1. tomberyx

    tomberyx Advanced Member
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    Looks like i found that before HP 2 test code.
    :-)
     
  2. Yohoki

    Yohoki GBAtemp Fan
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    Lol. Ya, looks like it. I didn't check back in your codes to see if it was one you already found. That's definitely the working one. We just went through completely different methods to find it. :P

    I went through Universal Pointer Searcher and found a total of 10 addresses and combed through each one of those to find only 3 working ones. Then I looked at the data near each pointer and found Map data near one, so I searched in HxD for more map data in a more stable area. I ended up finding map data in seg1 with a pointer to really close to the 3rd pointer I had. That just happened to be one of your codes that you already found.

    So, there we go. One HP code that looks pretty stable.
     
    Last edited: Jan 28, 2020
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  3. tomberyx

    tomberyx Advanced Member
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    But now ,its for sure that it works ,
    fingers crossed;-)
     
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  4. Yohoki

    Yohoki GBAtemp Fan
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    As far as I can tell, it should. I'm a little iffy since it's in Seg1 and that module moves around every boot. But, that map data and pointer are always in the same spot, no matter where Seg1 starts. So, hopefully that's just a coincidence. ¯\_(ツ)_/¯
     
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  5. kaymynd

    kaymynd GBAtemp Advanced Fan
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    Very nice! Glad you guys got it working! I ended up getting home and ko'd lol, i have a few codes from other games though, i will post later on today if i get a chance so you guys can test them.
     
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  6. Yohoki

    Yohoki GBAtemp Fan
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    Ya, we definitely figured out the HP and Coins. There's probably much more to find in the game, but some one with z06 is going to have to get some of them, since seg1 is used in a few things. I ran a few dumps through Universal Pointer Searcher looking for coins, and exactly 0 addresses point to it. It's only possible with $B200 codes, which is only available in z06 for seg1.
     
  7. Suiseiseki

    Suiseiseki GBAtemp Regular
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    More codes.

    Code:
    # Title: Dynasty Warriors 8: Empires
    # ID: PCSE00800
    # Region: USA
    # Version: 1.01
    # Type: NoNpDRM
    # Created by Suiseiseki
    
    _V0 Infinite Order Cards
    $3101 824005B8 000001F0
    $3300 00000000 00000808
    
    _V0 Infinite Rage
    $3201 824005B8 000001F4
    $3300 00000000 000186A0
    
    _V0 9999 Chain
    $3101 824005B8 000001FC
    $3300 00000000 0000270F
    
    _V0 Infinite Musou
    $3101 824005B8 000001E4
    $3300 00000000 00000303

    Code:
    # Title: Samurai Warriors 4: Empires
    # ID: PCSE00827
    # Region: USA
    # Version: 1.00
    # Type: NoNpDRM
    # Created by Suiseiseki
    
    _V0 Infinite Spirit
    $3201 8337FD6C 000005B4
    $3300 00000000 447A0000
    
    _V0 Infinite Musou
    $3201 8337FD6C 000005AC
    $3300 00000000 453B8000
     
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  8. train108

    train108 Newbie
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    DW8 empire does not work. Thanks anyway
     
    Last edited: Jan 29, 2020
  9. monodevil

    monodevil GBAtemp Regular
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    Made some more codes for Grand Kingdom. Added exp, Grimoires, and Pyroxene. Grimoires come in different type or colors yellow, green, red, and blue. The code only added green, red, and blue. Yellow seems to be somewhere else and didn't feel like finding them(kind of complicated to explain) and there's a crap ton of them too. I wasn't going to bother but I saw the Pyroxene addresses right next to the Grimoires so I decided why not. Pyroxene was by far the worse, those addresses were all over the place with no pattern what so ever. Took me a day to get it right and I still think I'm missing a couple but its not that big of a deal. I did noticed the TP and Action count pointer change on me a bit right after beating the game and doing a side mission. I didn't make a dump but restarting the game seems to have fixed this and haven't had this problem since.
    Code:
    # ID: PCSE00879
    # Title: Grand Kingdom
    # Region: US
    # Version:1.00
    # Type:NoNpDrm
    # Code Author:monodevil
    
