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	<updated>2026-11-06T08:25:08Z</updated>
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		<id>https://www.lmhack.net/index.php?title=Game_Knowledge&amp;diff=1308</id>
		<title>Game Knowledge</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Game_Knowledge&amp;diff=1308"/>
		<updated>2024-12-20T16:46:57Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: reverted change to do page tutorial instead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Original Author(s) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;opeyx&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page should (hopefully) provide you with some knowledge about how certain stuff in Luigi&#039;s Mansions works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We will continue add new content here as we get a better understanding for how different parts of the game works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page should be considered a work in progress at all times, we will do our best to always provide the most accurate information however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== JMP ====&lt;br /&gt;
&lt;br /&gt;
===== Observers =====&lt;br /&gt;
&lt;br /&gt;
One of the things that people seem to have the most trouble understanding is Observers, so here is a small rundown:&lt;br /&gt;
&lt;br /&gt;
Observers are essentially &amp;quot;mini-programs&amp;quot; that constantly asks the game questions about what the current state of the game is. (&amp;quot;Is all the ghosts in this wave captured yet?&amp;quot;, &amp;quot;Is flag 23 turned on?&amp;quot;). Think of them like an invisible eye that consistently monitors what &#039;&#039;condition&#039;&#039; needs to be met so that something can be &#039;&#039;done.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They are used for everything from making ghosts spawn to making the lights turn on when you&#039;ve captured all the ghosts in a room.&lt;br /&gt;
&lt;br /&gt;
Lets give you an example:&lt;br /&gt;
&lt;br /&gt;
# The observer will ask the game a &amp;quot;question&amp;quot; (Eg: &amp;quot;Have all of the candles in this room been blown out?&amp;quot;) - In programming terms these &amp;quot;questions&amp;quot; are known as Conditions.&lt;br /&gt;
# The game itself will reply with an &amp;quot;answer&amp;quot; of either True (Yes) or False (No). - In programming terms these &amp;quot;answers&amp;quot; are known as bool&#039;s / Booleans.&lt;br /&gt;
# If the reply from the game is True (Yes) then the observer will do &#039;&#039;something&#039;&#039; - More accurately, it will do whatever is specified in the observer&#039;s do_type field.&lt;br /&gt;
&lt;br /&gt;
By using the &#039;&#039;cond_string_arg0&#039;&#039; and &#039;&#039;string_arg0&#039;&#039; fields in the observers you can link a multiple observers to activate after just one observer activates,&lt;br /&gt;
&lt;br /&gt;
this will allow you to do more than just one thing after a ghost wave has been defeated for example.&lt;br /&gt;
&lt;br /&gt;
You could however also create a &amp;quot;observer chain&amp;quot; to do this; &amp;quot;Is all the ghosts in this wave captured yet?&amp;quot; (True) -&amp;gt; Light Up The Room (True) -&amp;gt; Unlock The Doors (True) -&amp;gt; Spawn Chest (True)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&#039;s multiple ways to Rome&amp;quot; - You can get similar results with different approaches, we recommend you choose one that you find the most understandable / easy to use.&lt;br /&gt;
&lt;br /&gt;
And that is essentially how all observers in the game work.&lt;br /&gt;
&lt;br /&gt;
Now go experiment! - That&#039;s the best way of learning! :)&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;RAM/DOL&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;RAM.2FDOL&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;RAM/DOL&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;RAM&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;RAM&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Change_which_door_triggers_the_Foyer_Gold_Ghost_Laugh_and_in_return_sets_flag_3&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Change which door triggers the Foyer Gold Ghost Laugh and in return sets flag 3&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
8001bec0 386000xx &amp;lt;br /&amp;gt; xx - Door ID&lt;br /&gt;
&lt;br /&gt;
(Credits - CyrusLoS)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;DOL&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;DOL&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Force_Portrait_Ghosts_to_use_params_for_HP&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Force Portrait Ghosts to use params for HP&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
At offset 0xBDED0 paste/write 4800002c. &amp;lt;br /&amp;gt; (Credits - CyrusLoS)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Add_treasure_drops_to_regular_ghosts&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Add treasure drops to regular ghosts&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
Change the address listed at 0x358718 to 800d59ac. &amp;lt;br /&amp;gt; Add a entry for the ghost in question into iyapootable along with what you want it to drop. &amp;lt;br /&amp;gt; (Credits - LMFinish)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Reverse_Kieru_(spawn_animation)_for_regular_ghosts&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;Reverse_Kieru_.28spawn_animation.29_for_regular_ghosts&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Reverse Kieru (spawn animation) for regular ghosts&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Model Archive&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DD5E&lt;br /&gt;
| obake01.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DF5E&lt;br /&gt;
| obake02.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E17E&lt;br /&gt;
| obake03.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change the value at any of the offsets to &#039;&#039;&#039;0E 52&#039;&#039;&#039; to reverse the ghosts&#039; spawn-in animation. &amp;lt;br /&amp;gt; (Credits - weirdboo)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Beta_Spinning_Coins_by_Ralf_(upside-down_bug_fix_by_0wen)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;Beta_Spinning_Coins_by_Ralf_.28upside-down_bug_fix_by_0wen.29&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Beta Spinning Coins by Ralf (upside-down bug fix by 0wen)&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
