Chillalex Posted October 5, 2004 Posted October 5, 2004 Wrestler Profiles Add these offsets in hex to the addresses listed to get to the corresponding addresses. The base addresses listed under each wrestlers' name is for the Name of the wrestler, btw, so the Rocks' name change will begin at 0480F4B4. Add- 0x00000013- Short (Ring) Name 0x00000030- Stats 0x00000034- Stats 2 Stats 1 AABBCCDD Stats 2 EEFF0000 AA- Strength BB- Durability CC- Speed DD- Counter EE- Submission FF- Charisma Values- 00- 0 01- 0.5 etc etc. Dont try setting in game stats to higher than 10. it might work, but when I maxed out wrestlers to 127.5 (0xFF) the game glitched up when I tried to run (Wrestler was too fast.) Names can be 13 characters in length, although I think its only 12. The Rock -------- 0480F4B4 Triple H -------- 0480F55C Undertaker ---------- Name 0480F5B0 Kurt Angle ---------- Name 0480F604 Kane ---- Name 0480F6AC Rey Mysterio ------------ Name 0480F700 John Cena --------- Name 0480F754 Big Show -------- Name 0480F7A8 Stacey Keibler -------------- Name 0480F7FC Chris Jericho ------------- Name 0480F850 Chris Benoit ------------ Name 0480F8A4 Rob Van Dam ------------ Name 0480F8F8 Booker T -------- 0480F94C Shawn Michaels -------------- 0480F9A0 Trish Stratus ------------- 0480F9F4 Victoria -------- 0480FA48 Eddie Guerrero -------------- 0480FA9C Ric Flair ---------- 0480FAF0 Randy Orton ----------- 0480FB44 Batista -------- 0480FB98 Christian --------- 0480FBEC Chavo Guerrero -------------- 0480FC40 Charlie Haas ------------ 0480FC94 Shelton Benjamin ---------------- 0480FCE8 Lance Storm ----------- 0480FD3C Val Venis --------- 0480FD90 Hardcore Holly -------------- 0480FDE4 Rhyno ----- 0480FE38 Matt Hardy ---------- 0480FE8C Edge ----- 0480FEE0 Danny Basham ------------ 0480FF34 Doug Basham ----------- 0480FF88 Mark Jindrak ------------ 0480FFDC Garrison Cade ------------- 04810030 Molly Holly ----------- 04810084 Andre The Giant --------------- 048101D4 Bret Hart --------- 04810228 Roddy Piper ----------- 0481027C Brutus Beefcake --------------- 048102D0 Greg Valentine -------------- 04810324 Joey Rock --------- 04810A5C Brad Brixton ------------ 04810AB0 Wing Su Yeh ----------- 04810B04 Lt. Mortar ---------- 04810B58 Paul Pugilist ------------- 04810BAC East Texas Kid -------------- 04810C00
Chillalex Posted October 5, 2004 Author Posted October 5, 2004 WE71-KHRC-CF217 46A2-F1PB-AKRRH Sunken Ring TDJ9-QRQJ-6E5J4 98YK-8QUE-A8HNU Fisheye Camera Load Gym Over House Show UYJZ-DQ5H-MDV5H 98UR-60BJ-M09Y4 WDHC-PR3A-4PW7B Stats Mods- Sunken Ring Tilted Dynamic camera (code not posted)
Chillalex Posted October 5, 2004 Author Posted October 5, 2004 Its an improvement over the original WMXIX tool, in pretty much every aspect. Both in presentation, and UI wise. Its alot easier to use this time round. Be aware, I HAVENT got any of the unlockable moves listed down yet; ive only had the game a week, and those will be added in any future updates. Its a tool primarily for CAW 1, but CAW Offsets are included, and if you dont know by now, it enables you to put any move on any slot. Download HERE (Copy and PASTE) Online Version**Not recommended. Itll run slower, and wont ever be updated. And youll rape my bandwidth. Again.
tokidoim Posted October 5, 2004 Posted October 5, 2004 You rool Alxe! ...grrrr...must...not...buy...hacking...tools.... nosig
datdannyg Posted October 5, 2004 Posted October 5, 2004 yo man can u fix the codes from codejunkies they make my season freeze up all the time i have to reset every match also how do i use your excellent move mod tool the codes r in the wrong format
the enforcer Posted October 6, 2004 Posted October 6, 2004 Any chance of getting these converted to NTSC??
