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i can explain you how they should work but i can't give you examples.
as you can see the pointer codes from the codemaster website are:
Pointer Commands
8-bit write6aaaaaaa 000000vv
0000nnnn iiiiiiiia = address to load 32-bit base from (25 bit)
v = value to store at base + offset (8/16/32 bit)
n = number of times to point (16 bit)
i = 32-bit offset to add to base (n = 1)16-bit write6aaaaaaa 0000vvvv
0001nnnn iiiiiiiia = address to load 32-bit base from (25 bit)
v = value to store at base + offset (8/16/32 bit)
n = number of times to point (16 bit)
i = 32-bit offset to add to base (n = 1)32-bit write6aaaaaaa vvvvvvvv
0002nnnn iiiiiiiia = address to load 32-bit base from (25 bit)
v = value to store at base + offset (8/16/32 bit)
n = number of times to point (16 bit)
i = 32-bit offset to add to base (n = 1)we take the 8bit write which is simpler
6aaaaaaa 000000vv
0000nnnn iiiiiiii
in a you must put the adress to a pointer. as you know pointer are nothing different from a normal u32 (unsigned long int) value but the difference is that they are used to direct a work on ram to a certain place for example a pointer is what you put to a normal 8bit write code here you don't put yourself the pointer but a pointer to a location of ram which stores the pointer of the malloched ram (which is the common case in which games changes adresses: malloched/freed ram every level or screen)
then we go to the second part v here it's like normal write code you put the value you want written.
n as the current cwcheat implementation is the offset to add to the memory pointed from the pointer for example if ram pointer to the malloched area is 156 and money is 160 this will be 4
i is ignored right now.
the problem because the implementation isn't like the one con codemaster project is because i couldn't find documentation for this
n = number of times to point (16 bit)
Ultima modifica di weltall : 10th September 2006 alle ore 08:58.
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