    _V0 Gold
    $0200 8475A074 0098967F
    
    _V0 Royal
    $0200 8475A078 000F4240
    
    _V0 Max Assist Gauge Down+Select
    $C201 00000001 00000041
    $0200 85B0C9D8 00001857
    
    _V0 Triangle+up/down = high/low Action Count
    $C201 00000001 00001010
    $3201 85B02660 000001F0
    $3300 00000000 000003E7
    $C201 00000001 00001040
    $3201 85B02660 000001F0
    $3300 00000000 00000005
    
    _V0 99 TP Square + down
    $C201 00000001 00008040
    $3201 85B02660 000000C0
    $3300 00000000 00000050
    
    _V0 x99 All Ore
    $4001 8473B4A4 00000063
    $0011 00000001 00000000
    
    _V0 x99 All Wood
    $4001 8473B56C 00000063
    $0011 00000001 00000000
    
    _V0 x99 All Scrap
    $4001 8473B634 00000063
    $0011 00000001 00000000
    
    _V0 x99 All Raw Materials
    $4001 8473B6FC 00000063
    $0011 00000001 00000000
    
    _V0 x99 All Field items
    $4001 84738E58 00000063
    $0005 00000001 00000000
    
    _V0 x99 All Scrolls
    $4001 84738E6C 00000050
    $0013 00000001 00000000
    
    _V0 x99 Orb of Training
    $0000 84738E62 00000063
    
    _V0 Green/Red/Blue Grimoires
    $4001 8473A004 00000063
    $002B 00000001 00000000
    $4001 8473A3EC 00000063
    $002B 00000001 00000000
    $4001 8473A7D4 00000063
    $0018 00000001 00000000
    $4001 8473A7EE 00000063
    $0004 00000001 00000000
    
    _V0 Pyroxene
    $4001 8473A810 00000063
    $0051 00000001 00000000
    $4001 8473B1D4 00000063
    $0051 00000001 00000000
    $4001 8473B238 00000063
    $001C 00000001 00000000
    $4001 8473B256 00000063
    $0006 00000001 00000000
    $4001 8473B260 00000063
    $0004 00000001 00000000
    $4001 8473B26A 00000063
    $0004 00000001 00000000
    $4001 8473B274 00000063
    $0004 00000001 00000000
    $4001 8473B27E 00000063
    $0004 00000001 00000000
    $4001 8473B289 00000063
    $0003 00000001 00000000
    $4001 8473B29C 00000063
    $0009 00000001 00000000
    $4001 8473B2A6 00000063
    $0009 00000001 00000000
    $4001 8473B2B2 00000063
    $001B 00000001 00000000
    $4001 8473B2CE 00000063
    $0009 00000001 00000000
    $4001 8473B2D8 00000063
    $0009 00000001 00000000
    $4001 8473B2E2 00000063
    $0009 00000001 00000000
    
    _V0 Exp Mod 1st Character slot
    $0200 8475A13C 00000000
    
    _V0 Exp Mod 2nd Character slot
    $0200 8475AA5C 00000000
    
    _V0 Exp Mod 3rd Character slot
    $0200 8475B37C 00000000
    
    _V0 Exp Mod 4th Character slot
    $0200 8475BC9C 00000000
    
    _V0 Exp Mod 5th Character slot
    $0200 8475C5BC 00000000
    
    _V0 Exp Mod 6th Character slot
    $0200 8475CEDC 00000000
    
    _V0 Exp Mod 7th Character slot
    $0200 8475D7FC 00000000
    
    _V0 Exp Mod 8th Character slot
    $0200 8475E11C 00000000
    
    _V0 Exp Mod 9th Character slot
    $0200 8475EA3C 00000000
    
    _V0 Exp Mod 10th Character slot
    $0200 8475F35C 00000000
    
    _V0 Exp Mod 11th Character slot
    $0200 8475FC7C 00000000
    
    _V0 Exp Mod 12th Character slot
    $0200 8476059C 00000000
    Character slots are ordered by creation date, no way to change them unless you delete them(I think). For exp mods just increase the address by 920 if you want more characters. Max exp to reach level 99 is like around 410,000exp so just add that if you want to get to lvl 99.
     
