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Thread: (Artemis) Code Types

  1. #71
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    Such timer codes are hard to implement because the master code defines how often the cheat engine loop is executed per second.

    I guess it would be possible using hardware timers as long as the game doesn't modify them... IMHO, it's not worth the trouble.

  2. #72
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    the F codetype should be used as a Game identifier codetype so that in the future when Artimis has support for HDloader or whatever codes won't activate while in HDloader. Example

    f0xxxxxx 00000000 where x is the games Identification code. Which could be the slus or whatever. In other words this is a master code or something like that..

  3. #73
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    Quote Originally Posted by DarkSerge View Post
    the F codetype should be used as a Game identifier codetype so that in the future when Artimis has support for HDloader or whatever codes won't activate while in HDloader. Example

    f0xxxxxx 00000000 where x is the games Identification code. Which could be the slus or whatever. In other words this is a master code or something like that..
    that is whole proposes of "9 codetype" which is already incorporated.
    in Madcatz GSv3+, XPv4+, CBv6+ and (Artemis) Cheat System
    Last edited by lee4; 08-11-2009 at 07:17:03 PM.

  4. #74
    Skiller is offline Codemaster Skiller (CMP Staff) Skiller is on a distinguished road
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    Quote Originally Posted by DarkSerge View Post
    The idea of that was to make a codetype that would make togglers(press a button to toggle thru items etc) much shorter. Another idea I had is an enhanced Increase/decrease codetype where you can set the timing it Increases/decreases in milliseconds. An example of this would be:

    Increase the address 00123456 by 5 every 1000 milliseconds
    30000001 00123456
    00000000 00001000

    Increase the adresss 00123456 by 1193046 every 1500 milliseconds
    30400000 00123456
    00123456 00001500

    of course setting the value to 0 means instant increase or decrease
    Demon Slot 1-Hold L1, Then Press Right Or Left
    E0060000 000C0000
    E002FBDF 0058F0C2
    100C0000 00000001
    30200001 01249308
    E002FB7F 0058F0C2
    100C0000 00000001
    30300001 01249308
    E001FBFF 0058F0C2
    100C0000 00000000

    best way to use the Incrament code is like this this will make it so it only goes up or down by 1
    if u just use a joker and it will add alot to it .. since the Cheat divice is called alot of times per sec

  5. #75
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    Increment/Decrement codes are funny things. They're almost useless by themselves, but attempts to make them useful as standalone codes run into complications pretty quickly.

    Like Misfire already said, timing is quirky. If you look at the references for the B code type, which is an honest-to-goodness attempt at a timer, you'll see no one claims that a value of X will give you a delay of two seconds. It's just a value that decrements every time the code executes, so 0x10000 could reduce to zero in half a second or a minute depending on a few variables. You could do something like that with timers inherent to the 3 code type, but you'd have to explain pretty loudly that the actual amount of elapsed wall-clock time will vary greatly from game to game. Of course, then there's the fact that there isn't likely to be much more value in a code type that increments every second versus one that increments every millisecond. Further, unless it stores the "timer", or the original countdown value somewhere other than in the code, it's going only going to countdown once. That's what the B code type does. Once it reaches zero, it's done forever. Again, there are things you could do to get around it, e.g. leaving empty space in the code for the actual timer; dicey methods of "dynamically" allocating space to a timer, at addresses chosen by the cheat engine or the user; and limiting the user to a fixed number of active timers. But how much value would that really add for the effort involved?

    If someone wanted to, they could probably make it more useful by making a pad activator inherent to the Increment/Decrement code type. You still have most of the problems of tracking a timer because, you'd have to track the input ("debouncing" for lack of a better term). So by the time you've made a "simplified" replacement for Skiller's 9-line code above, it could be done in 4-6 lines, depending on how you implement the type in the engine. Again, not a lot of bang for the work involved. And just for fun, you foist a more complicated conversion on the users, and you rob them of some freedom with the code type. Well, unless you go to the hassle of adding a switch to indicate whether the new fields are used, and add logic to somehow ensure the code is always executed on each pass when the new fields are absent. And if you do that, you have to be careful that your method allows the D and E type codes that may come before to work properly.

    Ugh.

    As much as I believe the Increment/Decrement code type is gimpy, I think we're stuck with it as-is.

    I'm sorry for the length. I just thought it might be helpful to show the sort of complications an idea that seems great and simple can produce.

  6. #76
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    These are just some things that popped into my mind while glancing at the code for the code types (If I'm understanding the ASM the way it is typed).

    2 byte writes (1, 7) = Need the address OR'd by 0x1FFFFFE
    4 byte writes (2, 4) = Need the address OR'd by 0x1FFFFFC
    Pointer write (6) = Needs to check if the pointer address obtained from the address is 0x0000000. If it is, then make the code skip to the end and execute nothing. Any modification to address 0x0000000 will instantly freeze a game.
    The IF's (D, E) = I might suck at explaining this. If I put this:
    e004feef 0042d9ac
    10444444 00000001
    I would need that yellow 4 to change itself to a 1 because there is only 1 code after it to execute. I don't know how the cheat engine works, I'm fairly clueless. If this doesn't set to 1 and you had more codes on after this, would it cause the cheat engine to skip the next 3 lines of the next codes?


    Timer (B) = I didn't even check it. I'm just thinking of how to even do this. This would depend on each game and everything, but this would reset itself and be usable for anyone who has a crumb of patience to add this in with the increment codes. Here's my example idea:

    E002FEEF 0042D9AC (Joker for L2 + Up)
    B0010000 0001234F
    30200100 004E5C98
    # lines to skip
    skip until it's been skipped this many times, and then reset

    When you press L2 + Up, it would go to the counter which would slow down how much the increment is executed.
    code E002FEEF 0042D9AC (Joker for L2 + Up)
    lw t0, $0000(at) (the current count of the counter)
    addiu t0, t0, $0001 (increment counter by 1)
    bne at, 0001234F (if it hasn't reached the amount yet, skip the rest of this code)
    sw t0, $0000(at) (store the new count which is just 1 higher than before)
    jump to code 30200100 004E5C98
    sw 0, $0000(at) (reset the count back to 0)
    The 4 bytes where the current counter amount is located.


    The only things I'm not sure of how or what to do is to tell the code where to store the current count. It would be nice though. Any time you have some code to do something like cycle through inventory, this could be incredibly useful so 1000 items don't go by in the blink of an eye.

  7. #77
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    how do you find the hook code??

    and master code???
    Last edited by dlsmd; 12-10-2009 at 10:53:54 PM.

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