There a problem with a code made for this game and its a code I've waited years to get. The code I Easily converted from wii code to gamecube AR code and it activated and wokred but it has some issues, the code in question is:-
Invicible All [-Ozelot-]
00CA4CA7 00000060
00CA4F07 00000060
0404F690 60000000
Inf. All Characters + Inf. Health Gauge from Eggman and Tails
The code was easily converted using GCN crypt so I could use it on my gamecube AR but the code not only makes the characters invulnerable but also glitches them up aswell as there movements, whenever i use the code the characters tend to move in the wrong direction no matter how im controlling them and sometimes even glitch thruogh the walls. is there a better way to activate this code, in the first Sonic Adventure, the code for invulnerbale was different since it was a button activated code that turns the characters into flashing as if they were hit and extends the flasshing time for a short while untill youd have to eventually press the activating button again, is it possible for this code for SA2 to be changed to act in the same way.
theres also an Invincible code for Sonic ehroes too but I havnt tried that one yet but it could have the same problem. Can someone help please, I was hapoy to find and convert this code only to be dissapointed that it has an awful 2nd effect.
I dont Convert GCrypt Codes, i create real Ocarina Codes with USB gecko and Gamecube Console ^^
I think, the problem is normal. The Value and Adress is Correctly *hmmm*
Wiird is not always correctly by Gamecube. Deathwolf helped me with a ASM Moon Jump Code, but All registers
fails or the Debugger working not correctly.
i can create a alternate one Line ASM Code for Health but i dont know the code works correctly.
when i create full ASM Codes, the Code works few times and then the game frozen.
the thing that makes no snece is the invincible works but in a different way, i touch enemies but take no damage but i am touching, it appears to be a collision alter code, the coding where it tells the game i touch an enemy and should get hit and lose rings is basically deleted. its different to the code I found for SADX, that code basically activated the flashing characters like when they get hit they temporarily flash and cant get hurt for like a few seconds but the timer for the flashing is extended to like 5 minutes i think but can be done over and over by the button thats used to activate it. Thats what id hoped this code was. but I dont get why the invincible code also glitches the characters movements.
oh sorry quick off topic:
ozelot I like your NEW banner xD
In Sonic Adventure DX is this effect not so *hmmm*
or i see with Pointer Search but, the Value does not Change in RAM.
The Fly and Speed Characters have not the same Adress.
00CA4CA7 00000060 <-- Characters for Type Fly (Knuckles/Rouge)
00CA4F07 00000060 <-- Characters for Speed (Sonic/Shadow)
0404F690 60000000 <-- One Line ASM Inf. Health Gauge for Eggman and Tails --> subi->Nop
im not that intellectial when it comes to hacking, we just need to find a way to stop the code glitching the characters movements for SA2's Invincibility.
yes, the effects nerves ^^ i look later
;)
C0000000 00000006
3D8080CA 618C4CA7
38000060 900C0000
900C0104 3D608004
616BF690 3C006000
60000000 900B0000
4E800020 00000000
death, full assembly codes on Gamecube fails xD you know that from the Moon jump code.
The next problem is, i have created a code, when i search the second Emerald, the Game frozen ^^
i dont know from what my code. i think i have deleted this. the codes in database works.
When you set the Game Time to 00:00:00, the Game frozen ;)
When i create a Speed Modifier Code for Chaos, the Game frozen and the Adress is Correctly ^^
hey deathwolf, does this new code fix the character movement glitch? or is it a different code for invincibility? btw to let you both know im using the codes on gamecube thru gamecube ar, not using the wii at all but basically the gamecube codes done for wii are basically decrypted codes used for the ar, so ill give the new code a try.
yep but ozelot, don't forget that I'm not using any asm instruction on this code.
look at this:
lis r12,0x80CA <--- load into address 80CA4CA7 (r12)
ori r12,r12,0x4CA7
li r0,0x60 <-- write value 60 to r0 (80CA4CA7)
stw r0,0(r12) <-- store from r0 into r12
stw r0,260(r12) <--- store from r0 into r12 + branch (80CA4F07) [branch = 260]
lis r11,0x8004 <-- load into address 8004F690 (r11)
ori r11,r11,0xF690
lis r0,0x6000 <-- write value 60000000 to r0 (8004F690)
ori r0,r0,0x0000
stw r0,0(r11) <-- store from r0 into r11
xD
Quote from: Crystal Jinjo on August 11, 2010, 11:29:15 PM
hey deathwolf, does this new code fix the character movement glitch? or is it a different code for invincibility? btw to let you both know im using the codes on gamecube thru gamecube ar, not using the wii at all but basically the gamecube codes done for wii are basically decrypted codes used for the ar, so ill give the new code a try.
oh so you want to convert it into ar codes?
i can test this but i mean it dosent work
and mine method or your code method have then the same problem and the Invicible Value is a 8Bit and not 16Bit ^^
yep just test it. maybe it doesn't work because the gamecube use other registers.
no im afraid deaths code when converted using gcn crypt wasnt even accepted, it was an invalid code.
yep I trought that....
