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Nolberto, I'm using your Hit Anywhere code for Zelda Four Swords Adventures (Gamecube), and I'm wondering if there's a way to turn off the effects because just turning off the cheat is not working.
There's a boss that has to be hit on specific parts, and if you hit other parts, the process is reset. With your code it's impossible to beat the boss. Normally I would just reset the game with the code off and the game would start clean, but unfortunately the memory card has been corrupted, so I can only keep using save states and the states are retaining the cheat behavior even if it's off.
I tried changing the values to zero, but that didn't do anything. I'm using Dolphin 4.0.5429
So you took the value of the first address and replaced the value of the second address. Does that method work with other Hit Anywhere codes? Because there are some other games I've tried where there is a need to turn the code off.
So you took the value of the first address and replaced the value of the second address. Does that method work with other Hit Anywhere codes? Because there are some other games I've tried where there is a need to turn the code off.
I was looking at some of your codes for Super Mario World 2 (v1.0) in a disassembler. For this code, there is left over code at 00E109 (SLOW/LOW ROM) that messes up addresses 00E10A-00E111:
Invincible to Lava
00E107:80
00E108:05
You might want to add 00E109:EA (NOP) to your code to fix this, or maybe messing up the addresses at 00E10A-00E111 is necessary for your code to work.
Last edited by terpsfan101; 04-28-2015, 02:46:50 AM.
You might want to add 00E109:EA (NOP) to your code to fix this, or maybe messing up the addresses at 00E10A-00E111 is necessary for your code to work.
Do you know what a BRA opcode is? Did you try disassembling without the code on? The code is branching/jumping over the next 5 bytes so there's no need for an NOP.
Once the branch is executed, the next instruction recalculates based on the address it lands on. In the case of it landing on E10E, the code would continue in execution (reading opcodes) from that point on:
Code:
$00/E107 80 05 BRA $05 [$E10E]
$00/E10E A9 00 FB LDA #$FB00
$00/E111 8D AA 60 STA $60AA [$04:60AA]
...
The dis-assembler is just having issues with aligning the asm correctly in your example because it isn't factoring in the branch. During execution the code will flow as I've shown above.
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