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Help Dealing With Games That "Crush" You When You're In A Wall

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  • Help Dealing With Games That "Crush" You When You're In A Wall

    Hi guys. I'm trying to hack a Walk Through Walls code for, Mega Man 4 like I did for, Mega Man 3. However, whenever I go too far into a wall, the game thinks I'm being crushed and it kills me instantly.

    I know I am supposed to search for the Mega Man death routine and disable it, but I don't know where to start.
    I found a value that tells the game that Mega Man is dead, but disabling it does nothing. Do I look at the health address to find the death routine?...


    I just need a little push in the right direction, I freaking hate games that make you die if you go into a wall.

    Any Tips?
    Last edited by Dybbles; 07-27-2015, 09:32:57 PM.
    I'm retired from code hacking.
    I do not take requests!

  • #2
    CodeMaster's Walk Through Walls FAQ

    By Codemaster

    ------------------------------------------------------------------
    Game Software Code Creators Club
    ------------------------------------------------------------------

    Faq written by Code Master
    Bryan Black - [email protected] - President
    ************************************************** ****************
    The Walk Thru Walls FAQ!! Version 1.10 - Last Updated On 10-23-99
    ************************************************** ****************
    Version Notes:
    1.00 - Initial Release, may have spelling errors, etc..
    1.01 - Proof Read & Webmasters & FAQ Writers Note Added.
    1.10 - Added Specification For 3D Games.
    Webmasters & FAQ Writers:
    Do NOT add this to any other FAQ. You may add it for download on
    your wepage, provided you do not change anything, and you do not
    add it to any other FAQ, html page, etc..

    ************************************************** ****************
    Welcome to the first GSCCC Faq in a long ass time!!
    ************************************************** ****************
    This faq is designed to help people learn how to hack the elusive
    Walk Thru Walls code. Normally, this code is harder than hell to
    make!! I mean, literally. For myself to make this kind of code it
    takes about 1 to 30 hours just to make this extraordinary code.
    (And they say Code Master isn't dedicated to his work!! Bah!!) So,
    naturally, I was searching for a faster way to make this code.
    And, FINALLY, I have done it!!! This new method will work for ALL
    2D games, and should work for most 3D games. (There is a
    specification for it to work for a 3D Game.)

    ************************************************** ****************
    Information That Is Needed To Know Before Tackling This Code
    ************************************************** ****************
    While your character is walking, or while they are not walking,
    there is a value in RAM that tells the CPU whether or not you are
    able to walk at all. This value is used to tell the CPU whether or
    not to move your character on the screen. I call it the 'Collision
    Detection Address', because basically, the game checked to see if
    there was any structures or walls that you would 'collide' with and
    stores a value to the Collision Detection Address based on if
    there was or wasn't an object to collide with in the direction you
    are trying to go. The value of this address could be almost any-
    thing the developer wants to use. Most common is 0 (Cant Walk),
    and 1 (Can Walk). Although with the release of this FAQ,
    developers are going to get smarter and use different values..
    But oh well, we can deal with it. Now that you know this info,
    on to the actual searching methods.

    ************************************************** ****************
    The Actual Searching Method!!
    ************************************************** ****************
    There are 2 ways to go about this, you can do the 'Known' value
    search method. Or the 'Unknown' value search method.
    1) The 'Known' Value Search Method:
    This method, you are assuming the value is 0 for when you cant
    walk, and 1 when you can walk. Now, here's the critical part.
    This value changes based on whether or not you are moving, or
    if you are not moving. So, while you character is currently
    walking in a certain direction. (Character HAS to be moving!)
    Do a search for values Equal to 1. After that has finished the
    game will restart, keep walking in the same direction until you
    run into an object/wall. While holding down the direction the
    object is. (character will be moving their legs, but not going
    anywhere) Do a search for values Equal to 0. You should have
    a pretty good size of possibilities. So you do some more
    searches. Walk to the opposite direction that you are facing.
    While your character is 'Walking', do a search for values Equal
    to 1. Walk til you run into an object/wall, and while holding
    the direction of the object/wall, do a search for values Equal
    to 0. Then walk in the opposite direction til you run into an
    object/wall, do a search for values Equal to 0. (Why 0, because
    the value should be the same as before, meaning you couldn't
    walk then, and you cant walk now.) Keep repeating these methods,
    until you get a respectable amount of possibilities to search
    for. Once you start going thru the possibilities, your Walk
    Thru Walls code, will be the address and the last 4 digits of
    0001. And once you put it in shark, it should work.
    2) The 'Unknown' Value Search Method:
    This method is for use with games that Method 1 did not work in.
    This method, you don't assume what the values are, you just know
    that they are different based on whether you can walk, or can
    not walk. Same as before, do an Initial search when you are
    currently walking. (Character HAS to be moving!) Then when you
    run into an object/wall, do a different to search. Then walk in
    the opposite direction, do a different to search. Walk til you
    hit an object/wall, do another different to search. Then walk
    back in the opposite direction til you hit an object/wall, do
    an equal to search. (Because the value should be the same as
    before, meaning you couldn't walk then, and you cant walk now.)
    the previous search you took where you couldn't walk.) Keep
    repeating these methods, until you get a respectable amount of
    possibilities to search for. Once you start going thru the
    possibilities, your Walk Thru Walls code, will be the address
    and the last 4 digits will be the value the code was when you
    were walking. And once you put it in shark, it should work.

