnus Von Grapple 2.0 Rocket Arm Base Defense Modifier [Ralf]
00003C7A 000000xx - Default: 00

Swoopula Base Defense Modifier [Ralf]
00003C7B 000000xx - Default: 00

Phantom Ember Base Defense Modifier [Ralf]
00003C7C 000000xx - Default: 00

B. Bill Blaster Base Defense Modifier [Ralf]
00003C7D 000000xx - Default: 02

Bombshell Bill Base Defense Modifier [Ralf]
00003C7E 000000xx - Default: 02

Chain-Chomp Base Defense Modifier [Ralf]
00003C7F 000000xx - Default: 05

Dark Wizzerd Base Defense Modifier [Ralf]
00003C80 000000xx - Default: 02

Dark Wizzerd Illusion Base Defense Modifier [Ralf]
00003C81 000000xx - Default: 02

Dry Bones Base Defense Modifier [Ralf]
00003C82 000000xx - Default: 02

Dark Bones Base Defense Modifier [Ralf]
00003C83 000000xx - Default: 02

Gloomtail Base Defense Modifier [Ralf]
00003C84 000000xx - Default: 02

Beldam (2nd Battle) Base Defense Modifier [Ralf]
00003C85 000000xx - Default: 00

Marilyn (2nd Battle) Base Defense Modifier [Ralf]
00003C86 000000xx - Default: 00

Bowser (2nd Battle) Base Defense Modifier [Ralf]
00003C90 000000xx - Default: 02

Kammy Koopa Base Defense Modifier [Ralf]
00003C91 000000xx - Default: 00

Grodus Base Defense Modifier [Ralf]
00003C92 000000xx - Default: 01

Grodus X Base Defense Modifier [Ralf]
00003C93 000000xx - Default: 00

The Shadow Queen (Peach) Base Defense Modifier [Ralf]
00003C94 000000xx - Default: 00

The Shadow Queen #1 Base Defense Modifier [Ralf]
00003C95 000000xx - Default: 00

The Shadow Queen #2 Base Defense Modifier [Ralf]
00003C96 000000xx - Default: 00

The Shadow Queen #3 Base Defense Modifier [Ralf]
00003C97 000000xx - Default: 00

The Shadow Queen #4 Base Defense Modifier [Ralf]
00003C98 000000xx - Default: 00

Gloomba Base Defense Modifier [Ralf]
00003C99 000000xx - Default: 00

Paragloomba Base Defense Modifier [Ralf]
00003C9A 000000xx - Default: 00

Spiky Gloomba Base Defense Modifier [Ralf]
00003C9B 000000xx - Default: 00

Dark Koopa Base Defense Modifier [Ralf]
00003C9C 000000xx - Default: 02

Dark Paratroopa Base Defense Modifier [Ralf]
00003C9D 000000xx - Default: 02

Badge Bandit Base Defense Modifier [Ralf]
00003C9E 000000xx - Default: 00

Dark Lakitu Base Defense Modifier [Ralf]
00003C9F 000000xx - Default: 00

Sky-Blue Spiny Base Defense Modifier [Ralf]
00003CA0 000000xx - Default: 04

Wizzerd Base Defense Modifier [Ralf]
00003CA1 000000xx - Default: 03

Piranha Plant Base Defense Modifier [Ralf]
00003CA2 000000xx - Default: 00

Spunia Base Defense Modifier [Ralf]
00003CA3 000000xx - Default: 02

Arantula Base Defense Modifier [Ralf]
00003CA4 000000xx - Default: 00

Dark Bristle Base Defense Modifier [Ralf]
00003CA5 000000xx - Default: 04

Poison Puff Base Defense Modifier [Ralf]
00003CA6 000000xx - Default: 00

Swampire Base Defense Modifier [Ralf]
00003CA7 000000xx - Default: 00

Bob-ulk Base Defense Modifier [Ralf]
00003CA8 000000xx - Default: 02

Elite Wizzerd Base Defense Modifier [Ralf]
00003CA9 000000xx - Default: 05

Elite Wizzerd Illusion Base Defense Modifier [Ralf]
00003CAA 000000xx - Default: 05

