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GameHacking.org Weekly Hacking Target (05-08-11- 05-14-11) - Blackthorne [SNES]

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  • GameHacking.org Weekly Hacking Target (05-08-11- 05-14-11) - Blackthorne [SNES]

    This week's hacking target will be Blackthorne, for the SNES.

    The rules are simple: hack whatever you like, as long as it hasn't been hacked, and post in this thread with any codes/progress/questions/requests (yes, requests are welcome). To verify what's already been hacked, take a look at these two:

    http://GameHacking.org/?s=v2&sys=6&gid=463
    http://GameHacking.org/?s=v2&sys=6&gid=46

    If you don't have the game, or don't want to hack it, wait until next week, and if you like, suggest the next game in the main "GameHacking.org Weekly Hacking Target" thread.

    Happy hacking!
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

  • #2
    Code:
    Invincibility(Punches, bullets, whip and explosions)
    7FBF-C7D6
    F9B4-C4A6
    F9B4-CFD6
    F9B7-CD66
    I don't have enough time to check it right now but it seems to be working fine. I used it against that last boss and he couldn't even touch me.
    Edit - Added.
    Last edited by nolberto82; 05-15-2011, 01:01:59 PM.

    Comment


    • #3
      Damn, you made my first code useless :P :

      Bulletproof
      7E1015 44

      Note: With this code on, you'll be untouchable by projectiles. Enemies can still hit you in hand-to-hand combat.


      One Hit Kills

      7E0FC9 00
      7E0FCA 00
      7E0FCB 00
      7E0FCC 00
      7E0FCD 00

      Note: These five addresses seem to cover all enemies, but I haven't tested throughout the entire game.


      Action mod

      7E0D6E ??

      90 - Crouched and shooting
      8E - Small jump forward
      8D - Running

      I'm too lazy to find the other values...


      Some kind of position mod

      7E0D6D ??

      78 - Character flips upside down, feet to the ceiling, and can walk on the ceiling. Causes some strange room transitions to occur as well.

      There are other values that cause various other effects, most of which end in a glitch/freeze.
      I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

      Comment


      • #4
        lol I came up with those codes as well lazy lol, I didnt post the action mod because it can freeze the game if you go experimenting. One interesting thing about that animation mod is if you fall to your death and put the animation to be standing you can get up and live as if nothing happened.
        Spoiler Alert! Click to view...

        THE BAD GUY!!!!!!

        Comment


        • #5
          Heh, cool. It would be nice if there were If Then codes for SNES, so we could make jokers...
          I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

          Comment


          • #6
            Originally posted by Lazy Bastard
            Damn, you made my first code useless :P :

            Bulletproof
            7E1015 44

            Note: With this code on, you'll be untouchable by projectiles. Enemies can still hit you in hand-to-hand combat.
            If someone is using a Pro Action Replay it'll come in handy.

            Code:
            Guards Can't Hide in the Shadows(It looks like they are hiding but you can still hit them)
            C9AB-44DB
            
            Invincible Long Falls
            0FBC-4D0B
            61BC-4D6B
            
            Invincible Short Falls(There are some short falls that still damage you)
            0FB2-476B
            61B2-47AB
            Edit - Added the 3 above.

            Edit - The action mod is 2 bytes which forms a pointer. For example:

            Code:
            Standing
            7E0D6D5E
            7E0D6E86
            Last edited by nolberto82; 05-15-2011, 01:02:50 PM.

            Comment


            • #7
              Edit - The action mod is 2 bytes which forms a pointer
              Ack, how the hell did I not notice that? Thanks.
              I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

              Comment


              • #8
                nolbert082: Looks like neither of our codes protect you from those little turrets that pop out of the ceilings and shoot you.

                Edit: Maybe we have different versions or something...it seems your code doesn't protect my character at all.
                I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                Comment


                • #9
                  Elevation Mod

                  7E1155 ??

                  Note: The lower the digit, the greater the height.
                  I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                  Comment


                  • #10
                    Which version are you using? And what emulator?

                    Comment


                    • #11
                      X coordinate mod

                      7E112D ??

                      Lower values move your character toward the left, while higher values move him to the right.
                      I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                      Comment


                      • #12
                        At the moment, I'm using SNES9x v1.42 (since I'm not using a debugger right now, and all versions of SNES9x with debuggers implemented seem to have major flaws in other areas).

                        As for the ROM, it's version 1.0, apparently:

                        Name: BLACKTHORNE
                        Speed: 30/FastROM
                        ROM Map: LoROM
                        Type: 00
                        Kart contents: ROM only
                        Header ROM Size: 8Mbits
                        Calculated ROM Size: 8 Mbits
                        SRAM size: 0KB (0Kbit)
                        Actual Checksum: 061E
                        Header Checksum: FC19
                        Header Checksum Compliment: 03E6
                        Output: NTSC 60Hz
                        CRC32: CFFAAA21
                        Licensee: Interplay
                        ROM Version: 1.0
                        Region: USA/Canada
                        I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                        Comment


                        • #13
                          I see the problem now. You are using a pre release version, Blackthorne (U) (CES Pre-Release).smc.

                          This is what I'm using:

                          Code:
                          Blackthorne (U) [!].smc
                          Name: BLACKTHORNE
                          Speed: 30/FastROM
                          ROM Map: LoROM
                          Type: 00
                          Kart contents: ROM
                          Header ROM Size: 8Mbits
                          Calculated ROM Size: 8 Mbits
                          SRAM size: 0KB (0Kbit)
                          Actual Checksum: 3AC9
                          Header Checksum: 3AC9
                          Header Checksum Compliment: C536
                          Output: NTSC 60Hz
                          CRC32:	856BEAB1
                          Licensee: Interplay
                          ROM Version: 1.0
                          Region: USA/Canada
                          My code still doesn't protect you against the blue guy with the whip. I'll see if I can find that.
                          Last edited by nolberto82; 05-13-2011, 07:03:00 PM.

                          Comment


                          • #14
                            I'm having problems with Geiger's Debugger (v 1.51), and I'm hoping either someone can tell me what I'm doing wrong, or suggest a different debugger.

                            I'm trying to do a CPU trace file so I can see what's going on. When I press the "*" key, it shows that the tracing starts and ends (I have the "Trace Once" box checked), but when I look at the trace file in MSWord, it's just repeating the same assembly over and over (the assembly I'm looking for isn't in there, even though it should be). I've read the release notes, but can't find an answer in there. Any ideas, or another debugger to try?
                            Last edited by Tony H; 05-13-2011, 10:00:06 PM.
                            The Code Hut: http://codehut.gshi.org/

                            Comment


                            • #15
                              Originally posted by Tony Hedstrom
                              I'm having problems with Geiger's Debugger (v 1.51), and I'm hoping either someone can tell me what I'm doing wrong, or suggest a different debugger.

                              I'm trying to do a CPU trace file so I can see what's going on. When I press the "*" key, it shows that the tracing starts and ends (I have the "Trace Once" box checked), but when I look at the trace file in MSWord, it's just repeating the same assembly over and over (the assembly I'm looking for isn't in there, even though it should be). I've read the release notes, but can't find an answer in there. Any ideas, or another debugger to try?
                              I gave up on the "trace once" option it was giving me to many headaches so I just trace the game normally I'm using v1.43 ep9r8. If I remember correctly I think you are supposed to run the tracer once and then trace with the "trace once" option on. I don't use v1.51 because when I try to freeze RAM addresses the emulator crashes. Do you experience that problem or is it only me?
                              Last edited by nolberto82; 05-14-2011, 09:56:09 AM.

                              Comment

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