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

Game Hacks, Trainers, Cheats

Moderator: Ralf@gc-forever

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 12, 2017 3:08 pm

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
Lastly could you make one for the unused Attack Down Status? Make it so it lowers attack power by 3 like in the video. And could you put it over Multibounce, so It can be inflicted on multiple enemies? I really appreciate it. I promise this is the last code I'll ask for.
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 » Wed Sep 13, 2017 12:25 am

DarkRosalina wrote:
Ichiyanagi2 wrote:
DarkRosalina wrote:
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
Lastly could you make one for the unused Attack Down Status? Make it so it lowers attack power by 3 like in the video. And could you put it over Multibounce, so It can be inflicted on multiple enemies? I really appreciate it. I promise this is the last code I'll ask for.
Okay. I don't know how to get it to 3, but I did get it to twice that.

Code: Select all

Weakening Multibounce (Atk Down/Fear, 5 Turns)
003542FE 00000064
003542FF 00000005
00354300 000000FD
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 » Wed Sep 13, 2017 8:18 pm

Ichiyanagi2 wrote:
DarkRosalina wrote:
Ichiyanagi2 wrote:
Here.

Code: Select all

Murderer's Stomp (Showstopper Jump)
00353946 00000064
Lastly could you make one for the unused Attack Down Status? Make it so it lowers attack power by 3 like in the video. And could you put it over Multibounce, so It can be inflicted on multiple enemies? I really appreciate it. I promise this is the last code I'll ask for.
Okay. I don't know how to get it to 3, but I did get it to twice that.

Code: Select all

Weakening Multibounce (Atk Down/Fear, 5 Turns)
003542FE 00000064
003542FF 00000005
00354300 000000FD
That's not a problem. I think I could use Ralf's Status Modifier codes to change the value of how much attack is lowered, but 6 sounds good to me. I can't thank you enough for making these codes for me and others who might be interested. Now Mario can inflict Poison, Allergic, Slow, OHKO (Showstopper),and Atk Down. Statuses that couldn't be inflicted on enemies, but now you can and it's all thanks to you. Keep up the awesome work! Also I love the names you give your 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 » Wed Sep 13, 2017 9:00 pm

DarkRosalina wrote:
Ichiyanagi2 wrote:
DarkRosalina wrote:
Lastly could you make one for the unused Attack Down Status? Make it so it lowers attack power by 3 like in the video. And could you put it over Multibounce, so It can be inflicted on multiple enemies? I really appreciate it. I promise this is the last code I'll ask for.
Okay. I don't know how to get it to 3, but I did get it to twice that.

Code: Select all

Weakening Multibounce (Atk Down/Fear, 5 Turns)
003542FE 00000064
003542FF 00000005
00354300 000000FD
That's not a problem. I think I could use Ralf's Status Modifier codes to change the value of how much attack is lowered, but 6 sounds good to me. I can't thank you enough for making these codes for me and others who might be interested. Now Mario can inflict Poison, Allergic, Slow, OHKO (Showstopper),and Atk Down. Statuses that couldn't be inflicted on enemies, but now you can and it's all thanks to you. Keep up the awesome work! Also I love the names you give your codes.
Correction: I did think I got to inflict -3. Anyway, thank you for the flattering compliments, but I learned what I know from Ralf.
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 » Thu Sep 21, 2017 8:05 am

Ichiyanagi2 wrote:
DarkRosalina wrote:
Ichiyanagi2 wrote:
Okay. I don't know how to get it to 3, but I did get it to twice that.

Code: Select all

Weakening Multibounce (Atk Down/Fear, 5 Turns)
003542FE 00000064
003542FF 00000005
00354300 000000FD
That's not a problem. I think I could use Ralf's Status Modifier codes to change the value of how much attack is lowered, but 6 sounds good to me. I can't thank you enough for making these codes for me and others who might be interested. Now Mario can inflict Poison, Allergic, Slow, OHKO (Showstopper),and Atk Down. Statuses that couldn't be inflicted on enemies, but now you can and it's all thanks to you. Keep up the awesome work! Also I love the names you give your codes.
Correction: I did think I got to inflict -3. Anyway, thank you for the flattering compliments, but I learned what I know from Ralf.
Hey, if you're bored and don't have anything to do, I can give you some ideas.

Crazy Power Bounce:
Inflicts a random negative Status Ailment (Attack Down, Tiny, Dizzy, Confuse, Stop, Burn, Freeze, Soft, Poison, Slow, Sleep) on an enemy every time Mario consecutively jumps on an enemy. Don't think it'll be an easy code, but you could try it sometime.