Bonetail Base Defense Modifier [Ralf]
00003CAB 000000xx - Default: 02

xx = Base Defense (00 .. 63)


Bingo! Battle Event Modifier [Ralf]
0420461C 380000xx
04204D4C 380000xx

xx = Icon ID

00 - Mushroom
01 - Flower
02 - Star
03 - Shine Sprite
04 - Poison Mushroom


Bingo! Battle Event: Get Always Shine Sprites [Ralf]
0420461C 38000003
04204D4C 38000003

Special thanks to Ichiyanagi2 for testing.
Ichiyanagi2
Posts: 102
Joined: Wed Jun 18, 2014 12:09 am

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

Post by Ichiyanagi2 » Thu Apr 14, 2016 9:16 am

Hey, Ralf? When it comes to modification of items and attacks and their scripts, can you post their starting positions or give a calculation (e.g., 0x84 * 0x??????? = 0036675B for the chance of burning and 0x84 * 0x??????? = 0036675C for the duration of burning for the Fire Flower)?
Ralf@gc-forever
Posts: 1249
Joined: Sun Mar 16, 2014 9:31 am

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

Post by Ralf@gc-forever » 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

Ichiyanagi2
Posts: 102
Joined: Wed Jun 18, 2014 12:09 am

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

Post by Ichiyanagi2 » Fri Apr 15, 2016 11:34 am

Appreciate it, Ralf.
User avatar
teconmoon
Posts: 41
Joined: Wed May 18, 2016 3:18 pm

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

Post by teconmoon » Wed May 18, 2016 3:21 pm

Thanks for the No Letterbox code! Definitely less of an eyesore when using the widescreen patches :D

Devolution (RIP) used to be able to do widescreen for this game perfectly including the letterbox, I've always wondered what they did differently. (Or maybe it was Swiss. Definitely one of the two.)
tueidj
Posts: 564
Joined: Fri May 03, 2013 6:57 am

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

Post by tueidj » Thu May 19, 2016 3:42 am

Devolution never did anything special for this game, just the regular widescreen patch that multiplies the aspect ratio passed to C_MTXPerspective (and C_MTXLightPerspective) by 4/3.
Ralf@gc-forever
Posts: 1249
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 22, 2016 8:16 am

@teconmoon: It's a Dolphin emulator specific problem, the 16:9 code works fine on real hardware.

viewtopic.php?f=38&t=2867
User avatar
teconmoon
Posts: 41
Joined: Wed May 18, 2016 3:18 pm

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

Post by teconmoon » Mon May 23, 2016 4:47 am

Ralf@gc-forever wrote:@teconmoon: It's a Dolphin emulator specific problem, the 16:9 code works fine on real hardware.

viewtopic.php?f=38&t=2867
Thanks a ton @tueidj & @Ralf@gc-forever! I'll be playing on legit hardware then. :D
Ralf@gc-forever
Posts: 1249
Joined: Sun Mar 16, 2014 9:31 am

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

Post by Ralf@gc-forever » Thu May 26, 2016 3:45 pm

Code: Select all


Happy Lucky Lottery: Unlimited Draws Per Day [Ralf]
04254434 38600000
04254438 38800000
0425460C 60000000

Happy Lucky Lottery: Win First Prize (Jackpot) [Ralf]
042547FC 60000000

Happy Lucky Lottery: Win Second Prize [Ralf]
04254820 60000000

Happy Lucky Lottery: Win Third Prize [Ralf]
042548A0 60000000

Happy Lucky Lottery: Win Fourth Prize [Ralf]
04254958 60000000

Turn Into Plane (Hold L/Z And Press Y) [Ralf]
0409275C 418200A0
0409D858 5460E7FE
283CA398 FFBF0040
0409275C 60000000
0409D858 38000000
E2000001 80008000
283CA398 FFEF0010
0409275C 60000000
0409D858 38000001
E2000001 80008000

