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  • Originally posted by ReyVGM View Post
    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
    Is an ASM hack so it can't be turn off like that.

    Try this:
    04273B74 41820064

    Comment


    • Yess!! It worked, thanks!

      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.
      Last edited by ReyVGM; 04-20-2015, 11:30:13 PM.

      Comment


      • Originally posted by ReyVGM View Post
        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.
        No. What are those games?

        Comment


        • A few N64 games. I don't remember their names right now.

          In the future if I find other games, I'll let you know.

          Comment


          • Code:
            [COLOR="#008000"]Animaniacs - GB[/COLOR]
            
            Skip Level(Pause and press Select.)
            00D-55F-F76

            Comment


            • Code:
              [COLOR="#008000"]Amazing Penguin - GB[/COLOR]
              
              Skip Intro Screen
              18C-33E-2AA

              Comment


              • Code:
                [COLOR="#008000"]Amazing Spider-Man, The - GB[/COLOR]
                
                Skip Intro Screen
                000-989-3BD
                000-959-085

                Comment


                • nolberto82,

                  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.

                  Comment


                  • Originally posted by terpsfan101 View Post
                    nolberto82,

                    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.

                    Comment


                    • You don't question the greatness that is nolberto82.
                      Please put all complaints in writing and submit them here.

                      Above link not working? Try here.

                      Comment


                      • Yes, it is branching to 00E10E, so it doesn't branch over all of the code that is modified by the leftover code at 00E109.

                        Code off:

                        $00/E107 A9 28 00 LDA #$0028
                        $00/E10A 22 E2 F6 04 JSL $04F6E2[$04:F6E2]
                        $00/E10E A9 00 FB LDA #$FB00
                        $00/E111 8D AA 60 STA $60AA [$04:60AA]

                        Code on:

                        $00/E107 80 05 BRA $05 [$E10E]
                        $00/E109 00 22 BRK #$22
                        $00/E10B E2 F6 SEP #$F6
                        $00/E10D 04 A9 TSB $A9 [$00:00A9]
                        $00/E10F 00 FB BRK #$FB
                        $00/E111 8D AA 60 STA $60AA [$04:60AA]
                        Last edited by terpsfan101; 04-28-2015, 04:54:14 PM.

                        Comment


                        • terpsfan101,

                          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.
                          Not taking any requests at this time.

                          Bored? Watch some of my hacks here.

                          Comment


                          • Code:
                            [COLOR="#008000"]Spider-Man 2 - GB[/COLOR]
                            
                            Skip Intro Screen
                            FAE-EBC-D5D

                            Comment


                            • Code:
                              [COLOR="#008000"]Spider-Man 3 - Invasion of the Spider-Slayers - GB[/COLOR]
                              
                              Skip Intro Screens
                              FA3-51D-D5D

                              Comment


                              • Code:
                                [COLOR="#008000"]Asterix (UE) - GB[/COLOR]
                                
                                Hit Anywhere
                                00D-3DA-A29

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