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

Game Hacks, Trainers, Cheats

Moderator: Ralf@gc-forever

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danielle-e.
Posts: 45
Joined: Sat Dec 12, 2020 9:21 am

more request/suggestion: faster tube, spring jump, spinning hammers mode

Post by danielle-e. » Sat Jul 17, 2021 7:01 am

more request/suggestion: faster tube, spring jump, spinning hammers mode

because its quite difficult to always try to spin the supposed movement joystick when you dont have an actual controller (too expensive in native currency)
i already saw before a version for airplane but this are the ones i need. its really tough on keyboard thats why.

more ideas later/next time
thanks
i love pmttyd :D
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danielle-e.
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Rank/stage modifier?

Post by danielle-e. » Mon Jul 19, 2021 4:04 am

request/suggestion: is it also possible to mod the stage to rising/b/a/superstar?
i wanna be able to change the stage lol. like imagine level 99 mario but rising star stage. i'd think its a funny situation.
i love pmttyd :D
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PhoenixOfGrandeur
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by PhoenixOfGrandeur » Thu Jul 22, 2021 4:42 pm

Is there a way to make it so that only certain types of audience members spawn? I want to do a challenge run where the audience only throws harmful objects, like rocks, cans, and hammers.
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danielle-e.
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more ideas: mario can rest anywhere

Post by danielle-e. » Mon Jul 26, 2021 4:56 am

maybe a button activated, mario can rest anywhere to recover lol. kinda similar to the save game everywhere which also had a button activator.
seems convinient if possible :D
i love pmttyd :D
BryanPolovick1
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Naruto Ideas: Mario inflicts random status alignments when he's taken damage

Post by BryanPolovick1 » Sat Sep 04, 2021 4:35 pm

You know Hidan from Naruto Shippuden, he's the one who uses Cursed Technique: Death Controlling Possession Blood to his opponents.
I was wondering if you can make a Gecko code & Action Replay code to make Mario inflict random status alignments to enemies when he's taken damage.
BryanPolovick1
Posts: 15
Joined: Wed Apr 21, 2021 4:50 am

Request: Iron Clefts are vulnerable to all attacks code

Post by BryanPolovick1 » Sun Sep 05, 2021 2:32 am

Since the Iron Clefts are impenetrable except Yoshi's Gulp in TTYD, I was wondering if Mario & partners (except yoshi) can deal damage to Iron Clefts.
BryanPolovick1
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More ideas: Walk on water code

Post by BryanPolovick1 » Sun Sep 05, 2021 2:38 am

Instead of falling & talking damage into the water in TTYD, I was wondering if you can make a cheat code so Mario can walk on waters.
BryanPolovick1
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Battle item ideas: HP Drain & Thunderbolt hits all enemies

Post by BryanPolovick1 » Sun Sep 05, 2021 2:49 am

Instead of taking one enemy HP to Mario, What if Mario uses Thunderbolt or HP Drain that hits all enemies?
BryanPolovick1
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Battle ideas: Hit all enemies in battle

Post by BryanPolovick1 » Sun Sep 05, 2021 2:52 am

Instead of hitting one enemy in battle, I was wondering if you can make an ultimate code so Mario & his partners can hit multiple enemies in battle.
BryanPolovick1
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Request: Re-challenging the Bosses code in TTYD

Post by BryanPolovick1 » Sun Sep 05, 2021 2:59 am

Instead of defeating the bosses in all chapters, What if Mario re-challenges them so can fight them again with a Gecko code or Action Replay.
BryanPolovick1
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HP ideas: Zelda Breath of the Wild HP Mode in TTYD

Post by BryanPolovick1 » Sun Sep 05, 2021 3:04 am

It would be interesting if someone can make a code to make all enemies in Paper Mario: TTYD has Breath of the Wild HP.
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GluttonWarlord
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by GluttonWarlord » Wed Sep 29, 2021 3:27 am

My #1 mod request for individual codes would just be to change all boss AI to check for a percentage of HP to perform more attacks/change phases or AI patterns, rather than individual numbers.