L + Y = Fly Left
Z + Y = Fly Right

User avatar
teconmoon
Posts: 41
Joined: Wed May 18, 2016 3:18 pm

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

Post by teconmoon » Sat May 28, 2016 6:08 am

Ralf@gc-forever wrote:@teconmoon: It's a Dolphin emulator specific problem, the 16:9 code works fine on real hardware.
This problem seems to stretch farther than Dolphin, also affects Swiss-GC on real hardware. Here's what I tested and my results:

Action Replay 1.08 using real disk: Only "3D" drawings are fixed to 16:9 while 2D overlays remain stretched to entire screen, working as intended
Swiss-GC Cheat Engine using real disk: 2D overlays are also affected by cheat where they aren't with a real Action Replay

Here are a few crappy pictures:

Image
This first picture is Swiss using the Widescreen v2 cheat with a real Paper Mario 2 Disk, both 3D and overlay graphics are affected.

Image
This second picture is how the game displays when loaded through a real Action Replay, overlay graphics aren't affected (and they shouldn't be)

Image
This last picture is just how the game looks normally when stretched from 4:3 to 16:9

@emu_kidid thoughts? Doesn't really seem to be a Swiss problem but can't really tell what it could be haha
Ichiyanagi2
Posts: 102
Joined: Wed Jun 18, 2014 12:09 am

Detailed Item Base Struct Breakdown

Post by Ichiyanagi2 » Tue Jun 07, 2016 1:31 am

Ralf, feel free to correct me if I'm wrong on this one, but I'm confident that I am right... but, I've decided to construct a little chart for easier access...

Code: Select all

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

0xA4 - Fright

0xA5 - Gale Force

0xA6 - Payback

0xA7 - Payback (Hold Fast Version)

0x00A8 - Invisibility

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

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

0xAE - Showstopper

0xAF - Unknown
UPDATE (9/11/2017): Now, I know what everything does. It only took me years to figure that out; turns out 9E was actually the byte for Showstopper.
UPDATE (8/25/2018): I know where the SP Cost is for Crystal Star attacks, now, and the Base FP Damage
Last edited by Ichiyanagi2 on Sat Aug 25, 2018 5:38 pm, edited 3 times in total.
Hiccup
Posts: 1
Joined: Sat Jun 18, 2016 10:31 am

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

Post by Hiccup » Sat Jun 18, 2016 10:35 am

Could somebody port the Room Exit Modifier code to the Demo Disc v18 demo? It would be really interesting to explore blocked-off areas in this non-final demo.
User avatar
teconmoon
Posts: 41
Joined: Wed May 18, 2016 3:18 pm

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

Post by teconmoon » Sun Sep 11, 2016 9:03 pm

-edit- I'm dumb
DarkRosalina
Posts: 16
Joined: Sat Sep 02, 2017 4:16 am

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

Post by DarkRosalina » Sat Sep 02, 2017 4:26 am

Ichiyanagi2 wrote:In the game, Mario can't cause Poison to any enemy, right? Well, here's a code that'll rock your world; with another new discovery in the DUMP file, I've found a way to do just that. I've finally figured out where the Status Ailments are. The Poisoning is set to last for 5 turns.

Code: Select all

"Venom Stomp" (Poisonous Sleepy Stomp) [Ichiyanagi2]:
00354828 00000000
00354829 00000000
0035482E 00000064
0035482F 00000005
00354830 00000001
Would it be possible if you could make a Slow Stomp? So Mario can inflict the Slow Status Ailment on an enemy.
Ichiyanagi2
Posts: 102
Joined: Wed Jun 18, 2014 12:09 am

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

Post by Ichiyanagi2 » Sun Sep 03, 2017 7:11 pm

DarkRosalina wrote:
Ichiyanagi2 wrote:In the game, Mario can't cause Poison to any enemy, right? Well, here's a code that'll rock your world; with another new discovery in the DUMP file, I've found a way to do just that. I've finally figured out where the Status Ailments are. The Poisoning is set to last for 5 turns.