    ************************************************** ****************
    3D Game Specification
    ************************************************** ****************
    Due to the nature of this method, it may or may not be possible
    to do with a 3D game. The logic behind it all is this: In a 2D
    game, you can move at the most in 4 directions, up/down/left/right.
    In a 3D game, you can move in 360 Degrees, so the developer has to
    cope with this as well, and probably will use different routines.
    The above method should still work, provided that when you are
    running into an object/wall, you are running into it 'Head On'.
    'Head On' means, that while holding the direction of the object/
    wall, you're character doesnt turn, face, or go in any other
    direction. And in all reality, there's not many places you can do
    this. Sometimes, you can just hold 'Up' when you are directly
    facing a wall, and sometimes you cant. When you cant, I suggest
    trying a corner in a room.

    ************************************************** ****************
    Tips & Tricks Of The Trade
    ************************************************** ****************
    Now, there are some key tips to finding this type of code.
    1) You found the code that lets you walk thru walls, but only in
    left/right or up/down directions!! DOH!!! Here's what you need
    to do. Make a Joker Code for the game, and lets just say the code
    you made works in the 'Right' direction. Lets say, the Joker Code
    for this game was a normal Joker Code and the code was.
    D0123456 ????
    And the Walk Thru Walls code you made only worked in the
    'Left/Right' directions. If you put in these codes:
    D0123456 2000
    80XXXXXX XXXX << Walk Thru Walls Code You Made Goes Here.
    D0123456 8000
    80XXXXXX XXXX << Walk Thru Walls Code You Made Goes Here.
    It will now work in the 'Left/Right' directions, with no lock
    ups. And now, you need to find out the Walk Thru Walls code
    for the 'Up/Down' directions. So, repeat the searching method
    used to find the 'Left/Right' code, but this time, walk 'Up'
    and 'Down'.
    2) You cant get it down to a lower amount of possibilities. What
    I would do, is walk in one direction til I hit an object/wall,
    and do the appropriate search, then walk in the other direction
    til I hit an object/wall and do an Equal to search. Or even do
    an Equal to Search while your character is walking in opposite
    directions. Also, another key way to reduce possibilities, is
    to do an equal to search in different parts of the map. I.E.
    If you walked 'Right' til you hit an object/wall, did the
    appropriate search. Walk up some more on the map, and walk
    'Right' til you hit an object/wall up there, and do an Equal
    to search. (This helps quite a bit usually. Try and make it not
    be part of the same object/wall though. If you are walking into
    a house, walk around in the town til you get to a different
    house, etc)
    3) The above 2 methods didn't work. This means the game probably
    changes the value based on what direction you are heading. So,
    you need to use search for it in the same direction only. Like
    so: Initial search while walking 'Right', do an Initial search.
    Walk til you hit an object/wall, while holding 'Right', do a
    Different to search. Then walk to the left, and then back to the
    right til you hit an object/wall, while holding 'Right', do an
    Equal to search. Then walk to the left, and then back to the
    right, and while walking 'Right', do a Different to search.
    Keep repeating these steps only in the 'Right' direction.
    4) Last but not least, the code you found only works in Towns, or
    only works in the Overworld Map. Plain and simple almost ALL
    Walk Thru Walls codes will be like this. You just have to search
    again in the area where the code doesn't work.

    ************************************************** ****************
    And There You Have It...
    ************************************************** ****************
    There you have it!! The first EVER Walk Thru Walls FAQ on how to
    make them, and you even can make them with any code searching
    device. And you can also make them without the HOURS of work that
    I myself have done in the past. I know this will save me some
    major headaches in the future to come!!