At offset 0xD50, paste/write 3C608000C0033D6CC03D0024EC21002AD03D0024A87C00A64815427C41700000 &amp;lt;br /&amp;gt; At offset 0x15402C, paste/write 3800BC00B01E005E &amp;lt;br /&amp;gt; At offset 0x154D40, paste/write 4BEABD70 &amp;lt;br /&amp;gt; (Credits - weirdboo, 0wen)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Various_RAM_Address&#039;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;Various_RAM_Address.27&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Various RAM Address&#039;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 80340D48&lt;br /&gt;
| Yapoo Appear Type&lt;br /&gt;
|-&lt;br /&gt;
| 80340F48&lt;br /&gt;
| Mapoo Appear Type&lt;br /&gt;
|-&lt;br /&gt;
| 804D2BE4&lt;br /&gt;
| Flashlight Cone Size Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 804D2BEC&lt;br /&gt;
| Flashlight RGB&lt;br /&gt;
|-&lt;br /&gt;
| 800D0E94&lt;br /&gt;
| I&#039;m 99% Sure This Is Luigi&#039;s Reaction To The Poison Mushroom&lt;br /&gt;
|-&lt;br /&gt;
| 800466F4&lt;br /&gt;
| Draws The OOB Coin&lt;br /&gt;
|-&lt;br /&gt;
| 804D2BB8&lt;br /&gt;
| Luigi&#039;s Walking Speed&lt;br /&gt;
|-&lt;br /&gt;
| 8003D6F0&lt;br /&gt;
| Radar State I think (To make it so the radar is always on, NOP this address.)&lt;br /&gt;
|-&lt;br /&gt;
| 801E1EA0&lt;br /&gt;
| Coin Physics (If this address is nopped/zero&#039;d out it will give you spinning coins, however, it spins periodically and not consistently.)&lt;br /&gt;
|-&lt;br /&gt;
| 800BCAF0&lt;br /&gt;
| treasuretable JMP Loading (Same goes for the address below)&lt;br /&gt;
|-&lt;br /&gt;
| 800BCAF4&lt;br /&gt;
| treasuretable JMP Loading&lt;br /&gt;
|-&lt;br /&gt;
| 804D9A0C&lt;br /&gt;
| Nintendo Logo Color&lt;br /&gt;
|-&lt;br /&gt;
| 800B3B6C&lt;br /&gt;
| Flashlight On And Off Function (If you nop this the flashlight will not turn off)&lt;br /&gt;
|-&lt;br /&gt;
| 804D8597&lt;br /&gt;
| This Address Is How Many Ghosts Luigi Has And The Current Value Of The Ghost Counter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Credits - ScaredLuigiCrawling)&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Game_Knowledge&amp;diff=1307</id>
		<title>Game Knowledge</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Game_Knowledge&amp;diff=1307"/>
		<updated>2024-12-20T16:43:01Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Original Author(s) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;opeyx&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page should (hopefully) provide you with some knowledge about how certain stuff in Luigi&#039;s Mansions works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We will continue add new content here as we get a better understanding for how different parts of the game works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page should be considered a work in progress at all times, we will do our best to always provide the most accurate information however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== JMP ====&lt;br /&gt;
&lt;br /&gt;
===== Observers =====&lt;br /&gt;
&lt;br /&gt;
One of the things that people seem to have the most trouble understanding is Observers, so here is a small rundown:&lt;br /&gt;
&lt;br /&gt;
Observers are essentially &amp;quot;mini-programs&amp;quot; that constantly asks the game questions about what the current state of the game is. (&amp;quot;Is all the ghosts in this wave captured yet?&amp;quot;, &amp;quot;Is flag 23 turned on?&amp;quot;). Think of them like an invisible eye that consistently monitors what &#039;&#039;condition&#039;&#039; needs to be met so that something can be &#039;&#039;done.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They are used for everything from making ghosts spawn to making the lights turn on when you&#039;ve captured all the ghosts in a room.&lt;br /&gt;
&lt;br /&gt;
Lets give you an example:&lt;br /&gt;
&lt;br /&gt;
# The observer will ask the game a &amp;quot;question&amp;quot; (Eg: &amp;quot;Have all of the candles in this room been blown out?&amp;quot;) - In programming terms these &amp;quot;questions&amp;quot; are known as Conditions.&lt;br /&gt;
# The game itself will reply with an &amp;quot;answer&amp;quot; of either True (Yes) or False (No). - In programming terms these &amp;quot;answers&amp;quot; are known as bool&#039;s / Booleans.&lt;br /&gt;
# If the reply from the game is True (Yes) then the observer will do &#039;&#039;something&#039;&#039; - More accurately, it will do whatever is specified in the observer&#039;s do_type field.&lt;br /&gt;
&lt;br /&gt;
By using the &#039;&#039;cond_string_arg0&#039;&#039; and &#039;&#039;string_arg0&#039;&#039; fields in the observers you can link a multiple observers to activate after just one observer activates,&lt;br /&gt;
&lt;br /&gt;
this will allow you to do more than just one thing after a ghost wave has been defeated for example.&lt;br /&gt;
&lt;br /&gt;
You could however also create a &amp;quot;observer chain&amp;quot; to do this; &amp;quot;Is all the ghosts in this wave captured yet?&amp;quot; (True) -&amp;gt; Light Up The Room (True) -&amp;gt; Unlock The Doors (True) -&amp;gt; Spawn Chest (True)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&#039;s multiple ways to Rome&amp;quot; - You can get similar results with different approaches, we recommend you choose one that you find the most understandable / easy to use.&lt;br /&gt;
&lt;br /&gt;
And that is essentially how all observers in the game work.&lt;br /&gt;
&lt;br /&gt;
Now go experiment! - That&#039;s the best way of learning! :)&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;RAM/DOL&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;RAM.2FDOL&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;RAM/DOL&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;RAM&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;RAM&amp;lt;/span&amp;gt; =====&lt;br /&gt;
We can edit memory with Gecko &amp;amp;&amp;amp; AR codes that change the games compiled c++ source code to manipulate the game into doing whatever. For more info checkout&amp;lt;big&amp;gt; [[Making Gecko Codes To Edit RAM]] &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Change_which_door_triggers_the_Foyer_Gold_Ghost_Laugh_and_in_return_sets_flag_3&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Change which door triggers the Foyer Gold Ghost Laugh and in return sets flag 3&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
8001bec0 386000xx &amp;lt;br /&amp;gt; xx - Door ID&lt;br /&gt;
&lt;br /&gt;
(Credits - CyrusLoS)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;DOL&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;DOL&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Force_Portrait_Ghosts_to_use_params_for_HP&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Force Portrait Ghosts to use params for HP&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