Code: Select all

"Venom Stomp" (Poisonous Sleepy Stomp) [Ichiyanagi2]:
00354828 00000000
00354829 00000000
0035482E 00000064
0035482F 00000005
00354830 00000001
Would it be possible if you could make a Slow Stomp? So Mario can inflict the Slow Status Ailment on an enemy.
Sure. But, I did leave instructions so I wouldn't have to make the code. Now then, this code has been tested and works for me.

Code: Select all

Slow Power Jump, 100% Chance, 5 Turns, Half FP Cost
00354339 00000001
003543CA 00000064
003543CB 00000005
DarkRosalina
Posts: 16
Joined: Sat Sep 02, 2017 4:16 am

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

Post by DarkRosalina » Mon Sep 04, 2017 6:38 am

Ichiyanagi2 wrote:
DarkRosalina wrote:
Ichiyanagi2 wrote:In the game, Mario can't cause Poison to any enemy, right? Well, here's a code that'll rock your world; with another new discovery in the DUMP file, I've found a way to do just that. I've finally figured out where the Status Ailments are. The Poisoning is set to last for 5 turns.

Code: Select all

"Venom Stomp" (Poisonous Sleepy Stomp) [Ichiyanagi2]:
00354828 00000000
00354829 00000000
0035482E 00000064
0035482F 00000005
00354830 00000001
Would it be possible if you could make a Slow Stomp? So Mario can inflict the Slow Status Ailment on an enemy.
Sure. But, I did leave instructions so I wouldn't have to make the code. Now then, this code has been tested and works for me.

Code: Select all

Slow Power Jump, 100% Chance, 5 Turns, Half FP Cost
00354339 00000001
003543CA 00000064
003543CB 00000005
Not sure where you posted the instructions. I don't know how to make codes, and really wouldn't know where to start. Thank you for your time for replying and making the code. I have one last request and you can choose to ignore, but could you make an Allergic Stomp? I don't even know if the Allergic Status works on enemies. I'm very curious if Allergic Stomp could be useful on enemies that buff themselves like Wizzerds and Macho Grubba. I'm sorry for bothering you.
Ichiyanagi2
Posts: 102
Joined: Wed Jun 18, 2014 12:09 am

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

Post by Ichiyanagi2 » Mon Sep 04, 2017 1:46 pm

DarkRosalina wrote:
Ichiyanagi2 wrote:
DarkRosalina wrote:
Would it be possible if you could make a Slow Stomp? So Mario can inflict the Slow Status Ailment on an enemy.
Sure. But, I did leave instructions so I wouldn't have to make the code. Now then, this code has been tested and works for me.

Code: Select all

Slow Power Jump, 100% Chance, 5 Turns, Half FP Cost
00354339 00000001
003543CA 00000064
003543CB 00000005
Not sure where you posted the instructions. I don't know how to make codes, and really wouldn't know where to start. Thank you for your time for replying and making the code. I have one last request and you can choose to ignore, but could you make an Allergic Stomp? I don't even know if the Allergic Status works on enemies. I'm very curious if Allergic Stomp could be useful on enemies that buff themselves like Wizzerds and Macho Grubba. I'm sorry for bothering you.
Bothering me? Well, I'm not too annoyed or anything; this actually GIVES me something to do, y'know? If you'd like to try it yourself, my instructions are in a post called Detailed Item Base Struct Breakdown on Page 2. viewtopic.php?p=39398#p36051

But anyway, you want an Allergic Stomp, do you? Okay, then...