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  10. Suiseiseki

    Suiseiseki GBAtemp Regular
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    DW8: Empires is kinda weird to me. Sometimes the codes don't work but after closing and starting the game again it works.

    Still, try the alternate ones I also made.

    Code:
    # Title: Dynasty Warriors 8: Empires
    # ID: PCSE00800
    # Region: USA
    # Version: 1.01
    # Type: NoNpDRM
    # Created by Suiseiseki
    
    _V0 Infinite Order Cards Alternate
    $3201 82400658 FFFFFCD4
    $3300 00000000 00000808
    
    _V0 Infinite Rage Alternate
    $3201 82400658 FFFFFCD8
    $3300 00000000 000186A0
    
    _V0 9999 Chain Alternate
    $3201 82400658 FFFFFCE0
    $3300 00000000 0000270F
    
    _V0 Infinite Musou Alternate
    $3201 82400658 FFFFFCC8
    $3300 00000000 00000303
     
  11. tomberyx

    tomberyx Advanced Member
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    I know that issue very well. That means the pointers are axactly beween good and bad. It is very time consuming to find the right one. What we realy need is a tool to check pointers of thire reliability. It would be great if somebody has a an idea how to handle that.
    I know that issue very well. That means the pointers are axactly beween good and bad. It is very time consuming to find the right one. What we realy need is a tool to check pointers of thire reliability. It would be great if somebody has a an idea how to handle that.
     
  12. zeroviral

    zeroviral GBAtemp Regular
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    Nicely done, keep up the great work. I am sure you'll get it.
     
  13. Yohoki

    Yohoki GBAtemp Fan
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    Universal Pointer Searcher works pretty good for that, as well as a quick look at data in HxD. Sometimes it's hard to tell if a pointer is good or not, but sometimes you can tell that a pointer is good just by seeing what kind of data is around it... Like Map info or character names, etc. When I see a list of characters names with pointers after them, I know I'm on the right track.

    One of the main issues with TempAR is the way it lists pointers. It searches for pointers in dump 1, and all those pointers are added. Then it searches for pointers in dump 2, and ALL those pointers are added as well. It keeps doing this until all the dumps are checked. It only colors pointers if they appear twice or more times, but doesn't get rid of any bad pointers that don't appear anywhere else. I don't really have a way to fix this without completely rewriting the way the pointer searcher works, which is beyond my skills at the moment.

    So, if your wanting a good way to check validity of pointers, UPS and HxD are the best bet so far. If UPS didn't have some big issues, I would completely recommend it over TempAR.
     
  14. tomberyx

    tomberyx Advanced Member
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    I would appricate it and maybe other members here as well, if you can make a UPS tutorial for beginner.
    Im pretty sure we (beginners) need a way to control our pointers better. It doesent make much sense to share crap pointers (like me ,sometimes:-)). TempAr is the first step for me/us to get a pointer but we need the second step to examine the pointer.


    Please no commets about google because google doesnt know everyting either:-)
     
  15. Yohoki

    Yohoki GBAtemp Fan
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    TBH, I looked it up on google.....


    I'll see about making a tutorial. There's a few things I want fixed on it first... It sometimes crashes my computer because it eats RAM.
     
  16. tomberyx

    tomberyx Advanced Member
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    It sounds not good but im prepared for a crash.
    For me it doesent matter i accept that issue.
     
  17. monodevil

    monodevil GBAtemp Regular
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    That's why I'm trying to find out if there is a MOV format for vitacheats to move 432 bytes of data to another 432 bytes? I can move small sections with
    $5200 xxxxxxxx xxxxxxxx
    but I don't know how to move bigger stuff.
     