At offset 0xBDED0 paste/write 4800002c. &amp;lt;br /&amp;gt; (Credits - CyrusLoS)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Add_treasure_drops_to_regular_ghosts&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Add treasure drops to regular ghosts&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
Change the address listed at 0x358718 to 800d59ac. &amp;lt;br /&amp;gt; Add a entry for the ghost in question into iyapootable along with what you want it to drop. &amp;lt;br /&amp;gt; (Credits - LMFinish)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Reverse_Kieru_(spawn_animation)_for_regular_ghosts&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;Reverse_Kieru_.28spawn_animation.29_for_regular_ghosts&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Reverse Kieru (spawn animation) for regular ghosts&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Model Archive&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DD5E&lt;br /&gt;
| obake01.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DF5E&lt;br /&gt;
| obake02.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E17E&lt;br /&gt;
| obake03.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change the value at any of the offsets to &#039;&#039;&#039;0E 52&#039;&#039;&#039; to reverse the ghosts&#039; spawn-in animation. &amp;lt;br /&amp;gt; (Credits - weirdboo)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Beta_Spinning_Coins_by_Ralf_(upside-down_bug_fix_by_0wen)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;Beta_Spinning_Coins_by_Ralf_.28upside-down_bug_fix_by_0wen.29&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Beta Spinning Coins by Ralf (upside-down bug fix by 0wen)&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
At offset 0xD50, paste/write 3C608000C0033D6CC03D0024EC21002AD03D0024A87C00A64815427C41700000 &amp;lt;br /&amp;gt; At offset 0x15402C, paste/write 3800BC00B01E005E &amp;lt;br /&amp;gt; At offset 0x154D40, paste/write 4BEABD70 &amp;lt;br /&amp;gt; (Credits - weirdboo, 0wen)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span id=&amp;quot;Various_RAM_Address&#039;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;Various_RAM_Address.27&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Various RAM Address&#039;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 80340D48&lt;br /&gt;
| Yapoo Appear Type&lt;br /&gt;
|-&lt;br /&gt;
| 80340F48&lt;br /&gt;
| Mapoo Appear Type&lt;br /&gt;
|-&lt;br /&gt;
| 804D2BE4&lt;br /&gt;
| Flashlight Cone Size Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 804D2BEC&lt;br /&gt;
| Flashlight RGB&lt;br /&gt;
|-&lt;br /&gt;
| 800D0E94&lt;br /&gt;
| I&#039;m 99% Sure This Is Luigi&#039;s Reaction To The Poison Mushroom&lt;br /&gt;
|-&lt;br /&gt;
| 800466F4&lt;br /&gt;
| Draws The OOB Coin&lt;br /&gt;
|-&lt;br /&gt;
| 804D2BB8&lt;br /&gt;
| Luigi&#039;s Walking Speed&lt;br /&gt;
|-&lt;br /&gt;
| 8003D6F0&lt;br /&gt;
| Radar State I think (To make it so the radar is always on, NOP this address.)&lt;br /&gt;
|-&lt;br /&gt;
| 801E1EA0&lt;br /&gt;
| Coin Physics (If this address is nopped/zero&#039;d out it will give you spinning coins, however, it spins periodically and not consistently.)&lt;br /&gt;
|-&lt;br /&gt;
| 800BCAF0&lt;br /&gt;
| treasuretable JMP Loading (Same goes for the address below)&lt;br /&gt;
|-&lt;br /&gt;
| 800BCAF4&lt;br /&gt;
| treasuretable JMP Loading&lt;br /&gt;
|-&lt;br /&gt;
| 804D9A0C&lt;br /&gt;
| Nintendo Logo Color&lt;br /&gt;
|-&lt;br /&gt;
| 800B3B6C&lt;br /&gt;
| Flashlight On And Off Function (If you nop this the flashlight will not turn off)&lt;br /&gt;
|-&lt;br /&gt;
| 804D8597&lt;br /&gt;
| This Address Is How Many Ghosts Luigi Has And The Current Value Of The Ghost Counter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Credits - ScaredLuigiCrawling)&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Tools&amp;diff=1099</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Tools&amp;diff=1099"/>
		<updated>2024-07-10T14:29:19Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: /* Code Editing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the Tools section! ==&lt;br /&gt;
&lt;br /&gt;
Feel free to look at the tools we currently have covered below!&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;Tools&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Tools&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Audio Editing ====&lt;br /&gt;
* [[JAIMaker]] - Converts MIDI files into BMS files.&lt;br /&gt;
* [https://github.com/XAYRGA/JaiSeqX/releases/tag/cake1 JAISeqX-LJA] - Allows you to play BMS files.&lt;br /&gt;
* [https://xayr.gay/tools/SoundModdingToolkit/ Xayr&#039;s Sound Modding Toolkit] - The JAudio Sound Modding Toolkit is a general-porpose tool intended for games using the JAudio sound engine.&lt;br /&gt;
* [https://github.com/vgmtrans/vgmtrans VGMTRANS] - Tool used to view/extract raw values and data for sequenced midi files (bms)&lt;br /&gt;
* [https://github.com/XAYRGA/bastool/releases bastool] - .BAS file editing tool for Gamecube games.&lt;br /&gt;
&lt;br /&gt;
==== Code Editing ====&lt;br /&gt;
* [https://github.com/TheGag96/CodeWrite CodeWrite] - Makes Gecko codes from PowerPC assembly code.&lt;br /&gt;
* [https://github.com/Minty-Meeo/dol_c_kit/tree/master DOL C-Kit] - A toolkit for compiling C/C++ code using devkitppc and injecting it into a Gamecube Executable (dol).&lt;br /&gt;
* [https://github.com/aldelaro5/dolphin-memory-engine Dolphin Memory Engine] - Allows you to view and modify Dolphin Emulator&#039;s memory in real-time.&lt;br /&gt;
* [[HxD]] - Allows you to modify the raw hexadecimal bytes for any type of file (We recommend HxD, especially for beginners)&lt;br /&gt;
* [https://imhex.werwolv.net ImHex] - Alternative to HxD, works on all operating systems.&lt;br /&gt;
* [https://github.com/LMFinish/Lily-Injector Lily Injector] - Injects AR codes into the game&#039;s DOL executable.&lt;br /&gt;
* [[Roomah]] - Allows you to very easily modify doors and rooms stored in the DOL using a GUI&lt;br /&gt;
* [https://github.com/encounter/decomp-toolkit Decomp-Toolkit] - decomp-toolkit functions both as a command-line tool for developers, and as a replacement for various parts of a decompilation project&#039;s build system.&lt;br /&gt;
* [https://github.com/JoshuaMKW/pyiiasmh pyiiasmh] - The cross platform Gecko Code compiler, updated to Python 3.x&lt;br /&gt;
* [https://github.com/JoshuaMKW/GeckoLoader GeckoLoader] - An easy way to have near unlimited code space, allowing thousands of lines of gecko code for every Wii/GCN game&lt;br /&gt;
* [https://github.com/Cuyler36/Ghidra-GameCube-Loader Ghidra] - software reverse engineering (SRE) framework&lt;br /&gt;