Code: Select all

Pollenated Normal Jump (Allergic for 5 Turns)
00353944 00000064
00353945 00000005
DarkRosalina
Posts: 16
Joined: Sat Sep 02, 2017 4:16 am

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

Post by DarkRosalina » Tue Sep 05, 2017 4:08 am

Ichiyanagi2 wrote:
DarkRosalina wrote:
Ichiyanagi2 wrote:
Sure. But, I did leave instructions so I wouldn't have to make the code. Now then, this code has been tested and works for me.

Code: Select all

Slow Power Jump, 100% Chance, 5 Turns, Half FP Cost
00354339 00000001
003543CA 00000064
003543CB 00000005
Not sure where you posted the instructions. I don't know how to make codes, and really wouldn't know where to start. Thank you for your time for replying and making the code. I have one last request and you can choose to ignore, but could you make an Allergic Stomp? I don't even know if the Allergic Status works on enemies. I'm very curious if Allergic Stomp could be useful on enemies that buff themselves like Wizzerds and Macho Grubba. I'm sorry for bothering you.
Bothering me? Well, I'm not too annoyed or anything; this actually GIVES me something to do, y'know? If you'd like to try it yourself, my instructions are in a post called Detailed Item Base Struct Breakdown on Page 2. viewtopic.php?p=39398#p36051

But anyway, you want an Allergic Stomp, do you? Okay, then...

Code: Select all

Pollenated Normal Jump (Allergic for 5 Turns)
00353944 00000064
00353945 00000005
I read the instructions and I'm still very confused, but it doesn't matter since you made the ones I wanted, so it's fine. I appreciate you making the codes for me. I'm glad that I wasn't being a bother, your codes are very awesome and I can't wait to try them! Btw you made sure these codes were NTSC-U right? I know the tread says that it is, but I just want to make sure that you didn't forget. Again thank you very much for making these codes!
Ichiyanagi2
Posts: 102
Joined: Wed Jun 18, 2014 12:09 am

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

Post by Ichiyanagi2 » Tue Sep 05, 2017 10:03 am

DarkRosalina wrote:
Ichiyanagi2 wrote:
DarkRosalina wrote:
Not sure where you posted the instructions. I don't know how to make codes, and really wouldn't know where to start. Thank you for your time for replying and making the code. I have one last request and you can choose to ignore, but could you make an Allergic Stomp? I don't even know if the Allergic Status works on enemies. I'm very curious if Allergic Stomp could be useful on enemies that buff themselves like Wizzerds and Macho Grubba. I'm sorry for bothering you.
Bothering me? Well, I'm not too annoyed or anything; this actually GIVES me something to do, y'know? If you'd like to try it yourself, my instructions are in a post called Detailed Item Base Struct Breakdown on Page 2. viewtopic.php?p=39398#p36051

But anyway, you want an Allergic Stomp, do you? Okay, then...

Code: Select all

Pollenated Normal Jump (Allergic for 5 Turns)
00353944 00000064
00353945 00000005
I read the instructions and I'm still very confused, but it doesn't matter since you made the ones I wanted, so it's fine. I appreciate you making the codes for me. I'm glad that I wasn't being a bother, your codes are very awesome and I can't wait to try them! Btw you made sure these codes were NTSC-U right? I know the tread says that it is, but I just want to make sure that you didn't forget. Again thank you very much for making these codes!
Well, I did try to make my instructions as simple as I could for one to understand them. But, enough about that; I'm glad I could assist you. And to answer your inquisition, it's for the NTSC-U region only.
Grip55
Posts: 14
Joined: Mon Jun 22, 2015 3:51 pm

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

Post by Grip55 » Tue Sep 05, 2017 5:26 pm

Can someone make a code that resets Badge Points to 0?