tokidoim Posted October 6, 2004 Posted October 6, 2004 I've actually been considering trying to do it blindly. I've looked a bait and haven't found any NTSC codes. If there's identical codes released for both PAL and NTSC, they could be converted to HEX and the resulting difference in addresses should yield an offset which could be used to convert PAL to NTSC. But like I said, I haven't found any such codes. I doubt that I'll get bored enough to try it without something to go on. It's entirely possible that by trying out one of the codes ( particularly the moveset modifiers ) on an NTSC system you could change a move for one of the CAWs. Almost certainly not the right move for CAW 1, but very possibly a different move, maybe for a different CAW. The problem is having the patience to look through all the movesets to find it, knowing that you might not have changed anything you can see for sure. nosig
Chillalex Posted October 7, 2004 Author Posted October 7, 2004 NTSC codes have been released. (M) YGN3-0J5D-E1MVG X8YN-Y724-3QMBJ This Code Must Be On JG0G-DXKJ-GUG7R 6TNZ-U1CJ-PU9GC QR4P-320H-XB7ZA ATR8-KX3H-W0VF9 WG5K-XE3V-7KNTR PJZZ-1GXH-PXQVJ Y9WW-RTW4-QDJMQ M4JG-PKWY-90TH5 HGY4-D703-QNHF7 Infinite Creation Points 7VKZ-1A5D-MRRZ3 Z63Q-CAVT-Q9659 EBPU-QJ3N-FWCF0 All Created Wrestlers Are Topless B2CG-JZXC-P4T5G 07CY-DJQ5-X0PNM XVUP-MV27-N22KR All Created Wrestlers Are Nude FGWZ-FGRM-BPW1Q 07CY-DJQ5-X0PNM XVUP-MV27-N22KR GHK1-TW8K-K7PUN XVUP-MV27-N22KR PLAYER 1 CODES: TK2U-AHJ3-TENR2 P1 Full Adrenaline HB26-XPD3-HR7ZX GNMJ-3YEK-T290Y P1 No Adrenaline 2Z3Q-E8PZ-0FJKB F3PM-A6HQ-9VGH9 P1 Full Spirit 4G3E-GUU3-Z8Y27 R8ZQ-18Z0-RAGDB P1 No Spirit NP6F-BK1C-Z50XJ 5A3B-0TW9-21856 P1 No Limb Damage ANH2-3N25-8NQEB DJAF-HQWY-UXH9G 28EP-FZMR-AT1NQ 0CPC-XHV5-09Z4E NXQU-RE87-75BQD 8U20-51GF-4UV5K B8E1-711W-3Z71N TVJH-J7TW-JUHZC 6GR5-BRDP-G1K0K MN3U-EKKQ-21V6K 6NUD-4E0F-U2TCR MJ0W-8T9A-QB6WD P1 Is Tiny 7RXH-0VNW-5FV9D E9VE-Y0ZJ-A2VNZ TCW7-274G-RNTYN B4UC-Z5FC-H063V P1 Is Huge 06KK-UJME-R8KNT PHA3-VMV2-DWW9E TMBK-G5KH-BPD1T UARP-3UDV-VA9FR PLAYER 2 CODES: MBFC-QCTW-5MWQA P2 Full Adrenaline FBC6-3BEB-BCKAC KYRA-Q680-CEP3A P2 No Adrenaline 6N67-CR5G-YM88Z BBYW-TZ66-W8AEQ P2 Full Spirit 6XRV-9A6T-69GM6 YWPZ-317X-FF6R8 P2 No Spirit MPQD-U3U0-X1RNC 9RWJ-AP92-R2BXZ P2 No Limb Damage R7HE-6CJ7-AW3MX HCPY-THND-QA3Q3 8DYB-XDAY-89E1T HRDA-Z613-BZ04J FZPJ-C1AV-NFD8Q 8WGD-XRQN-XHZ1P JJ0P-QU7D-6KGMC N1UB-E2J8-EW4NU XPBM-3AWG-4AWGZ Q1VN-X46X-1NK9F 49Q5-5WBX-ZN6TV 3N7T-P3TU-CBRDR P2 Is Tiny 3UR5-WV85-C6WE4 R45M-3E89-GN5M2 06EG-07P0-1BGT9 4NR7-6C9G-HZ1RM P2 Is Huge X1T1-M2BU-NAZ9J XVF4-1CFA-GAF7Q A7A6-E5ZY-A6T8Z AFTZ-FPRH-5MPRX[/code] Credit: Nick from CJ's If you wanna try an offset, go ahead.
the enforcer Posted October 7, 2004 Posted October 7, 2004 (edited) I tried to figure out an offset, but each code that seems to be in common with the PAL version seemed to have a digit or 2 difference in the offset. Couldn't find a constant myself. I'll keep trying, hopefully someone will figure it out soon though, I would really like to try Alex's move modifier out....... Edited October 7, 2004 by the enforcer
datdannyg Posted October 7, 2004 Posted October 7, 2004 Do u think that the NTSC codes work on Pal cus if theres not much difference i'll try them out
tokidoim Posted October 13, 2004 Posted October 13, 2004 Hmm..oddness. When I decrypt identical codes for PAL and NTSC, the HEX codes (except for the verifier ) are identical. The GCNcrypt program indicates a game ID of 2E7 for PAL ( as Alex sez ) and 2EF for NTSC. HOWEVA....when I try to encrypt any of these hacked codes with the game ID as 2EF, the AR accepts the verifier, but the codes won't work. Could it be I'm missing something simple? nosig
Chillalex Posted October 13, 2004 Author Posted October 13, 2004 Im unclear as to what your doing; if your encrypting my hex codes into 2EF with a region of NTSC then that should be all you need to do (and therefore if they dont work, then the address is wrong etc...) Or are you decrypting my encrypted codes, then re-encrypting them to a different ID? It could be you still have my verifier? Who knows! If its the former then likely the addresses changed.
