scan the amount of x_hunter you usedCode:
x_hunter = Samus:
D9000000 020EB93C
x_hunter = Kanden:
D9000000 020EB940
x_hunter = Spire:
D9000000 020EB950
x_hunter = Trace:
D9000000 020EB944
x_hunter = Sylux:
D9000000 020EB948
x_hunter = Noxus:
D9000000 020EB94C
x_hunter = Weabot:
D9000000 020EB954
D6000000 020eb8e4 load the value to your ranking points
scan how many kills you have with the following weaponsCode:
Power Beam:
D9000000 020EB974
Rocket Launcher:
D9000000 020EB97C
Shock Coil:
D9000000 020EB990
Magmaul:
D9000000 020EB98C
Judicator:
D9000000 020EB988
Imperialist:
D9000000 020EB984
Battlehammer:
D9000000 020EB980
Volt Driver:
D9000000 020EB978
D6000000 020eb8e4 load the value to your ranking points
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Quote:
could anyone please find out the adress for the position of the second player?
the one for the first is 020da558 (and no, 020da55c & 020db488 dont work, already tried that)
Well the address for the position of the second player is: 020D9CB8
but there is a calculating the offset between these players in the EnHacklopedia like in the reference below, how you can add this simple
and you are right the position of the first player is 020da558
you only have to add F30 to get the next players adress
I refer to this here:
Quote:
Calculating the Action Replay Offset
An effective use of ASM is using it to calculate the Action Replay offset in a complicated manner that in unachievable through normal code types. Most codes for WiFi multiplayer on the Nintendo DS require a player check to make sure the code writes to the correct address for the respective players. For example the "Hold Y To Levitate" code for Metroid Prime: Hunters uses the player check to make sure only the player's character will levitate by writing the value to the correct address based upon the player number.
AR code
927FFFA8 F7FF0000
520D9CB8 00000000
020DA74C 00000400
D0000000 00000000
520D9CB8 00000001
020DB67C 00000400
D0000000 00000000
520D9CB8 00000002
020DC5AC 00000400
D0000000 00000000
520D9CB8 00000003
020DD4DC 00000400
D2000000 00000000
The second line of the code "520D9CB8 00000000" is an IF statement. It is a 32-bit check of the address 0x020d9CB8 to see if the value is 0x00000000. Metroid stores the player number - 1 at this address This means if the player is player 1, the address will hold 0x00000000 and if the player is playing as player 2 it will hold 0x00000001 and so forth. If the player is player 1 the AR writes the value 0x00000400 to the address 0x020DA74C (The levitation address). The address for player 2 to levitate would then be 0x020DB67C and so forth. Rather than write a check for each player and writing to the corresponding address, an ASM hack could be used to calculate an offset based upon the player number. The difference between each player's addresses in the case of this game is 0xF30 and is constant. To find the correct address to write to, multiply the player number by the offset. So if the player is currently player 4 then the equation would be:
(player number) * (Offset) =
3 * 0xF30 = 0x2D90