  18. Yohoki

    Yohoki GBAtemp Fan
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    What are you trying to MOV that's that big? That's an exact copy, are you sure you need an exact copy that large?
     
  19. Yohoki

    Yohoki GBAtemp Fan
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    It's technically possible to MOV a large bit of data like that with some simple logic. Look at my Monster Monpiece code here for a second:
    Code:
    _V0 Combo Color[ ]
    $3001 8122CE80 00000069
    $3300 00000000 00000003
    $B20E 00000001 00000000
    $C202 00000001 00008010
    $0000 000006E4 00000001
    $0200 0000069C 00444552
    $C202 00000001 00008020
    $0000 000006E4 00000002
    $0200 0000069C 2E4C4559
    $C202 00000001 00008040
    $0000 000006E4 00000003
    $0200 0000069C 2E4E5247
    $C202 00000001 00008080
    $0000 000006E4 00000004
    $0200 0000069C 45554C42
    In this code, only the first 2 lines are a code that affects the game, a simple pointer to change the color of the combo meter.

    The third line, however changes the addresses below it to offsets. It's set to target the beggining of Vitacheat's Cheat list. The codes below edit both the Title of the code and the value of the code from above.

    So, it's technically possible to edit the MOV code with something like this (Imaginary addresses for show):
    Code:
    _V0 Totally legit code
    $5200 81000000 82000000
    $B20E 00000001 00000000 #Target Vitacheat's Cheat List
    $5100 000006D0 00000740 #MOV to 8100xxxx in Line1
    $5100 000006D4 000006D0 #MOV to 8200xxxx in Line1
    #MOV data from Address sets below to Line3
    $D2xx 000006D0 00000000 #This checks if Line 1 = 0... it doesn't and so the following codes never get run,
    #                                # which is good because they aren't going to be codes....
    $00040748 0008074C 000C0750 #3 sets of addresses to MOV (81000004, 81000008, 8100000C)
    $00100758 0014075C 00180760 #3 sets of addresses to MOV (81000010, 81000014, 81000018)
    Etc....
    That's just a kinda quick write-up... I'm sure there's a way to do it even easier with a Compression code that edit's itself, but I'm eating dinner right now and not ready to sit down and do complicated things. XD Just know, it's def possible and I could probably help you through it if we needed to. But it DOES require Vitacheat z06. This function is not possible on z05.

    Edit:
    Also, I said to use simple logic, but didn't actually put any logic in there.... There's supposed to be some kinda logic there to keep it from just looping forever and MOVing data that isn't supposed to, but again.. dinner..... It's simple, though, so dun worry bout it.

    Edit Edit:
    In fact, just ignore everything past line 4... Compression would be much easier than the other way. Dinner's good, btw.... If anyone was wondering....
     
    Last edited: Jan 29, 2020
  20. Yohoki

    Yohoki GBAtemp Fan
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    Alright, so my dinner is now cold.... I hope you're happy. XD

    Here's a better example:
    Code:
    _V0 Totally legit code
    #PART 1 (MOV DATA)
    $5200 81000000 82000000
    #PART 2 (Target VitaCheat)
    $B20E 00000001 00000000 #Target Vitacheat's Cheat List
    #PART 3 (Edit Line 1)
    $4000 000006D0 00000000 #Crawl 4 bytes forward on Line 1 (both 81 & 82) (Starts blank)
    $0002 00000004 00000000
    #PART 4 (Edit Lines 3 and 5)
    $4000 00000700 00000004 #Makes line 3 say '4' and line 5 say '8' on this run.
    $0002 00000020 00000004 # next run, line 3 will say '8' and line 5 will say 'C', continues to crawl forward.
    #PART 5 (Reset after 432 bytes)
    $D100 00000700 000001CF # If Line 3 is at 432 Bytes, then...
    $0100 00000720 00000000 # Set Line 5 to 0 to reset code and repeat.
     
    Last edited: Jan 30, 2020
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