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Need help putting together pointer in/to pointer code [GECKO]

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  • Need help putting together pointer in/to pointer code [GECKO]

    Have a few codes I'd like to make but can't figure hiw to put it together. Here it is.

    MATCH: ((805a6028+594)[==Fx81728564,Px817283d4]+84) ==Px81728458
    * data2((805a6028+594)[==Fx81722634,Px817253e4]+84) ==Px81725468
    * data3((805a6028+594)[==Fx81722634,Px8172f344]+84) ==Px8172f3c8
    USE: [(0x805a6028+594)+84] in your pointer in pointer code.
    MATCH: ((8057ef58+738)[==Fx81728564,Px817283d4]+84) ==Px81728458
    * data2((8057ef58+738)[==Fx81722634,Px817253e4]+84) ==Px81725468
    * data3((8057ef58+738)[==Fx81722634,Px8172f344]+84) ==Px8172f3c8
    USE: [(0x8057ef58+738)+84] in your pointer in pointer code.

    There are a lot more results but all I need is to know how to put it all together.

  • #2
    Example:
    48000000 8057EF58
    DE000000 80008180
    58010000 00000738
    10000084 00000000
    E0000000 80008000
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    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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    • #3
      It's a pointer-in-pointer code.

      [(0x8057ef58+738)+84] -> value of the address 8057ef58 contains an address which value added with 0x738 redirects you to another address which value is an address again. this address + 0x84 brings you to the address you want to write your cheat code.


      48000000 8057ef58 // load into pointer address
      DE000000 80008180 // Address Range Check
      58010000 00000738 // load into pointer address again after an offset of 0x738
      DE000000 80008180 // Address Range Check
      14000084 ???????? // your 32bit value
      12000086 0000???? // your 16bit value
      10000087 00000?? // your 8bit value
      E0000000 80008000 // full terminator. always needed with Gecko pointer codes
      Last edited by CosmoCortney; 05-31-2015, 03:54:49 AM.
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      • #4
        Thanks a lot guys! If this code works I will have an acceleration modifier for NFS carbom of GameCube.

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        • #5
          Nice!
          You can also make a speed code. but asm would be needed since the speed of the vehicle consists out of 2 vectors that never change its direction.
          so you'd need to load the x speed into an register and multiply it with a float (maybe of 1.05) and do the same with the z speed
          i should try doing this for the Pal-D version
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          • #6
            Speed works in reverse on these games, just check my ps2 codes list and you will see what I mean.

            For instance, setting the float lower than 3F800000 for a gear modifier it will go faster. But the acceleration needs higher than 3F80 for more acceleration. Weird huh?
            Last edited by 47iscool; 05-31-2015, 09:45:07 AM.

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            • #7
              The engine probably handles it as purely gear ratio without needing to know the gears' dimensions: http://en.wikipedia.org/wiki/Gear_ra...e_applications

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              • #8
                Hey 47is Normaly you help nobody man now you need help and you wont that everyone to help you tssss
                Last edited by Arnachy69; 06-12-2015, 05:15:29 AM.

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