* [https://github.com/InusualZ/dadosod/blob/main/README.md dadosod] - Facilitate the process of creating a decompilation project for a given Wii/Gamecube game&lt;br /&gt;
* [https://github.com/Sage-of-Mirrors/zmansion zmansion Decomp] - Attempted decomp project&lt;br /&gt;
&lt;br /&gt;
==== Event Editing ====&lt;br /&gt;
* [[Cammie]] - Allows you to edit Camera and Path animation files.&lt;br /&gt;
* [[Eventor]] - Allows you to very easily modify in-game events using a GUI&lt;br /&gt;
* [[OPth]] - Allows you to convert PTH files into JSON files, and vice-versa&lt;br /&gt;
&lt;br /&gt;
==== File Extraction ====&lt;br /&gt;
* [[ArcExtract]] - Allows you to extract ARC / SZP files&lt;br /&gt;
* [[Archivah]] - Allows you to very easily modify the contents of an ARC/SZP file using a GUI&lt;br /&gt;
* [[ArcPack]] - Allows you to pack folders into ARC files&lt;br /&gt;
* [[GCRebuilder]] - (DEPRECATED - use pyisotools) Allows you to very easily export a ISO into a &amp;quot;root&amp;quot; folder and rebuild a &amp;quot;root&amp;quot; folder back into a ISO&lt;br /&gt;
* [[OArc]] - Allows you to pack a folder into ARC / SZP and extract ARC / SZP to a folder&lt;br /&gt;
* [[PyIsoTools]] - Allows you to very easily export a ISO into a &amp;quot;root&amp;quot; folder and rebuild a &amp;quot;root&amp;quot; folder back into a ISO&lt;br /&gt;
* [https://archive.org/details/gcmtotgc_v0.1 TGC / GCM Tools] - Allows you to convert .TGC image files to .GCM and vice versa.&lt;br /&gt;
* [[XDelta Patcher]] - Allows you to patch an ISO with an XDelta patch.&lt;br /&gt;
* [[Yay]] - Allows you to compress ARC files into SZP files, and vice versa&lt;br /&gt;
* [https://www.romhacking.net/utilities/1024/ Lunaboy&#039;s RARC Tools] - An extractor and repacker for the Luigi&#039;s Mansion type of RARC archive.&lt;br /&gt;
* [https://github.com/SuperHackio/WiiExplorer/releases/tag/V1.3.6.0 WIIExplorer] - A Standalone RARC and U8 Editor for Nintendo Wii and Nintendo GameCube Archives.&lt;br /&gt;
* [https://github.com/LagoLunatic/GCFT Gamecube File Tools] - General purpose Gamecube File Tools GUI tool&lt;br /&gt;
&lt;br /&gt;
==== JMP Editing ====&lt;br /&gt;
* [[Dollhouse]] - Allows you to modify characterinfo, enemyinfo, and furnitureinfo with a 3D view allowing for precise placement.&lt;br /&gt;
* [https://github.com/Sage-of-Mirrors/Booldozer Booldozer] - 3D editor, very WIP&lt;br /&gt;
* [[Jumpah]] - Allows you to very easily modify JMP files using a GUI&lt;br /&gt;
* [https://github.com/SunakazeKun/pyjmap Pyjmap] - Converts JMP files to CSV and vice versa. Recommended for mass editing.&lt;br /&gt;
&lt;br /&gt;
==== Misc. File Editing ====&lt;br /&gt;
* [[TrashPrm]] - Allows you to very easily modify PRM files using a GUI&lt;br /&gt;
* [https://gamebanana.com/tools/17360 TXPorter] - Allows you to edit .TXP files for .MDL characters.&lt;br /&gt;
* [https://wiki.tockdom.com/wiki/CTools_Pack CTools Pack] - various tools for editing general purpose files&lt;br /&gt;
&lt;br /&gt;
==== Model Editing ====&lt;br /&gt;
* [[Collidah]] - Allows you to import/export/convert collision meshes for maps.&lt;br /&gt;
* [[Furnitah]] - Allows you to convert OBJ models into BIN models&lt;br /&gt;
* [https://github.com/Astral-C/Luigis-Mansion-Blender-Toolkit LM Blender Toolkit] - Allows you to import and export MDL files in Blender.&lt;br /&gt;
* [https://github.com/KillzXGaming/MdlConverter/releases/ MDLConverter] - Allows you to convert MDL files to DAE.&lt;br /&gt;
* [https://github.com/Sage-of-Mirrors/SuperBMD SuperBMD] - Allows you to convert various model formats into BMD/BDL files.&lt;br /&gt;
* [[VertInject]] - (DEPRECATED, use MDLConverter) Allows you to dump an MDL file&#039;s vertex tree and modify its vertices.&lt;br /&gt;
* [https://github.com/KillzXGaming/Toolbox.Reborn/releases/tag/v0.18 Toolbox Reborn] - A rewrite of Switch Toolbox using new and improved code.&lt;br /&gt;
* [https://github.com/xchellx/Demolisher Demolisher] - General viewing tool for Luigi&#039;s Mansion Bin File Format&lt;br /&gt;
* [https://github.com/riidefi/RiiStudio RiiStudio] - Editor for various 3D model formats&lt;br /&gt;
&lt;br /&gt;
==== Texture Editing ====&lt;br /&gt;
* [[BLOJob]] - Allows you to view, manipulate, render, and save BLO files.&lt;br /&gt;
* [[LMTextureInjector]] - Allows you to export / import textures from / to various formats (BIN, MDL, TPL and BTI)&lt;br /&gt;
* [https://github.com/Sage-of-Mirrors/BTITool BTI Tool] - A tool for converting PNG or TGA to Nintendo&amp;amp;#39;s Binary Texture Image (BTI) format and vice-versa.&lt;br /&gt;
* [https://github.com/thomaslewisjames/Tga2Bti tga2bti] - BTI converter that supports alpha layers&lt;br /&gt;
* [https://gamebanana.com/tools/17365 BMDTool] - tool for editing BMD textures&lt;br /&gt;
* [https://gamebanana.com/tools/17366 BTIConvert] - Image tool for editing, importing and exporting bti files&lt;br /&gt;
&lt;br /&gt;
==== Animation Editing ====&lt;br /&gt;
&lt;br /&gt;
* [https://gamebanana.com/tools/17361 Key Converter] - key converter, converts luigis mansion .key animations to xml and vice versa&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=File_Formats&amp;diff=1098</id>
		<title>File Formats</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=File_Formats&amp;diff=1098"/>
		<updated>2024-07-10T14:27:48Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: /* .BMD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
This page will cover all file formats used in Luigi&#039;s Mansion (GCN).&lt;br /&gt;
&lt;br /&gt;
Some formats may have their own pages, while others may not. This is just dependent on the complexity of the format itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Formats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Animation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Camera Animation =====&lt;br /&gt;
These formats animate the camera during cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== .CMN ======&lt;br /&gt;
.cmn files are files used to animate the camera during events. &lt;br /&gt;
&lt;br /&gt;
They can be imported into blender using the [[Luigi&#039;s Mansion Blender Toolkit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== .SCD ======&lt;br /&gt;
Believed to stand for &#039;&#039;&#039;SC&#039;&#039;&#039;ene &#039;&#039;&#039;D&#039;&#039;&#039;emo, .scd files are used to animate the camera during the intro cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Model Animation =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== .ANM ======&lt;br /&gt;
These are animations used for bin files used to animate nodes. The structure for these is very similar to .key but stores counters and indices together.&lt;br /&gt;
&lt;br /&gt;
