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  1. #11
    just 'round the corner PoptartHunter's Avatar
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    Quote Originally Posted by xCrimsoNx View Post
    Actually, the mark and recall has been used for a while, just never called the mark and recall. I actually learned a lot from psp coding.
    It also doesn't require asm for the wii, there are codetypes for storing values. Like how the PSP requires assembly (I'm assuming from this tutorial) to make button activators, while the wii's code handler has "if equal/not equal" codetypes. I guess Wii coding is just easier than PSP coding is in general with all the fancy codetypes we have..

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    Last edited by PoptartHunter; 04-16-2012 at 06:28 PM.

  2. #12
    Member sdrawkcab's Avatar
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    Quote Originally Posted by PoptartHunter View Post
    It also doesn't require asm for the wii, there are codetypes for storing values. Like how the PSP requires assembly (I'm assuming from this tutorial) to make button activators, while the wii's code handler has "if equal/not equal" codetypes. I guess Wii coding just easier than PSP coding is in general with all the fancy codetypes we have..
    told you striiker :P

    Quote Originally Posted by demon450 View Post
    i used darkfrost
    darkfrost can convert mips to hex? o:

    Quote Originally Posted by -ZeroFreak- View Post
    Gonna give this a read..
    Thanks for the post.
    thank you for taking the time to read this

    Quote Originally Posted by xCrimsoNx View Post
    Actually, the mark and recall has been used for a while, just never called the mark and recall. I actually learned a lot from psp coding.
    well the same basic technique has but iv never seen a code for the wii that marks and recalls coordinates. (which i thought was the only thing that mark & recalls do) wii i actually learned some pretty cool things from wii coders first i never thought of using the store & recall technique to lets say store a weapon and then recall it later if you want it back. also trigger bot & auto iron sight. ( i used to think the only kinda bot was an aim bot :o) in some ways i think wii coders are more resourceful.

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    Last edited by sdrawkcab; 04-16-2012 at 06:31 PM.

    thanks zion!

  3. #13
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    ^i had all the values memorized

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  4. #14
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    Host only codes did exist for PSP. Just wasn't called the same thing. Example would be SWRS where certain damage values only worked offline or of you hosted server.

    Sent from my LG-P506 using Tapatalk

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  5. #15
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    thats really only star wars games though jimmy
    and yes teleporting is easy

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  6. #16
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    Austin .'s Avatar
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    Volcom, yes, we can search in public. However, unlike the psp (or as far as I've expierenced it,) we can't search the entire memory range and still be connected online. For example, the wiis two primary safe searching ranges are from 80000000-81800000, and from 90000000-93400000. If we have someone in our lobby, we can't search the entire 80 mem range, the person will get kicked and we would get dc'd from online, we need to search 80000000-80400000, then narrow that down hoping it has the code, and if not, search 80500000-80900000, etc. And that's only with 1-2 other people there, if your in a full lobby I wouldn't think you could even search one block at a time (800-801). If you're alone you can search the entire 80 range, but not the 90 because its so large, I cut it in half.

    Might sound arguative, but I'm just trying to explain it to you xD

    I think we should have a psp&wii coders meet and greet thingy xD

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  7. #17
    Member sdrawkcab's Avatar
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    wait so when your searching for a code on the wii dos it automatically pause the game?

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    thanks zion!

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