WiiRd forum

Wii & Gamecube Hacking => WiiRD Remote Debugger => Topic started by: REDSOXROX on October 07, 2008, 09:40:50 PM

Title: Codes other than numbers...
Post by: REDSOXROX on October 07, 2008, 09:40:50 PM
Well, as of now, I've only figured out how to make codes from numbers you can see on-screen etc. (like lives, health, etc.)
How do you go about making codes that edit unknown values without having to poke 24k results?
For instance, let's say we're looking at brkirch's Instant Form Swap for Zelda TP.
I don't see any way to make that code without poking for days on end.
How can you make codes like that?
And how do find breakpoints and such? Like a BP for a character action/animation?

Title: Re: Codes other than numbers...
Post by: Igglyboo on October 07, 2008, 10:29:59 PM
I would also love to know how to do this, and ASM hacking.
But either would be great if anyone could add some insight.
Title: Re: Codes other than numbers...
Post by: REDSOXROX on October 07, 2008, 11:44:48 PM
Quote from: Igglyboo on October 07, 2008, 10:29:59 PM
I would also love to know how to do this, and ASM hacking.
But either would be great if anyone could add some insight.
I'm starting to get ASM. Basically, you should google "PowerPC commands". Then using Link's tool, enter them to make codes. I'd still like a better explanation on it though. :)
Title: Re: Codes other than numbers...
Post by: Romaap on October 08, 2008, 02:42:37 PM
Quote from: REDSOXROX on October 07, 2008, 09:40:50 PM
How do you go about making codes that edit unknown values without having to poke 24k results?
use the unknown value search, so like in the formchange code, just look for an unknown value then change form, then search for not equal to last value, then change form again and search for not equal to last value, and so on.
Title: Re: Codes other than numbers...
Post by: hetoan2 on October 08, 2008, 07:29:05 PM
Quote from: Romaap on October 08, 2008, 02:42:37 PM
Quote from: REDSOXROX on October 07, 2008, 09:40:50 PM
How do you go about making codes that edit unknown values without having to poke 24k results?
use the unknown value search, so like in the formchange code, just look for an unknown value then change form, then search for not equal to last value, then change form again and search for not equal to last value, and so on.
doesn't that still take a long time >_<
Title: Re: Codes other than numbers...
Post by: Black_Wolf on October 08, 2008, 09:27:21 PM
well its generally in blocks, so find the area of code for player 1 (using like percentage hack, something simple) then set the range to that area and start you're unknown searching, you'll get a lot quicker results.
Title: Re: Codes other than numbers...
Post by: REDSOXROX on October 08, 2008, 10:10:58 PM
Quote from: Black_Wolf on October 08, 2008, 09:27:21 PM
well its generally in blocks, so find the area of code for player 1 (using like percentage hack, something simple) then set the range to that area and start you're unknown searching, you'll get a lot quicker results.
Problem is I don't know what you just said-
area code p1? How do I find that?
Percentage hack?
Title: Re: Codes other than numbers...
Post by: hetoan2 on October 09, 2008, 03:40:14 AM
basically what he said is if you hacking ssbb, take a code that exists, look and see what address it's for and then limit your searcher to around that area because P1 is stored in all the same area.

Still it doesn't work on games that haven't already been hacked.
Title: Re: Codes other than numbers...
Post by: Romaap on October 09, 2008, 12:54:00 PM
if you found the HP value or something like that for p1 then all other properties of P1 will be close to that address
Title: Re: Codes other than numbers...
Post by: REDSOXROX on October 09, 2008, 09:41:23 PM
Quote from: Romaap on October 09, 2008, 12:54:00 PM
if you found the HP value or something like that for p1 then all other properties of P1 will be close to that address
Good point, there is almost always some easy P1 number to find.
Well, still, if there's anything else, let me hear it, but thanks for everything so far.
Title: Re: Codes other than numbers...
Post by: sNiPPs on October 10, 2008, 05:43:12 PM
Here's what I found while working on codes for WariloLand Shake it!  I was trying to find an infinite health hack.  The problem is the health is displayed in hearts, not numbers.  So, I assumed this would be a 16 bit value, just a guess but it was correct.  I started a new level and did a search for an unknown 16 bit value.  Once that was done, I fell on some spikes (lowering my health) and did another search for "less than" previous result.  I repeated this process several times, loosing health and then searching for "less than" previous result.  This got me down to about 400 values, still too many to poke.   I then gained some health and did a search for "greater than" previous result, which limited it further.    (As a side note, another good way to narrow down the results if you find yourself in a game where it is difficult to gain and loose health, is to periodically search for "equal to" previous results if you haven't lost or gained any health.)  So, finally I had it down to 5 results.  I simply started poking them and found that the first one was indeed the health.   (Another side note, once you poke a value, it's always best to test that you poked the actual value and not the displayed value. Once I poked my health to full, I lost health and made sure it only decreased the expected amount, and not one health less than my pre-poked value.)  Once I had this value, I created a pointer to it, started another level, repeated the process and created a second pointer.  I then did the pointer search and found the pointer address and offset and created the code.  I only mention this part because when I was created the code for infinite shake meter, I followed the same process and once I was done, realized that the pointer address for health and shake meter were the same, it was only the offsets that differed.  So for WarioLand Shake It!, it appears that the pointer address for Wario's stats is always the same.  This saved tremendous time when porting the codes to PAL.  It also leaves the possibility to look at other offsets to the pointer address and play with those to see what other stats can be changed.

Hope this helps
Title: Re: Codes other than numbers...
Post by: REDSOXROX on October 10, 2008, 08:46:03 PM
Quote from: sNiPPs on October 10, 2008, 05:43:12 PM
Here's what I found while working on codes for WariloLand Shake it!  I was trying to find an infinite health hack.  The problem is the health is displayed in hearts, not numbers.  So, I assumed this would be a 16 bit value, just a guess but it was correct.  I started a new level and did a search for an unknown 16 bit value.  Once that was done, I fell on some spikes (lowering my health) and did another search for "less than" previous result.  I repeated this process several times, loosing health and then searching for "less than" previous result.  This got me down to about 400 values, still too many to poke.   I then gained some health and did a search for "greater than" previous result, which limited it further.    (As a side note, another good way to narrow down the results if you find yourself in a game where it is difficult to gain and loose health, is to periodically search for "equal to" previous results if you haven't lost or gained any health.)  So, finally I had it down to 5 results.  I simply started poking them and found that the first one was indeed the health.   (Another side note, once you poke a value, it's always best to test that you poked the actual value and not the displayed value. Once I poked my health to full, I lost health and made sure it only decreased the expected amount, and not one health less than my pre-poked value.)  Once I had this value, I created a pointer to it, started another level, repeated the process and created a second pointer.  I then did the pointer search and found the pointer address and offset and created the code.  I only mention this part because when I was created the code for infinite shake meter, I followed the same process and once I was done, realized that the pointer address for health and shake meter were the same, it was only the offsets that differed.  So for WarioLand Shake It!, it appears that the pointer address for Wario's stats is always the same.  This saved tremendous time when porting the codes to PAL.  It also leaves the possibility to look at other offsets to the pointer address and play with those to see what other stats can be changed.

Hope this helps
I had that much down, but great to read again nonetheless. Thanks!