[[File Format:ANM|Detailed information for the .ANM format can be found here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Archives ====&lt;br /&gt;
These files hold other files and compress them. Think of them as similar to .RAR and .ZIP files used today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .SZP =====&lt;br /&gt;
These are the most common file type found in Luigi&#039;s Mansion. They can be unpacked using [[ArcExtract]]. They implement Yay0 compression to reduce size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .ARC =====&lt;br /&gt;
.ARC is another archival file type which can be unpacked using [[ArcExtract]] (hence the name). Additionally, a folder can be packed into an .ARC file using [[ArcPack]].&lt;br /&gt;
&lt;br /&gt;
An .ARC file can be converted to .SZP using [[Yay]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Image / Texture formats ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .BTI =====&lt;br /&gt;
.BTI files are image files used throughout Luigi&#039;s Mansion. They can be viewed, exported, and edited using [[GameCube File Tools]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Model formats ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .BMD =====&lt;br /&gt;
.BMD files are a model format used for a few items in Luigi&#039;s Mansion, such as treasures (coins, bills, etc.) and other miscellaneous items.&lt;br /&gt;
&lt;br /&gt;
.BMD models can be converted to .DAE  and .FBX using [[SuperBMD]] OR [[FinModelUtility]]. Modern model files can be converted to .BMD using [[SuperBMD]] as well.&lt;br /&gt;
&lt;br /&gt;
===== .BIN =====&lt;br /&gt;
.BIN files are models that are typically used for rooms in Luigi&#039;s Mansion.&lt;br /&gt;
&lt;br /&gt;
They can be viewed with [[Demolisher]] or imported into Blender using the [[Luigi&#039;s Mansion Blender Toolkit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .MDL =====&lt;br /&gt;
.MDL files are used for most items found in the model folder. They can be converted to .DAE using [[MdlConverter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sound Formats ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .AW =====&lt;br /&gt;
.AW files contain the individual PCM samples that make up the instruments in Luigi&#039;s Mansion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .AFC =====&lt;br /&gt;
.AFC is a streamed audio format which is only used in the intro cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .BMS =====&lt;br /&gt;
.BMS (Binary Music Sequence) files contain the sequence data for each song in Luigi&#039;s Mansion. Think of the format as being similar to a MIDI file.&lt;br /&gt;
&lt;br /&gt;
.BMS files can be extracted using the [[Sound Modding Toolkit]].&lt;br /&gt;
&lt;br /&gt;
.BMS files can be played using [[JAISeq]].&lt;br /&gt;
&lt;br /&gt;
.MIDI files can be converted to .BMS using [[JAIMaker]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== .AAF =====&lt;br /&gt;
The .AAF file format is only used once in JaiInit.aaf. It is an archive format that holds various pieces of information regarding the game&#039;s sound.&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1097</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1097"/>
		<updated>2024-07-10T14:22:43Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb. Now, to make a gecko code with the code types below dolphin debugger is recommended for looking at the compiled c++ assembly and experimenting with each function.&lt;br /&gt;
and to make a code first grab the base address that you want to inject into and put what ever code type as 80 or 90, like for example lets say that the base address that we want to inject into is 800021c0 and the code type we want to use is 04 32 bit write to ram. the memory address would become 040021c0 and the second part of the code represents a instruction with its registers and parameters. like lets say that we want to insert a NOP to 800021c0 that code would look like &amp;quot;040021c0 60000000&amp;quot; which 60000000 being what represents the NOP instruction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|8 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
|02______ YYYYXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXX to YYYY+1 consecutive halfword-sized addresses, starting with the address ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 02 to 12.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits Write&lt;br /&gt;
&lt;br /&gt;
|04______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXXXXXX to ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 04 to 14.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|String Write (Patch Code)&lt;br /&gt;
&lt;br /&gt;
|06______ YYYYYYYY&lt;br /&gt;
d1d2d3d4 d5d6....&lt;br /&gt;
&lt;br /&gt;
Writes each byte (d1, d2, d3, ...) consecutively, starting at address ba+______&lt;br /&gt;
YYYYYYYY is the number of bytes to write&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 06 to 16.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|Slider/Multi Skip (Serial)&lt;br /&gt;
&lt;br /&gt;
|08______ XXXXXXXX&lt;br /&gt;
TNNNZZZZ VVVVVVVV&lt;br /&gt;
&lt;br /&gt;
______ + ba = Initial Address&lt;br /&gt;
X = Initial value for the RAM write&lt;br /&gt;
T = Value Size (0 = byte, 1 = halfword, 2 = word)&lt;br /&gt;
N = Amount of additional addresses to write to (the first is assumed)&lt;br /&gt;
Z = Address Increment; in bytes (How many To skip By)&lt;br /&gt;
V = Value Increment (How much to add to the value after each additional RAM write)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 08 to 18.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| IF CODE TYPES&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If equal&lt;br /&gt;
&lt;br /&gt;
|20______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]==XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 20 to 30.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If not equal&lt;br /&gt;
&lt;br /&gt;
|22______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]!=XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 22 to 32.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If greater than (unsigned)&lt;br /&gt;
&lt;br /&gt;
|24______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]&amp;gt;XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 24 to 34.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If lower than (unsigned)&lt;br /&gt;
&lt;br /&gt;
|26______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]&amp;lt;XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 26 to 36.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits (endif, then) If equal&lt;br /&gt;
&lt;br /&gt;
