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  • Need Enlightment - Codebreaker codes

    This codes are from the [PS2[ Castlevania: Lament Of Innonence
    What I don't understand are these 2 codes below...

    2ACB96D5 4479C000 Max HP
    2A7796D5 000003E7 Max MP

    How is it that the Max MP value can be changed easily while the Max HP is not?
    I mean the value for the MAX MP can be alter according desired but not for the MAX HP.
    I even tried using the Omniconvert but still can't.
    All I want is for the Max HP codes to be the same as MAX MP, the value can be changed.
    Another thing is the value of the codes.. (4479)
    Strange enough, when I change to 4350, and plus 1 (4351)
    the increased value is 1, but however, if keep increased, the value became 2 n eventually 4.
    I also not sure why's this happen.

    How to change the MAX HP codes just the same as MAX MP?
    Eventually i just wanna change the MAX HP to 666.
    Anyone knowhow?
    Thank you for any help in this
    Last edited by hihofai; 12-30-2011, 05:20:47 AM.

  • #2
    because its in float value
    you can download Float Convert
    http://gamehacking.org/?s=downloads#section10
    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<*
    >)

    Comment


    • #3
      What does it means by 'Float Value'?
      I mean how to distinguish it?
      No wonder the Omniconvert can't do wat i want... :P
      Btw... that Float Converter...
      I'm sorry to ask but how to use it?
      I tried to input the code & when i press convert to HEX..
      it keeps popping out 'Please enter a number'
      Something I missed out?
      Thanks 4 the help
      Last edited by hihofai; 12-30-2011, 11:48:50 AM.

      Comment


      • #4
        in Float Convert
        Enter 4479C000 in Hex box then press convert to Float button
        Float Box display 999.

        change 999 to 600

        Enter 600 in Float box then press convert to HEX button
        Hex box display 44160000.
        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<*
        >)

        Comment


        • #5
          Oohh..
          I see now..
          thanks for the simple tutorial...
          however... I still haven't figure out how to know if a code is float value or not?
          I mean how you know straight away the code is float value?
          Lastly... why change to 600? Or is it the 600 is the number desired to be changed in the game?
          SO if i want it 666, i just change from 999 to 666 and convert to get the codes right?
          Thank u very much

          Comment


          • #6
            You can spot a float because it is 8 digits and usually something between 39000000 and 50000000 or between B9000000 and D0000000. Float means it's a decimal number, and is used in multiplying and dividing and whatever there is for numbers with numbers past the decimal point.
            July 7, 2019

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

            Comment


            • #7
              I'm pretty sure the 600 was just an example he gave you. There's no real purpose to it beyond being a demonstration.

              When he says "float", he means, "floating point". The "point" in question is a decimal point. What you're seeing is one way a computer can represent fractional numbers, e.g., "301.2". The way they're encoded is somewhat technical, and the same can be said of why it's done. The short answer is that it's more practical to handle such numbers this way. You can recognize certain values as likely floats with experience. And when you're dealing with something like hit points, having over a billion of them seems improbable, so it's highly likely that it's a float. If you then decode the floating-point representation into a decimal number and get something like 999, it all but becomes certainty.

              Edit: Oh yeah. If a number that isn't likely to have a fractional component, like hit points, is handled as a float, it's often done because it's necessary for some part of the game's graphics. Like if there's a fancy health bar that's rendered on the HUD or something, and the routines that draw the green in it expect to receive a float. There could be a lot of reasons, though. Maybe the game in question allows fractions of a hit point, I really don't know.
              Last edited by Pyriel; 12-31-2011, 02:46:54 PM.

              Comment


              • #8
                Wow...
                Thank you very much for both of you for such explanations.
                I mean... I get the bigger picture and understand clearly now although I still need to learn more...
                Hhaha.... maths and numbers were never my strong subject... that's why I'm struggling...
                Very appreciate for all the explanations here

                Thank you
                Last edited by hihofai; 12-31-2011, 11:07:58 PM.

                Comment


                • #9
                  I have yet encounter another batch of codes that I do not understand at all...
                  It's those codes from the codetwink.com for the game - Castlevania: Curse of Darkness.
                  Underthe Have Max Accessory Codes section, I tried to modify certain codes according to my desire,
                  since not all of the accessories needed to be in max value.
                  However, this is where the problems come in.

                  For example,
                  1 Accessories
                  B1740021 9360206E
                  15E848CE EC0BB044

                  I wanted to know where is the Item 'identity' and where to modify the desired numbers of how many I want.
                  For this code, the item is 'Boiling Ring' and the numbers of it is 99.
                  So in overall, how to see the item identity and how to change the value to 03 instead of 99?

                  And if you look at the codes list in the codetwink.com, each and every codes are different.
                  So how to modify it according to what I want?
                  This type of codes are new to me... so I wanted to know how to deal with it.
                  I have tried methods that I know of, Omniconvert & Float Convert.. but am getting no where.
                  Any help in this matter would be great. Thanks.
                  Last edited by hihofai; 01-09-2012, 03:02:00 AM.

