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  #71 (permalink)  
Vecchio 25th October 2008, 05:23
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Is it possible to condense multiple ASM codes?

Codice:
_L 0x609D105C 0x000003E7
_L 0x00040001 0x0000066A
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000668
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000666
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000664
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000662
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000660
_L 0x609D105C 0x000003E7
_L 0x00040001 0x0000065E
_L 0x609D105C 0x000003E7
_L 0x00040001 0x0000065C
_L 0x609D105C 0x000003E7
_L 0x00040001 0x0000065A
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000658
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000656
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000654
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000652
_L 0x609D105C 0x000003E7
_L 0x00040001 0x00000650
_L 0x609D105C 0x000003E7
_L 0x00040001 0x0000064E
_L 0x609D105C 0x000003E7
_L 0x00040001 0x0000064C
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  #72 (permalink)  
Vecchio 25th October 2008, 08:18
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Sorry if this question has already been answered but I have not seen it asked in the first few pages.

What do I do if I have a code that has two lines of address? For example:

0x0103C1F0 0x0000000D
0x0103C6F0 0x0000000D

Both lines must be enabled in order to work so I assume they use the same pointer. I'm just not sure how I'm supposed look for their pointers in one memory dump.
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  #73 (permalink)  
Vecchio 25th October 2008, 10:00
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yes you can condense pointer codes: have a look at english:code:psp_types [CWCHEAT documentation]

phantom just search for the first normally most probably you just need to add 100 to the offset of the second one when making the codes
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  #74 (permalink)  
Vecchio 25th October 2008, 10:46
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What do you mean add 100 to the offset of the second one when making the codes? Do you mean that I just leave the second address the same but add 100 to it? Or are you talking about adding 100 to whatever code I get?
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  #75 (permalink)  
Vecchio 26th October 2008, 13:37
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if you look at the code types you can see there is an offset area you need to add 100 there to what you get as they seems to be stored in the same area
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  #76 (permalink)  
Vecchio 27th November 2008, 01:33
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Is there any reason for a game to have multiple (2,3, or more) pointers that point to the same address? If so, is there any benefit to using one pointer over the others when using the pointer write code?
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  #77 (permalink)  
Vecchio 27th November 2008, 15:40
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it means the game keeps more pointers for easier access to the data. you should check if any of those loses validity during runtime: use another one in this case. else they are all the same.
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  #78 (permalink)  
Vecchio 27th November 2008, 20:38
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Thanks, that makes sense. BTW the "changes tracker" is a great feature. It is one of the features I use the most, and is especially helpful when playing MLB 08. Thanks for the great app.
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  #79 (permalink)  
Vecchio 3rd December 2008, 07:42
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Hi Weltall,

What does the qqq refer to in the wiki? The only reason I ask, is because in the code example section, there are no q's.

0x6aaaaaaa 0xvvvvvvvv
0x0002nnnn 0xiiiiiiii

I know that it says "qqq = offset to add to load the base(*4)" but don't the i's represent the same thing? I am a little confused.
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  #80 (permalink)  
Vecchio 4th December 2008, 10:57
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they multiply each loop
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