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Author Topic: Metroid Prime Trilogy [R3MP01]  (Read 21034 times)
daxter92
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« Reply #60 on: February 28, 2011, 12:29:17 PM »

Hello community,

I am looking for the Difficulty Modifer Codes for MP1, MP2 and MP3, all for the PAL Version of the Game. I was so happy when i found the code for MP1 PAL. The codes are available for NTSC, but not for PAL. I read requests in other forums but noone was able to convert or to create these codes. So my question is: Cansomebody convert or create my requested codes for the PAL version of MPT? I would be so happy if somebody could do that.

Greetings,
daxter92

PS: I'm sorry to write in such an old thread, but i think this is the best one in wich my question would fit in.
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Patedj
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« Reply #61 on: March 15, 2011, 05:33:20 AM »

I'll send you the dump.
I cant' get neogamma to load it. It loads the menu but then when I load my saved game it reboots. besides burning it to dvd is there another way?
It's easy through usb loader gx but it's not compatible with the usb gecko.

(the game's my friend's, big metroid fan. Unfortunately, he lives 1hr 1/2 away from me. I got it copied onto my external hard drive.)
« Last Edit: March 15, 2011, 07:17:59 AM by Patedj » Logged

You can pm me, I've got time for your troubles.
Gandalf
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« Reply #62 on: May 10, 2011, 07:56:48 AM »

Dear Sharkbyte,

The Moonjump-code for Metroid Prime 2 doesn't seem to work...

Moon Jump (MP2) [Sharkbyte]
2853A5EA FBFF0400
04BD9508 41200000
E0000000 80008000

Samus jumps like she always does, tested on the very first playable section of the game.

 Wink
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Respect to all hackers for enriching these games!
dcx2
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« Reply #63 on: May 10, 2011, 07:07:37 PM »

F6 codes only search for assembly once, because the process is slow and time consuming.  Once it successfully finds the Z values (aka "unique values"), it stores the address that it found those values at in the code (it over-writes the begin/end memory range value).  When the F6 code is run again, instead of searching, it puts the stored address into the po.  That is why we use D2 codes with F6 codes.

When I encountered moving ASM with RE4, I walked the stack back to something that didn't move and hooked that instead.
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James0x57
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« Reply #64 on: May 10, 2011, 07:12:03 PM »

@dcx2: How did using D2 with F6 solve the problem of moving asm? (maybe I read what you said wrong?)

Oh wait, yep, I read it wrong. That's not what you meant.


To catch moving ASM like the F6 code does (but do it every time it moves and not just once) you can use my Moving ASM Pointer Creator: http://wiird.l0nk.org/forum/index.php/topic,3758.0.html
It's kind of involved but it works.
« Last Edit: May 10, 2011, 07:17:22 PM by James0x57 » Logged


dcx2
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« Reply #65 on: May 10, 2011, 07:17:14 PM »

It can't.  F6 codes search once and only once (unless you hack them with 4E codes and reset them so they run again).  If the ASM loads, and the F6 finds it, and then the ASM moves, the F6 won't "re-search" for it again.

Now, if the ASM loads at a different point every time the game is loaded, and stays where it is, then that's okay.  Unless the ASM isn't loaded when the game starts, in which case F6 won't find it.

In my case, the ASM that was loaded would change depending on what gun you had armed.  I just walked the stack back to something that didn't move and hooked that instead.  Then I didn't have to worry about moving ASM at all.
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James0x57
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« Reply #66 on: May 10, 2011, 07:18:21 PM »

To catch moving ASM like the F6 code does (but do it every time it moves and not just once) you can use my Moving ASM Pointer Creator: http://wiird.l0nk.org/forum/index.php/topic,3758.0.html
It's kind of involved but it works.
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dcx2
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« Reply #67 on: May 10, 2011, 07:21:24 PM »

Interesting.

The same general technique could be used with an F6.  i.e. XOR checksum the "Z values" and if it changes, reset the F6 code so that it searches again.
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James0x57
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« Reply #68 on: May 10, 2011, 07:28:45 PM »

True. I don't remember the time frame of the F6 and that hack though.. I feel like I released this just after or just before F6 was out. *shrugs*

After just now looking at it again, I was also apparently not aware of the call stack and how to use it. Maybe I'll re-do it some time if I need to use it again myself. =P
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Deathwolf
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« Reply #69 on: May 10, 2011, 07:32:45 PM »

Nice code. Btw to make it shorter:

Moon Jump (MP3) [Sharkbyte]
285FA72A FBFF0400
F6000001 80008020
C0040008 D0430178
D200000C 00000003
3D804120 91830180
C0030180 D00301A8
60000000 00000000
2A5FA72A FBFF0400 <-- if not equal with 0004
1400000C D00301A8
E0000000 80008000

« Last Edit: May 10, 2011, 07:38:54 PM by Deathwolf » Logged

lolz
Deathwolf
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« Reply #70 on: May 10, 2011, 07:40:38 PM »

Nice code. Btw to make it shorter:

Moon Jump (MP3) [Sharkbyte]
285FA72A FBFF0400
F6000001 80008020
C0040008 D0430178
D200000C 00000003
3D804120 91830180
C0030180 D00301A8
60000000 00000000
2A5FA72A FBFF0400 <-- if not equal with 0004
14000018 D00301A8
E0000000 80008000


I am not sure if that would work using the "14" codetype. Your welcome to test, as I am unable to test the MP3 part of the game.
normally it should work because it's searching for your hookaddress and this it like 4A + 80 and 14. D2 is a pointer codetype and 14 too^^ But yeah, lets see if it work.
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lolz
dcx2
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« Reply #71 on: May 10, 2011, 10:01:50 PM »

Yes, the 14 code type will work.  Once an F6 code runs the first time and finds the Z values, it will set the po exactly like a 4A code would.