Also, I need an inf money code that works and doesn't just cause your partner to flicker.
DarkRosalina
Posts: 16
Joined: Sat Sep 02, 2017 4:16 am

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

Post by DarkRosalina » Sat Sep 09, 2017 10:17 am

Ichiyanagi2 wrote:
DarkRosalina wrote:
Ichiyanagi2 wrote:
Bothering me? Well, I'm not too annoyed or anything; this actually GIVES me something to do, y'know? If you'd like to try it yourself, my instructions are in a post called Detailed Item Base Struct Breakdown on Page 2. viewtopic.php?p=39398#p36051

But anyway, you want an Allergic Stomp, do you? Okay, then...

Code: Select all

Pollenated Normal Jump (Allergic for 5 Turns)
00353944 00000064
00353945 00000005
I read the instructions and I'm still very confused, but it doesn't matter since you made the ones I wanted, so it's fine. I appreciate you making the codes for me. I'm glad that I wasn't being a bother, your codes are very awesome and I can't wait to try them! Btw you made sure these codes were NTSC-U right? I know the tread says that it is, but I just want to make sure that you didn't forget. Again thank you very much for making these codes!
Well, I did try to make my instructions as simple as I could for one to understand them. But, enough about that; I'm glad I could assist you. And to answer your inquisition, it's for the NTSC-U region only.
Hi again. Could you help make another code? A jump ability that inflicts the same effect as Showstopper. Sorry for bothering you, but after whatching a video by jdaster64 showing what Status Ailments Feeling Fine protects against I got really interested in certain Status Ailments...

https://www.youtube.com/watch?v=6Pn-1haE8cs
balmz
Posts: 15
Joined: Wed Jul 12, 2017 5:15 am

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

Post by balmz » Sat Sep 09, 2017 5:44 pm

here's a challenge idea, make it that superguard only blocks all damage, no dealing a point back
Ichiyanagi2
Posts: 102
Joined: Wed Jun 18, 2014 12:09 am

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

Post by Ichiyanagi2 » Tue Sep 12, 2017 1:11 am

DarkRosalina wrote:
Ichiyanagi2 wrote:
DarkRosalina wrote:
I read the instructions and I'm still very confused, but it doesn't matter since you made the ones I wanted, so it's fine. I appreciate you making the codes for me. I'm glad that I wasn't being a bother, your codes are very awesome and I can't wait to try them! Btw you made sure these codes were NTSC-U right? I know the tread says that it is, but I just want to make sure that you didn't forget. Again thank you very much for making these codes!
Well, I did try to make my instructions as simple as I could for one to understand them. But, enough about that; I'm glad I could assist you. And to answer your inquisition, it's for the NTSC-U region only.
Hi again. Could you help make another code? A jump ability that inflicts the same effect as Showstopper. Sorry for bothering you, but after whatching a video by jdaster64 showing what Status Ailments Feeling Fine protects against I got really interested in certain Status Ailments...

https://www.youtube.com/watch?v=6Pn-1haE8cs
Here.

Code: Select all

Murderer's Stomp (Showstopper Jump)
00353946 00000064
Grip55
Posts: 14
Joined: Mon Jun 22, 2015 3:51 pm

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

Post by Grip55 » Tue Sep 12, 2017 2:30 am

Ichiyanagi2 wrote:
DarkRosalina wrote:
Ichiyanagi2 wrote:
Well, I did try to make my instructions as simple as I could for one to understand them. But, enough about that; I'm glad I could assist you. And to answer your inquisition, it's for the NTSC-U region only.
Hi again. Could you help make another code? A jump ability that inflicts the same effect as Showstopper. Sorry for bothering you, but after whatching a video by jdaster64 showing what Status Ailments Feeling Fine protects against I got really interested in certain Status Ailments...

https://www.youtube.com/watch?v=6Pn-1haE8cs
Here.

Code: Select all

Murderer's Stomp (Showstopper Jump)
00353946 00000064
Could you make a code that sets BP to 0? I tried to edit this one:
026EE2D2 00000000

But this one doesn't make it all 0.
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