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  #1 (permalink)  
Vecchio 14th September 2007, 00:35
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Gir489 è su una strada distinta
Coded Arms: Contagion (The Return of Gir)

Yes, from a long venture into fully learning C++, and getting my degree, I've decided to stop for a while and make codes for the new Coded Arms, seeing as how nobody else is going to.

This will be my thread where I will update it surpatically with new codes that I find.

The last encounter I had with Coded Arms, all the codes used a dynamic address, and needed pointers to find them. I sugessted the use of breakpoints, which would find the address of where the code was using to decrease the ammo when the gun was fired and nop it (remove that line), thus giving us infinite ammo. But Wetall seems to be having problems with the size of the module, yet every release I see, there is no decrease in size, only an increase.

But I hope this game will be different, and more easy to cheat on.

Codice:
_S ULUS-10184
_G Coded Arms Contagion [US]
_C0 Inf. Pistol
_L 0x01766EDC 0x000000FF
_C0 Inf. SMG
_L 0x01766EDC 0x000000FF
_C0 Inf. Sniper
_L 0x0178CACC 0x000000FF
_C0 Inf. Shotgun
_L 0x017692DC 0x000000FF
_C0 Inf. AssaultRifle
_L 0x0178A24C 0x000000FF
_C0 Inf. GrenadeLauncher
_L 0x0178ACFC 0x000000FF

Ultima modifica di Gir489 : 14th February 2008 alle ore 17:54.
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  #2 (permalink)  
Vecchio 20th September 2007, 03:22
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gangstamalu è su una strada distinta
ICONA NEWS CW

Codice:
_C0 INF AMMO: Pistol 
_L 0x0173F92C - 0x0000000A 
_C0 INF AMMO: SMG 
_L 0x01766EDC - 0x0000000A
_C0 INF AMMO: Sniper
_L 0x0178CACC - 0x0000000A 
_C0 INF AMMO: Shotgun 
_L 0x017692DC - 0x0000000A
These are some offline ammo codes. I'm pretty sure that they work.DMA might cause problems. *still waits hopefully for breakpoint support*
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  #3 (permalink)  
Vecchio 20th September 2007, 21:02
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the-julio è su una strada distinta
ICONA NEWS PSP Not Work =(

This codes for the game Coded Arms Contagion not work good...for example the inf sniper ammo not work...not shot this code block the button shot...this error is for all codes...i wait for codes that they work well

Thank you for the codes
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  #4 (permalink)  
Vecchio 24th September 2007, 15:37
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Gir489 è su una strada distinta
ICONA NEWS PSP

Citazione:
Originalmente inviato da gangstamalu Visualizza messaggio
Codice:
_C0 INF AMMO: Pistol 
_L 0x0173F92C - 0x0000000A 
_C0 INF AMMO: SMG 
_L 0x01766EDC - 0x0000000A
_C0 INF AMMO: Sniper
_L 0x0178CACC - 0x0000000A 
_C0 INF AMMO: Shotgun 
_L 0x017692DC - 0x0000000A
These are some offline ammo codes. I'm pretty sure that they work.DMA might cause problems. *still waits hopefully for breakpoint support*
Those codes only work for you, as they are based upon your saved game. They are the dynamic address of which the game stores the ammo temporally.
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  #5 (permalink)  
Vecchio 24th September 2007, 21:38
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any way around this dma ?? i know it can be done in PC games
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  #6 (permalink)  
Vecchio 12th February 2008, 18:18
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Gir489 è su una strada distinta
I can't seem to get anywhere with this 0.2.1 and the new coded arms. Sometimes the dump function works, sometimes it doesn't. And I can only use the dump function on my PSP-1001K, and not my TA-082.

When I look for the upgrade points, do a search, do another search, then do another, it never finds it.

Ultima modifica di Gir489 : 12th February 2008 alle ore 18:25.
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  #7 (permalink)  
Vecchio 14th February 2008, 17:55
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Gir489 è su una strada distinta
OK, from the research I've done,CW can't seem to dump the entire memory, or the memory address of the things I'm looking for changes. Either way, the only addresses I've been able to find, is the current ammo in the gun address.

For people who want inf. cache ammo, just fire, reload, repeat.

For weapons that only hold 1 in the cache, I can't find that address, because it doesn't exist, apparently. So I can't do inf. rocket ammo. Why the hell can't it find the addresses?

Ultima modifica di Gir489 : 14th February 2008 alle ore 18:05.
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  #8 (permalink)  
Vecchio 14th February 2008, 18:21
L'avatar di weltall
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so you are meaning that this is the first game which stores important informations in the volatile area? or me ram? i'm quite sceptic about this: it would be really dangerouns for the game...
cwcheat dumps the entire user ram area which is the only area accessible to games + the volatile area which is dangerous as it's cleaned out when the psp goes in suspend mode. if you want to try it i might do a build with volatile area dumping but don't expect anything from there: it's more possible that they used some strange way to store data (inverted, big endian, working with a multiplier, float) than they used that area.
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  #9 (permalink)  
Vecchio 14th February 2008, 21:57
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Would it still be stored as an int, though?
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  #10 (permalink)  
Vecchio 15th February 2008, 07:50
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depends it can be stored also as two ints (64bit, there are some examples of this in the sdk) or another possible way would be storing more than one thing in the same int (like it's done normally in registers...)
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