|28______ MMMMXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 16 bits at ([ba+______] &amp;amp; not(MMMM))==XXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 28 to 38.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits (endif, then) If not equal&lt;br /&gt;
&lt;br /&gt;
|2A______ MMMMXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 16 bits at ([ba+______] &amp;amp; not(MMMM))!=XXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 2A to 3A.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits (endif, then) If greater than&lt;br /&gt;
&lt;br /&gt;
|2C______ MMMMXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 16 bits at ([ba+______] &amp;amp; not(MMMM))&amp;gt;XXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 2C to 3C.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits (endif, then) If lower than&lt;br /&gt;
&lt;br /&gt;
|2E______ MMMMXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 16 bits at ([ba+______] &amp;amp; not(MMMM))&amp;lt;XXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 2E to 3E.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|BASE ADDRESS CODE TYPES&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1096</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1096"/>
		<updated>2024-07-10T14:14:02Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|8 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
|02______ YYYYXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXX to YYYY+1 consecutive halfword-sized addresses, starting with the address ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 02 to 12.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits Write&lt;br /&gt;
&lt;br /&gt;
|04______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXXXXXX to ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 04 to 14.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|String Write (Patch Code)&lt;br /&gt;
&lt;br /&gt;
|06______ YYYYYYYY&lt;br /&gt;
d1d2d3d4 d5d6....&lt;br /&gt;
&lt;br /&gt;
Writes each byte (d1, d2, d3, ...) consecutively, starting at address ba+______&lt;br /&gt;
YYYYYYYY is the number of bytes to write&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 06 to 16.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|Slider/Multi Skip (Serial)&lt;br /&gt;
&lt;br /&gt;
|08______ XXXXXXXX&lt;br /&gt;
TNNNZZZZ VVVVVVVV&lt;br /&gt;
&lt;br /&gt;
______ + ba = Initial Address&lt;br /&gt;
X = Initial value for the RAM write&lt;br /&gt;
T = Value Size (0 = byte, 1 = halfword, 2 = word)&lt;br /&gt;
N = Amount of additional addresses to write to (the first is assumed)&lt;br /&gt;
Z = Address Increment; in bytes (How many To skip By)&lt;br /&gt;
V = Value Increment (How much to add to the value after each additional RAM write)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 08 to 18.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| IF CODE TYPES&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If equal&lt;br /&gt;
&lt;br /&gt;
|20______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]==XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 20 to 30.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If not equal&lt;br /&gt;
&lt;br /&gt;
|22______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]!=XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 22 to 32.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If greater than (unsigned)&lt;br /&gt;
&lt;br /&gt;
|24______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]&amp;gt;XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 24 to 34.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If lower than (unsigned)&lt;br /&gt;
&lt;br /&gt;
|26______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]&amp;lt;XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 26 to 36.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits (endif, then) If equal&lt;br /&gt;
&lt;br /&gt;
|28______ MMMMXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 16 bits at ([ba+______] &amp;amp; not(MMMM))==XXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 28 to 38.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits (endif, then) If not equal&lt;br /&gt;
&lt;br /&gt;
|2A______ MMMMXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 16 bits at ([ba+______] &amp;amp; not(MMMM))!=XXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 2A to 3A.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits (endif, then) If greater than&lt;br /&gt;
&lt;br /&gt;
|2C______ MMMMXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 16 bits at ([ba+______] &amp;amp; not(MMMM))&amp;gt;XXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 2C to 3C.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits (endif, then) If lower than&lt;br /&gt;
&lt;br /&gt;
|2E______ MMMMXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 16 bits at ([ba+______] &amp;amp; not(MMMM))&amp;lt;XXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 2E to 3E.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|BASE ADDRESS CODE TYPES&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1095</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1095"/>
		<updated>2024-07-10T14:04:44Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|8 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
|02______ YYYYXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXX to YYYY+1 consecutive halfword-sized addresses, starting with the address ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 02 to 12.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits Write&lt;br /&gt;
&lt;br /&gt;
|04______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXXXXXX to ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 04 to 14.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|String Write (Patch Code)&lt;br /&gt;
&lt;br /&gt;
|06______ YYYYYYYY&lt;br /&gt;
d1d2d3d4 d5d6....&lt;br /&gt;
&lt;br /&gt;
Writes each byte (d1, d2, d3, ...) consecutively, starting at address ba+______&lt;br /&gt;
YYYYYYYY is the number of bytes to write&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 06 to 16.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|Slider/Multi Skip (Serial)&lt;br /&gt;
&lt;br /&gt;
|08______ XXXXXXXX&lt;br /&gt;
TNNNZZZZ VVVVVVVV&lt;br /&gt;
&lt;br /&gt;
______ + ba = Initial Address&lt;br /&gt;
X = Initial value for the RAM write&lt;br /&gt;
T = Value Size (0 = byte, 1 = halfword, 2 = word)&lt;br /&gt;
N = Amount of additional addresses to write to (the first is assumed)&lt;br /&gt;
Z = Address Increment; in bytes (How many To skip By)&lt;br /&gt;
V = Value Increment (How much to add to the value after each additional RAM write)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 08 to 18.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| IF CODE TYPES&lt;br /&gt;
