Hacking The massive CHEAT compilation thread.

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salem

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Rayder,

would you mind add the following cheat code to EGDE?

1. Jump ultimate Stars (J) - English translated Game ID : AJUJ 4c636719

2. Jump Super stars (J) Game ID : AJSJ 8da5b14a

any idea where to find EDGE cheat code editor?

Thanks
 

bleach_ownz

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Here some more codes

Digimon World Dawn (U):

1ST CREATED DIGIMON CODES:

Max/Full HP
021db868 0000270f
021db86c 0000270f

Max/Full MP
121db870 0000270f
121db872 0000270f

Quick Level Up
021db8c8 00000001

Max Attack
121db874 000003e7

Max Defense
121db876 000003e7

Max Spirit
121db878 000003e7

Max Speed
121db87a 000003e7

Max Aptitude
121db87e 000003e7

Max DRA
021db8a4 0000270f

No DRA
021db8a4 00000000

Max BST
021db8a8 0000270f

No BST
021db8a8 00000000

Max AQU
021db8ac 0000270f

No AQU
021db8ac 00000000

Max BRD
021db8b0 0000270f

No BRD
021db8b0 00000000

Max INS
021db8b4 0000270f

No INS
021db8b4 00000000

Max MAC
021db8b8 0000270f

No MAC
021db8b8 00000000

Max DAR
021db8bc 0000270f

No DAR
021db8bc 00000000

Max HOL
021db8c0 0000270f

No HOL
021db8c0 00000000

2ND CREATED DIGIMON CODES:

Max/Full HP
021db9e8 0000270f
021db9ec 0000270f

Max/Full MP
121db9f0 0000270f
121db9f2 0000270f

Quick Level Up
021dba48 00000001

Max Attack
121db9f4 000003e7

Max Defense
121db9f6 000003e7

Max Spirit
121db9f8 000003e7

Max Speed
121db9fa 000003e7

Max Aptitude
121db9fe 000003e7

Max DRA
021dba24 0000270f

No DRA
021dba24 00000000

Max BST
021dba28 0000270f

No BST
021dba28 00000000

Max AQU
021dba2c 0000270f

No AQU
021dba2c 00000000

Max BRD
021dba30 0000270f

No BRD
021dba30 00000000

Max INS
021dba34 0000270f

No INS
021dba34 00000000

Max MAC
021dba38 0000270f

No MAC
021dba38 00000000

Max DAR
021dba3c 0000270f

No DAR
021dba3c 00000000

Max HOL
021dba40 0000270f

No HOL
021dba40 00000000

3RD CREATED DIGIMON CODES:

Max/Full HP
021dbb68 0000270f
021dbb6c 0000270f

Max/Full MP
121dbb70 0000270f
121dbb72 0000270f

Quick Level Up
021dbbc8 00000001

Max Attack
121dbb74 000003e7

Max Defense
121dbb76 000003e7

Max Spirit
121dbb78 000003e7

Max Speed
121dbb7a 000003e7

Max Aptitude
121dbb7e 000003e7

Max DRA
021dbba4 0000270f

No DRA
021dbba4 00000000

Max BST
021dbba8 0000270f

No BST
021dbba8 00000000

Max AQU
021dbbac 0000270f

No AQU
021dbbac 00000000

Max BRD
021dbbb0 0000270f

No BRD
021dbbb0 00000000

Max INS
021dbbb4 0000270f

No INS
021dbbb4 00000000

Max MAC
021dbbb8 0000270f

No MAC
021dbbb8 00000000

Max DAR
021dbbbc 0000270f

No DAR
021dbbbc 00000000

Max HOL
021dbbc0 0000270f

No HOL
021dbbc0 00000000

4TH CREATED DIGIMON CODES:

Max/Full HP
021dbce8 0000270f
021dbcec 0000270f

Max/Full MP
121dbcf0 0000270f
121dbcf2 0000270f

Quick Level Up
021dbd48 00000001

Max Attack
121dbcf4 000003e7

Max Defense
121dbcf6 000003e7

Max Spirit
121dbcf8 000003e7

Max Speed
121dbcfa 000003e7

Max Aptitude
121dbcfe 000003e7

Max DRA
021dbd24 0000270f

No DRA
021dbd24 00000000

Max BST
021dbd28 0000270f

No BST
021dbd28 00000000

Max AQU
021dbd2c 0000270f

No AQU
021dbd2c 00000000

Max BRD
021dbd30 0000270f

No BRD
021dbd30 00000000

Max INS
021dbd34 0000270f

No INS
021dbd34 00000000

Max MAC
021dbd38 0000270f

No MAC
021dbd38 00000000

Max DAR
021dbd3c 0000270f

No DAR
021dbd3c 00000000

Max HOL
021dbd40 0000270f

No HOL
021dbd40 00000000

5TH CREATED DIGIMON CODES:

