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Hacking Sequential codes PSX
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Thanks man now just out of curiosity, is there any asm codes for the megaman series for the psx, that would be easy to hack?
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Helder is there any information on learning asm for the Nintendo DS available online, because I try searching on google for a possible source but could not find any?
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I learned really in the NDS and then applied it to other systems since they share different instruction but the common ones share the same functions. Best bet would be to learn the 16bit systems ASM then it will be easier to get the grasp of other ASM languages without too much effort. Look for MIPS r3000 reference guide to know what instruction does what.
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Asm sure is complexed, there's no disputing that, is there any useful information on google you can direct me to, that could teach me some of the instructions in asm for the psx system, how did you learn asm for the psx because learning this type of stuff is like trying to speak another language you don't speak.Last edited by jin299; 05-17-2013, 01:52:15 AM.
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Here is the code to max the score:
Max Score (ASM)
80121AEA 0046
Basically the games loads 0098967F into register a2 which there is a check to see if your score is that and keeps it that address if its higher but not if its lower. So i changed the Instruction that adds what is to be added to your current score, so instead it add the max value in register a2 to your score so its maxed right away.
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You have to learn to read the instructions, like lui or lw or anything with the "l" is a load of some kind and anything with a "s" is a store. So using this info when you get a break on the address you set a breakpoint on look a few lines up for a load of some kind then set a break on that and watch what it loads into what register. Sometimes there are cmp or compares that test to see if you have the max score if not then it skips a branch or jump, by manipulating the compare or branch you can make it go to the max score routine but this is pure speculation. What is the address for the score you found?
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Thanks for replying back man and I understand exactly what you mean now, and this goes for all codes hacked using asm right?
Also recently I was messing around with player one's score in Street Fighter Alpha 3, so I found the code that controlled how much player 1 earns in a fight using art money, and wanted to make it into an asm code so that I have 9999 as my score, so place a breakpoint on that address, but there's one problem I don't know what instruction in the debugger to modify so that I can trick the game into thinking I have 9999 as my score, any idea?
I know it's a big ask, but the reason why I'm hacking codes like this at the moment is so that it will give me an better understanding of learning what the other instructions do one the debugger so far I'm familiar with the Nop, add and subtract instructions, but I haven't got a clue on what the other instructions in the debugger do?Last edited by jin299; 05-15-2013, 09:55:23 PM.
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Split the code into 2 lines:Originally posted by jin299 View Postfound out how to create an asm infinite health hack for both players for Street fighter alpha 3, what I did was placed a breakpoint on the infinite health address, and then I changed the instruction of the address with sub ,r4 ,r2,r7 to add r4,r2,r7 and it worked
I also made an ASM code timer code, where the clock counts up instead of down, pretty cool, the only problem is I have no idea on how to convert the code to a gameshark code how would I convert this asm code to a gameshark one 801BA160 24420001?
801BA160 0001
801BA162 2442
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found out how to create an asm infinite health hack for both players for Street fighter alpha 3, what I did was placed a breakpoint on the infinite health address, and then I changed the instruction of the address with sub ,r4 ,r2,r7 to add r4,r2,r7 and it worked
I also made an ASM code timer code, where the clock counts up instead of down, pretty cool, the only problem is I have no idea on how to convert the code to a gameshark code how would I convert this asm code to a gameshark one 801BA160 24420001?Last edited by jin299; 05-13-2013, 02:04:31 PM.
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Helder, what address did you place a breakpoint on to create this code?
P1 & P2 Infinite SP (ASM)
80145274 2400
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You need to real freze the value inside container,so it dunt made any crashin issue,maybe you should usin dual countin or float type
dood
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That's good to know, I was just wondering is there anything you can create in ASM with a character modifier code?
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If the game pauses then there was a successful break on that address.
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