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A couple of questions about PS2 codes & addresses

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  • A couple of questions about PS2 codes & addresses

    I just recently got a Codebreaker Version 8.2. I used to have one a good while back, got rid of it (foolishly), & then got another one. I've been doing what I can relearn the code format for the PS2 again.

    I know when a code is posted: Hypothetically, let's say it's ?0ABCDEF XXXXZZZZ

    I know that if the value is equal or less than 00FF, a "0" goes where "?" is. (AKA the 8-bit Constant Write)
    I know that if the value is equal or less than FFFF, a "1" goes where "?" is. (AKA the 16-bit Constant Write)
    I also know that if the value is greater than FFFF, a "2" goes where "?" is. (AKA the 32-bit Constant Write)

    If there is a code that is posted that causes two different effects, would it be possible to split the 8-bit code into two separate codes? For Example: The value "XXXX" is causing one effect, & "ZZZZ" causes another? Is there a way to separate them into completely separate codes?
    Last edited by BigBossman; 10-20-2016, 01:05:55 PM.
    Hacking games is always fun because you don't know what's hidden in the game.

  • #2
    32-bit Constant Write
    20000000 ZZYYXXVV

    16-bit Constant Write
    10000000 0000XXVV
    10000002 0000ZZYY

    8-bit Constant Write
    00000000 0000000VV
    00000001 0000000XX
    00000002 0000000YY
    00000003 0000000ZZ
    lee4 Does Not Accept Codes Requests !
    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
      Thanks for the help.
      Hacking games is always fun because you don't know what's hidden in the game.

      Comment


      • #4
        lee took the words out of my mouth. You can easily split them, and if needed I don't remember how high of a codebreaker version had the constant write OR/AND/XOR code types too so you could even split 1 byte into its 8 individual bits which was perfect for things like the weapon effect codes in Dark Cloud 2 where the values were bits and you could disable the bad and allow the good to work.
        July 7, 2019

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

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        • #5
          Probably worth pointing out that the value in the code doesn't necessarily determine the operation either. It's perfectly possible to have a 32-bit write with a value of 00-FF, and narrowing it down to write a smaller range of bytes may not have the same effect.

          Originally posted by BigBossman View Post
          If there is a code that is posted that causes two different effects, would it be possible to split the 8-bit code into two separate codes? For Example: The value "XXXX" is causing one effect, & "ZZZZ" causes another? Is there a way to separate them into completely separate codes?
          I'm about 99% sure you meant "split the value's 8 (hex) digits up" here rather than "bits", but just in case, no it's not really possible to split up an 8-bit write code. You can use the 7 (bit-wise) commands to sort of approximate doing that, but it's hard to ensure that only a specific mask is set without jumping through hoops that might be impractical. If it's just something like "set bit X on to unlock AK-47" and "set bit Y on to unlock BFG", then splitting them up is probably OK, but if the effect requires a combination of bits to be on and off, it's probably better to stick with the 8-bit write.

          Edit: It's version 7 (retail) for the bit-wise command if memory serves. It's definitely in 8-10.
          Last edited by Pyriel; 10-28-2016, 06:15:33 PM.

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          • #6
            Thanks for the info.

            The reason I was asking is because I was attempting to find additional match rules codes for WWF Smackdown: Just Bring It (NTSC). I played around with the value of one of those codes that are posted in the database.

            For Example:
            The code posted for Always Cage Match is: 10725C0A 00000E84 (hex). On some of these Always " " " codes, if you make the value "0E840000", it will activate another match stipulation. The problem is there are two effects in one code. 10725C0A 0E840000 would make the other stipulation active, but would at the same time would remove the steel cage when you select a steel cage match.

            On a separate note:
            As for removing certain match stipulations, the only useful one I've seen so far is the one that turns off the Hell in a Cell match, which would create a new match type. No where in the game does it have a standard 6-Way match. If you had the Always Hell in a Cell match made in to Hell in a Cell is never on & selected Armageddon Hell in a Cell, you would have a match with 6 wrestlers in the ring, with no cage or cell structure, & the first one to score a pinfall or submission would win.
            Hacking games is always fun because you don't know what's hidden in the game.

            Comment


            • #7
              I glanced at those codes, it's all different addresses and activating any is the same with the value 0E84, but I don't see an off value. You could try a lazy guess of off either being value 0000 or FFFF, or else you might need something to check the memory in those locations to find what their real off values are if that fails.
              July 7, 2019

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

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              • #8
                Truthfully, I'm not even sure why they used the value "0E84". Using "0001" works perfectly for making the match rules on. I also tested "0000" & that turns most match rules off. The only one that's different is Ring Outs. When it's set at "0000" Ring Outs are on & when its at "0001" Ring Outs are off.
                Hacking games is always fun because you don't know what's hidden in the game.

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                • #9
                  Originally posted by BigBossman View Post
                  Truthfully, I'm not even sure why they used the value "0E84". Using "0001" works perfectly for making the match rules on. I also tested "0000" & that turns most match rules off. The only one that's different is Ring Outs. When it's set at "0000" Ring Outs are on & when its at "0001" Ring Outs are off.
                  Is the address posted part of a function or is it data loaded by a function? If it is the later then it is probably not 2 bytes in size judging by your results. Trace the functions that load that data and find out if they're loading a single byte. Chances are the data is loaded and checked in a function against other values to determine the match type and rule set for the match.

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                  • #10
                    Another thing to maybe bear in mind is that those codes were made by CMX, I think. I'm assuming "CHOKE ON THAT SLAPNUTS" is something he put in there to be funny, and not an actual hacker's handle. Among other things you can count on CMX for is doing tricksy shit for laughs, or as a way of tagging codes. The most likely explanation is still that he saw 0E84 pop up in an address during one of those types of matches, and just copied it everywhere because it seemed to work, but you can't completely rule out that it's something weird, or that he was in a tiff with the Datel guys at the time and wanted to catch them out copying his codes again.

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                    • #11
                      The "CHOKE ON THAT SLAPNUTS" was a catch phrase that was used by Jeff Jarrett when he was in WCW around 2000 & maybe 2001, just before WWE bought WCW from Ted Turner.
                      Hacking games is always fun because you don't know what's hidden in the game.

                      Comment

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