"Slow Feet" Badge (Slow Go w/Slow Status):
Mario no longer walks slow, but in battle Mario will have the Slow Status indefinitely. Since you can't seem to make a status permanent just set the duration to 99 or whatever it's max is. I assume you did this for your Fast Feet Badge code.

Fast Mega Jump, 100% chance, 5 turns, Half FP Cost:
Inflicts the Fast Status on an enemy. Just for experimentation purposes. You'll have to use Ralf's "Have Specific Badge" code to hack Mega Jump into you're badge inventory. Running out of jump ability badges to put codes over. Dx

Fixed Koopa Curse Item:
Make it so that it has a 100% chance to inflict the Slow Status on ALL enemies for 5 turns. Also replace the Zaptap icon with the actual Icon.

Replace certain items on the field with Koopa Curses:
Maybe dried shrooms?

Just giving you some ideas in case you want to make more codes. Also in response to your previous post Thanks to you and Ralf as well. ^^;
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 » Tue Sep 26, 2017 5:04 pm

with the help of the lovely Ichiyanagi2 i made a better lucky start badge that only costs 2 bp like the unused version for partners

$better lucky start
00313BB4 00000002
00313BDC 00000002
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 » Thu Oct 05, 2017 5:29 pm

here's some rebalanced badge costs

cheaper tornado jump

00312EBC 00000001
00312EE4 00000001

peekaboo
0031390C 0000001
00313918 0000001

quake
00312F84 0000001
00312F90 0000001


cheaper smooch cost
00382001 0000005
User avatar
DeepSeaBlue
Posts: 6
Joined: Sat Oct 07, 2017 8:40 pm

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

Post by DeepSeaBlue » Sat Oct 07, 2017 8:53 pm

I was wondering, any chance someone could make a few badge repricings for me? I've been using the Power/Defend Plus/Plus P Half off codes and it makes a few badges less useful/useless :/

Damage Dodge -> 1 BP
PUp-DDown, PUp-DDown P, DUp-PDown, and DUp-PDown P -> 0 BP
Jumpman and Hammerman -> 1 BP

also, a Quick Change -> 6 BP would be nice as well
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 » Sat Oct 07, 2017 10:30 pm

DeepSeaBlue wrote:I was wondering, any chance someone could make a few badge repricings for me? I've been using the Power/Defend Plus/Plus P Half off codes and it makes a few badges less useful/useless :/

Damage Dodge -> 1 BP
PUp-DDown, PUp-DDown P, DUp-PDown, and DUp-PDown P -> 0 BP
Jumpman and Hammerman -> 1 BP

also, a Quick Change -> 6 BP would be nice as well
Sure. Allow me to assist you...

Code: Select all

Damage Dodge and Damage Dodge P are 1 BP [Ichiyanagi2]:
003133E4 00000001
0031340C 00000001

P-Up, D-Down/P-Up, D-Down P Cost Nothing:
003131B4 00000000
003131DC 00000000

P-Down, D-Up/P-Down, D-Up P Cost Nothing:
003132F4 00000000
0031331C 00000000

Quick Change costs 6 BP:
003138E4 00000006

Quick Change is Half-Off:
003138E4 00000004

Jumpman and Hammerman are 1 BP:
003135EC 00000001
00313614 00000001
User avatar
DeepSeaBlue
Posts: 6
Joined: Sat Oct 07, 2017 8:40 pm

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

Post by DeepSeaBlue » Sun Oct 08, 2017 4:12 am

Thanks. Also, from what I'm seeing, the 2nd of the 8 character strings in each line is the cost, so they could be easily adjusted by changing the numbers a bit. Is this true? (of course, these are hex, so 99 (base 10) = 00000063 in the actual code.)
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 Oct 08, 2017 8:54 am

DeepSeaBlue wrote:Thanks. Also, from what I'm seeing, the 2nd of the 8 character strings in each line is the cost, so they could be easily adjusted by changing the numbers a bit. Is this true? (of course, these are hex, so 99 (base 10) = 00000063 in the actual code.)
Correct.
User avatar
DeepSeaBlue
Posts: 6
Joined: Sat Oct 07, 2017 8:40 pm

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

Post by DeepSeaBlue » Sun Oct 08, 2017 7:37 pm

I now realize I forgot to ask for All or Nothing/All or Nothing P Half Off as well, oops. (I'm pretty sure All or Nothing P is an unused badge but I'm playing with a randomizer code so I have like 5)
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 » Sun Oct 08, 2017 8:25 pm

A Lucky Day/Lucky Day P Half Off would be nice as well.
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 Oct 08, 2017 8:28 pm

DeepSeaBlue wrote:I now realize I forgot to ask for All or Nothing/All or Nothing P Half Off as well, oops. (I'm pretty sure All or Nothing P is an unused badge but I'm playing with a randomizer code so I have like 5)
Okay...