Max/Full HP
021dbe68 0000270f
021dbe6c 0000270f

Max/Full MP
121dbe70 0000270f
121dbe72 0000270f

Quick Level Up
021dbec8 00000001

Max Attack
121dbe74 000003e7

Max Defense
121dbe76 000003e7

Max Spirit
121dbe78 000003e7

Max Speed
121dbe7a 000003e7

Max Aptitude
121dbe7e 000003e7

Max DRA
021dbea4 0000270f

No DRA
021dbea4 00000000

Max BST
021dbea8 0000270f

No BST
021dbea8 00000000

Max AQU
021dbeac 0000270f

No AQU
021dbeac 00000000

Max BRD
021dbeb0 0000270f

No BRD
021dbeb0 00000000

Max INS
021dbeb4 0000270f

No INS
021dbeb4 00000000

Max MAC
021dbeb8 0000270f

No MAC
021dbeb8 00000000

Max DAR
021dbebc 0000270f

No DAR
021dbebc 00000000

Max HOL
021dbec0 0000270f

No HOL
021dbec0 00000000

6TH CREATED DIGIMON CODES:

Max/Full HP
021dbfe8 0000270f
021dbfec 0000270f

Max/Full MP
121dbff0 0000270f
121dbff2 0000270f

Quick Level Up
021dc048 00000001

Max Attack
121dbff4 000003e7

Max Defense
121dbff6 000003e7

Max Spirit
121dbff8 000003e7

Max Speed
121dbffa 000003e7

Max Aptitude
121dbffe 000003e7

Max DRA
021dc024 0000270f

No DRA
021dc024 00000000

Max BST
021dc028 0000270f

No BST
021dc028 00000000

Max AQU
021dc02c 0000270f

No AQU
021dc02c 00000000

Max BRD
021dc030 0000270f

No BRD
021dc030 00000000

Max INS
021dc034 0000270f

No INS
021dc034 00000000

Max MAC
021dc038 0000270f

No MAC
021dc038 00000000

Max DAR
021dc03c 0000270f

No DAR
021dc03c 00000000

Max HOL
021dc040 0000270f

No HOL
021dc040 00000000
 

Frederica Bernkastel

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bleach_ownz said:
Here some more codes
CODE
Digimon World Dawn (U):

1ST CREATED DIGIMON CODES:

Max/Full HP
021db868 0000270f
021db86c 0000270f

Max/Full MP
121db870 0000270f
121db872 0000270f

Quick Level Up
021db8c8 00000001

Max Attack
121db874 000003e7

Max Defense
121db876 000003e7

Max Spirit
121db878 000003e7

Max Speed
121db87a 000003e7

Max Aptitude
121db87e 000003e7

Max DRA
021db8a4 0000270f

No DRA
021db8a4 00000000

Max BST
021db8a8 0000270f

No BST
021db8a8 00000000

Max AQU
021db8ac 0000270f

No AQU
021db8ac 00000000

Max BRD
021db8b0 0000270f

No BRD
021db8b0 00000000

Max INS
021db8b4 0000270f

No INS
021db8b4 00000000

Max MAC
021db8b8 0000270f

No MAC
021db8b8 00000000

Max DAR
021db8bc 0000270f

No DAR
021db8bc 00000000

Max HOL
021db8c0 0000270f

No HOL
021db8c0 00000000

2ND CREATED DIGIMON CODES:

Max/Full HP
021db9e8 0000270f
021db9ec 0000270f

Max/Full MP
121db9f0 0000270f
121db9f2 0000270f

Quick Level Up
021dba48 00000001

Max Attack
121db9f4 000003e7

Max Defense
121db9f6 000003e7

Max Spirit
121db9f8 000003e7

Max Speed
121db9fa 000003e7

Max Aptitude
121db9fe 000003e7

Max DRA
021dba24 0000270f

No DRA
021dba24 00000000

Max BST
021dba28 0000270f

No BST
021dba28 00000000

Max AQU
021dba2c 0000270f

No AQU
021dba2c 00000000

Max BRD
021dba30 0000270f

No BRD
021dba30 00000000

Max INS
021dba34 0000270f

No INS
021dba34 00000000

Max MAC
021dba38 0000270f

No MAC
021dba38 00000000

Max DAR
021dba3c 0000270f

No DAR
021dba3c 00000000

Max HOL
021dba40 0000270f

No HOL
021dba40 00000000

3RD CREATED DIGIMON CODES:

Max/Full HP
021dbb68 0000270f
021dbb6c 0000270f

Max/Full MP
121dbb70 0000270f
121dbb72 0000270f

Quick Level Up
021dbbc8 00000001

Max Attack
121dbb74 000003e7

Max Defense
121dbb76 000003e7

Max Spirit
121dbb78 000003e7

Max Speed
121dbb7a 000003e7

Max Aptitude
121dbb7e 000003e7

Max DRA
021dbba4 0000270f

No DRA
021dbba4 00000000

Max BST
021dbba8 0000270f

No BST
021dbba8 00000000

Max AQU
021dbbac 0000270f

No AQU
021dbbac 00000000

Max BRD
021dbbb0 0000270f

No BRD
021dbbb0 00000000

Max INS
021dbbb4 0000270f

No INS
021dbbb4 00000000

Max MAC
021dbbb8 0000270f

No MAC
021dbbb8 00000000

Max DAR
021dbbbc 0000270f

No DAR
021dbbbc 00000000

Max HOL
021dbbc0 0000270f

No HOL
021dbbc0 00000000

4TH CREATED DIGIMON CODES:

Max/Full HP
021dbce8 0000270f
021dbcec 0000270f

Max/Full MP
121dbcf0 0000270f
121dbcf2 0000270f

Quick Level Up
021dbd48 00000001

Max Attack
121dbcf4 000003e7

Max Defense
121dbcf6 000003e7

Max Spirit
121dbcf8 000003e7

Max Speed
121dbcfa 000003e7

Max Aptitude
121dbcfe 000003e7

Max DRA
021dbd24 0000270f

No DRA
021dbd24 00000000

Max BST
021dbd28 0000270f

No BST
021dbd28 00000000

Max AQU
021dbd2c 0000270f

No AQU
021dbd2c 00000000

Max BRD
021dbd30 0000270f

No BRD
021dbd30 00000000

Max INS
021dbd34 0000270f

No INS
021dbd34 00000000

Max MAC
021dbd38 0000270f

No MAC
021dbd38 00000000

Max DAR
021dbd3c 0000270f

No DAR
021dbd3c 00000000

Max HOL
021dbd40 0000270f

No HOL
021dbd40 00000000

5TH CREATED DIGIMON CODES:

Max/Full HP
021dbe68 0000270f
021dbe6c 0000270f

Max/Full MP
121dbe70 0000270f
121dbe72 0000270f

Quick Level Up
021dbec8 00000001

Max Attack
121dbe74 000003e7

Max Defense
121dbe76 000003e7

Max Spirit
121dbe78 000003e7

Max Speed
121dbe7a 000003e7

Max Aptitude
121dbe7e 000003e7

Max DRA
021dbea4 0000270f

No DRA
021dbea4 00000000

Max BST
021dbea8 0000270f

No BST
021dbea8 00000000

Max AQU
021dbeac 0000270f

No AQU
021dbeac 00000000

Max BRD
021dbeb0 0000270f

No BRD
021dbeb0 00000000

Max INS
021dbeb4 0000270f

No INS
021dbeb4 00000000

Max MAC
021dbeb8 0000270f

No MAC
021dbeb8 00000000

Max DAR
021dbebc 0000270f

No DAR
021dbebc 00000000

Max HOL
021dbec0 0000270f

No HOL
021dbec0 00000000

6TH CREATED DIGIMON CODES:

Max/Full HP
021dbfe8 0000270f
021dbfec 0000270f

Max/Full MP
121dbff0 0000270f
121dbff2 0000270f

Quick Level Up
021dc048 00000001

Max Attack
121dbff4 000003e7

Max Defense
121dbff6 000003e7

Max Spirit
121dbff8 000003e7

Max Speed
121dbffa 000003e7

Max Aptitude
121dbffe 000003e7

Max DRA
021dc024 0000270f

No DRA
021dc024 00000000

Max BST
021dc028 0000270f

No BST
021dc028 00000000

Max AQU
021dc02c 0000270f

No AQU
021dc02c 00000000

Max BRD
021dc030 0000270f

No BRD
021dc030 00000000

Max INS
021dc034 0000270f

No INS
021dc034 00000000

Max MAC
021dc038 0000270f

No MAC
021dc038 00000000

Max DAR
021dc03c 0000270f

No DAR
021dc03c 00000000

Max HOL
021dc040 0000270f

No HOL
021dc040 00000000
Hey, rayder should I convert submitted cheats into an xml file if they are in new games?
I now have a website! so I can host them.
Also thanks for adding my MPH codes!
 

arctic_flame

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Antoligy said:
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
yaynds.gif
yaynds.gif
grog.gif
grog.gif
yaynds.gif
yaynds.gif
yaynds.gif
yaynds.gif
yaynds.gif
gbasp.gif
gbasp.gif
yaynds.gif
yaynds.gif
yaynds.gif
yaynds.gif
yaynds.gif

sorry, that was a bit over the top.
I HELPED AGAIN!!!!!
also i now have fixed 1.17
Thankyou Rayder...
Just a question, but since I got Zeld to let us have his aimbot, can you add it.
CODESnip
Oh and 1. this code may not be genuine 2. if it is, add it quick, then PM me and I delete the code or curropt it in someway because someone called "rune" stole codes off me, and also off Zeld (zeld is way more pissed about it than I was, I can't be bothered to sue. If you see rune, hide any AR codes. He steals them and takes all credit)

I'm afraid you're not allowed to use that code in the DAT.
 

Frederica Bernkastel

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arctic_flame said:
Antoligy said:
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
yaynds.gif
yaynds.gif
grog.gif
grog.gif
yaynds.gif
yaynds.gif
yaynds.gif
yaynds.gif
yaynds.gif
gbasp.gif
gbasp.gif
yaynds.gif
yaynds.gif
yaynds.gif
yaynds.gif
yaynds.gif

sorry, that was a bit over the top.
I HELPED AGAIN!!!!!
also i now have fixed 1.17
Thankyou Rayder...
Just a question, but since I got Zeld to let us have his aimbot, can you add it.
CODESnip
Oh and 1. this code may not be genuine 2. if it is, add it quick, then PM me and I delete the code or curropt it in someway because someone called "rune" stole codes off me, and also off Zeld (zeld is way more pissed about it than I was, I can't be bothered to sue. If you see rune, hide any AR codes. He steals them and takes all credit)

I'm afraid you're not allowed to use that code in the DAT.
I know that... did you read the rest of the posts?
try the one after it.
Now I have to look for the code with no WiFi support.
(oh and I DO have Zeld's permission
 

arctic_flame

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Funnily enough, I don't think you have permission to post it online. I would remove it from that post.

However, the public domained source code can be posted:

<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:Pre;overflow:auto'>@the aim bot 3.9.3 source:

@.org 0x37FBACC
@mov pc, #0x2000000

@037FBACC E3A0F402

@037FBACC E3A00005 //Disabler for reloading test script

@.org 0x2000000

@Let's go ahead and make it so arm-eabi of our favorite GNU compiler adds the
@AR friendly lines on there for us <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

.long 0xE2000000

@This ought to make the second half of the E code type work regardless of the
@program's size
@The 8 is the size of the above stuff that isn't part of the program that the
@E type code is copying to WRAM

.long ReferenceLabel-8

@Preserve registers

ldr r0, CustomStack
stmdb r0!, {r1-r11, lr}

@Load player ID of who to lock on to

ldrb r3, Target

@Load latch that must be off in order to change "Target"

ldrb r2, Latch

@Load keypad info

ldr r4, IOKeys
ldrh r4, [r4]

@Check if Start is pressed

tst r4, #0x8

@If it isn't, enable changes to Target for the next time it is pressed
@and skip target change routine

movne r2, #0x0
bne NoTargetChange

@Else, check if "Latch" is disabled, and if it is, increment "Target",
@and set the latch

cmp r2, #0x1
addne r3, r3, #0x1
movne r2, #0x1

NoTargetChange:

@Store "Latch" value and set "Target" to 0 if it is 4, then store "Target" value

strb r2, Latch
and r3, r3, #0x3
strb r3, Target

@Load user's player ID

ldr r1, PlayerID
ldr r1, [r1]

@Check to see if it matches the target and exit the routine if it does

cmp r1, r3
beq AimAtSelf

@Otherwise, load pointers to data of user and target

mov r2, #0xF30
mul r0, r1, r2
mul r5, r3, r2
ldr r4, PlayerData
add r5, r5, r4
add r4, r4, r0

@Load X, Z, and Y positions of user and target and calculate the difference between them
@Also load the speed vectors of the target and add them to the differences so that the aim bot
@will "lead" the shot
@The difference between Y values is made negative because the game's Y coordinate
@is...BACKWARDS?!
@In the process, check if the target is in alt form and aim lower if it is
@and higher if it isn't

ldr r8, [r4]
ldr r9, [r5]
ldr r10, [r5, #0x1C]
add r9, r9, r10
sub r8, r9, r8
ldr r9, [r4, #0x4]
ldr r10, [r5, #0x4]
ldr r11, [r5, #0x20]
add r10, r10, r11
sub r9, r10, r9
ldrb r10, [r5, #0x4BA]
cmp r10, #0x1
addne r9, r9, #0x200
subeq r9, r9, #0xA00
ldr r10, [r4, #0x8]
ldr r3, [r5, #0x8]
ldr r11, [r5, #0x24]
add r3, r3, r11
sub r10, r10, r3

@Divide each value by 2 until all three are less than 65535
@so they can be used by the math functions later
@Mostly handled by a sub routine

mov r3, r8
bl Setto16Bit
mov r3, r9
bl Setto16Bit
mov r3, r10
bl Setto16Bit

@Pythagorean theorem is used to find distance between the vertical axes of the user and target

mul r0, r8, r8
mul r1, r10, r10
add r0, r0, r1
swi #0xD0000

@The arctangent of the height difference between the user and target divided
@by the distance between their vertical axes is the angle that the user needs to aim
@up or down
@The arctangent function isn't made to handle negative inputs, so we copy whether
@the input is negative to a separate register in the mean time and use the
@absolute values (this is done for both uses of the arctangent)
@The pythagorean formula above may possibly make one of the inputs greater
@than 65535, which is too big to use, so the following snippet fixes that

mov r1, r9
ands r6, r1, #0x80000000
rsbmi r1, r1, #0x0
orr r11, r0, #0x4000
mov r3, #0x0
WidthCheckTwo:
tst r11, #0x80000000
moveq r11, r11, lsl #0x1
addeq r3, r3, #0x1
beq WidthCheckTwo
rsb r3, r3, #0x11
mov r0, r0, asr r3
mov r1, r1, asr r3

@First, the arctangent:

bl Arctan

@Now, the arctangent returns the wrong result, because the math the aim bot uses is
@based on spherical coordinates, but the game uses Euclidean coordinates
@so another formula is needed to take the result and convert it to the correct result
@seen below (and also after the other arctangent)

bl Recalc

@Check if the input was negative and correct the output if it was:

cmp r6, #0x0
rsbne r0, r0, #0x0

@Finally done with that angle. Two to go! Let's store our result:

str r0, [r4, #0x84]

@The next angle is the arctangent of the difference between the Y values
@of the user and target divided by the difference of the X values;
@this is the angle the user must face left or right to aim at the target
@The values must be made into positive values and the signs of the values
@set aside (like last time)

mov r0, r8
mov r1, r10
ands r6, r0, #0x80000000
rsbmi r0, r0, #0x0
ands r7, r1, #0x80000000
rsbmi r1, r1, #0x0

bl Arctan

bl Recalc

@Check if the inputs were negative and correct the results accordingly, again:

cmp r7, #0x0
rsbeq r0, r0, #0x0

@Store the angle we just calculated:

str r0, [r4, #0x88]

@Now this is some magic. Remember how we converted to Euclidean coordinates the wrong way?
@This was made possible by making one of the Euclidean coordinates no longer able to hold
@values other than the maximum positive and negative values. Seriously, this is hax.
@We use the sign of one of the inputs on the previous function to determine which value
@to use, and store it just like that.

mov r1, #0x1000
cmp r6, #0x0
rsbne r1, r1, #0x0
str r1, [r4, #0x80]

