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Questions Concerning Coding for Games/Game Enhancers
Well, okay, if you're sure. As I said, I can now get codes to work like Eco Gauge Modifier, Eco Activator and Eco Modifier, so Pyriel doing that 0x10 increase he did on my codes did work..... just not the right way. What I mean is, the Eco Activator codes that require you to input a button combination in-game are not working. Which is really weird too because I thought the first code line in say, "Activate Blue Eco", which is "E003FEEF 0018E842", actually WAS a joker command.
I don't know if it's because I don't know the joker code or what it is. I'm at a total loss and it's stomped me but you guys are great at this stuff so maybe you can figure it out.
The biggest reason why I need to be able to use these Activator codes even though Eco Gauge Modifier technically gives me unlimited Eco is because I would really, really like to be able to switch between Blue, Yellow and Red Eco whenever I want. Which is what the Eco Activator/Modifier button press codes gives you the ability to do. The Infinite Eco code also works much better than Eco Gauge Modifier but you can only use it WITH the Eco Modifier/Acivator codes.
So here they are (Note: I am pasting the page Bungholio did just so you guys can see what he said again about the codes and all that stuff):
XXXXXXXXXXXXX
I'm done poking around with this.
joker command
d012e842 0000????
Eco Type Modifier
00182848 000000??
00 - none
01 - yellow
02 - red
03 - blue
04 - green
Notes at bottom
Eco Activator
2018284c 3f800000
Eco gauge amount modifier
20182850 ???????? (you don't need this one, but it works almost the same)
20182858 ???????? (preferably use this one, set as 7fffffff)
Eco Type Notes
Yellow - The fireballs have no sound, and they don't kill all enemies. I'm assuming it was programmed to only kill enemies that would normally appear near a yellow eco vent, because some enemies it kills and others it doesn't affect.
Red - Never tested it, I'm assuming it works like yellow. It might only work on enemies a red eco vent is near, or it might work on all of them.
Blue - It almost works normally, except it doesn't draw in items. If you turn it on and then go through a blue eco vent it won't draw in items. But if you turn it off and then run through a blue eco vent and then turn it on, it will draw in items.
Green - No idea. I checked gamefaqs and this wasn't mentioned as a type. Just an unfinished extra?
Gamefaqs also had a white eco type mentioned during the final boss fight, but I couldn't find it from 05 - 0b, so I don't know.
Eco activator note
3f800000 and any value I tried between that and 7fffffff seemed to work normally. Anything less or more either didn't work, or made you still run slow with blue eco.
I checked every address from 00182820 to 001828d0 with the value 0 hoping that while I was drawing in objects with the blue eco that it would stop items from being drawn in. I found nothing though, that must be some separate address somewhere I don't know.
Deactivate any Eco Mode (Press L3)
D012e842 0000FFFD
20182858 00000000
Infinite Eco on Pickup
208c32e4 00000000
EDIT: I forgot on cmgsccc they have a Jak 1.0 and Jak 1.1. Mine is version 1.0. But the gap between the codes was only 10. So just add 10 to the code for version 1.1. I don't know about the joker command for version 1.1 though, I don't have the elf file.
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Well, okay, if you're sure. As I said, I can now get codes to work like Eco Gauge Modifier, Eco Activator and Eco Modifier, so Pyriel doing that 0x10 increase he did on my codes did work..... just not the right way. What I mean is, the Eco Activator codes that require you to input a button combination in-game are not working. Which is really weird too because I thought the first code line in say, "Activate Blue Eco", which is "E003FEEF 0018E842", actually WAS a joker command.
I don't know if it's because I don't know the joker code or what it is. I'm at a total loss and it's stomped me but you guys are great at this stuff so maybe you can figure it out.
The biggest reason why I need to be able to use these Activator codes even though Eco Gauge Modifier technically gives me unlimited Eco is because I would really, really like to be able to switch between Blue, Yellow and Red Eco whenever I want. Which is what the Eco Activator/Modifier button press codes gives you the ability to do. The Infinite Eco code also works much better than Eco Gauge Modifier but you can only use it WITH the Eco Modifier/Acivator codes.
So here they are (Note: I am pasting the page Bungholio did just so you guys can see what he said again about the codes and all that stuff):
XXXXXXXXXXXXX
I'm done poking around with this.
joker command
d012e842 0000????
Eco Type Modifier
00182848 000000??
