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Hit Anywhere Tutorial

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  • #16
    Is not strange to do use 0x24 to cancel a branch. This is the only case that I've seen a crash. Anyways I changed the code to 0x95E7 00 in the database like you pointed out.

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    • #17
      Yea I've noticed you did that with previous codes. I usually try to avoid changing the entire instruction (unless its a different variation of the same instruction) if possible just in-case something goes wonky down the road. I'm not entirely sure what BIT would do by itself as I'm not all that handy with bit wise operations. Hopefully I'll be able to get into making more hit anywhere codes. BTW is it a similar method for collecting all items anywhere such as find the value holder of say rupees the set a break for write on that then walk into one to see where it breaks and backtrack from there?
      Last edited by Abystus; 05-30-2011, 02:52:50 PM.
      Not taking any requests at this time.

      Bored? Watch some of my hacks here.

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      • #18
        Yes "get items anywhere" follows the same method. Set the write breakpoint and trace backwards looking for the branch(es) that jump over the address.

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        • #19
          After you revealed this method I figured that the other one followed suit. I guess the only thing else to do with these types of codes is make it to where just walking on the screen will kill all enemies (I made one when checking out your Zelda (NES) hit anywhere codes by just altering a branch above to allow it to happen at all times and not just when you attack). Either way good job with the hacks thus far as I would consider these types of codes among the most powerful code types for most games you can attack in. Again thanks for all the help.
          Not taking any requests at this time.

          Bored? Watch some of my hacks here.

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          • #20
            I made codes like that where enemies die as you get close to them or entering a screen. I don't know if you have seen my tutorial here.
            Last edited by nolberto82; 05-30-2011, 03:16:53 PM.

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            • #21
              I think I did see that tutorial a while back but thought it only applied to being next to or running into the enemy. Ether way a simple cancellation of a particular branch keeping the underlying code from executing is all that is needed to make any of these variations occur all the time. I would love to see codes like these for 3d based games (the devastation would be insane!).
              Not taking any requests at this time.

              Bored? Watch some of my hacks here.

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              • #22
                Added to the Library
                I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

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                • #23
                  Thanks, LB.

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