ROM Hack Cheat Codes AMS and Sx Os, Add and Request

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@dsrules

This is gonna be AWESOME!!!!

Can you tell me:
1) "Register To Use" value?
2) How to know if Static Or Pointer?
3) If it's 1, 2, 4, or 8 Bytes?

For example, what I've got is:
[HEAP+0x000370f4](0x64)

In the GUI you sent over, I would input these values:
Description: Coal Mod
Address (Main + 0x): 000370f4
value (decimal): 999
Code Format: ?????????
Memory Type: HEAP
Bytes To Be Written: ??????

PS - do you have the source for this? (github maybe) - I'd love to see how the genius mind set this up!
 
Last edited by MikeTheKnight2016,
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@DaBlackDeath - have you got a tut on how to use this tool for a noob like myself?


Awesome! Thanks for that link to the OP!

Any idea on the values that should be used?

1) "Register To Use" value?
2) How to know if Static Or Pointer?
3) If it's 1, 2, 4, or 8 Bytes?

For example, what I've got is:
[HEAP+0x000370f4](0x64)

In the GUI you sent over, I would input these values:
Description: Coal Mod
Address (Main + 0x): 000370f4
value (decimal): 999
Code Format: ?????????
Memory Type: HEAP
Bytes To Be Written: ??????
 
@DaBlackDeath - have you got a tut on how to use this tool for a noob like myself?


Awesome! Thanks for that link to the OP!

Any idea on the values that should be used?

1) "Register To Use" value?
2) How to know if Static Or Pointer?
3) If it's 1, 2, 4, or 8 Bytes?

For example, what I've got is:
[HEAP+0x000370f4](0x64)

In the GUI you sent over, I would input these values:
Description: Coal Mod
Address (Main + 0x): 000370f4
value (decimal): 999
Code Format: ?????????
Memory Type: HEAP
Bytes To Be Written: ??????
Here is the official tutorial:

https://sx.xecuter.com/download/cheathacker_guide.txt
 
@DaBlackDeath - have you got a tut on how to use this tool for a noob like myself?


Awesome! Thanks for that link to the OP!

Any idea on the values that should be used?

1) "Register To Use" value?
2) How to know if Static Or Pointer?
3) If it's 1, 2, 4, or 8 Bytes?

For example, what I've got is:
[HEAP+0x000370f4](0x64)

In the GUI you sent over, I would input these values:
Description: Coal Mod
Address (Main + 0x): 000370f4
value (decimal): 999
Code Format: ?????????
Memory Type: HEAP
Bytes To Be Written: ??????

vi-a864z3.png

Code Format: choose static (even though heap is mostly dynamic) *note to myself: rename it to direct and pointer*
Bytes To Be Written: choose 4 (it's the usual codetype)

to be correct, your code is 2 bytes (999 = E7 03) but most games use 4 bytes to store values, so you will see mostly 4byte codes

I have added my beta4. I messed up my beta3 with too much changes, like wrong pointer code generation. Now it works as it should. Hope so ;)
 

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My findings from above - said dirt block that I converted came out to be this code 04100000 0e9d8764 000003E7

When I input this into the game and enabled it via the Cheats in SX OS, the number of dirt blocks that I had was constantly changing on screen from my actual number of 200 to 999 so the display would just quickly flash back and forth between 200 and 999.

The issues I had:
When I placed all 200 of the dirt blocks the "slot" in my back pack was empty and I did not actually have an infinite value.
The item that was "glitched" to flash between actual item count and 999 was relative to the location in my "backpack" NOT based off the item itself.

If I understand correctly I *think* that HEAP memory can change from save to save (or closing the game and re-opening), which if that is the case that partially explains the issue I see above. However, what is my next step to isolate the CORRECT location to MAX out the dirt block item itself, and not just visually alter the item count of an item in a certain "slot" in my backpack?
 
sounds like you got the wrong address, the one you got is only for display, not the actual value for the number of blocks you have
that's the only 1 result you got from searching?
 
Last edited by dsrules,
vi-a864z3.png

Code Format: choose static (even though heap is mostly dynamic) *note to myself: rename it to direct and pointer*
Bytes To Be Written: choose 4 (it's the usual codetype)

to be correct, your code is 2 bytes (999 = E7 03) but most games use 4 bytes to store values, so you will see mostly 4byte codes

I have added my beta4. I messed up my beta3 with too much changes, like wrong pointer code generation. Now it works as it should. Hope so ;)

Thank You :* XD
 
sounds like you got the wrong address, the one you got is only for display, not the actual value for the number of blocks you have
that's the only 1 result you got from searching?

When I constantly changed the quantity up/down and up/down it got to 1 address point found. I thought that was the goal?
Should I have stopped when there were roughly 12 locations found and examined each of those 12 locations?
 
Rescan until I get to how many locations? In your opinion at what number would I then check those locations to see if that is the quantity?
1 result is always the target
mostly likely the block value is not the same as the displaying value or try search 8 bit if it is less than 255
 
Last edited by dsrules,
And when you have instead 2-3 Hits do the follow

Change Hit 1 a little bite.
Check Game.
No Changes?
Change Hit 1 Back to Orignal and Change Hit 2 a little bit
No Changes? Do the same like hit 1

When Hit 3 Change your Value and you Check hit 1 and 2 the Value was changed to the Modified Value 3
 
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