I and others have played through the game on difficulty hacks which massively inflate enemy HP, but the vast majority of bosses only change AI patterns at set amount of HP. This means they just have their phase 1, which for many bosses is just one generic attack, for hundreds worth of HP, which is super boring.
BryanPolovick1
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by BryanPolovick1 » Sat Oct 02, 2021 7:54 am

If Mario has the ability to walk on water, or the max damage or healing cap is 999, can some make a code for us so we can try it out someday?
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danielle-e.
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Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by danielle-e. » Sat Oct 02, 2021 12:17 pm

request: can someone make a gecko code of vivian's shade fist / fiery jinx but the status can be modified? like a status modifier and status change
like example, shade fist or fiery jinx can confuse, freeze, poison, slow, etc
cause i wanna have different statuses for their attacks lol
i love pmttyd :D
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danielle-e.
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continuing the testing and previews of the follower/npc modifiers

Post by danielle-e. » Sat Oct 02, 2021 1:38 pm

Character Model IDs

02C18A0 - a_mario
02C18BC - a_mario_l
02C18C8 - a_mario_lr
02C18A8 - a_mario_r
02C18E0 - a_mario_w
02C1904 - a_mario_wl
02C1910 - a_mario_wlr
02C18EC - a_mario_wr
02F3FA8 - b_mario
02F422C - b_mario_l
02F4238 - b_mario_w
02F4244 - b_mario_wl
02E5DE4 - c_atmic_trs - atomic boo
02CB1A8 - c_babyyoshi
02CB1B4 - c_babyyoshi2
02CB1C4 - c_babyyoshi3

02CB1D4 - c_babyyoshi4
02CB1E4 - c_babyyoshi5
02CB1F4 - c_babyyoshi6
02CB204 - c_babyyoshi7
02F9B28 - c_bakudan
02E7148 - c_baria
02E717C - c_baria_c
02E715C - c_baria_z
02E5264 - c_barten
02E6B3C - c_basabasa
02E6BD0 - c_basabasa_g
02E57C0 - c_bijo - jolene casual
02E50FC - c_binbo
02E5A88 - c_bomhey
02F30B8 - c_bomhey_h
02F3104 - c_bomhey_m

02E6260 - c_bomson
02E5F7C - c_bomt_n
02E5460 - c_bom_deb
02E5418 - c_bom_n
02E7A08 - c_bom_sen
02E71C8 - c_borodo
02E5A20 - c_borodo_g
02E5060 - c_borodo_n
02E721C - c_borodo_t
02E5F34 - c_boro_k
02E4750 - c_botta
02E56B4 - c_bred_h - rawk hawk
02E4814 - c_bteresa2
02E7628 - c_bubble
02E5E70 - c_bubusan
02F2020 - c_buki1

02F2004 - c_buki2
02F1FE8 - c_buki3
02F1FC8 - c_buki4
02E74D8 - c_burosu_b
02E74B8 - c_burosu_f
02E6540 - c_burosu_h
02E62B8 - c_bwhite
02F2AC8 - c_b_hand
02E64A0 - c_b_peach_b - shadow peach (not moving)
02E6CF0 - c_chorobon
02E6D88 - c_chorobon_f
02E6D64 - c_chorobon_g
02E6DAC - c_chorobon_k
02E52C8 - c_cook
02E6B94 - c_cyuru
02E5930 - c_dance_k

02E5918 - c_dance_p
02E58FC - c_dance_r
02E45D8 - c_deale
02E5F4C - c_elmos
02C2440 - c_fireber
02E454C - c_flower
02E45A0 - c_flower_b
02E45BC - c_flower_y
02E5BE8 - c_f_child_a
02E5C3C - c_f_child_b
02E5C58 - c_f_child_c
02E5D94 - c_f_karas
02E5BCC - c_f_mama
02E5280 - c_f_mura
02E5CC0 - c_f_oba
02E5CA4 - c_f_oji

02E5E68 - c_f_owm
02E5C74 - c_f_son
02E57D0 - c_gans
02E5E8C - c_gara
02E4A88 - c_gazigazi - nibbles the fish (bites you when water) (doesnt move / walk / talk)
02E7290 - c_geso_kn
02F095C - c_gesso
02F09B8 - c_gesso2
02F0988 - c_gesso3
02E542C - c_gesso4
02E6078 - c_ghost_k
02E7674 - c_giant - giant purple bobomb
02E495C - c_gonbaba
02E498C - c_gonbaba2
02E49AC - c_gonbaba3
02E6358 - c_gonbaba_b

