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  • Multi jumping codes

    Hello to everyone n_n!!!.
    Its been a while since I posted in the School =P. I'm having problems triying to create multi jumping codes for NES or Genesis games.
    I'd prefer examples of how to create them for NES, to try to understand the methods to create such codes and what to look at the FCEUD traces.
    First I try to look for the Y axys ram address.
    Then I put a breakpoint in FCEUD in that address when I'm jumping.
    At the same time I make a trace.
    I tried to compare traces, one with the character standing in the floor, and another jumping. Then tried to modify branches like BNE or BEQ, but nothing worked. The problem is I dont believe my method is the correct one, I suspect I'm doing something wrong, because I used this method in lots of NES games and never worked. So, I want to ask help for someone with more experience than me to show me an example of making one of these code for any NES game to try to learn of that example and try to create more of these codes for other games.
    Thanks a lot for reading, I'll be waiting for your suggestions ^^.
    Whipon.
    Last edited by Whipon; 05-23-2008, 01:05:55 AM.

  • #2
    Multi-jump codes can either be inherently simple, or very unlikely to do with a limit of 5 codes. The easy cases are when there's a value in memory that's checked to see if a jump is being performed, and then the jump routine is rerun if it's not set when you try to jump again.

    The hard cases are when the entire jump routine functions on the 'Am jumping' variable, and any attempt to restart it fails because of some of the variables, or because the 'Am jumping' test will either make you always jumping, or never jumping, because the code to TEST for the jump button being pressed is in a mutually exclusive block of code, and the actual code to make jumps function is in the alternate branch.
    This reality is mine. Go hallucinate your own.

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    • #3
      I see...

      Interesting. So in most games I'll have to make more than 5 codes to do the multijumping. At the moment, all the games I tried doesn't had that value in memory, It would be very easy. For example In Megaturrican I searched by traces the piece of code when you reach the jump height limit. Then looking in the traces and modifiying conditional branches I found the code. Sadly I couldn't make more codes for other games with that method. It seems is more difficult than I tought u_u.
      Last edited by Whipon; 05-23-2008, 05:25:48 PM.

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      • #4
        I always wanted to come up with a good method to hack these on N64. I don't think any games have them.

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