Code: Select all

All or Nothing/AoN P Half Off:
00313204 00000002
0031322C 00000002

Lucky Day/Lucky Day P Half Off:
0031381C 00000004
00313844 00000004
Have the codes I've given you worked at all, so far? And to make this process faster for you, use this calcuation from now on and remove the "80".

[Badge ID] * 0x28 + 0x803108A8 + 0x1C
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 » Sun Oct 08, 2017 8:35 pm

Not sure if your talking to me as well, but yes all the codes i've requested work fine. Weakening Multibounce does indeed do -3. Thanks again!
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 Oct 08, 2017 8:49 pm

DarkRosalina wrote:Not sure if your talking to me as well, but yes all the codes i've requested work fine. Weakening Multibounce does indeed do -3. Thanks again!
Good to hear. But I was kinda talking to DeepSeaBlue... regardless, I'm pleased to hear I'm doin' it right.
User avatar
DeepSeaBlue
Posts: 6
Joined: Sat Oct 07, 2017 8:40 pm

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

Post by DeepSeaBlue » Sun Oct 08, 2017 9:33 pm

Oh yeah, they've all been working just fine. Thanks for the help.
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 » Wed Oct 11, 2017 7:54 am

Code: Select all


Paper Mario 64 Like Shrink Status [Ralf]
040FDABC 57BDF87E
040FDAC0 48000008

Purely Random Shop Items [Ralf]
C20EF704 00000005
7CAD42E6 7C0C42E6
7C002A78 5400007E
38A00153 7CC02BD6
7CC629D6 7C060050
7C04E92E 00000000

Shop Item Modifier Enabler [Ralf]
C20EF704 00000005
3CA08000 60A543D0
5760103A 7CA50214
7C84EA14 A0050002
90040004 A0050000
90040000 00000000

Must be on for Shop Item Modifier code.


Shop Item Modifier [Ralf]
040043D0 xxxxyyyy - Item 1
040043D4 xxxxyyyy - Item 2
040043D8 xxxxyyyy - Item 3
040043DC xxxxyyyy - Item 4
040043E0 xxxxyyyy - Item 5
040043E4 xxxxyyyy - Item 6

xxxx = Item ID
yyyy = Item Price


Item IDs

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 with Award)
0054 - Invalid Item (Paper with Award)
0055 - Cog
0056 - Data Disk
0057 - Shine Sprite
0058 - Ultra Stone
0059 - Invalid Item (Bowser's Upgrade Meat)
005A - Invalid Item (Poster with Mario)
005B - Special Card
005C - Platinum Card
005D - Gold Card
005E - Silver Card
005F - Box

0060 - Magical Map
0061 - Dubious Paper
0062 - Routing Slip
0063 - Wrestling Mag
0064 - Present
0065 - Blue Potion
0066 - Red Potion
0067 - Orange Potion
0068 - Green Potion
0069 - Invalid Item (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)
007C - Invalid Item (Flower Pickup)
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)
00ED - Invalid Item (Rock)
00EE - Invalid Item (Bone)
00EF - Invalid Item (Hammer)

00F0 .. 0152 - Badge IDs

Very special thanks to Ichiyanagi2 for testing.
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 » Thu Oct 12, 2017 9:41 am

Ichiyanagi2 wrote:
DarkRosalina wrote:Not sure if your talking to me as well, but yes all the codes i've requested work fine. Weakening Multibounce does indeed do -3. Thanks again!
Good to hear. But I was kinda talking to DeepSeaBlue... regardless, I'm pleased to hear I'm doin' it right.
Hi again. Could you repost that Shrink Stomp code again? There was apparently a database failure that caused some posts to be removed.

Anyway I saw on Jdaster64's video that you found where the targeting system for items/attacks and was wondering how that was going. Imagining having items like the Koopa Curse inflicting slow on all enemies and a Poison Shroom that can poison all enemies. Could you even have the Trial Stew be used on all enemies to reduce their hp to 1? Having Kiss Thief targeting airborne and ceiling enemies sounds awesome. Also I thought about something and I'd like to have a confusing normal jump code, If it's not to much trouble.
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 Oct 12, 2017 2:54 pm

DarkRosalina wrote:
Ichiyanagi2 wrote:
DarkRosalina wrote:Not sure if your talking to me as well, but yes all the codes i've requested work fine. Weakening Multibounce does indeed do -3. Thanks again!
Good to hear. But I was kinda talking to DeepSeaBlue... regardless, I'm pleased to hear I'm doin' it right.
Hi again. Could you repost that Shrink Stomp code again? There was apparently a database failure that caused some posts to be removed.