@So...we're done, right? That was all three angles.
@No, of course we're not done. Why else would there be more code?
@Remember that first angle we stored?
@It was wrong. We need more magic in order to completely convert to Euclidean coordinates.
@...BEHOLD!

tst r0, #0x80000000
rsbmi r0, r0, #0x0
mul r1, r0, r0
ldrh r2, aFour
umull r3, r11, r1, r2
movs r3, r3, lsr #0x1F
addne r11, r11, #0x1
ldr r2, bFour
umull r3, r1, r2, r0
movs r3, r3, lsr #0x1F
addne r11, r11, #0x1
add r0, r1, r11
ldrh r1, cFour
add r0, r0, r1
ldr r1, [r4, #0x84]
ands r2, r1, #0x80000000
rsbmi r1, r1, #0x0
mul r0, r1, r0
mov r0, r0, lsr #0xC
cmp r2, #0x0
rsbne r0, r0, #0x0

@I inlined the programming instead of putting it in a sub routine
@because this routine is only used once (the others are used at least
@twice each).

@The magic is complete! All recalculation formulas were derived using the TI-83's
@curve of best fit functionality given empirical data collected from the game.
@The formulas were converted to the programming you've just seen, and plugged in
@where necessary to make this ugly thing work.
@Let's save that angle before we forget:

str r0, [r4, #0x84]

@Now, here's where the program finally dies. But wait, where is that "Arctan" sub routine
@we called? Or the Recalc and Setto16Bit routines, for that matter?

AimAtSelf:
ldr r0, CustomStack
sub r0, r0, #0x30
ldmia r0!, {r1-r11, lr}
mov r0, #0x5
ldr r12, Return
bx r12

@This isn't it. This is just a bunch of variables we used. Most of which
@belong to the recalculation magic. If you really want to make a "miss" bot,
@change the values that look like "aOne" or "bTwo". Then, feel like an idiot
@for doing so. DO NOT MESS WITH MAGIC.

IOKeys:
.long 0x4000130
PlayerID:
.long 0x20D9CB8
PlayerData:
.long 0x20DA730
Return:
.long 0x37FBB2C

@Some literals for the final bit of magic:

aFour:
.short 0x6829
cFour:
.short 0xB4F
bFour:
.long 0xE2B912F3

@Here's "Setto16Bit". The maximum value a 16 bit variable can
@hold is 655535. This routine converts those differences
@between user and target coordinates into usable 16 bit
@values (values all less than 65535).

Setto16Bit:
tst r3, #0x80000000
rsbmi r3, r3, #0x0
orr r3, r3, #0x4000
mov r6, #0x0
WidthCheckOne:
tst r3, #0x80000000
moveq r3, r3, lsl #0x1
addeq r6, #0x1
beq WidthCheckOne
rsb r6, r6, #0x11
mov r8, r8, asr r6
mov r9, r9, asr r6
mov r10, r10, asr r6
bx lr

@Oh. HERE'S the Arctan. Off all by itself at the end.
@Optimized by yours truly, and yoinked from YE OLDE GBA BIOS.
@I'll give you a hint. It's a recursive fraction. Look up
@Arctan and recursive fraction stuff on Wikipedia. I'm not
@your math professor. GET OUTTA HERE.
@"Wry is Arctan missing? What that mean?"
@Back when I left it out, it was because the Arctan I
@was using was a direct rip from copyrighted code
@that I did not feel like openly distributing out of
@morality. However, since the code has been optimized and
@mostly rewritten, it not only is quite different from
@the original code, but the original code was being "sold"
@as part of the GBA "package" so long ago that no profits
@could possibly be injured by the use of the code.
@If you disagree, you got jokes.

