I don't really understand the problem with 8 and 16 bit tests; the D code type supports both. Please give me an example.
As for your "slide code", this is the same as Xploder's "mod code" in the good old PSX days. I'll keep it in mind. Thanks.
I don't really understand the problem with 8 and 16 bit tests; the D code type supports both. Please give me an example.
As for your "slide code", this is the same as Xploder's "mod code" in the good old PSX days. I'll keep it in mind. Thanks.
If we wanted to implement 32-bit conditionals, we'd have to do so with a different code type for each conditional, wouldn't we? For example, there would be a code type for greater than, less than, equal to, not equal to, greater than or equal to, less than or equal to, within a range, etc...
I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...
No, you can actually combine many D codes to do more sophisticated tests by setting @n to the right value.
Implemented code type 6 (pointer write) and added it to the list.
So you can use, say, two 16-bit conditionals to achieve one 32-bit, eg:
...and this would accomplish, "If 802CC contains the value 1234, AND 802D0 contains 5678, then do the remaining 7 lines"? (perhaps I should change the 8 in the first conditional to a 1...I'm not sure)Code:D00802CC 08001234 D00802D0 07005678 200802CC 8C860000 200802D0 10C00033 200802D4 00050C02 200802D8 00C13021 200802DC 10000030 200802E0 A4C50000 100800BC 00000083
I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...
Your example is absolutely correct.![]()
AFAIK, the 8-bit compare was introduced in CodeBreaker V7.
Now that the most important code types have been implemented, it's time for testing them thoroughly. I've written a simple test driver program which checks the basic functionality, and I'm sure we can fix remaining bugs when the cheat engine goes public next week.
The engine is now in feature freeze. No more new code types will be added until after release. On top of my to-do list are bungholio's extension for the 4 code type and Viper's mod code.
Comments on the code types are still welcome, of course.
Cool; I'm looking forward to doing some testing.
I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...
I'll also be interested to see what format you're storing the code DB in. We were talking about it in IRC last night. LB said it was going to be plain text, which could be good. I have to wonder about the processing time needed to parse a large ASCII file though. I wouldn't expect you to miss a detail like that, but I thought I'd mention it. I'm fairly sure the GS Pro code list was compiled by the PC app and sent to the console as binary. Whatever the case, I bet your cheat engine will beat the shit out of CB and AR.![]()
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