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ps2 code with dynamic address

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  • ps2 code with dynamic address

    so i already found the code i need the problem is always after a match , after going to a different menu or after doing any other thing the address of the code always change

    i already searched info about it but i only found guides for psp and seems like for psp and ps2 the things are made different

    i have memory dumps and the address for two or three codes, so is there any guide for make this type of codes for ps2(codebreaker)??

  • #2
    If you have memory dumps when the code is at different addresses and you know the addresses, search for them as a 32-bit value to find a pointer. If I remember right, codebreakers have a pointer code type that'll come in handy. With other devices, you'd have to do some assembly work.

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    • #3
      well i searched them and didnt found anything any other idea?

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      • #4
        Post your dumps and the code for each dump and I'm sure someone will help you out.
        Spoiler Alert! Click to view...

        THE BAD GUY!!!!!!

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        • #5
          Well, the game's pointer need not be directly to the value you're interested in changing. It's more likely that there's something like a Match data structure that contains those variables, and the game has a pointer to that. That's the simplest case. It might be that there's a Match structure and a Character/Car structure (what game is this?) that the Match has pointers to. So you'd use the match pointer in your code, and then you'd have to include another layer to use the pointers it contains. Only the CodeBreaker can handle this, and it can be a pain to work out stably. That's why a lot of codes just bypass overwriting game data, and alter the game's programming.

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          • #6
            the game is svr2011 and i barely understand that pointers thing seems like is more complicated than what i thought
            anyways i leave my memory dumps and the addresses in every dump as helder suggested

            the codebreaker code in first dump is 00A24EC8 in the dump the offset is 00924EC8
            the codebreaker code in second dump is 009FA398 in the dump the offset is 008FA398
            the codebreaker code in third dump is 009FA398 in the dump the offset is 008FA398
            the codebreaker code in fourth dump is 009FA3D8 in the dump the offset is 008FA3D8

            memory dumps: http://www.mediafire.com/?32f0gnci0789nph

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            • #7
              I never played ps2 but I do know that it is not that different from psp. I recently made a tutorial about Dynamic memory addresses. http://gamehacking.org/vb/threads/99...tion-in-Stacks

              If you know MIPS, then you can easily port this code over on to ps2.

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              • #8
                Originally posted by Professor-X View Post
                I never played ps2 but I do know that it is not that different from psp. I recently made a tutorial about Dynamic memory addresses. http://gamehacking.org/vb/threads/99...tion-in-Stacks

                If you know MIPS, then you can easily port this code over on to ps2.
                ps1/ps2 use 80000000 instead of 08800000
                Last edited by lee4; 03-24-2014, 09:41:13 AM.
                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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                • #9
                  Originally posted by lee4 View Post
                  ps1/ps2 use 80000000 instead of 08800000
                  Yea but even knowing that, the code that I posted can still be ported over to ps2. There were alot of codes that people ported from ps2 to the psp. This is a simple fix.

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