|-&lt;br /&gt;
|32 bits (endif, then) If equal&lt;br /&gt;
&lt;br /&gt;
|20______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Adding 1 to ______ will make this code first apply an Endif.&lt;br /&gt;
(It will still use ______ for address calculation; without the added 1)&lt;br /&gt;
&lt;br /&gt;
If 32 bits at [ba+______]==XXXXXXXX,&lt;br /&gt;
then codes are executed (else code execution set to false)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 20 to 30.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1094</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1094"/>
		<updated>2024-07-10T14:02:01Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|8 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
|02______ YYYYXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXX to YYYY+1 consecutive halfword-sized addresses, starting with the address ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 02 to 12.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits Write&lt;br /&gt;
&lt;br /&gt;
|04______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXXXXXX to ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 04 to 14.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1093</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1093"/>
		<updated>2024-07-10T14:01:11Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|8 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
|02______ YYYYXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXX to YYYY+1 consecutive halfword-sized addresses, starting with the address ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 02 to 12.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits Write&lt;br /&gt;
&lt;br /&gt;
|04______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXXXXXX to ba+______&lt;br /&gt;
To use po instead of ba, change the codetype from 04 to 14.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1092</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1092"/>
		<updated>2024-07-10T14:00:01Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|8 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|16 bits Write &amp;amp; Fill&lt;br /&gt;
&lt;br /&gt;
|02______ YYYYXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXX to YYYY+1 consecutive halfword-sized addresses, starting with the address ba+______&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 02 to 12.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
|32 bits Write&lt;br /&gt;
&lt;br /&gt;
|04______ XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
Writes the value XXXXXXXX to ba+______&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use po instead of ba, change the codetype from 04 to 14.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1091</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1091"/>
		<updated>2024-07-10T13:57:10Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|8 bits Write &amp;amp; Fill&lt;br /&gt;
00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DF5E&lt;br /&gt;
| obake02.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E17E&lt;br /&gt;
| obake03.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1090</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1090"/>
		<updated>2024-07-10T13:56:38Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
! 16 bits Write &amp;amp; Fill&lt;br /&gt;
! 32 Bit Write &amp;amp; Fill&lt;br /&gt;
! String Write (Patch Code)&lt;br /&gt;
! Slider/Multi Skip (Serial)&lt;br /&gt;
|-&lt;br /&gt;
|8 bits Write &amp;amp; Fill&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DF5E&lt;br /&gt;
| obake02.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E17E&lt;br /&gt;
| obake03.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1089</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1089"/>
		<updated>2024-07-10T13:55:03Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 8 bits Write &amp;amp; Fill&lt;br /&gt;
! 16 bits Write &amp;amp; Fill&lt;br /&gt;
! 32 Bit Write &amp;amp; Fill&lt;br /&gt;
! String Write (Patch Code)&lt;br /&gt;
! Slider/Multi Skip (Serial)&lt;br /&gt;
|-&lt;br /&gt;
|00______ YYYY00XX &lt;br /&gt;
Writes the value XX to YYYY+1 consecutive byte-sized addresses, &lt;br /&gt;
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DF5E&lt;br /&gt;
| obake02.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E17E&lt;br /&gt;
| obake03.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1088</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1088"/>
		<updated>2024-07-10T13:53:14Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 8 bits Write &amp;amp; Fill&lt;br /&gt;
! 16 bits Write &amp;amp; Fill&lt;br /&gt;
! 32 Bit Write &amp;amp; Fill&lt;br /&gt;
! String Write (Patch Code)&lt;br /&gt;
! Slider/Multi Skip (Serial)&lt;br /&gt;
|-&lt;br /&gt;
|00______ YYYY00XX Writes the value XX to YYYY+1 consecutive byte-sized addresses, starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10.For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DF5E&lt;br /&gt;
| obake02.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E17E&lt;br /&gt;
| obake03.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1087</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1087"/>
		<updated>2024-07-10T13:52:22Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 8 bits Write &amp;amp; Fill&lt;br /&gt;
! 16 bits Write &amp;amp; Fill&lt;br /&gt;
! 32 Bit Write &amp;amp; Fill&lt;br /&gt;
! String Write (Patch Code)&lt;br /&gt;
! Slider/Multi Skip (Serial)&lt;br /&gt;
|-&lt;br /&gt;
|00______ YYYY00XX&lt;br /&gt;
|Writes the value XX to YYYY+1 consecutive byte-sized addresses, starting with the address ba+______&lt;br /&gt;
|To use po instead of ba, change the codetype from 00 to 10.&lt;br /&gt;
|For values of ______ &amp;gt;= 0x01000000, add one to the codetype.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DF5E&lt;br /&gt;
| obake02.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E17E&lt;br /&gt;
| obake03.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1086</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1086"/>
		<updated>2024-07-10T13:48:17Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! 32 Bit Write&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DD5E&lt;br /&gt;
| obake01.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33DF5E&lt;br /&gt;
| obake02.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E17E&lt;br /&gt;
| obake03.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| obake04.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| topoo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33E3BE&lt;br /&gt;
| skul.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33EBBA&lt;br /&gt;
