sorry but you didnt understand what i was trying to say.
what i was saying is the code appears to have two ways for example 0X0014017EA0 is what youll see in search results, but this wont work in pointer search tool, you need to press R3 which is what i was meaning to view a different version of the address which this was 5F4DA17EA0, this is also the address that book marks then import into pointer search.
I make notes of my addresses so I can see whats what and refer to later, but for me if i try jump to an address and tells me to save book mark it always says invalid address.
but i was also mentioning about the ability to have a memory viewer like in sx os and be able to jump to any address without having to start a search,
@dsrules quoted my post with screen shots of what i was talking about, but stated it isnt like this for edizion se.
i often sit using memory editor to find most of my codes jumping to addresses i already had found and looking to see what else can be found nearby.
so in short what i was meaning is:
can edizion se have the same memory viewer layout as edizion
can we use memory viewer to jump to a previously found address without having to start a code search first
jumping to memory address in memory viewer doesnt really need to create a book mark first
i always make note of my addresses in a note pad for future reference and then paste them into pointer tool as sometimes i find saving book marks sometimes doest save properly if your doing multiple book marks during the same run, ive sometimes found i have to close the game and it refreshes them and sometimes will save using the wrong name, example i could save one as ammo test then save one for money test and itll save both as ammo test.
sometimes in pointer tool if i started a search on a dump already saved to my laptop, enter its address, then import a new dump after finding the address again it will overwrite the first line with the new dump and sometimes when importing a dump it will auto fill the address with the address off the first dump.
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ahh if its not been updated in a while ill continue using Edizion Se, but that screenshot you posted of its memory viewer is exactly what i was meaning if edizion could have this without having to start a search first or do book marks first.
i used to use its overlay tho to load my cheat list in game, but now testing breeze overlay which is good, one feature i kinda like but doesnt seem to function properly is the outline feature for a code.
i was hoping it could pull the cheat list in this way by default and it expand/collapse that cheat description but it seems to only change to this way by pressing ZL+ZR but then when you click on a cheat description it just takes you to the normal view that lists all codes rather than just the ones allocated to that description.
also some reason it adds [outline name] to the end of the first cheat code under the outline name, then lists every other code in the file.
i shared a youtube video of action replay ps2 that shows how it had expand/collapse cheat descriptions that if clicked then showed the cheat options under it and then can be collapsed after selecting codes.
this would be excellent as it can help keep the lenght of your cheat list down and not have to scroll down and down and down dending on how many cheat there are.
like Resident Evil when you have slot mod, then each item for each slot would make the list really long (luckily i was able to do a slot mod using an activator that would cycle through the entire games items/weapons and then be able to increase/decrase the number of said item or ammo for that weapon you have.
unfortunately i dont think its possible for Resident Evil Revelations due to the weapons/items arent the same way.
Example Resident Evil Revelations Weapon Slot 1 Mod
Hanguns:
M92F
041F0000 3749c2d8 80051000
Parkers Government
041F0000 3749c2d8 80051010
G18
041F0000 3749c2d8 80051040
Jill Samurai Edge
041F0000 3749c2d8 80051070
Jessica's G18
041F0000 3749c2d8 800510b0
PC356
041F0000 3749c2d8 80051060
MAGNUMS:
Python
041F0000 3749c2d8 80051100
L. Hawk
041F0000 3749c2d8 80051110
Pale Rider
041F0000 3749c2d8 80051120
MACHINE GUNS:
MP5
041F0000 3749c2d8 80051200
P-90
041F0000 3749c2d8 80051210
AUG
041F0000 3749c2d8 80051220
G36
041F0000 3749c2d8 80051230
High Roller
041F0000 3749c2d8 80051250
SHOTGUNS:
Windam
041F0000 3749c2d8 80051300
M3
041F0000 3749c2d8 80051310
Hydra
041F0000 3749c2d8 80051320
Drake
041F0000 3749c2d8 80051330
RIFLES:
M40A1
041F0000 3749c2d8 80051400
PSG1
041F0000 3749c2d8 80051410
Muramasa
041F0000 3749c2d8 80051420
ROCKET LAUNCHERS:
Rocket Launcher
041F0000 3749c2d8 80051600
Rocket Launcher (Infinite)
041F0000 3749c2d8 80051610
So i dont think its possible using the +1 or -1 calculation, also the game requires a restart for it to actually change your weapon.#
The values are the same for the chest too, so i dont think youll be able to cycle the inventory in real time like i did for RE HD/0/4/5.
Tho the chest I havent actually tried as I found inventory slot wouldnt work so i assume it be the same.
But this also is what i was meaning too about code been different, i made these back when i had sx os, so it would give this 0x3749c2d8 as the address, but i notice in edizion se in the search result the address is longer, and then to find a pointer you have to press R3 to make note of the address it shows in memory viewer which is different to the address shown in the search results.
So if i were now to remake this code in Edizion SE, i cant take my existing ocde i made in SX OS 3749c2d8 and use memory editor without performing a search first, or jump to the address as its a longer address in edizion se than sx os, and it would make finding the code hard if its dynamic the address will change each time i restart.
so if there was a method to maybe convert codes found in sx os so that you can jump to that address in edizion se.