Arctan:
stmdb sp!, {r3, lr}
cmp r1, #0x0
moveq r0, #0x0
beq End
cmp r0, #0x0
moveq r0, #0x4000
beq End
mov r2, r0, lsl #0xE
mov r3, r1, lsl #0xE
cmp r0, r1
blt OverOne
cmp r0, r1
moveq r0, #0x2000
beq End
mov r1, r0
mov r0, r3
bl Recursive
b End
OverOne:
mov r0, r2
bl Recursive
rsb r0, r0, #0x4000
End:
ldmia sp!, {r3, lr}
bx lr
Recursive:
mov r2, r1
DivOne:
cmp r2, r0, lsr #0x1
movls r2, r2, lsl #0x1
bcc DivOne
mov r3, #0x0
DivTwo:
cmp r0, r2
adc r3, r3, r3
subcs r0, r0, r2
teq r2, r1
movne r2, r2, lsr #0x1
bne DivTwo
mov r1, r0
mov r0, r3
mul r1, r0, r0
mov r1, r1, asr #0xE
rsb r1, r1, #0x0
mov r3, #0xA9
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x390
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x900
add r3, r3, #0x1C
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0xFA0
add r3, r3, #0x16
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x1680
add r3, r3, #0x2A
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x2080
add r3, r3, #0x1
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0x3600
add r3, r3, #0x51
mul r3, r1, r3
mov r3, r3, asr #0xE
add r3, r3, #0xA200
add r3, r3, #0xF9
mul r0, r3, r0
mov r0, r0, asr #0x10
bx lr

@The actual recalculation formula (that's all that will be said;
@the formula is just a big hack...not just for this code, but for life! Converting
@spherical coordinates to Euclidean coordinates is NOT supposed to be done with
@polynomials!):

Recalc:
mov r0, r0, lsr #0x2
mov r1, #0x1C
cmp r0, r1
blt CorrectDone
mov r1, #0xFE0
cmp r0, r1
movlt r2, r0
mullt r0, r2, r0
@ldrlt r1, aOne
movlt r1, #0x77
mullt r11, r1, r0
ldrlt r1, bOne
mullt r0, r1, r2
movlt r11, r11, lsr #0x13
movlt r0, r0, lsr #0x10
sublt r0, r0, r11
movlt r1, #0x35
sublt r0, r0, r1
movge r0, #0x18000
bge CorrectDone
mov r1, #0xD00
cmp r0, r1
movge r1, r0
mulge r0, r1, r0
umullge r3, r2, r0, r1
ldrge r0, aThree
mulge r2, r0, r2
umullge r12, r11, r3, r0
addge r2, r2, r11
movge r12, r2, lsr #0x4
mulge r0, r1, r1
ldrge r2, bThree
umullge r11, r3, r0, r2
movge r11, r11, lsr #0x1B
movge r3, r3, lsl #0x5
addge r11, r3, r11
ldrge r2, cThree
mulge r0, r1, r2
movge r0, r0, lsr #0x8
subge r1, r12, r11
addge r1, r1, r0
ldrge r0, dThree
subge r0, r1, r0
bge CorrectDone
mov r1, #0x800
add r1, #0xD0
cmp r0, r1
movge r2, r0
mulge r0, r2, r0
@ldrge r1, aTwo
movge r1, #0xD9
mulge r11, r1, r0
ldrge r1, bTwo
mulge r0, r1, r2
movge r11, r11, lsr #0x11
movge r0, r0, lsr #0x11
subge r0, r11, r0
ldrgeh r1, cTwo
addge r0, r0, r1
CorrectDone:
bx lr

@Literals used by above magic and a couple used by the input
@routine at the beginning

@aOne:
@.byte 0x77
bOne:
.long 0x1F27D
@aTwo:
@.byte 0xD9
bTwo:
.long 0xD0310
cTwo:
.short 0x220A
.short 0
aThree:
.long 0x1F8F58
bThree:
.long 0x256C62B
cThree:
.long 0x3B1BB
dThree:
.long 0xF767A

@For those of you who have made sense of this, you may have been wondering where
@the heck "CustomStack" was. It's right here at the end, so no lines of all 0s
@are necessary in the E type code to make room for the custom stack.

CustomStack:
.long CustomStack+0x200002C

@Last AR line (the hook that's at the top of the file):

EndofProgram:

@Let's put in a spacer in case the program size isn't a multiple of 8
@so the resulting output is guaranteed to fit right into an AR handler

.org (EndofProgram+4)&0xFFFFFFF8

ReferenceLabel:

@The hook itself, as seen at the beginning of the source code

.long 0x037FBACC
mov pc, #0x2000000

@The following is so that the E type code won't overwrite these variables
@but it will add extra lines of "0" that must be erased from the end of
@the code

.org CustomStack+0x34

Target:
.byte 0
Latch:
.byte 0
.short 0
</div>
 

Frederica Bernkastel

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Quote from Kodewerx my PM list
"Message subject: Bleh
From: Zeld
Sent at: Thu Apr 10, 2008 9:08 pm
You can post the public domained source, since that's all there really...is?

