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47iscool's NDS & GBA Codes

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  • #31
    NDS

    Chrono Trigger (USA)

    Code:
    Never lose cash when buying
    0202C8A8 E1A00000
    
    Sold items stay in inventory
    0202C420 E1A00000
    You will gain money and still have your items
    Cheat Engine is just the same with nocashgba as it is with pcsx2, the ESI value is actually the ASM address that reads/writes to the address. Just had to use artmoney to get the correct DS RAM address.
    Last edited by 47iscool; 09-10-2014, 04:18:00 AM.

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    • #32
      GBA

      Corvette (USA)

      Code:
      Disable Countdown Timer (AR3)
      A329B888 3CBFBB1F
      1B6DE4AB B2E959CA
      Big thanks to D722 & lee4 about different codetypes info.

      Will not be adding this one to the DB because I just found out MadCatz already made one. That's okay though, at least I know how to make GBA ASM codes now.
      Last edited by 47iscool; 09-10-2014, 04:17:51 AM.

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      • #33
        GBA

        Sonic Advance 3 (USA)

        Code:
        No Ring Scatter When Hit (AR3)
        1E1F814D BD6718C0
        65DA389A 09D8882C
        Yes you still lose rings
        Last edited by 47iscool; 09-10-2014, 04:17:29 AM.

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        • #34
          NDS

          WWE Smackdown vs. RAW 2010 (U)

          Code:
          Max (255) In Exercise Mode Training (Press Select)
          620A3AFC 00000000
          B20A3AFC 00000000
          DC000000 FFFFA745
          20000000 000000FF
          D2000000 00000000
          Pointer made with TempAR, since NDSToolkit would not accept duplicate addresses.

          Yeah I know odd, the RAM address never changes but for some reason it wouldn't work on the actual system without a pointer.
          Last edited by 47iscool; 09-12-2014, 06:05:59 PM.

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          • #35
            Are you referring to duplicate addresses for data input?
            I only bother with things that interest me.

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            • #36
              Originally posted by Demonic722 View Post
              Are you referring to duplicate addresses for data input?
              Yes.

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              • #37
                Ah, well, it was done intentionally. If the addresses are the same, there shouldn't be a need for a pointer.

                However, there are some rare situations in which it's damn near inevitable to check for a pointer with only one address (if you're using a pointer search tool). One of those situations happens to be during your search via emulator. While searching, the same address is always reported and you assume it's the right address based on those reports. When you go to test the code on hardware, it malfunctions. This could very well be the emulator's fault if it's somehow erroneously emulating the game. I can't remember what game I was hacking, but I've seen this happen before.

                That said, in the next update, I'll try to improve the functionality of the Pointer Search to support this condition. Even though checking for a pointer with one address isn't very reliable since its job is to eliminate the faulty pointers and accurately output the "best" pointer(s) (a.k.a., the actual pointer the game is using), the user should always have this option available if the situation arises.
                I only bother with things that interest me.

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