02E79E8 - c_gonbaba_z
02E47A0 - c_gshop_m
02E47B4 - c_gshop_w
02E5824 - c_guard
02F2230 - c_g_moamoa
02E608C - c_haiyu - zip toad
02E60C8 - c_hanbai
02E76E4 - c_hannya
02E76FC - c_hannya_n
02E7714 - c_hannya_t
02E7658 - c_heavy
02E6274 - c_hito_b
02E66B4 - c_hkoopa
02F1FA8 - c_honezuka - cortez bone pile (doesnt move / walk / talk)
02E594C - c_hotdog
02E46EC - c_joho_a

02E4734 - c_joho_b
02E4530 - c_jpiko_p
02E72A8 - c_jugemu
02E7318 - c_jugemu_b
02E5A70 - c_jugem_c
02E59EC - c_jugem_n
02E6664 - c_kamek
02E6594 - c_kamek_be
02E7864 - c_kamek_g
02E77C4 - c_kamek_r
02E7814 - c_kamek_w
02F08D4 - c_kanbu
02E4D44 - c_kanbu_ibt
02E6340 - c_karon_b_h
02E4AD4 - c_karon_g_h
02E6318 - c_karon_h - DRY BONES (doesnt move / walk / talk)

02E5560 - c_karon_p
02E49CC - c_karon_r_h
02E6EC8 - c_killtai
02E6F58 - c_killtai_g
02E6F04 - c_kilr
02E6F74 - c_kilr_g
02E604C - c_kinodebu
02E43CC - c_kinopiko
02E6184 - c_kinopiko_g
02E4410 - c_kinopiko_p
02E4430 - c_kinopiko_v
02E4324 - c_kinopio
02E439C - c_kinopio_b
02E43B4 - c_kinopio_g
02E5054 - c_kino_ji
02E4848 - c_kiza

02E7358 - c_kmoon
02E736C - c_kmoon_b
02E70C0 - c_kmoon_g
02E7390 - c_kmoon_wb
02E6010 - c_koburon
02E444C - c_kokinopio
02E44F0 - c_kokinopio_b
02E44D0 - c_kokinopio_g
02E4510 - c_kokinopio_y
02E6164 - c_konari
02E636C - c_koopa
02C1C60 - c_koopa2
02F1F84 - c_korutesu1
02E5FBC - c_korutesu3
02F9D40 - c_koura
02E6E5C - c_kpansy

02E5728 - c_ksikowa
02E5328 - c_kuribo
02E6794 - c_kuribo_h
02E5400 - c_kuribo_n
02E67D8 - c_kuribo_y
02E51C8 - c_kuri_h
02E7238 - c_kuri_kn
02E59D0 - c_k_chof
02E4628 - c_levela - chet rippo
02E4F4C - c_lp_bom
02E4F34 - c_lp_gesso
02E4F60 - c_lp_met
02E4F94 - c_lp_moa
02E4F78 - c_lp_pansy - green dayzee (doesnt walk / no walking animation)
02E4EB8 - c_luigi
02E74F0 - c_maho

02E7554 - c_maho_b
02E7574 - c_maho_w
02E46D4 - c_majinai
02E4C24 - c_majyorin
02E6150 - c_mamab
02E4640 - c_mania
02E5EB4 - c_marco
02E5CD4 - c_mario - doopliss mario
02E4BB0 - c_maririn - marilyn (doesnt move / walk / talk)
02E5638 - c_mb_robo_1a
02F10C0 - c_mb_robo_1b
02E62D4 - c_mb_robo_2a
02F25DC - c_mb_robo_2b
02E568C - c_mb_robo_c
02E5EF8 - c_megane
0421D04 - c_met - buzzy beetle (doesnt move / walk / talk)

02E5AE4 - c_met_h
02E4E50 - c_mokomoko
02E50AC - c_monban - gus
02E76CC - c_monban_t
02E5164 - c_m_boss
02E5110 - c_m_buka
02E75D0 - c_m_gansu
02E51A4 - c_m_ojo - francesca pianta
02E517C - c_m_waka
02BF46C - c_nazo
02E4288 - c_nokonoko
02E48C4 - c_nokopapa
02E4944 - c_nokorin
02E4904 - c_nokoson
02E6BEC - c_nokoteki
02F6BAC - c_n_moa_a