00 - none
01 - yellow
02 - red
03 - blue
04 - green
Notes at bottom
Eco Activator
2018284c 3f800000
Eco gauge amount modifier
20182850 ???????? (you don't need this one, but it works almost the same)
20182858 ???????? (preferably use this one, set as 7fffffff)
Eco Type Notes
Yellow - The fireballs have no sound, and they don't kill all enemies. I'm assuming it was programmed to only kill enemies that would normally appear near a yellow eco vent, because some enemies it kills and others it doesn't affect.
Red - Never tested it, I'm assuming it works like yellow. It might only work on enemies a red eco vent is near, or it might work on all of them.
Blue - It almost works normally, except it doesn't draw in items. If you turn it on and then go through a blue eco vent it won't draw in items. But if you turn it off and then run through a blue eco vent and then turn it on, it will draw in items.
Green - No idea. I checked gamefaqs and this wasn't mentioned as a type. Just an unfinished extra?
Gamefaqs also had a white eco type mentioned during the final boss fight, but I couldn't find it from 05 - 0b, so I don't know.
Eco activator note
3f800000 and any value I tried between that and 7fffffff seemed to work normally. Anything less or more either didn't work, or made you still run slow with blue eco.
I checked every address from 00182820 to 001828d0 with the value 0 hoping that while I was drawing in objects with the blue eco that it would stop items from being drawn in. I found nothing though, that must be some separate address somewhere I don't know.
Deactivate any Eco Mode (Press L3)
D012e842 0000FFFD
20182858 00000000
Infinite Eco on Pickup
208c32e4 00000000
EDIT: I forgot on cmgsccc they have a Jak 1.0 and Jak 1.1. Mine is version 1.0. But the gap between the codes was only 10. So just add 10 to the code for version 1.1. I don't know about the joker command for version 1.1 though, I don't have the elf file.
Here's an answer someone can give me if I have to buy a 1.0. How do I know it's a 1.0? Are the black cover copies (original) of games the 1.0 versions and the Greatest Hits titles 1.1?
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I can't pull it up.
Here's an answer someone can give me if I have to buy a 1.0. How do I know it's a 1.0? Are the black cover copies (original) of games the 1.0 versions and the Greatest Hits titles 1.1?
Here's something else I'd like to know. If I am forced to buy a 1.0, will it most likely allow me to use those codes if input correctly since Bung's own version was a 1.0 or will I have to also find the joker command for the Eco Activator codes in that one too? I honestly thought the first line of the Activate Blue Eco Mode code WAS the joker for that code.
My biggest thing right now is that if adding 0x10 to these codes is done correctly and that's all done with, and they still don't work, most likely I'll need to find the joker right? If so, how the fuck would I do it or would anybody be willing to do it for me??
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Here's something else I'd like to know. If I am forced to buy a 1.0, will it most likely allow me to use those codes if input correctly since Bung's own version was a 1.0 or will I have to also find the joker command for the Eco Activator codes in that one too? I honestly thought the first line of the Activate Blue Eco Mode code WAS the joker for that code.
My biggest thing right now is that if adding 0x10 to these codes is done correctly and that's all done with, and they still don't work, most likely I'll need to find the joker right? If so, how the fuck would I do it or would anybody be willing to do it for me??
The important part of a joker is that it tests the value of the pad input. I could also make a "joker" with a C command instead of E or D, and that would have a somewhat different effect, in that no codes that came after it in the list would be active unless a particular set of buttons were pressed. These are test/conditional commands that skip or execute some number of lines, essentially IF statements.
D012E842 0000FFFD E003FEEF 0012E842
What makes a "joker" different from other uses of test/conditional commands is that the value they test is the input button mask from the control pad, and only execute codes when certain buttons are pressed (or not pressed in some cases). The values in red above are the address of the button mask for the first controller. The values in blue represent the desired button mask. It's a reverse mask in this case, so a particular bit is 0 when its corresponding button is pressed. These codes are more accurately called something like, "button activators", but the first person to write a guide on them for the PSX went by the handle "Joker" and the name has stuck.
The code that begins with D says, "if the value (pad mask) at address 012E842 is equal to FFFD (L3 is pressed) then execute the next line of code, otherwise skip it." The one that starts with E is, "if the value at 012E842 is equal to FEEF (L2 and Up are pressed) then execute the next 3 lines of code (the value in green), otherwise skip the next 3 lines of code." That's it.