AR doesn't support C0 codtype.
also all codes for Gamecube from me is real Ocarina codes. no AR codes converted ^^
true but the invincible code you made worked when converted but it had a side effect which may have easily happened if I did use the codes as they were on the wii.
So, here the fixed Version:
[Always Invicible for Fly/Speed Characters]
2ECA4F06 00000001 <-- If lower than 1 also 0 then...
02CA4F06 0000FFFF <-- Write Value Back
E0000000 80008000
2ECA4CA6 00000001 <--|
02CA4CA6 0000FFFF <--|---- Same
E0000000 80008000
[Always Invicible for Shoot Characters (Tails/Eggman)]
0404F690 60000000 <-- Working Correctly
So, i have tested and the Character is Invicible and no Glitch effects
The Problem is, the Code write permanent the Value and then comes a Glitch effect. is not by all games so. i dont know from what and why but the code works correctly now^^
oh, i see, the character moves a little bit but not so hardest. i think the problem is with the general Invicible Value.
When i create ASM, Pointer Search or this method, the problem is the same. General Invicible Value is the problem for this game. this problem is not by all.
We have tested with Breakpoints, the all registers is wrong
SA2B uses pointers for everything. Including chao and character data. It probably wrote over something important when you changed locations and then froze ;)
yep... lol, most Registers in Breakpoint is not always correctly in Gamecube.
with the Invicible Problem...
Is the Invicible Value always Active, the Character moving sidewards or backwards when you running. This problem is not by Sonic Adventure DX Directors Cut or Sonic Heroes ect. Alternate for Invicible is the Ring Code.
[99 Rings]
2E1CC430 0000000A <- If lower than as 10 Rings, then...
021CC430 00000063 <-- Write 99 Rings
E0000000 80008000
But why 99? When if you have to collect 100 rings, the Game stop it by start and the Character hang on the sky lol
and when a enemy hit you, you lost never rings when the value is under 0A = 10 Rings. The Code refill the Rings.
i think, this is better as the Invicible code for this game.
i delete the Invicible Code from the database and release the Ring Code. Is alternate Invicible Code. Sonic die's when the ring is 0 and this Code refill the Rings and you can never die when the Enemy Hit you ^^
The same is the Time Code, when i set the Time to 00:00:00, the game frozen.
001CC3E5 0000002D works
Max Stamina AR
WJCR-Y95U-UBGJ1
M8AD-3G6D-6CEUF
E4AM-Q2J0-WT753
KAPD-8HRW-81C0N
Decrypted
008615D3 08000000
481CC189 00000001
403AD80C 00491863
423AD80C 2492270F
Converted
008615D3 00000000
281CC188 FF000001
48000000 803AD80C
DE000000 80008180
10004918 00000063 ~ This was the lvl 99
E2000001 80008000
48000000 803AD80C
DE000000 80008180
12004924 0000270F ~ This was the 9999 stat
E2000002 80008000
(Not sure about the rest.)
The code works, but is it possible modify/edit the code so instead of maxing the stamina to 9999 to set it to a desired value?
Quote from: frosty on April 01, 2011, 11:09:44 AM
Max Stamina AR
WJCR-Y95U-UBGJ1
M8AD-3G6D-6CEUF
E4AM-Q2J0-WT753
KAPD-8HRW-81C0N
Decrypted
008615D3 08000000
481CC189 00000001
403AD80C 00491863
423AD80C 2492270F
Converted
008615D3 00000000
281CC188 FF000001
48000000 803AD80C
DE000000 80008180
10004918 00000063 ~ This was the lvl 99
E2000001 80008000
48000000 803AD80C
DE000000 80008180
12004924 0000270F ~ This was the 9999 stat
E2000002 80008000
(Not sure about the rest.)
The code works, but is it possible modify/edit the code so instead of maxing the stamina to 9999 to set it to a desired value?
First off, you should remove the verifier line (first line of decrypted code) to avoid issues. To change it from 9999 to some other value, change the 270F in the 2nd-to-last line to some other hex number (use the hex to decimal feature in Windows Calculator).
Anyway so that the code will apply to a slot 1 of a specific garden? ty for help