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PostPosted: Wed Mar 21, 2007 6:51 pm 
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XD! Thanks, Kicken!
I'm studying C++ over the summer. :O :D

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PostPosted: Fri Mar 30, 2007 1:46 pm 
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I was working on one, but recently much computer has been hijacked. I will have a stat editor done soon.

@dlong, my sig compiles fine. I include C++ standard headers mostly to get used to it. Although it is an irony that I don't like cout... I use printf because I feel more comfortable with it. I like the OOP design of C++, just not some of the standard header crap. But I may use them eventually.

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#include <cstdlib>
#include <iostream>

int main(int argc, char *argv[])
{

   system("color 0A");
   for(int i=0;;i=rand()%2){
   for(long x=0;x<600000;x++);
   printf("%d",i);}
   system("pause");
   return 0;
}


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PostPosted: Fri Apr 06, 2007 9:24 am 
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Hey if i wanted to port a code for MPH from 1.0 to 1.1 what do i put in the add/subtract box. Thats what i'm confused about.

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PostPosted: Fri Apr 06, 2007 9:31 am 
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add 0x880 i think


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PostPosted: Fri Apr 06, 2007 10:01 am 
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ok ty i think thats right

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PostPosted: Fri Apr 06, 2007 4:59 pm 
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no for this program you just add 880 to pot to v1.1, not 0x880(never tested to see if that works)

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PostPosted: Fri Apr 06, 2007 6:57 pm 
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0x is to let you know it is a hex number. 880 could be eight hundred and eighty in base ten. The prefix is just to let you know i am talking about hex values.


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PostPosted: Fri Apr 06, 2007 8:39 pm 
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I get exactly what you are saying but baphomets doesn't do that it won't even let you put x

PS how do you substract 0x880, or port it to v1.0 in your program?
you can just pm me if you want or post here idc

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PostPosted: Sat Apr 07, 2007 12:18 pm 
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mine needs fixed so use baphomets for now. I will include how to use it in the next version when it is released.


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PostPosted: Tue Apr 24, 2007 11:03 am 
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Yeah, I made it so it was alot easier for people to use. I was hoping there would be no confusion...

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Code:
#include <cstdlib>
#include <iostream>

int main(int argc, char *argv[])
{

   system("color 0A");
   for(int i=0;;i=rand()%2){
   for(long x=0;x<600000;x++);
   printf("%d",i);}
   system("pause");
   return 0;
}


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PostPosted: Sun May 13, 2007 2:47 am 
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CAN THIS program chang codes from eu---->us codes? if so,how?


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PostPosted: Wed May 16, 2007 1:19 pm 
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use the porting tab i think the offset is 8AO might be wrong or it might be 8A0.

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PostPosted: Wed May 16, 2007 5:24 pm 
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THERE IS NO "O" in Hexadecimal. So, it would be ZERO.

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PostPosted: Thu May 17, 2007 8:44 am 
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sekwaF yuG wrote:
use the porting tab i think the offset is 8AO might be wrong or it might be 8A0.

it doesnt work for mkds.it works for mph+thanks for helping.


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PostPosted: Fri May 25, 2007 10:58 am 
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I don't have a automatic option for EU porting, I could add one if knew offsets for different games.

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Code:
#include <cstdlib>
#include <iostream>

int main(int argc, char *argv[])
{

   system("color 0A");
   for(int i=0;;i=rand()%2){
   for(long x=0;x<600000;x++);
   printf("%d",i);}
   system("pause");
   return 0;
}


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PostPosted: Sun May 27, 2007 1:20 pm 
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what does "Port Input" and "Port Output" mean?

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PostPosted: Thu Jun 07, 2007 4:51 pm 
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kickenchicken57 wrote:
add 0x880 i think


No, MasterSL and Para said to port 1.0 to 1.1, add AD0.

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PostPosted: Fri Jun 08, 2007 11:26 am 
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Add 0x880 is to port MPH V1.0 to MPH V1.1 so maybe that was for a different game?

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PostPosted: Thu Jun 28, 2007 3:11 pm 
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thats what i do. it works.


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PostPosted: Thu Jun 28, 2007 3:42 pm 
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Could it be that it depends on the code? I tested some. If you add AC0 to 020EAE04 (the v1.0 point code), then you get 020EB8C4, the v1.1 point code. Explain.


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PostPosted: Fri Jun 29, 2007 2:59 pm 
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xdite396rw wrote:
Could it be that it depends on the code? I tested some. If you add AC0 to 020EAE04 (the v1.0 point code), then you get 020EB8C4, the v1.1 point code. Explain.

?
That would be odd.
I added AD0 to getn the v 1.1 point code and it works.
hmm

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PostPosted: Sat Jun 30, 2007 8:45 am 
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My guess as to why the amount that must be added differs across that range is because one of the changes Nintendo made between versions lies in between the addresses that must be ported differently.

This is why porting codes should involve testing them in a trainer toolkit, where a more experienced hacker can go to the theoretical address and use their pattern recognition skills to locate the actual address using the auto refresh feature.

I've made a few codes (not ported, but actually made) by simply scrolling through a hex view and looking for changes in the data that match the sort of behavior I expect of the data I seek.

Novice hackers tend to be too "by the book" when trying to make codes. :\

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PostPosted: Mon Jul 02, 2007 3:20 pm 
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Well we all cannot be genius like you Zeld.
*Is so jealous right now since he doesn't have a TT*


Goddamnit i need to get it sometime.
no$gba has been bitchy lately.

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