Anyway I saw on Jdaster64's video that you found where the targeting system for items/attacks and was wondering how that was going. Imagining having items like the Koopa Curse inflicting slow on all enemies and a Poison Shroom that can poison all enemies. Could you even have the Trial Stew be used on all enemies to reduce their hp to 1? Having Kiss Thief targeting airborne and ceiling enemies sounds awesome. Also I thought about something and I'd like to have a confusing normal jump code, If it's not to much trouble.
*Sighs* Fine.

Poison Shroom Hitting all enemies?: Yes.

Code: Select all

Poison Shroom targets ALL Enemies instead of Mario:
0436CA90 02101260
0436CA94 20000000
Trial Stew hitting all enemies: No.
Trial Stew hitting one enemy: Yes.

Code: Select all

Trial Stew targets the Enemy party instead of Mario:
0436CEE0 01101260
0436CEE0 20000000
Kiss Thief targeting airborne enemies:

Code: Select all

Lips of a Rogue (Kiss Thief can hit ground/flying/ceiling foes and target can be selected):
00381F98 00000020
00381F9A 00000000
Koopa Curse targeting all enemies: Yes.

Code: Select all

Koopa Curse Everywhere
0436ACA0 02101260
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 » Thu Oct 12, 2017 3:22 pm

Ichiyanagi2 wrote:
DarkRosalina wrote:
Ichiyanagi2 wrote:
Good to hear. But I was kinda talking to DeepSeaBlue... regardless, I'm pleased to hear I'm doin' it right.
Hi again. Could you repost that Shrink Stomp code again? There was apparently a database failure that caused some posts to be removed.

Anyway I saw on Jdaster64's video that you found where the targeting system for items/attacks and was wondering how that was going. Imagining having items like the Koopa Curse inflicting slow on all enemies and a Poison Shroom that can poison all enemies. Could you even have the Trial Stew be used on all enemies to reduce their hp to 1? Having Kiss Thief targeting airborne and ceiling enemies sounds awesome. Also I thought about something and I'd like to have a confusing normal jump code, If it's not to much trouble.
*Sighs* Fine.

Poison Shroom Hitting all enemies?: Yes.

Code: Select all

Poison Shroom targets ALL Enemies instead of Mario:
0436CA90 02101260
0436CA94 20000000
Trial Stew hitting all enemies: No.
Trial Stew hitting one enemy: Yes.

Code: Select all

Trial Stew targets the Enemy party instead of Mario:
0436CEE0 01101260
0436CEE0 20000000
Kiss Thief targeting airborne enemies:

Code: Select all

Lips of a Rogue (Kiss Thief can hit ground/flying/ceiling foes and target can be selected):
00381F98 00000020
00381F9A 00000000
Koopa Curse targeting all enemies: Yes.

Code: Select all

Koopa Curse Everywhere
0436ACA0 02101260
Thank you very much. With that being said I'm done asking for codes for good. Anyway one more thing, for your Goomba Item Hold/Drop code whats the value for the Hold/Drop chance to make it 100%? I want to use this code so I can have Goomba's drop Koopa Curses.
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 Oct 12, 2017 8:33 pm

DarkRosalina wrote:
Ichiyanagi2 wrote:
DarkRosalina wrote:
Hi again. Could you repost that Shrink Stomp code again? There was apparently a database failure that caused some posts to be removed.

Anyway I saw on Jdaster64's video that you found where the targeting system for items/attacks and was wondering how that was going. Imagining having items like the Koopa Curse inflicting slow on all enemies and a Poison Shroom that can poison all enemies. Could you even have the Trial Stew be used on all enemies to reduce their hp to 1? Having Kiss Thief targeting airborne and ceiling enemies sounds awesome. Also I thought about something and I'd like to have a confusing normal jump code, If it's not to much trouble.
*Sighs* Fine.

Poison Shroom Hitting all enemies?: Yes.

Code: Select all

Poison Shroom targets ALL Enemies instead of Mario:
0436CA90 02101260
0436CA94 20000000
Trial Stew hitting all enemies: No.
Trial Stew hitting one enemy: Yes.

Code: Select all

Trial Stew targets the Enemy party instead of Mario:
0436CEE0 01101260
0436CEE0 20000000
Kiss Thief targeting airborne enemies:

Code: Select all

Lips of a Rogue (Kiss Thief can hit ground/flying/ceiling foes and target can be selected):
00381F98 00000020
00381F9A 00000000
Koopa Curse targeting all enemies: Yes.

