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(Artemis) Code Types

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  • #76
    These are just some things that popped into my mind while glancing at the code for the code types (If I'm understanding the ASM the way it is typed).

    2 byte writes (1, 7) = Need the address OR'd by 0x1FFFFFE
    4 byte writes (2, 4) = Need the address OR'd by 0x1FFFFFC
    Pointer write (6) = Needs to check if the pointer address obtained from the address is 0x0000000. If it is, then make the code skip to the end and execute nothing. Any modification to address 0x0000000 will instantly freeze a game.
    The IF's (D, E) = I might suck at explaining this. If I put this:
    e004feef 0042d9ac
    10444444 00000001
    I would need that yellow 4 to change itself to a 1 because there is only 1 code after it to execute. I don't know how the cheat engine works, I'm fairly clueless. If this doesn't set to 1 and you had more codes on after this, would it cause the cheat engine to skip the next 3 lines of the next codes?


    Timer (B) = I didn't even check it. I'm just thinking of how to even do this. This would depend on each game and everything, but this would reset itself and be usable for anyone who has a crumb of patience to add this in with the increment codes. Here's my example idea:

    E002FEEF 0042D9AC (Joker for L2 + Up)
    B0010000 0001234F
    30200100 004E5C98
    # lines to skip
    skip until it's been skipped this many times, and then reset

    When you press L2 + Up, it would go to the counter which would slow down how much the increment is executed.
    code E002FEEF 0042D9AC (Joker for L2 + Up)
    lw t0, $0000(at) (the current count of the counter)
    addiu t0, t0, $0001 (increment counter by 1)
    bne at, 0001234F (if it hasn't reached the amount yet, skip the rest of this code)
    sw t0, $0000(at) (store the new count which is just 1 higher than before)
    jump to code 30200100 004E5C98
    sw 0, $0000(at) (reset the count back to 0)
    The 4 bytes where the current counter amount is located.


    The only things I'm not sure of how or what to do is to tell the code where to store the current count. It would be nice though. Any time you have some code to do something like cycle through inventory, this could be incredibly useful so 1000 items don't go by in the blink of an eye.
    July 7, 2019

    https://www.4shared.com/s/fLf6qQ66Zee
    https://www.sendspace.com/file/jvsdbd

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    • #77
      how do you find the hook code??

      and master code???
      Last edited by dlsmd; 12-10-2009, 10:53:54 PM.

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      • #78
        Originally posted by lee4 View Post
        Originally posted by misfire View Post
        With type 6 ("pointer write"), has anybody ever seen such a code where @n - the number of times to point - is greater than 1?

        6-aaaaaaa vvvvvvvv
        0002nnnn iiiiiiii

        If not, we could leave it out and only support @n = 1.
        I never use higher than 1 anyway
        I take that back
        because Fullcodes and I have some pointer to pointer codes
        lee4 Does Not Accept Codes Requests !
        When lee4 asks a question it does not mean lee4 will look at your game
        *How to create and use SegaCD codes >click here<*
        >)

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        • #79
          and can not even use ps3

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