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Hacking Sequential codes PSX

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  • Hacc
    replied
    For your first question, enable the code, and look at the before and after values it's writing to the addresses used in the code. Break the code down piece by piece. You can get an explanation and still be lost, if you don't focus and practice an example. Move on when you have it down pat (being able to apply it to other games and get the result you want). You'll be asking the same questions forever, man.

    I don't know as I've never used the code. It was probably found by RAM searching only (very possible by comparing a super performed/not performed). Also, as Pyriel mentioned in your Wii thread (and one of the first things I do by just debugging a player code, to find the start of the data), pinpoint the code section for each player and attack it vigorously. You'd be surprised what you find.
    Last edited by Hacc; 02-24-2014, 05:37:08 PM.

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  • jin299
    replied
    I understand man, have you got any ideas how the play as shin bison code for Street fighter Alpha 3 for the psx was hacked?

    I was also wondering how the perform instant specials codes was hacked for the game?

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  • Helder
    replied
    Of course it does, how else are you going to change it to do what you want? If it's a subtract instruction for say lives you either nop it or change it to subtract 0, but trying different instructions and seeing their effects is what will make you choose what to use.

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  • jin299
    replied
    I was hoping you guys could give me some advice on this , when trying to find new codes in the debugger, once you have found the correct instruction for your code, does it really matter what you change that instruction in the debugger to?

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  • Helder
    replied
    Yes and lowerjng that value makes you go higher, use lui instruction to load whatever value you want or ori instruction.

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  • jin299
    replied
    Right, so how do I modify the initial value? also when you were referring to the initial value, you mean the value at which how high Megaman jumps right which is values 4000 right?

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  • Helder
    replied
    With jump codes there are always an initial value that will tell the game how high you can jump then there is another routine that adds or subtracts (depends on game programming) from that initial value till you hit the highest peak of the jump the another routine kicks in to bring you back down from the jump. We only care about modifying the initial value so we can get more height ( I did that today for Megaman & Bass on SNES).

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  • jin299
    replied
    Looking at the registers a2 is storing the moon jump values, but what I don't understand what you meant by the other instructions add/subtract from that value?

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  • Helder
    replied
    Experience from other games but if you look at the register that loads the initial value of the jump you will see that the other instructions add/subtract from that value so I tried some different values and chose the best one.

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  • jin299
    replied
    Hey guys , I haven't been on this for a while because I was busy learning how to hack ram codes for the PS2 using cheat engine

    Helder, when you were hacking the asm super jump code for Megaman 8 for the PSX how did you know the values for the code were 2800 3406,, like what asm instruction did you change the address 80104C64 to in the debugger to give you those values?

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  • Helder
    replied
    That code is buggy it affects your enemies too, more tracing is needed to find just your characters jump value like I did on Saturn vereion. If you can find the code you will earn my respect, I don't have the time or desire to hack it at this time.

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  • jin299
    replied
    Helder I have a question to ask you about an asm code you hacked for Megaman 8, how did you know what address to look for in the debugger when you hacked the super jump asm code because I have successfully located the asm super jump address you used to find the code 80104C64 2800, simply by putting a breakpoint on the moon jump standard ram code, but what I don't understand is how were you able to know that this address was the correct one that stored the super jump ability?

    Never mind I found how you did it all you did was located the moon jump address in the debugger using the registers, to help you find the correct values that correlates to the moon jump values

    Apologies for double posting.
    Last edited by jin299; 05-25-2013, 03:50:38 PM.

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  • jin299
    replied
    Helder I have a question to ask you about an asm code you hacked for Megaman 8, how did you know what address to look for in the debugger when you hacked the super jump asm code because I have successfully located the asm super jump address you used to find the code 80104C64 2800, simply by putting a breakpoint on the moon jump standard ram code, but what I don't understand is how were you able to know that this address was the correct one that stored the super jump ability?

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  • jin299
    replied
    Great news man I was messing around with Street Fighter Alpha 3 again and finally found the asm max score modifier, I also found the proper way how to find a infinite health modifier for player 1 in the game all in asm, quick question what address did you place a breakpoints for hacking the P1 & P2 Infinite SP (ASM) code you hacked

    Never mind I found that code too.

    But anyways I have a question to ask you, how are codes with multiple lines address, entered in to the debugger, example slide codes?
    Last edited by jin299; 05-24-2013, 10:45:22 AM.

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  • jin299
    replied
    Thanks man and I know you guys are always here to help, me when ever I need it, and for that I'm grateful for all the help you and the other hackers on the forums have and are giving me,

    On a plus note I decided that I would try and find locate the digits for the characters in Street Fighter Alpha 3 using asm, so I set a breakpoint on the character modifier code and then picked a character in the character selection screen of the game, looked at the registers on the debugger and found that one of them correspond to the digits of the character I picked, then went to an address that started with that value, so once I found the address I changed it to my liking, and guess what I found the code, so I am learning, it's amazing what you can achieve by experimenting with the values yourself in the debugger, I'm glad I coped on to what your trying to tell me earlier about the registers man, they really do make things some much easier.
    Last edited by jin299; 05-23-2013, 10:44:05 AM.

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