Code: Select all

Koopa Curse Everywhere
0436ACA0 02101260
Thank you very much. With that being said I'm done asking for codes for good. Anyway one more thing, for your Goomba Item Hold/Drop code whats the value for the Hold/Drop chance to make it 100%? I want to use this code so I can have Goomba's drop Koopa Curses.

Code: Select all

Paragoomba has a 100% Chance of dropping/holding Koopa Curse:
0436F110 000000B2
0436F114 00640064
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 » Thu Oct 12, 2017 9:50 pm

Ichiyanagi2 wrote:
DarkRosalina wrote:
Ichiyanagi2 wrote:
*Sighs* Fine.

Poison Shroom Hitting all enemies?: Yes.

Code: Select all

Poison Shroom targets ALL Enemies instead of Mario:
0436CA90 02101260
0436CA94 20000000
Trial Stew hitting all enemies: No.
Trial Stew hitting one enemy: Yes.

Code: Select all

Trial Stew targets the Enemy party instead of Mario:
0436CEE0 01101260
0436CEE0 20000000
Kiss Thief targeting airborne enemies:

Code: Select all

Lips of a Rogue (Kiss Thief can hit ground/flying/ceiling foes and target can be selected):
00381F98 00000020
00381F9A 00000000
Koopa Curse targeting all enemies: Yes.

Code: Select all

Koopa Curse Everywhere
0436ACA0 02101260
Thank you very much. With that being said I'm done asking for codes for good. Anyway one more thing, for your Goomba Item Hold/Drop code whats the value for the Hold/Drop chance to make it 100%? I want to use this code so I can have Goomba's drop Koopa Curses.

Code: Select all

Paragoomba has a 100% Chance of dropping/holding Koopa Curse:
0436F110 000000B2
0436F114 00640064
Thank you very much for making these codes! I'll definitely have fun with these. Sorry for asking you to make more codes. Anyway thanks again Ichiyanagi2!
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 Oct 16, 2017 8:07 am

Hey, Ichiyanagi2? I was looking at your Spiked Goomba has Elite X-Naut's Drop/Hold Formula code, and noticed that the first two lines of the code were the Spiked Goomba's Hold/Drop for it's first slot. Is that correct?

Code: Select all

Spiked Goomba Item Hold/Drop and Hold/Drop Chance Modifier, Slot 1 [Ichiyanagi2]:
0436F0C0 00000XXX (Default: 0094 = Mushroom)
0436F0C4 00YY00ZZ
YY = Holding Chance
ZZ = Dropping Chance

So to make it easier to get Poison Shrooms and Trial Stews, I can use your modifier codes to have Goomba's and Spiked Goomba's drop and hold them. Since these are recipes you would have to have Zess T make them, and you can't give her the Cookbook until after chapter 4.

Code: Select all

Goomba has a 100% Chance of dropping/holding Poison Shroom:
0436F070 000000D5
0436F074 00640064

Code: Select all

Spiked Goomba has a 100% Chance of dropping/holding Trial Stew:
0436F0C0 000000DA
0436F0C4 00640064
Last edited by DarkRosalina on Fri Oct 20, 2017 5:50 pm, edited 1 time in total.
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 Oct 20, 2017 3:43 pm

DarkRosalina wrote:Hey, Ichiyanagi2? I was looking at your Spiked Goomba has Elite X-Naut's Drop/Hold Formula code, and noticed that the first two lines of the code were the Spiked Goomba's Hold/Drop for it's first slot. Is that correct?

Code: Select all

Spiked Goomba Item Hold/Drop and Hold/Drop Chance Modifier, Slot 1 [Ichiyanagi2]:
0436F0C0 00000XXX
0436F0C4 00YY00ZZ
YY = Holding Chance
ZZ = Dropping Chance

So to make it easier to get Poison Shrooms and Trial Stews, I can use your modifier codes to have Goomba's and Spiked Goomba's drop and hold them. Since these are recipes you would have to have Zess T make them, and you can't give her the Cookbook until after chapter 4.

Code: Select all

Goomba has a 100% Chance of dropping/holding Poison Shroom:
0436F070 000000D5
0436F074 00640064

Code: Select all

Spiked Goomba has a 100% Chance of dropping/holding Trial Stew:
0436F0C0 000000DA
0436F0C4 00640064
If I'm not wrong, that should be correct. The default hold/drop item should be a Mushroom, with a 5/200 chance of the Spiked Goomba holding it, and a 5/300 chance of the Spiked Goomba dropping it after combat. In exact numbers, you have a 0.025% chance of having it held and a 0.016% chance of them dropping it.
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