Yeah i have a codes folder and ive got other oot codes working fine, just not these that i downloaded here. is there anything you think i could try?
Ocarina of Time
Gecko codes for efficient VC practice (updated 07/03/15)
Started by Chain · 05 Jan 2015 · 95 replies
By other OoT codes you mean Japanese ones?
You could try to edit a little bit (like removing something you don't need) with the 'codemgr'. But thats just a wild guess. I actually don't see any reason, why Gecko wouldn't find the cheats, if it recognizes them when using another file. IT should at least try to load them and fail...
You could try to edit a little bit (like removing something you don't need) with the 'codemgr'. But thats just a wild guess. I actually don't see any reason, why Gecko wouldn't find the cheats, if it recognizes them when using another file. IT should at least try to load them and fail...
Yeah other JP codes. and really i want the save location codes to help practice but i dont know what to do to get these working.
That's really odd. I have no idea what could cause that. I haven't tested the new codes yet, but I'm 100% sure Chain did, so it should be working fine. Maybe he can help, when he reads this.
alright thanks ofr the help. Im a total noob at this and im just starting to learn codes.
Hey so i got the codes to work, all i did was delete all the codes from my codes folder and redownload them again. For some reason this worked so im not gonna question it.
Ok I made a few more codes. I just added them to the pastebin from before. Here
Codes:
Hopefully the updated warp code will fix the issue with it activating on it's own in dungeons. Instant load is better for warping as it resets coordinates when you load into the next area so you won't end up OoB.
Codes:
- Soft Reset: This will allow you to reload a file or change file, etc without having to reset and reapply cheats.
- Instant Load: Triggers a load to happen. Reloads to your last entrance by default, or hold the warp code after to go where ever.
- Set Warp v2: Just changed the entrance address.
Hopefully the updated warp code will fix the issue with it activating on it's own in dungeons. Instant load is better for warping as it resets coordinates when you load into the next area so you won't end up OoB.
Last edited 03 Jul 2015, 01:35 by Jimmie1717.
Awesome thanks for that Jimmie, I've just added those codes and uploaded them for the rest of ZSR.
Cheatsheet should be up to date.
If you guys want to make a google doc for these like I did for mm just let me know, I can help set it up.
Jimmie, you can probably shorten the Set Warp v2 code by creating a lookup table with the 06 codetype in ram, then using gecko register operations to convert the rupee count received from 80F8ECB4 in to the address that points to a value in the custom lookup table.
That probably made no sense, but you can find more information from this page: http://gamehacking.org/faqs/wiicodetypes.html
Oh and if anyone's still interested, I'll look further into how to manipulate the camera, as I have woken up since I last posted a month ago.
EDIT: You know what? My explanation above is so confusing, I don't even understand it anymore.
Screw it, here's an improved Set Warp v2 code with my own improvements: http://pastebin.com/d8ZQXj3U
This hasn't been tested, so it may not work.
EDIT 2: This code won't do anything if the rupee count is 48 or higher. If you want to add more locations, change first line 06XXXXXX 00000060 to 06XXXXXX 000000YY, where YY is number of locations * 2 in hex, and change the 6th last line 2EF8ECB4 00000030 to 2EF8ECB4 000000YY, where YY is the number of locations in hex.
That probably made no sense, but you can find more information from this page: http://gamehacking.org/faqs/wiicodetypes.html
Oh and if anyone's still interested, I'll look further into how to manipulate the camera, as I have woken up since I last posted a month ago.
EDIT: You know what? My explanation above is so confusing, I don't even understand it anymore.
Screw it, here's an improved Set Warp v2 code with my own improvements: http://pastebin.com/d8ZQXj3U
This hasn't been tested, so it may not work.
EDIT 2: This code won't do anything if the rupee count is 48 or higher. If you want to add more locations, change first line 06XXXXXX 00000060 to 06XXXXXX 000000YY, where YY is number of locations * 2 in hex, and change the 6th last line 2EF8ECB4 00000030 to 2EF8ECB4 000000YY, where YY is the number of locations in hex.
Last edited 13 Jul 2015, 21:29 by BasedKingPotato.
BasedKingPotato do you know of a good way to search addresses on console? I'd like to find the Wii Remote address but unlike the classic controller it doesn't seem to have a similar offset to majora's mask so I haven't had any luck finding it. The way I was looking for it is probably very impractical because I don't know much about how to go about it.