Your F6 will run the instant the game is loaded, and it will find your Z values.  However, the D2 code won't patch anything until you press the button.

Deathwolf, your code won't work like you expect it to.  F6 codes are an if-code, and require an end-if.  Also, the first button activator only runs when B is pressed.  If B is not pressed, that if will be false, and the second button activator won't be executed.

Moon Jump (MP3) [Sharkbyte]
285FA72A FBFF0400 # first if
F6000001 80008020 # second if
C0040008 D0430178
D200000C 00000003
3D804120 91830180
C0030180 D00301A8
60000000 00000000
2A5FA72A FBFF0400 # only executed if the first and second if are true
1400000C D00301A8
E0000000 80008000

Here is how to do it with only one activator.  You can make it even shorter by patching the anti-code before the button activator.

Moon Jump (MP3) [Sharkbyte]
F6000001 80008020
C0040008 D0430178
1400000C D00301A8 # anti-code first
285FA72A FBFF0400 # if B
D200000C 00000003 # D2 hook
3D804120 91830180
C0030180 D00301A8
60000000 00000000
E0000000 80008000
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Gandalf
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« Reply #72 on: May 12, 2011, 04:52:00 AM »

I just saw this game likes to move the moon jump and the assembly all around! So I attempted to stop the BS right in its tracks with an F6 code!  tongue

Moon Jump (MP2) [Sharkbyte]
F6000001 80008020
D00301A8 D0A10008
2853A5EA FBFF0400
D2000000 00000003
3D804120 918301A8
C00301A8 D00301A8
60000000 00000000
E0000000 80008000
F6000001 80108020
EC430032 D02301A4
2853A5EA 00000000
D2000008 00000001
D00301A8 00000000
E0000000 80008000
official instructions
press B to activate
only press B once MP2 has started
code should work for both versions of MPT

Thanks for the effort. However, without wanting to be annoying; this code also doesn't seem to work.  Sad

I pressed B once...several times...  rolleyes
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dcx2
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« Reply #73 on: May 12, 2011, 02:20:46 PM »

Sharkbyte, make sure to apply your code via SD cheats instead of sending the codes through the debugger.  With SD Cheats, the patch will happen just before the game loads.  With the debugger, the patch happens when you send the codes.

I can help you make a button activator that can reset the F6 code so that it searches again.  So you could make an odd button activator (like Home A B), and use that to activate the code.

Your original code would require this 28/4E/14/14 template twice, once for each F6.  Instead, I'm using my revision of your code, so it is only needed once.

2853A5EA 00008C00 # if button activator: home A B
4E000018 00000000 # put address of F6 code into po
14000000 F6000001 # replace first code word
14000004 80008020 # replace second code word
E0000000 80008000 # end if
F6000001 80008020 # Sharkbyte's moon jump, modified
C0040008 D0430178
1400000C D00301A8 # anti-code first
285FA72A FBFF0400 # if B
D200000C 00000003 # D2 hook
3D804120 91830180
C0030180 D00301A8
60000000 00000000
E0000000 80008000
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dcx2
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« Reply #74 on: May 13, 2011, 06:51:39 PM »

dcx2, I tried your method that you showed me from MP3 and tried it for MP2.

For some reason yours works without having to press home A + B. I just go in there and press B and it works just like mine. However, when i tried home A B it just moon jumped endless. It was impossible to get down! If I could make a video of this I would, but I don't have a camera anymore.

MP2 moon jump (dcx2 modified version) home A B
2853A5EA 00008C00
4E000018 00000000
14000000 F6000001
14000004 80008020
E0000000 80008000
F6000001 80008020
D00301A8 D0A10008
14000000 D0030180
2853A5EA FBFF0400
D2000000 00000003
3D804120 918301A8
C0030180 91830180
60000000 00000000
E0000000 80008000

My code would work without HOME A B if the ASM is already loaded when the game runs, which would also explain why your code works too.  This trick is only necessary if you need the F6 code to run *after* the game has loaded, not when it has just loaded.

The only way a different region or version would mess with the code is if the unique Z values are found somewhere else before the intended target (i.e. they aren't actually unique for the other version).  That, or the other version moved the ASM very far away, above 80200000.

Also, the 4E line in the code you pasted is wrong.  That's why when you pressed HOME A B it screwed up.  I bolded the digit that is wrong.
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