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  • adresses that change

    While trying to hack the time that sub-zeros freeze lasts in Mortal Kombat Trilogy 1.1 (this code has been made for the 64) I noticed that I could find the address and lock it in but then it changes for the next round. Also the reason mythologies sub-zero does not have an inf health code is because the value changes every time you die (in that game it has a pattern with every so often skipping one set). I worked that one out to over thirty addresses with no repeat. Other games have this effect too like Xevious 3d/+G the codes for the 3d game work fine but every time you hit an in game reset (to main menue) the codes for the classic and arranged games change (this has a pattern). Those codes were taken down twice when I pointed that out but they keep putting them back up (i guess they forget).
    Anyway, does anyone know why these addresses would keep changing when others always appear in the same location? It only seems to happen after loading.
    Is there a way without crashing the game to make fixes for these kind of addresses?
    Anyone know of other examples?
    In order to view this post you must agree to the following terms and conditions... <br /> 1) I do NOT find Luigi offensive or objectionable.<br /> <br /> 2) I am viewing this post of my own free will.<br /> <br /> 3) I will NOT hold Luigi responsible for any death or accidental injury that may result from viewing this post.<br /> <br />&nbsp; &nbsp; &nbsp; &nbsp; click one<br /> <br />&nbsp; &nbsp; I AGREE............DISAGREE

  • #2
    Re: adresses that change

    I'm curious since we now have more advanced tools for hacking couldn't we just use some breakpoints and find the root address? Cause I remember that's what Ugetab did to get infinite fatality time in MK2 for MAME. Cause the address for fatality time was always jumping around too.

    I also had an idea for MK Mythologies for PS. I someone came up with a code to set the various passwords in the N64 version and looked to see how far the addresses were and see how far away the invinicibity password was from the other codes maybe we could check to seee if we could enable it in the PSX version. I'm suspecting that the PS version may of had that password but it was disabled so that the N64 would have it's exclusive. It would make sense for debugging purposes.

    And my only guess for why the addresses jump around is maybe it was an attempt to thwart hackers.

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    • #3
      Re: adresses that change

      Strangely, I may not have posted it but for psx the fatality timer is constant for trilogy 1.0.
      her is my note:
      inf fatality time 80033634 0025 (requires entry w/all three jokers)

      not sure what I meant but I know it worked. Did I stack the jokers or did I enter the address separatly with each joker? the jokers are 800b423c,800b89E4, and 800b89F0.
      not sure what values I used or how the code was even used (like maybe you had to do when you get a finish him I think).

      Anyway yes I think we could hack now with more advanced utills. I have had NO luck getting set up to use utills with breakpoints. how can I do it?
      In order to view this post you must agree to the following terms and conditions... <br /> 1) I do NOT find Luigi offensive or objectionable.<br /> <br /> 2) I am viewing this post of my own free will.<br /> <br /> 3) I will NOT hold Luigi responsible for any death or accidental injury that may result from viewing this post.<br /> <br />&nbsp; &nbsp; &nbsp; &nbsp; click one<br /> <br />&nbsp; &nbsp; I AGREE............DISAGREE

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      • #4
        Re: adresses that change

        There's two games I know of that have a similar problem. One is Star Ocean 2, which CMX managed to partially fix with an enable code. I've no clue how it works... The other is Devilman, which is a serious pain. There's at least 6 different areas it moves stuff to, and the only way to sort of tell is a single address that changes. But the same value is used for more than one area sometimes.

        Well, if you're wanting breakpoints, it might be worth trying pSX (the emulator). I'm not sure if it does breakpoints, but it does have some kind of debugger.

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