Hey Nolberto: your hit-anywhere code is pretty cool, but it is too far-reaching in its power--you'll hit the referee and your tag partner(s) with it, and they can hit you, too! Could you try to tinker with this code and see if you can make it so only the wrestler you're playing as receives the benefits of the code, and it won't target the referee or your tag partner(s)? I would really love to use it for my Lugia CAW, to give him the appearance of having massive wind powers.
The current version of your code is on this site, and I used it, and it simply zeros out an entire 32-bit block (four slots). However, there are SIX additional pairs of zeros immediately after this code's address. What are those for, or do you even know?
The current code is as follows: 0x201ECB38 0x00000000. There are additional zeros up to address 0x001ECB3E. I've wondered why there are extra zeros after this code's address after it's activation. Not sure if they're there to begin with. Will have to investigate further. I'll get back to you on that.
Just in case it's needed, the game's ID is ULUS-10543 (I've pretty much got it memorized--more like burned on my mental
retinas...LOL).
Update: the values in that code's address when it's not in use are as follows: 35 00 83 14. If those values are zeroed out, the hit-anywhere effect takes hold. I wonder what would happen if those numbers were placed in the second set of zeros following the address in question, and the code were activated...
That's something I'm going to have to try. Here's hoping for no game freezes or unwanted effects...
Update (again): it appears that editing that particular code is pretty tricky--placing the original numbers in the second set of zeros while the original set of zeros (via the code) are left intact, causes the game to "half freeze", in that the home button allows me to pull up the TempAR menu (and thus disable the code). Adding a single 1 to the first row of zeros, however, freezes the game in such a way as to prevent me from doing anything to reverse the game freeze (this seems to be the most common kind of freeze...by far, unfortunately). I'm wondering what would happen if I change the "5" ASCII character to a "0", what would happen?
Turns out that the last four spaces in the code's value digits are what affect the actual hit-detection. You apparently cannot place any value other than 00 in the fifth and sixth digits (I placed the value of 35--which produced the ASCII character "5" here, and the blasted game froze! It seems to not want to give up its secrets so easily).
Now, I'm going to try to put a value higher than 35 in the last two digits. (I might just go all the way and place the value of FF here, just to see if it ALSO causes the game to freeze...which it seems to enjoy doing, much to my aggravation).
There seems to be a string of addresses just before the hit-anywhere addresses, which seem to cause you and your opponent's grapples and strikes to simply pass through each other, as if you and your opponent were ghosts. I wonder if I could use this to make my character unhittable, while being able to hit my opponent from anywhere? Wouldn't that just SCREAM "I am the Almighty Lugia...cower before me, ye mortals, and despair, for your days upon this planet are numbered!"
The current version of your code is on this site, and I used it, and it simply zeros out an entire 32-bit block (four slots). However, there are SIX additional pairs of zeros immediately after this code's address. What are those for, or do you even know?
The current code is as follows: 0x201ECB38 0x00000000. There are additional zeros up to address 0x001ECB3E. I've wondered why there are extra zeros after this code's address after it's activation. Not sure if they're there to begin with. Will have to investigate further. I'll get back to you on that.
Just in case it's needed, the game's ID is ULUS-10543 (I've pretty much got it memorized--more like burned on my mental
retinas...LOL).
Update: the values in that code's address when it's not in use are as follows: 35 00 83 14. If those values are zeroed out, the hit-anywhere effect takes hold. I wonder what would happen if those numbers were placed in the second set of zeros following the address in question, and the code were activated...
That's something I'm going to have to try. Here's hoping for no game freezes or unwanted effects...

Update (again): it appears that editing that particular code is pretty tricky--placing the original numbers in the second set of zeros while the original set of zeros (via the code) are left intact, causes the game to "half freeze", in that the home button allows me to pull up the TempAR menu (and thus disable the code). Adding a single 1 to the first row of zeros, however, freezes the game in such a way as to prevent me from doing anything to reverse the game freeze (this seems to be the most common kind of freeze...by far, unfortunately). I'm wondering what would happen if I change the "5" ASCII character to a "0", what would happen?
Turns out that the last four spaces in the code's value digits are what affect the actual hit-detection. You apparently cannot place any value other than 00 in the fifth and sixth digits (I placed the value of 35--which produced the ASCII character "5" here, and the blasted game froze! It seems to not want to give up its secrets so easily).
Now, I'm going to try to put a value higher than 35 in the last two digits. (I might just go all the way and place the value of FF here, just to see if it ALSO causes the game to freeze...which it seems to enjoy doing, much to my aggravation).
There seems to be a string of addresses just before the hit-anywhere addresses, which seem to cause you and your opponent's grapples and strikes to simply pass through each other, as if you and your opponent were ghosts. I wonder if I could use this to make my character unhittable, while being able to hit my opponent from anywhere? Wouldn't that just SCREAM "I am the Almighty Lugia...cower before me, ye mortals, and despair, for your days upon this planet are numbered!"

dood
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