02E5F14 - c_odo_k
02E70F0 - c_paid
02E7130 - c_paid_b
02E7000 - c_pakflwr
02E7090 - c_pakflwr_a
02E7074 - c_pakflwr_p
02E7054 - c_pakflwr_t
02E6DCC - c_pansy
02E6138 - c_papab
02E4E1C - c_paretta
02E4FBC - c_peach
02E645C - c_peach_f - peach fainted
02C1C40 - c_peach_r
02E5594 - c_pguide
02E7640 - c_phantom
02E5620 - c_pjoho - flavio

0421B70 - c_pkr - goombella (not moving; idle stand)
0421B8C - c_pnk
02E6064 - c_powan
02E55C4 - c_prival
02E560C - c_pshop
02E55AC - c_psister
02E55F4 - c_psoncho
02E5210 - c_pub_m
02E60F0 - c_puku_c
02E52DC - c_puku_s
02E5574 - c_puni
02E4EA0 - c_p_majin
02E64C0 - c_q_kage - shadow queen epilogue
02F2A94 - c_q_kage_m
02E5DFC - c_ranpel
02E5994 - c_report

02E622C - c_resaresa - lady bow boo
02E6034 - c_rose - TOODLES
02E54E4 - c_roten
02E5548 - c_roten_g
02E5530 - c_roten_o
02E69B4 - c_sanbo
02E6A14 - c_sanbo_m
02E6248 - c_sebaschan
02E6170 - c_shasho_b
02E60D4 - c_shasho_r
02E4CD8 - c_shuryo
02F2A3C - c_shuryo_p
02E6A2C - c_sinemon
02E741C - c_sinemon_a
02E6AB4 - c_sinemon_h
02E7450 - c_sinemon_m

02E6AD4 - c_sinemon_w - cleft boggly woods (doesnt move / walk / talk)
02E6AEC - c_sinnosuke
02E73F8 - c_sinnosuke_h
02E60B4 - c_smoko
02FF6C0 - c_star_bom
02E52F4 - c_suifu_b
02E5F1C - c_suifu_k
02F2AD4 - c_s_hand
02E61A0 - c_ta-kun
02F7894 - c_tamago
02E55DC - c_tchibi - jabble
02E5DA8 - c_teresa
02E5DC4 - c_teresa_p
02E5584 - c_toge
02E6F90 - c_togedaruma
02E6FDC - c_togedaruma_b

02E64D8 - c_togenoko
02E76AC - c_togenoko_b
02E73A8 - c_togezo
02F1254 - c_togezo_b
02E6CC8 - c_touginoko
02E5478 - c_tyusan
02E47D0 - c_tyusan_t
02E4A48 - c_tyutyu
02E54D0 - c_tyutyu_t
02E6024 - c_unten
02E46BC - c_uranai
02E7330 - c_uranoko
02E4AEC - c_vivian
02E610C - c_waitress
02E75E8 - c_wanwan
02E7690 - c_wanwan_a

02E4C98 - c_windy
02E6C9C - c_yaminoko - enemy purple koopa / dark koopa? (doesnt move / walk / talk)
02E61B8 - c_yoshi
02E4E04 - c_zako_e
02E7274 - c_zako_km
02E7254 - c_zako_kn
02E4DE4 - c_zako_m
02E4D98 - c_zako_n
02C1C30 - d_mario
02C18B4 - e_mario
02C18D4 - e_mario_l
02C18F8 - e_mario_w
02C191C - e_mario_wl
041FD6C - hoshi
02C3438 - hoshi_2
02C11A8 - tst_vivi


Unused/Beta Character Model IDs

17F893D - c_akarin - watt
17F8969 - c_atmic_trs_p
17F8B22 - c_bomt
17F8C0E - c_bteresa
17F8CF3 - c_b_peach - shadow queen beta (doesnt move / walk / talk)
17F901A - c_gonbaba4
17F904A - c_gonbaba_t
17F90C2 - c_g_moamoa_b
17F916B - c_hone
17F917A - c_hone2
17F9255 - c_kameki
17F9268 - c_kamek_bb
17F92E6 - c_karon
17F92F7 - c_karon_b
17F9325 - c_karon_g
17F937D - c_karon_r

