WiiRd forum

Wii & Gamecube Hacking => Wii Virtual Console and WiiWare Codes => VC and WiiWare codes => Topic started by: Thomas83Lin on May 02, 2011, 08:50:41 PM

Title: E54P [Neo Geo] Ghosts 'N Goblins
Post by: Thomas83Lin on May 02, 2011, 08:50:41 PM
Inf Credits [Thomas83Lin]
42000000 90000000
003331E3 00000004
E0000000 80008000

Inf Lives [Thomas83Lin]
42000000 90000000
00333220 00000008
E0000000 80008000

Always have Armor [Thomas83Lin]
42000000 90000000
0033326C 00000000
E0000000 80008000

Invincibility [Thomas83Lin]
42000000 90000000
0033326D 00000002
E0000000 80008000

Weapon Modifier [Thomas83Lin]
42000000 90000000
00333233 0000000x
E0000000 80008000
X=
0=Fire Ball
1=Spear
2=Axe
3=Cross
4=Knife

Inf Time [Thomas83Lin]
42000000 90000000
0233326A 00000258
E0000000 80008000

Moon Jump [Thomas83Lin]
2869657E FEFF0100
42000000 90000000
003336C4 00000001
003336DB 00000003
E0000000 80008000
*Wiimote*
*Don't Go out of Screen may get stuck*
Title: Re: Ghosts 'N Goblins [E54P]
Post by: dcx2 on May 02, 2011, 08:54:14 PM
I think there might be a shorter way to patch the ROM's ASM.  Try this.  It uses gr0 to write the byte, so you won't need a terminator.

Inf Credits [Thomas83Lin]
80000000 00000004
84000000 903331E3
Title: Re: Ghosts 'N Goblins [E54P]
Post by: Thomas83Lin on May 02, 2011, 09:06:59 PM
These aren't asm, but would it still work for a ram write??
Title: Re: Ghosts 'N Goblins [E54P]
Post by: dcx2 on May 02, 2011, 09:09:01 PM
Oh, I assumed you were patching ASM because of the MEM2 write.

Yeah, the same basic principle should work for RAM writes.

EDIT: just make sure you get the T field of the 84 code set for the size of the data you're writing.
Title: Re: [VC Arcade] Ghosts 'N Goblins [E54P]
Post by: Thomas83Lin on May 02, 2011, 09:16:46 PM
yep works good for ram writes. I'm assuming its ok it keep using the same Gr for every code. atleast it seems to work ok.

edit:
atleast for stuff like lives, exec
Title: Re: [VC Arcade] Ghosts 'N Goblins [E54P]
Post by: dcx2 on May 02, 2011, 09:20:07 PM
Yes, using gr0 like this is okay so long as no other code expects the value of gr0 to be persistent across frames.

If someone else makes a code, and it uses gr0 to store some value for the long-term, your code could interfere with it.
Title: Re: [VC Arcade] Ghosts 'N Goblins [E54P]
Post by: Thomas83Lin on May 02, 2011, 09:25:31 PM
gotcha, I'll try this on the next game that uses 90mem