Basically I made a big code of 128 consecutive ifs looking for a specific button combination. Each if sets the rupee counter to a different value, then go in the game and press the buttons. Based on what the rupees is tells what address it was.
Basically I made a big code of 128 consecutive ifs looking for a specific button combination. Each if sets the rupee counter to a different value, then go in the game and press the buttons. Based on what the rupees is tells what address it was.
I have a USB Gecko, meaning I have complete access to the Wii's RAM and CPU. I can quite easily find addresses for button activators, as well as a whole bunch of other things.
That "Improved Set Warp v2" code should be functionally identical to the original, except that it only takes up a third of the lines the original did.
I've also been trying to find ways to manipulate the camera using hacks, but it's been quite difficult, as any changes you try to make to the camera position/angle variables are instantly reverted back to what they were, making no visible difference whatsoever. I'll need to dig through the code to find out how to properly manipulate the camera, so that may take a while.
That "Improved Set Warp v2" code should be functionally identical to the original, except that it only takes up a third of the lines the original did.
I've also been trying to find ways to manipulate the camera using hacks, but it's been quite difficult, as any changes you try to make to the camera position/angle variables are instantly reverted back to what they were, making no visible difference whatsoever. I'll need to dig through the code to find out how to properly manipulate the camera, so that may take a while.
I'm so lost. I've been at this for like 6 hours.
Ocarina of Time JAP v1.2 --- check
Gecko 1931 --- check
SD Codes Enabled --- check
Hook set to GC Pad --- check
NACJ.gct in "codes" folder --- check
I boot up the game with Gecko. It tells me that is has indeed found codes. But alas, none of them function. Why must every endeavor involving technology be this...errr...not straight forward for me? Help.
Ocarina of Time JAP v1.2 --- check
Gecko 1931 --- check
SD Codes Enabled --- check
Hook set to GC Pad --- check
NACJ.gct in "codes" folder --- check
I boot up the game with Gecko. It tells me that is has indeed found codes. But alas, none of them function. Why must every endeavor involving technology be this...errr...not straight forward for me? Help.
Hook type should be default, not GC Pad.
Hook type should be default, not GC Pad.
Firstly, thank you for the quick reply :)
Secondly, still no luck. Set it back to default. I confirmed that I do indeed have v1.2. Also, I have infinite items such as bombs and arrows etc, but no access to any of the input activated codes. Must I do something to toggle the inputs codes (change rupee count, levitate etc.)?
Are you using a GameCube-Controller? The codes don't work with classic controllers yet.
Yes. I'm using an original NGC controller plugged into the top of an original Wii.
EDIT: I just reinstalled everything as per this post's recommendations. I have INF quantified items, but no other codes are in effect.
EDIT: I just reinstalled everything as per this post's recommendations. I have INF quantified items, but no other codes are in effect.
Last edited 28 Jul 2015, 00:15 by HerosShadow.
Try using bombs inside a house, equipping adult items like hookshot as child (these would normally not work without codes) and going to the tower collapse and check that the timer is locked to 4:20.
If codes like these also work then the only codes not working are the ones which use button conditionals. This means there's a problem with your controller. I use a pretty weird controller setup, I have a N64 controller plugged into an N64 to gamecube adapter and the codes work fine for me. All I can really suggest if this is the case is to try other controllers and see if the problem persists.
If codes like these also work then the only codes not working are the ones which use button conditionals. This means there's a problem with your controller. I use a pretty weird controller setup, I have a N64 controller plugged into an N64 to gamecube adapter and the codes work fine for me. All I can really suggest if this is the case is to try other controllers and see if the problem persists.
Any plans to put inventory modifier like what the majora's mask codes have?
A+Y+Dpad up = MST Items
A+X+Dpad up = All items?
A+Y+Dpad up = MST Items
A+X+Dpad up = All items?
http://pastebin.com/vESkGapd
Wrote a code to choose which items, equipment and upgrades you have.
Nothing: A + X + DPad Up
Basic set: A + X + DPad Left
Everything: A + X + DPad Down
I can make presets for specific categories but I didn't know what items every category got. I'd also like to simply enable the inventory editor, but I haven't gotten around to successfully converting the code to VC J. The code for 1.0 and documentation on it can be found here https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time#Inventory_Editor
Also, I'm trying to work around the gecko code limit. You can set it to be larger with an xml file but I don't think they supported it for channels. Project M has like 8000 lines and what they use is a custom homebrew app to inject the gecko code handler. That would be awesome to have so I'll try and work on making that happen.