17F960C - c_korutesu2
17F96CF - c_kurio
17F9758 - c_lp_hannya
17F9926 - c_moa_a
17F9937 - c_moa_b
17F99E8 - c_nagehone
17F99FF - c_nagehone_b
17F9A1A - c_nagehone_g
17F9A35 - c_nagehone_r
17F9AE3 - c_n_moa_b
17F9B09 - c_oko-ru
17F9B1C - c_opuku
17F9B2D - c_otitabuki
17F9C57 - c_pinky
17F9C93 - c_pokopi - pm64 lakileister (spelling?) no walking animation
17F9D0D - c_puku - green cheepcheep spiky hair

17F9D66 - c_p_peach - peach poster bowser intermission
17F9D8E - c_q_kage_b - spiral body of shadow queen phase 2 (doesnt move / walk / talk) body only
17F9DA5 - c_q_kage_f - head of shadow queen phase 2 (kinda odd, clips in on the floor) (doesnt move / walk / talk)
17F9DBC - c_q_kage_h - invisible? no sprites at all, only ground shadow
17F9EC7 - c_shasho_g - train toad green
17FA265 - c_yoshi_t - train green yoshi (not moving)
17FA2DD - c_zisyo - big white retangle that looks like a letter mail?
17FC4D8 - test_bom - smorg black (idle sprite moves but not walking one)
17FC4EB - test_gon - vivian lying ko but her hat is also floating?
17FC508 - test_hirata - peach (i think this is better, cause sprite actually moves lol) i didnt check yet if talking
17FC5F5 - t_bomt_n - byabber (lol) / bobbery follower
17FC608 - t_bteresa - layla / peeka (doesnt float? not sure if walks or talks) so far doesnt move / walk / talk
17FC61D - t_b_mario - mario hold hammer twisty attack beta
17FC638 - t_joho_a - wonky
17FC64B - t_joho_b - grifty bard roof
17FC675 - t_korutesu - cortez phase 1 (doesnt move / talk)

17FC68D - t_magnum
17FC6A0 - t_magnum2

just wanted to update my progress of giving names of the npc sprites so it doesnt get too confusing in the japanese name.
also, Ralf, some of them kinda dont move/talk/no walking animation? i dont know if its just really incomplete or not, but some dont move at all. like no moving idle, talking or walking sprite animations.
does this mean some are just really incomplete or maybe just not yet discovered or detected properly in the game yet?
i love pmttyd :D
BryanPolovick1
Posts: 15
Joined: Wed Apr 21, 2021 4:50 am

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

Post by BryanPolovick1 » Tue Oct 26, 2021 1:39 am

Hey Ralf, can you make a code so that Mario & his partners stay at 1 HP to prevent a Game Over when he falls any hazards?
Ralf@gc-forever
Posts: 2865
Joined: Sun Mar 16, 2014 9:31 am

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

Post by Ralf@gc-forever » Tue Oct 26, 2021 9:29 pm

Code: Select all


Die Instantly From Field Hazards [Ralf]
040D3D40 3800FC19

Take No Damage From Field Hazards [Ralf]
040D3D40 38000000

No Game Overs From Field Hazards (Stay At 1 HP) [Ralf]
040D3D58 2C000001
040D3D60 38000001

Lose 2 HP From Field Hazards [Ralf]
040D3D40 3800FFFE

Lose 5 HP From Field Hazards [Ralf]
040D3D40 3800FFFB

Lose 10 HP From Field Hazards [Ralf]
040D3D40 3800FFF6

Lose 5% HP From Field Hazards [Ralf]
C20D3D40 00000003
38600014 A8040072
7C001BD6 7C0000D0
60000000 00000000

Lose 10% HP From Field Hazards [Ralf]
C20D3D40 00000003
3860000A A8040072
7C001BD6 7C0000D0
60000000 00000000

Lose 25% HP From Field Hazards [Ralf]
C20D3D40 00000003
38600004 A8040072
7C001BD6 7C0000D0
60000000 00000000

Field Hazards HP Drain Modifier v1 [Ralf]
040D3D40 3800xxxx

xxxx = HP Drain Value (FFFF .. FC19, -1 HP .. -999 HP)