| heypo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33F8C2&lt;br /&gt;
| tenjyo.szp&lt;br /&gt;
|-&lt;br /&gt;
| 0x33FA02&lt;br /&gt;
| banaoba.szp&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1085</id>
		<title>Making Gecko Codes To Edit RAM</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Making_Gecko_Codes_To_Edit_RAM&amp;diff=1085"/>
		<updated>2024-07-10T13:46:16Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: made page for making geckos will add table from the doucmentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
	<entry>
		<id>https://www.lmhack.net/index.php?title=Dialog_Box_Colors&amp;diff=1084</id>
		<title>Dialog Box Colors</title>
		<link rel="alternate" type="text/html" href="https://www.lmhack.net/index.php?title=Dialog_Box_Colors&amp;diff=1084"/>
		<updated>2024-07-10T13:42:29Z</updated>

		<summary type="html">&lt;p&gt;GameCubing861999: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== &amp;lt;span id=&amp;quot;Author(s)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;Author.28s.29&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Author(s)&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;opeyx, weirdboo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;Description&amp;quot; class=&amp;quot;mw-headline&amp;quot;&amp;gt;Description&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
A list of the dialog box colors and icons that can be loaded by combining the &amp;lt;code&amp;gt;&amp;lt;WINDOW&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;COLOR&amp;gt;(#)&amp;lt;/code&amp;gt; script tags in an event.&lt;br /&gt;
&lt;br /&gt;
Note that file locations are in &#039;&#039;/data/kawano/dmman/pressed/.&#039;&#039; This folder is located in &#039;&#039;root/Game/game.szp&#039;&#039; on NTSC-J, &#039;&#039;root/Game/game_usa.szp&#039;&#039; on NTSC-U, and &#039;&#039;root/Game/gameX.szp&#039;&#039; on PAL (there&#039;s five archives, one for each language).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
! Name&lt;br /&gt;
! Icon Filename&lt;br /&gt;
! Hex File Offset&lt;br /&gt;
! Hex Color&lt;br /&gt;
! Preview&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Generic&lt;br /&gt;
| &#039;&#039;N/A&#039;&#039;&lt;br /&gt;
| 0x302180&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#B928BB&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[File:Dialogbox_-_Purple.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| E-Gadd&lt;br /&gt;
| hakase_icon.bti&lt;br /&gt;
| 0x302184&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#6EA0D4&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[File:Dialogbox_-_E._Gadd.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Gold Ghost (Unused)&lt;br /&gt;
| obake_icon.bti&lt;br /&gt;
| 0x302188&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#F0C810&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Gold_Ghost.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Luigi&lt;br /&gt;
| luigi_icon.bti&lt;br /&gt;
| 0x30218C&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#6CE15F&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Luigi.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Boo&lt;br /&gt;
| teresa_icon.bti&lt;br /&gt;
| 0x302190&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#A656FF&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Boo.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Bowser (Unused)&lt;br /&gt;
| kuppa_icon.bti&lt;br /&gt;
| 0x302194&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#D70000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Bowser.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Chauncey&lt;br /&gt;
| baby_icon.bti&lt;br /&gt;
| 0x302198&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#1423E8&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Chauncey.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mario (Unused)&lt;br /&gt;
| mario_icon.bti&lt;br /&gt;
| 0x30219C&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#FF6464&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Mario.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Lydia&lt;br /&gt;
| mama_icon.bti&lt;br /&gt;
| 0x3021A0&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; | &amp;lt;nowiki&amp;gt;#0A8214&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Lydia.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Madame Clairvoya&lt;br /&gt;
| uranai_icon.bti&lt;br /&gt;
| 0x3021A4&lt;br /&gt;
|[[Image:Dialogbox_-_Madame_Clairvoya.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Melody Pianissima&lt;br /&gt;
| piano_icon.bti&lt;br /&gt;
| 0x3021A8&lt;br /&gt;
|[[Image:Dialogbox_-_Melody_Pianissima.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Nana (Unused)&lt;br /&gt;
| baba_icon.bti&lt;br /&gt;
| 0x3021AC&lt;br /&gt;
|[[Image:Dialogbox_-_Nana.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Twins&lt;br /&gt;
| futago_icon.bti&lt;br /&gt;
| 0x3021B0&lt;br /&gt;
|[[Image:Dialogbox_-_Twins.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Vincent Van Gore&lt;br /&gt;
| art_icon.bti&lt;br /&gt;
| 0x3021B4&lt;br /&gt;
|[[Image:Dialogbox_-_Vincent_Van_Gore.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Sue Pea&lt;br /&gt;
| girl_icon.bti&lt;br /&gt;
| 0x3021B8&lt;br /&gt;
|[[Image:Dialogbox_-_Sue_Pea.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Shivers&lt;br /&gt;
| situji_icon.bti&lt;br /&gt;
| 0x3021BC&lt;br /&gt;
|[[Image:Dialogbox_-_Shivers.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Green Toad (Unused)&lt;br /&gt;
| kino_icon.bti&lt;br /&gt;
| 0x3021C0&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#3CB4C3&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Green_Toad.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Red Toad&lt;br /&gt;
| kino_ri.bti&lt;br /&gt;
| 0x3021C4&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#3CB4C3&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Red_Toad.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Jarvis&lt;br /&gt;
| tubo_icon.bti&lt;br /&gt;
| 0x3021C8&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt;nowiki&amp;gt;#0A8214&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Jarvis.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Sir Weston&lt;br /&gt;
| yuki_icon.bti&lt;br /&gt;
| 0x3021CC&lt;br /&gt;
|[[Image:Dialogbox_-_Sir_Weston.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Mario Item&lt;br /&gt;
| &#039;&#039;N/A&#039;&#039;&lt;br /&gt;
| 0x3021D0&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;#FFA6D7&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|[[Image:Dialogbox_-_Mario_Item.png|center]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameCubing861999</name></author>
	</entry>
</feed>