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  • #46
    Originally posted by Hybrid View Post
    if one code worked then should the other.. there is nothing stopping one or the other from working except the fact that its a CDX GS and serial repeaters don't run on them
    True and yet ef causes it to freeze at the title screen. I mean it goes through all the logos except it freezes before the screen where the song starts and the title loads. On ff it just loads normally. This truly puzzles me do to the fact i only changed a single letter. so can someone make one that works for gs 4.

    Bluntly I request an all item code minus the important items. Thank you.

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    • #47
      Originally posted by Viper187 View Post
      If anyone's looking for something to do, WWF Wrestlemania the Arcade Game has an unfriendly timer that needs killing, and Wayne Gretzky's 3D Hockey '98 should have in-game cheats to be found (see the N64 version for details).
      Wrestlemania Arcade Game
      Infinite Time
      800771E8 0009
      800771EA 0009
      Last edited by Hybrid; 06-30-2008, 02:49:20 PM.

      RIP MOM 6-27-52 - 12-25-10

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      • #48
        Any FF7 fans up for a little hacking? I don't have the bloody patience right now. It occurred to me one day that there are battles in FF7 you can run away from and battles you can't (i.e. boss battles and battles where you're attacked from both sides). I also remember certain enemies (Chocobos, Cactuars, those mugger dudes) have a nasty habit of running away from you. I'd like to manipulate this, and I haven't had much luck. Specifically, make it so you can always escape and/or enemies can NEVER escape. Just once, I'd like to beat the shit out of a Chocobo without it running. lol

        I had an idea, but I didn't come up with anything. You can escape from Ruby Weapon, but NOT when his claws are in. I thought maybe comparing when your escape was blocked and when it's not might yield something. I think I found an address to force each tentacle out, but nothing for escaping or not.
        Last edited by Viper187; 09-28-2008, 11:12:58 AM.

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        • #49
          Felt I was about due to hack something...

          WCW/NWO Thunder

          No Health Recovery
          800935FA 1000

          Use Finishers Anytime
          D00852B4 01E6
          800852B6 2400
          D00852B4 01E6
          80085362 2400
          D00852B4 01E6
          80085E62 2400
          D00852B4 01E6
          80085E76 2400
          -There may be 1 or 2 odd finishers that still won't work because there are different checks for different types (ground, standing, submission). Let me know if I missed any.

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          • #50
            About FF7 escaping codes

            I love that game, but I'm not really good at code creation just yet, so I'll try to help out in the ways I can - advisement and suggestion.

            The issue with running from boss battles is that when you run from a battle in FF7 (and most games), it's basically the same as losing them. Even if someone creates a code that allows control over when you can and can't escape from battle, it might crash the game when used in a boss fight , but it could prove useful in battles against enemies that aren't bosses, but that prevent escape. That way, you could escape when you've been surrounded (...maybe). But with boss battles, unless it's a battle you can't win and have to lose (at which point being able to run would save you the effort and frustration of watching your characters be defeated, and let you skip right ahead to what happens next - that would be cool), even if the game doesn't freeze, it would probably present you with a game over screen for your efforts.

            You had a genius idea though, with Ruby Weapon. That does sound like the best route to take. I like the way you think.
            Another possible route might be to examine and then manipulate the way that the battle menu works, because maybe (though it's a long shot) they set it up so that the "Run" action is switched with one that gives you the message instead. Again, it's not likely, but it's possible. I've used RPG Maker 'games' for the PS1 and PS2, and they talk about 'flags'. If there's a flag (condition marker, etc.) for whether or not you can escape, then all the code would have to do is make sure that flag or switch stays in the right position.
            That's all I have to say about the situation of the player running, but I have more thoughts on the enemy running instead.

            I agree that it would be totally awesome to play FF7 while never again having to watch an enemy turn tail like the Chocobo and others do.
            I think that if someone can find a similar situation to the one with Ruby Weapon, but for this reversed situation, then that would be easier than trying to work from scratch.
            Maybe the battles are broken down into types, and you could simply use a code that switches which enemy you encounter with whatever one you want. Perhaps that would allow you to disallow the enemy to flee .

            Respectfully yours,
            MW42
            I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
            sigpic

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            • #51
              Yeah, it's a shame that playing as Sephiroth is as risky as it is, but I guess that's the price of having him in our party, lol. So you have a code now that lets young Cloud and Sephiroth use Cloud's weapons, but how about vice versa? Lol. Or maybe even allowing use of other character's weapons, although that's probably as crazy as it sounds.
              I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
              sigpic

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              • #52
                I'm replacing the post I had originally placed in this spot because I figured out how to solve the problem I originally posted about in this post.

                How about a simple Walk Through Sprites code, where we could only walk through some stuff (not walls, just other characters and whatever else counts as a sprite)? This would allow the player to walk through actual obstacles without passing through unnecessary and hazardous boundaries. This of course would be preferably anywhere that isn't on the world map. I guess in this case I'm basically asking for a code that messes with collision detection, instead of one that flat out messes with the character's ability to interact with boundaries. Thank you if it's possible, I'm not sure if it would be.
                Last edited by masterwriter42; 08-10-2009, 09:48:12 AM. Reason: Discovered solution to HP/MP codes. Had another request.
                I'm a writer/artist in 2D and 3D(including animation)/reviewer of games/movies/etc media/products.
                sigpic

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                • #53
                  Originally posted by Viper187 View Post
                  If anyone's looking for something to do, WWF Wrestlemania the Arcade Game has an unfriendly timer that needs killing, and Wayne Gretzky's 3D Hockey '98 should have in-game cheats to be found (see the N64 version for details).
                  I looked into the Wayne Gretzky game when I first saw this post. I didn't find anything at the time. I'll have another look at it and see what I dig up.

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                  • #54
                    Originally posted by Viper187 View Post
                    w00! No more chocobo stable shit just to ride a gold one.

                    Every Chocobo You Ride Has Gold Abilities (Even On Disc 1!)
                    300E5674 0004
                    D00A0038 17C8
                    800A0038 184C
                    -Catch a chocobo, ride ANYWHERE.
                    This code is awesome. I am trying to convert it to the Spanish version of the game but I have no luck so I am trying to find the code myself. I managed to find this code 300E5674 0004 that in my version it's 300E5638 0004, but I don't know how have you found the rest of the codes that make even the captured chocobos have gold abilities. I think it's a 16-bit Equal To Activator but I am not sure how it works or what do you need to search.

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                    • #55
                      The 16-bit equal activator means that it checks if the value at address 000A0038 is 17C8, and if it is it changes it to 184C. I don't know much about PS1 memory, but maybe that is an ASM code? It's a strange value instead of something simple, and odds are on this site that there are things for PS1 ASM code that could help.
                      July 7, 2019

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

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