tokidoim Posted October 13, 2004 Posted October 13, 2004 It must be that the addresses develop an offset when they reach the area where your codeses are, Alex. I trust your HaXxORriNGGorrZZ abilities fully. What I first was decrypt those two long-ass "must be on" codes and saw they were very close to being identical in hex. All the P1&P2 codes ( huge, small, max spirit, etc ) are all the same for Hex & NTSC. I encrypted the hex sample move modifier code ( weak grapple=stunner ) and the sunken ring code above with no effect. The official unofficial infinite attribute pts code on at codejunkies does work, so I know I've got the (m) and must be on codes in there correctly. Oh, yeah...the move list pages in your DOR CAW tool seem to be missing from both the download and online versions. SO, if you know how to make one of those multi-write codes, I could go in and try to put all zeroes into a big section of the RAM where the PAL CAW 1 moveslot is at and see if it fraggles up any of my CAWs. If so, then I could block out smaller sections and come up with at least one offset ( hopefully the data block will be the same for PAL and NTSC ) nosig
Chillalex Posted October 15, 2004 Author Posted October 15, 2004 ok Toki, ill whip up a slide and fill next time I can, i just hope you dont need the kenobi NCT enabled, else you may as well just key in 64 codes. (*11!WORRY!11*) I think the best way to do it is possibly a selection of small slide and fills, possibly doing about 20 lines at a time, with an increase of one for the value; this way if any of them DO work, itll be possible to back track and figure which address is being written to which value etc etc, as opposed to filling them ALL with the stunner or something.
tokidoim Posted October 15, 2004 Posted October 15, 2004 Actually, I believe it's best to do a huge fill. If I wind up getting nothing, at least I'm eliminating a large area. Once I find I've affected what I want, I just need to reduce the number of addresses affected by 1/2 and use the process of elimination texhnique that worked well in the SD series. It'll just be a pain in the ass to have to run back up to the computer to encrypt every time. If you could just post the format of the slide&fill, I'll take it from there. nosig
Chillalex Posted October 15, 2004 Author Posted October 15, 2004 (edited) EDIT'D1!!1 00000000 84958C5C vvvvvvvv xxyyzzzz vvvvvvvv: Word to write for fill\slide, beginning at address 80958C5C (ie, a move value.) xx: Value increment (signed) (Leave as 00?) yy: Number of words to write, zero-based (Whatever you feel like; theres something like 109 slots per caw but id play it safe and do about 80.) zzzz: Address increment (signed)(0x0004) This is an example I tested (Obv. needs to be encrypted, but it did work, but theres a small annoyance. Because i only tested 0x2F repeats, I got gaps in certain slots...Youll see what I mean.) 00000000 84958C5C 110C0001 002F0004 Oh, and a new code for everyone; I unlocked another arena This replaces RAW with the Velocity arena, which was taken out of the game totally, and as a result isnt completed, either (although it still takes up 2.6mb of disc space, or something crazy.) AM0X-Z9CF-75AXJ FJE3-BY20-CG8N6 NHVG-HP4B-2WWA5 Its basically identical to the No Mercy arena, BUT the entrance curtain is like Smackdowns, and it plays the green Velocity video. It wont show up in entrances, however (im working on it, but got a lock up earlier. Works fine in match tho.) So there ya go, two arenas you can only play in via an AR, and ones totally beta. Nice. Edited October 16, 2004 by Chillalex
tokidoim Posted October 16, 2004 Posted October 16, 2004 Right on! I'll probably check that out in the morning. I assume you weren't required to have the Obi Wan Kenobi code active... nosig
Chillalex Posted October 16, 2004 Author Posted October 16, 2004 *waves hand* You do not need the obi wan kenobi code on...
NickWWF Posted October 17, 2004 Posted October 17, 2004 Damn, this is frustrating. The official codes for unlimited creation points only works for slot 1. And the no limb damage and max adrenaline freeze up the game every time. I haven't tried the others, but these are the main ones I tried, and they get messed up quickly. So don't rely on the official codes unless you feel like taking a risk.
Chillalex Posted October 17, 2004 Author Posted October 17, 2004 you could try decrypting that inf. creation points code and add the offsets i provided in the tool download to try for other slots, or wait and see what results toki gets from his slide and fill experiment (which im optimistic about...)
tokidoim Posted October 19, 2004 Posted October 19, 2004 Grrr. Only an 8-bit repeat value...for the PS2 I could wipe out 40000 addys at once. Here I have to go 400 at a time... Nothing yet, but I'll keep chipping away for a while. Must...not...buy...hacking...tools! nosig
Chillalex Posted October 21, 2004 Author Posted October 21, 2004 Id have thought 255 would have at least hit SOME of the addys...?
Recommended Posts