All you really need for a "joker" is the address of the pad mask. Once you have that, the rest of the values come from a list of known quantities that don't change from game to game. And generally the pad addresses are not specific to an instance of a given game. The only way that happens is if memory is dynamically allocated for the pad buffer, in which case the input would be somewhere different every time you run the game, and you probably wouldn't see any traditional D/E "joker" codes for it anyway. The location of the pad mask usually only changes from game to game (Jak is different from Final Fantasy X), region to region (a Japanese copy is different from the US port), and occasionally from version to version with a region (as in this case), but you don't need to find it for your specific copy, or whatever it is you're thinking. If you want to throw up your hands and try to find version 1.0 of the NTSC port of the game, all the codes should work for you, including the jokered ones.
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OK, look. This is a "joker": D012E842 0000FFFD
This is also a "joker": E003FEEF 0012E842
The important part of a joker is that it tests the value of the pad input. I could also make a "joker" with a C command instead of E or D, and that would have a somewhat different effect, in that no codes that came after it in the list would be active unless a particular set of buttons were pressed. These are test/conditional commands that skip or execute some number of lines, essentially IF statements.
D012E842 0000FFFD E003FEEF 0012E842
What makes a "joker" different from other uses of test/conditional commands is that the value they test is the input button mask from the control pad, and only execute codes when certain buttons are pressed (or not pressed in some cases). The values in red above are the address of the button mask for the first controller. The values in blue represent the desired button mask. It's a reverse mask in this case, so a particular bit is 0 when its corresponding button is pressed. These codes are more accurately called something like, "button activators", but the first person to write a guide on them for the PSX went by the handle "Joker" and the name has stuck.
The code that begins with D says, "if the value (pad mask) at address 012E842 is equal to FFFD (L3 is pressed) then execute the next line of code, otherwise skip it." The one that starts with E is, "if the value at 012E842 is equal to FEEF (L2 and Up are pressed) then execute the next 3 lines of code (the value in green), otherwise skip the next 3 lines of code." That's it.
All you really need for a "joker" is the address of the pad mask. Once you have that, the rest of the values come from a list of known quantities that don't change from game to game. And generally the pad addresses are not specific to an instance of a given game. The only way that happens is if memory is dynamically allocated for the pad buffer, in which case the input would be somewhere different every time you run the game, and you probably wouldn't see any traditional D/E "joker" codes for it anyway. The location of the pad mask usually only changes from game to game (Jak is different from Final Fantasy X), region to region (a Japanese copy is different from the US port), and occasionally from version to version with a region (as in this case), but you don't need to find it for your specific copy, or whatever it is you're thinking. If you want to throw up your hands and try to find version 1.0 of the NTSC port of the game, all the codes should work for you, including the jokered ones.
Now see, everything you guys just said to me makes perfect sense and I appreciate it, really I do. Now that I get what you're saying, it sounds like these following codes already HAVE their jokers. Take a look:
Deactivate any Eco Mode (Press L3)
D012e842 0000FFFD
20182858 00000000
You see? The first line of codes for the first four cheats all start with "E" like Pyriel said and follows that same formula he mentioned. The last one starts with a "D" and that deactivates any Eco mode. Unless I misunderstood you Pyriel then Bungholio already made these joker codes up and I don't have to fiddle with it.
What I don't get and what I haven't got for some time is why they are still not working? This has been what I've been trying to get around to saying but maybe I've been wording it the wrong way. Pyriel, when you added 0x10 to my codes (which I GREATLY appreciated by the way so thank YOU!!!) it actually worked for the standalone codes like Eco Activator, Eco Gauge Modifier and Eco Modifier. Actually, some of them you didn't do for me but I just followed your example and added 10 in the same spots on those codes as you did with the ones you added 10 to for me. And it worked. Eco Gauge being a great example, I did that myself I'm pretty sure.
As you've probably already noticed, codes like the ones I just pasted above are a combination of Eco Activator, Eco Gauge Modifier and Eco Modifier with a joker code line added into them at the top so you can freely cycle between whatever Eco mode you want to.
The add 10 worked for the three standalone Eco codes you did for me Pyriel but why did the button activated ones not? They already have their joker unless I'm wrong so that can't be the problem like I thought it was before I read your last post. Hell, you even added 10 to those codes for me!
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Now see, everything you guys just said to me makes perfect sense and I appreciate it, really I do. Now that I get what you're saying, it sounds like these following codes already HAVE their jokers. Take a look:
Deactivate any Eco Mode (Press L3)
D012e842 0000FFFD
20182858 00000000
You see? The first line of codes for the first four cheats all start with "E" like Pyriel said and follows that same formula he mentioned. The last one starts with a "D" and that deactivates any Eco mode. Unless I misunderstood you Pyriel then Bungholio already made these joker codes up and I don't have to fiddle with it.