The code itself hasn't been released, so whatever it is you're posting is either not the latest version and/or is stolen.

Of course, it can't be stolen any MORE because it's public domain now. But it was quite theft-able a while ago.

I did a good job of making the source noob-friendly, so if you post that, I'm sure someone at GBAtemp will be able to compile it and add it to that list of yours.

Tell Rayder I said "Hi" (it IS Rayder, right? I don't remember if that's how you spell it).


Last edited by Zeld on Thu Apr 10, 2008 9:09 pm, edited 1 time in total."

Well if that isn't permission I don't know what is... Also, have you read all the posts related to this?
If you read this then you would know that Rayder has given up on keeping is private; It's public now.
 

Pokemonhacker

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Antoligy said:
hanschke, I mean the Original DS. not the DS lite. If you have an original DS, would you want to play a game with no backlight?
That is why the codes were all removed from the cheat.dat

And anyway, all the Phat DS backlight codes were only working on chishm's NitroHax, not on the AR cheat engine, so I guess very few people will miss them...
 

Frederica Bernkastel

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Pokemonhacker said:
Antoligy said:
hanschke, I mean the Original DS. not the DS lite. If you have an original DS, would you want to play a game with no backlight?
That is why the codes were all removed from the cheat.dat

And anyway, all the Phat DS backlight codes were only working on chishm's NitroHax, not on the AR cheat engine, so I guess very few people will miss them...
And it saves LOADS of space...
 

arctic_flame

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Antoligy said:
[snip]
Well if that isn't permission I don't know what is... Also, have you read all the posts related to this?
If you read this then you would know that Rayder has given up on keeping is private; It's public now.

All that says to me is that the source code is public domain, and Downloading and compiling the source code is fine. I'm still under the impression that you can't post the compiled code anywhere.
 

Mr Slug

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BeLGaRaTh said:
/me twiddles his thumbs ...

Damn you Rayder and the CCE4 team
tongue.gif


whats up BeLGaRaTh does that mean you dont need to convert and update the cyclo cheats no more? and we just use the file in Rayders zip? the file in Rayders zip is bigger by 200kb or something as well?
 

BeLGaRaTh

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Mr Slug said:
BeLGaRaTh said:
/me twiddles his thumbs ...

Damn you Rayder and the CCE4 team
tongue.gif


whats up BeLGaRaTh does that mean you dont need to convert and update the cyclo cheats no more? and we just use the file in Rayders zip? the file in Rayders zip is bigger by 200kb or something as well?

I assume that's due to the backlight codes, I suppose I could remove those and post an amended file if anyone wants it?
 

ocinrep

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hello we need some codes for Teenage Zombies Invasion of the Alien Brain Thingys (UK)!! thank you!!
 

BeLGaRaTh

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ocinrep said:
hello we need some codes for Teenage Zombies Invasion of the Alien Brain Thingys (UK)!! thank you!!

If you can find the relevant codes anywhere then please post them on here and Rayder will happily add them to the database
smile.gif
 

DarkSpace

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Just a reminder: We are not a code source,, we are a compilation. So don't ask for codes, look for them on the internet. For example here is a good place to start.
Here
^best place for a general source search
or here to request codes and check their hacker's progress
here
 

dsrules

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DarkSpace said:
or here to request codes and check their hacker's progress
here

kodewerx been down for days now


Metroid Prime Pinball (U)

Inf Kickback
923C7076 00000000
223C7078 00000002
223C7090 00000002
D2000000 00000000

or use this

Push Select for Kickback
94000130 FFFB0000
223C7078 00000002
223C7090 00000002
D2000000 00000000
 

Ferrariman

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BeLGaRaTh said:
Mr Slug said:
BeLGaRaTh said:
/me twiddles his thumbs ...

Damn you Rayder and the CCE4 team
tongue.gif


whats up BeLGaRaTh does that mean you dont need to convert and update the cyclo cheats no more? and we just use the file in Rayders zip? the file in Rayders zip is bigger by 200kb or something as well?

I assume that's due to the backlight codes, I suppose I could remove those and post an amended file if anyone wants it?

vergessen's already doing that in the CycloDS forums. Most people already forgot, though
 
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