                  Comment


                  • #10
                    you need to decrpyted the (CB7+) code first with Omniconvert to RAW, before editing the code
                    Last edited by lee4; 01-09-2012, 12:11:12 PM.
                    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<*
                    >)

                    Comment


                    • #11
                      Ohh... that's how should do it...
                      I did that b4... but I wasn't sure, that's y I asked for confirmation...
                      After I did of what you instructed... here is what I got...

                      From CB7+ to RAW

                      B1740021 9360206E -> 40AED3B8 00010001
                      15E848CE EC0BB044 -> 00630097 00000001

                      and the following item code is like this...

                      B5E1D656 325F66BC -> 40AED3B8 00020001
                      15E848CE EC0BB044 -> 00630097 00000001

                      I understood that the 00630097 00000001, 0063 = value of 99
                      but doesn't understand 0097 and the rest of it..
                      why both of the 2 codes are same?
                      In other words, where is the slot numbering, and the item identity?

                      Just now I did try my best and able to change the value of the items
                      However, there's one thing really bugged me.

                      Under the accessories section...
                      B1740021 9360206E -> 40AED3B8 00010001
                      15E848CE EC0BB044 -> 00010097 00000001

                      B5E1D656 325F66BC -> 40AED3B8 00020001
                      15E848CE EC0BB044 -> 00020097 00000001

                      Earlier I tried to have Slot 1 - 11 to have 2 items and the rest is 1
                      However, when the game loads up, all items become 1, including items that I wanted to have 2.
                      Is it because of the 000*0097?
                      Is the the 0097 is accessory section, so that's why no matter which slot I change the value...
                      It will just follow the rest and all the same?

                      Seriously, I'm getting confused though... that's why I need to ask more...
                      Sorry for asking so much but I wanted to know more...

                      Thanks again
                      Last edited by hihofai; 01-10-2012, 03:08:00 AM.

                      Comment


                      • #12
                        The codes are similar because they're performing similar tasks. Looking at the site, if you want to have 11 items, you need to use something like:
                        40AED3B8 000B0001
                        00630097 00000001


                        I don't know how the codes you posted would do anything beyond the second item.

                        You're giving this code type, and codes in general a little too much credit. They never have anything to do with "slots" or contain information about what they're doing beyond their required parameters. The code doesn't care if the address you provide it is for accessories, money, or a murder pit in Tierra del Fuego. It just loads data from it or writes data to it.

                        Here's the breakdown of code type 4.

                        Code:
                        Code Type 4
                        Basic Description
                        
                            Function: 32-bit, multi-address write.
                            Frequency: Constant.
                            Alignment: Full-word (32-bit).
                            Minimum Version: 1.0. Version 7.0 or higher is required for value increment to work. Early versions, those from about version 3 or 4 back,
                            are a bit buggy when you attempt to write certain values.
                        
                        Format and Implementation
                        
                        4aaaaaaa ccccssss
                        xxxxxxxx iiiiiiii
                        
                            aaaaaaa: 25-bit address.
                            cccc: number of times to write.
                            ssss: step value.
                            xxxxxxxx: 32-bit value.
                            iiiiiiii: 32-bit value increment.
                        
                        Implementation: The 32-bit value xxxxxxxx will be stored at the address given by aaaaaaa; the count cccc will be decremented; the step value ssss will be multiplied by 4,
                        and added to the address; and the value xxxxxxxx will have iiiiiiii added to it. This process will continue until cccc reaches zero. Basically, write to cccc addresses,
                        while jumping ssss * 4 addresses in between.
                        
                        Notes
                        
                            It appears that a value of 0×0000 in cccc is functionally equivalent to 0×0001. Not that you would have cause to use a count of 0 with this code,
                            but if you ever thought of “turning off” one of these, when it is in the middle of a larger code and without deleting it, it will not work.
                        That last 00000001 is an increment for the code's value, so the 0097 is almost certainly the item "digit" that the game uses, while the 0063 is definitely the quantity. So what the code is doing is writing two 16 bit fields that happen to be adjacent to each other. The first is the item identifier and the second is its quantity. The increment will add one to the value 00630097; so on the second write, the value stored will be 00630098; the third will store 00630099, and so on. By way of example, if you wanted to start with 10 of an item and increase by 5 each time, you could do:

                        40AED3B8 000B0001
                        000A0097 00050001
                        Last edited by Pyriel; 01-12-2012, 05:20:39 PM.

                        Comment


                        • #13
                          Wow...
                          Once again, thank you very much for ur details explanation..
                          However... I'm trying to understand of what's you're saying..
                          A lil confuse thou... But it's okay... hehee..
                          Thanks 4 everything.... Very Much Appreciated

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