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05-04-24 03:55 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Games that don't handle cheat codes New poll | | Thread closed
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ChaoJeff482

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Since: 11-21-05
From: Kent, Washington

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Posted on 07-27-06 02:45 AM Link
I know it has not been brought up, but I need to know what games or SNES specific Address bank formats like HI-rom don't read or accept re-writing of the address such as cheat codes?
creaothceann

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Since: 11-22-05

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Posted on 07-27-06 06:59 AM Link
I don't think anybody has a list of such games.

Afaik a PAR code can change values at any address. Some games can detect that; in that case you'd have to change the detecting code as well. Very difficult without disassembling the ASM code...
Vangar

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Since: 06-06-06

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Posted on 07-29-06 09:45 AM Link
Originally posted by creaothceann
I don't think anybody has a list of such games.

Afaik a PAR code can change values at any address. Some games can detect that; in that case you'd have to change the detecting code as well. Very difficult without disassembling the ASM code...


You would have to have detecting codes all over the place. Wouldn't that make the game's functions process a lot slower?
Sukasa

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Since: 11-17-05
From: Somewhere over there

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Posted on 07-31-06 11:13 PM Link
An easier way to do that woudl be to keep different, modified versions of the health code, and ocnstantly check them, or keep a 'dummy' health variable that will confuse players.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
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Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

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Posted on 08-01-06 01:21 AM Link
Many games copy the health or variations of it to all different places not for confusion purposes, but just out of bad design.
Originally posted by Vangar
Originally posted by creaothceann
I don't think anybody has a list of such games.

Afaik a PAR code can change values at any address. Some games can detect that; in that case you'd have to change the detecting code as well. Very difficult without disassembling the ASM code...


You would have to have detecting codes all over the place. Wouldn't that make the game's functions process a lot slower?

Most games that do any sort of checking like this just do a simple ROM checksum at startup, or in some cases, during some event (I think I heard of one game that'd freeze after the first random battle if the checksum was wrong). To use a Game Genie (or PAR with ROM-editing codes) with them on a real SNES you need a code to kill that routine. On an emulator you can just not activate the codes until it's passed.

If you really wanted to keep people out you could scatter code about to check smaller parts of ROM, such as the checksum routine, or have the game just slowly add up bytes in ROM in the background (add a few more each hblank or something) and stop if, when it finally finishes adding, the value isn't what it should be. I don't know of any games that do this though.
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