What I don't get and what I haven't got for some time is why they are still not working? This has been what I've been trying to get around to saying but maybe I've been wording it the wrong way. Pyriel, when you added 0x10 to my codes (which I GREATLY appreciated by the way so thank YOU!!!) it actually worked for the standalone codes like Eco Activator, Eco Gauge Modifier and Eco Modifier. Actually, some of them you didn't do for me but I just followed your example and added 10 in the same spots on those codes as you did with the ones you added 10 to for me. And it worked. Eco Gauge being a great example, I did that myself I'm pretty sure.
As you've probably already noticed, codes like the ones I just pasted above are a combination of Eco Activator, Eco Gauge Modifier and Eco Modifier with a joker code line added into them at the top so you can freely cycle between whatever Eco mode you want to.
The add 10 worked for the three standalone Eco codes you did for me Pyriel but why did the button activated ones not? They already have their joker unless I'm wrong so that can't be the problem like I thought it was before I read your last post. Hell, you even added 10 to those codes for me!
If I do have to buy the 1.0 version of the game, can you tell me how to find out what is 1.1 and what is 1.0? I was thinking of calling Sony and asking someone in tech support since they made the damn game. They should be able to tell me how to tell the difference between a 1.0 and 1.1.
Well, see that's the thing. Bungholio just assumed that 0x10 offset between versions was a consistent value. Such assumptions are often shaky at best. Lord knows what the studio did when the recompiled/rebuilt the game for the Greatest Hits 1.1 version.
Data that pertains to the game's more durable concepts, like player-character stats, amounts of money and such, usually all share a consistent offset because they're part of one large block of memory that can only be shifted once and still keep its form. So if character health moves 0x10, and your special meter is part of the same structure in memory at an address 8 bytes higher, it can only move by the same 0x10. All the other information, including the pad buffer, can be moved by different amounts because they're simply not bound to that other data. So when they rebuild the game, it could well be that the stats and all that moved by +0x10, but the pad buffer moved by -0x100, simply because the compiler decided to put the pad data before some other interop buffer this time around. Or when the studio built the Greatest Hits version, they upgraded their developers' kit, and it used a new version of the pad library.
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Well, see that's the thing. Bungholio just assumed that 0x10 offset between versions was a consistent value. Such assumptions are often shaky at best. Lord knows what the studio did when the recompiled/rebuilt the game for the Greatest Hits 1.1 version.
Data that pertains to the game's more durable concepts, like player-character stats, amounts of money and such, usually all share a consistent offset because they're part of one large block of memory that can only be shifted once and still keep its form. So if character health moves 0x10, and your special meter is part of the same structure in memory at an address 8 bytes higher, it can only move by the same 0x10. All the other information, including the pad buffer, can be moved by different amounts because they're simply not bound to that other data. So when they rebuild the game, it could well be that the stats and all that moved by +0x10, but the pad buffer moved by -0x100, simply because the compiler decided to put the pad data before some other interop buffer this time around. Or when the studio built the Greatest Hits version, they upgraded their developers' kit, and it used a new version of the pad library.
So basically, with my limited knowledge, I have no way of finding out what the pad codes are for those button command Eco codes. As you said, the Eco codes by themselves worked fine with just adding 10 because they were apparently part of the same memory block as infinite health was. However, when you add those three Eco codes together in this cheat -
- that has a button command added to the code sequence for ease of switching between Eco modes at luxury, that's when everything changed. From what you're saying, even though the health and standalone Eco codes worked fine with adding 10, the button commands just have an entirely different value other than 0x10 that has to be added for 1.1 due to whatever the developers did in making GH.
It sounds like buying a black label Jak 1 would be my best bet eh?
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So basically, with my limited knowledge, I have no way of finding out what the pad codes are for those button command Eco codes. As you said, the Eco codes by themselves worked fine with just adding 10 because they were apparently part of the same memory block as infinite health was. However, when you add those three Eco codes together in this cheat -
- that has a button command added to the code sequence for ease of switching between Eco modes at luxury, that's when everything changed. From what you're saying, even though the health and standalone Eco codes worked fine with adding 10, the button commands just have an entirely different value other than 0x10 that has to be added for 1.1 due to whatever the developers did in making GH.
It sounds like buying a black label Jak 1 would be my best bet eh?
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