    ************************************************** ****************
    Credits & Greetz!!
    ************************************************** ****************
    Credits:
    FAQ 100% Written By Code Master (So Far)
    Game Software Code Creators Club
    http://www.cmgsccc.com/
    Proofreading Credits:
    Insane Clown
    --------
    Greetz:
    GSCCC Members:
    - ViperByte, Jackel, Cain, Nightmare, Alanlav, Raysurx, Barubary,
    - Robb, Sage (http://www.cmgsccc.com/)
    GSC Members:
    - Kong, ShadowKnight, Crocc, Macrox, FoxDie, Zap2, AdultLink,
    - The Phantom, Freeza (http://www.gscentral.com/)
    (I know I have missed a lot of members, but those are the ones I know
    Other:
    - Slab, Nitestash, Infected, Netsewn, Number 12

    ************************************************** ***********************
    -------------------------------------------------------------------------
    Game Software Code Creators Club
    -------------------------------------------------------------------------
    ************************************************** ***********************
    If you find any mistakes in this FAQ, Spelling, Methods, Or Have anything
    to add to it, please send the updates to [email protected]. So I can add
    them. Yes, your name will be in the credits and you will get credit for
    your new ideas. If its just a spelling error, I guess I can add a credit
    for "Spelling Errors Fixed"? LOL
    -------------------------------------------------------------------------
    If you like this FAQ, and would find more FAQ's like these useful in the
    future, please email your thoughts to [email protected] and GSCCC might
    write some more FAQ's in the future.
    -------------------------------------------------------------------------
    So, until next time, keep those PC's hacking and Cheat Devices cracking.
    And Most of ALL, THANX FOR SUPPORTING GSCCC!!!
    ************************************************** ***********************
    ----------------- http://www.cmgsccc.com --------------------------------
    ************************************************** ***********************
    The Hackmaster

    Comment


    • #3
      Walk Through Walls Tutorial By Damien Dark

      Last edited by dlevere; 07-28-2015, 02:11:07 AM.
      The Hackmaster

      Comment


      • #4
        Hacking a walk through walls code involves locating the game's clipping routines, which can often be very spread-out and embedded deep in the physics engine. This theory will focus on 3D games, but much of it can also be applied to many 2D games. 2D games simply lack a Z axis.

        Locating the clipping routines may take a few different steps, depending upon the game and how it was programmed. Locating the main character's coordinates is the best place to start. Coordinates can be found with a simple 32-bit unknown search. With 3D games, there are always three coordinates named "X", "Y", and "Z". The Y coordinate is the usually easiest to find because no matter which way the character or "camera" are facing, the Y axis is always up-and-down. Reference Position Modifiers for more information on locating coordinates.

        Coordinates are almost always placed in memory in order; the Y coordinate will appear between the X and Z coordinates. This idea can be exploited to locate all three coordinates after finding just one of them. Once the X and Z coordinates have been pin-pointed, these can be used to locate the clipping routines.

        The second step requires a write watchpoint on either the X or Z coordinate. Choosing which coordinate to use is entirely up to the hacker, as they will typically both lead to the same routines. Setting a breakpoint on one of the coordinates will usually cause a break right away, even with the main character standing completely still. If the break-causing store instruction is disabled, sometimes additional breaks will occur. It is wise to keep a list of all addresses which cause breaks without moving, and the instruction data they contain. This makes it easy to re-enable the instruction later. As soon as there are no other breaks occuring while the main character is standing still, this step is complete.

        The next step requires checking if any breaks occur while walking in an open area, without touching any walls. Most of the character control routines have already been disabled, by this point, and in most cases the main character should be "stuck" walking along only one axis. However, in a few other cases, a break will occur as soon as the main character begins to move. If this happens, the instructions causing these breaks must also be disabled. When the main character is able to glide peacefully along a single axis, the only breaks occuring should be when the main character hits a wall.

        With all of the character controlling routines disabled, walking into any wall should cause a break as the physics engine is attempting to clip the character's forward movement against the wall while retaining lateral movement (to "slide" against the wall when hit at an angle). This works because most physics engines want to adjust the coordinate for clipping (the one which was disabled for standard control) separately from the standard control routines. (Note that not all games will exhibit this behavior. For such games, the clipping will be done before the standard control routines write to the coordinates.)

        At this point, the first clipping routine has been located. Disabling it (either by disabling the single instruction with a NOP instruction, or by branching over the write or the entire routine if it can be done safely) should result in one of two possibilities: The character will either move through the wall, or yet another break will occur. In the case of the former, the code has been found (or at least one part for one of the two axes). For the latter, these clipping routines can be consecutively disabled, with each new routine found becoming another part of the completed code; all clipping routines must be disabled for both the X and Z axes.

        That concludes the basic rundown for walk through walls codes. To recap: Locate the clipping routines by disabling the standard controlling routines. Then disable those clipping routines. Test the game with the clipping routines disabled by re-enabling all of the standard controlling routines, or simply by resetting the console with the clipping-disabling codes enabled.

        Source
        The Hackmaster

        Comment


        • #5
          There was a game that I did that for which acted the same but killing the death routine for the walls messed up other things. Anyways use the health as a way to find the routine and almost guaranteed that the wall kill is a different routine than normal death routine.
          Spoiler Alert! Click to view...

          THE BAD GUY!!!!!!

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