Wrote a code to choose which items, equipment and upgrades you have.
Nothing: A + X + DPad Up
Basic set: A + X + DPad Left
Everything: A + X + DPad Down
I can make presets for specific categories but I didn't know what items every category got. I'd also like to simply enable the inventory editor, but I haven't gotten around to successfully converting the code to VC J. The code for 1.0 and documentation on it can be found here https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time#Inventory_Editor
Also, I'm trying to work around the gecko code limit. You can set it to be larger with an xml file but I don't think they supported it for channels. Project M has like 8000 lines and what they use is a custom homebrew app to inject the gecko code handler. That would be awesome to have so I'll try and work on making that happen.
The address for the Inventory Editor is 8104D697.
That worked, you're the best! Unfortunately the emulator doesn't handle the dpad inputs correctly, so you can't switch sections which is a bummer.
The dpad on both classic and gamecube are all used as L for the map which makes sense why they wouldn't work. It might be possible to make cheats for dpad presses to be considered n64 dpad presses.
8103CD74 and 8103CD75 should be the n64 button addresses.
the dpad is in the first byte:
0x01 D-Pad Right
0x02 D-Pad Left
0x04 D-Pad Down
0x08 D-Pad Up
8103CD74 and 8103CD75 should be the n64 button addresses.
the dpad is in the first byte:
0x01 D-Pad Right
0x02 D-Pad Left
0x04 D-Pad Down
0x08 D-Pad Up
I've been messing around with those, basically just trying to get buttons to register as other buttons, and nothing seems to be working. Is there any documentation you're referencing on the n64 memory addresses?
Is there a pastebin or something with the complete txt for the current collection of codes? I'd like to tweak it, if I may.
At the bottom of the main post there's a dropbox link with the text file for the current set of codes.
Is there any way I can give people the means to edit the main post? Since there seem to be people interested in modifying the codes they should be able to edit the main post with the improvements. Alternatively someone could just make a google doc like there is for the MM codes and I'll just place the link to that on the main post.
Is there any way I can give people the means to edit the main post? Since there seem to be people interested in modifying the codes they should be able to edit the main post with the improvements. Alternatively someone could just make a google doc like there is for the MM codes and I'll just place the link to that on the main post.
Yes. I'm using an original NGC controller plugged into the top of an original Wii.
EDIT: I just reinstalled everything as per this post's recommendations. I have INF quantified items, but no other codes are in effect.
Maybe after some months I have an answer to this problem:Today I noticed, that the codes don't work with my new SDHC-card. Some do (like levitating, infinite bombs). But others don't. For example D-Pad down lets you die. If you have double magic and load your file, it won't fill the whole bar and the sound doesn't stop. With my old cards, it works just fine...
Hey guys,
Just wondering if anyone could help me out, i have gecko and ios36 on my wii, to obtain the launch channels option, but i have come across yet another obstacle. Everytime i try and launch the game it says something like starting game with hooks, game id NACE, no codes found on SD, the only two files i have on my SD card is an apps file which contains gecko1931 folder- in that folder there is a boot.elf(elf file), icon(png image), meta(xml file). I also have a codes folder on the sd card which contains a file I HAD TO NAME/CHANGE GAME ID to NACE01(gct file) i got the codes off of geckcodes.org/NACE and checked off the ones i wanted (not that many) through codemanager, the game boots up just with no sd codes found or whatever, anybody know a solution? thanks. ps the version of the game i have is the english OOT off of WII VC
Just wondering if anyone could help me out, i have gecko and ios36 on my wii, to obtain the launch channels option, but i have come across yet another obstacle. Everytime i try and launch the game it says something like starting game with hooks, game id NACE, no codes found on SD, the only two files i have on my SD card is an apps file which contains gecko1931 folder- in that folder there is a boot.elf(elf file), icon(png image), meta(xml file). I also have a codes folder on the sd card which contains a file I HAD TO NAME/CHANGE GAME ID to NACE01(gct file) i got the codes off of geckcodes.org/NACE and checked off the ones i wanted (not that many) through codemanager, the game boots up just with no sd codes found or whatever, anybody know a solution? thanks. ps the version of the game i have is the english OOT off of WII VC
Try to name it NACE.gct instead of NACE01.gct.