Field Hazards HP Drain Modifier v2 [Ralf]
C20D3D40 00000003
386000xx A8040072
7C001BD6 7C0000D0
60000000 00000000

xx = HP Drain Percentage (01 .. 64)

01 - 100% HP
02 -  50% HP
03 -  33% HP
04 -  25% HP
05 -  20% HP
..
0A -  10% HP
..
14 -   5% HP
..
64 -   1% HP

BryanPolovick1
Posts: 15
Joined: Wed Apr 21, 2021 4:50 am

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

Post by BryanPolovick1 » Wed Oct 27, 2021 12:32 am

Hey Ralf, Instead of Mario collecting coins, badges, etc. on the field, I was wondering if you can make a code so that Mario collects them anywhere.
BryanPolovick1
Posts: 15
Joined: Wed Apr 21, 2021 4:50 am

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

Post by BryanPolovick1 » Wed Oct 27, 2021 12:37 am

Oh, one more thing Ralf, when you have time, can you make a code so that Amazy Dayzees always attack instead of fleeing? No one likes to see them running away for farming star points.
BryanPolovick1
Posts: 15
Joined: Wed Apr 21, 2021 4:50 am

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

Post by BryanPolovick1 » Wed Oct 27, 2021 1:16 am

Can someone make code for Mega Quake, Mega Jump, & Mega Smash damage modifier, Mario can attack enemies while they in invisible or dodgy status, also, Mario can walk on water please?
BryanPolovick1
Posts: 15
Joined: Wed Apr 21, 2021 4:50 am

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

Post by BryanPolovick1 » Sun Oct 31, 2021 5:53 pm

This is a challenging request: Enemies stats increased modifier, Purely random items & badges for yellow & red ? blocks, Mario heals instead of taking damage against enemies in battle, & healing items receive damage to Mario in battle.
User avatar
danielle-e.
Posts: 45
Joined: Sat Dec 12, 2020 9:21 am

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

Post by danielle-e. » Tue Nov 09, 2021 2:11 pm

Zephiles wrote:
Fri Dec 18, 2020 2:47 am
danielle-e. wrote:
Thu Dec 17, 2020 11:25 pm
it was a possible audience throw any items/badges code. saw this one on of fatguy703 videos about the 100-pit. it was really cool and amusing haha :D

Code: Select all

$Audience Throws Random Items/Badges [Zephiles]
041A5410 2C00007E
041A541C 60000000
C21A5C70 00000007
386000D5 3C808000
60845DA0 7C8803A6
4E800021 3883FF92
28040003 40A1FFE4
3863007E 90660010
7F83E378 38800007
60000000 00000000
C21A5424 00000007
80180010 2C0000EC
41A00024 3C60800D
60635738 7C6803A6
4E800021 2C0300C8
38600001 41A00008
38600000 2C030000
60000000 00000000
if you have free time, can i have a similar code to this but kinda separate from the one you made? (throws items and HP/FP only; throws badges only) thank you.
i love pmttyd :D
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danielle-e.
Posts: 45
Joined: Sat Dec 12, 2020 9:21 am

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

Post by danielle-e. » Wed Nov 10, 2021 12:34 pm

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

similar to the one you made (the replace vivian's shade fist with icy fist which freezes, can we have the values for the statuses that can be applied? (like changing the effects they have as default)
the attacks i wanted to have with status modifiers are viv's shade fist and fiery jinx, mowz's smooch and tease, goombella's rallywink, flurry's dodgy fog attack, bob's holdfast, and yoshi's miniegg.

i want to be able to choose which ever status effects for more shenanigans and sillyness. lol
thanks if ever :)
i love pmttyd :D
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

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

Post by Kaos622 » Wed Nov 17, 2021 6:15 am

Hey, was wondering if it's possible to make a code that heals all party members when you level up?
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WitsWithMe
Posts: 1
Joined: Fri Nov 19, 2021 4:00 pm

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

Post by WitsWithMe » Fri Nov 19, 2021 4:03 pm

Hello. I was wondering if there was a code that could disable the HUD from showing up? I'm working on a project and I need to ensure the HUD images stay out of sight while I do some camera panning.
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