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PostPosted: Fri Mar 14, 2008 7:53 am 
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Nanostray 2 : ANXE 401342DE
Code:
5 Lives Always
2230FB9C 00000005


Howse

only for level 1 :P sorry.

=====================================================
:toot:
Code:
99 continues on map screen
22172B9D 00000063

99 lives on map screen
22172B9B 00000063


Howse


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PostPosted: Fri Mar 14, 2008 12:08 pm 
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tha Map Sceen lives code will refresh the # of Lives after every stage


Last edited by gardevor on Sun Mar 16, 2008 12:22 pm, edited 1 time in total.

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PostPosted: Sat Mar 15, 2008 12:05 am 
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Arcade Mode All Unlocked
22172C58 000000FF

Arcade Mode All Weapons
22172C59 0000000F


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PostPosted: Sat Mar 15, 2008 8:12 am 
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no codes works in all stage?

unlimited power code is what i need... but it is too hard to find it

when stage changed, the code changed too


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PostPosted: Sat Mar 15, 2008 11:13 am 
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All Stages
[Invincible]
9230FB8A 0000FFFF
2230FC03 000000FF
D2000000 00000000
922BCB6A 0000FFFF
222BCBE3 000000FF
D2000000 00000000
922CD20A 0000FFFF
222CD283 000000FF
D2000000 00000000
92294F2A 0000FFFF
22294FA3 000000FF
D2000000 00000000
922940EA 0000FFFF
22294163 000000FF
D2000000 00000000
922A88EA 0000FFFF
222A8963 000000FF
D2000000 00000000
922DBCEA 0000FFFF
222DBD63 000000FF
D2000000 00000000
922C548A 0000FFFF
222C5503 000000FF
D2000000 00000000

[Inf Laser]
9230FB8A 0000FFFF
0230FB94 000C8000
D2000000 00000000
922BCB6A 0000FFFF
022BCB74 000C8000
D2000000 00000000
922CD20A 0000FFFF
022CD214 000C8000
D2000000 00000000
92294F2A 0000FFFF
02294F34 000C8000
D2000000 00000000
922940EA 0000FFFF
022940F4 000C8000
D2000000 00000000
922A88EA 0000FFFF
022A88F4 000C8000
D2000000 00000000
922DBCEA 0000FFFF
022DBCF4 000C8000
D2000000 00000000
922C548A 0000FFFF
022C5494 000C8000
D2000000 00000000

Fixed


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PostPosted: Sun Mar 16, 2008 7:14 pm 
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[Inf Lives, All Stages]
9230FB8A 0000FFFF
2230FB9C 00000063
D2000000 00000000
922BCB6A 0000FFFF
222BCB7C 00000063
D2000000 00000000
922CD20A 0000FFFF
222CD21C 00000063
D2000000 00000000
92294F2A 0000FFFF
22294F3C 00000063
D2000000 00000000
922940EA 0000FFFF
222940FC 00000063
D2000000 00000000
922A88EA 0000FFFF
222A88FC 00000063
D2000000 00000000
922DBCEA 0000FFFF
222DBCFC 00000063
D2000000 00000000
922C548A 0000FFFF
222C549C 00000063
D2000000 00000000


For this one, the address changes not only every stage, but also changes on every weapon you choose:
[Adventure Mode: Main Weapon Rapid Fire Sample, works only when Pulse Weapon is choosen]
9231292E 00000230
02312920 00000000
D2000000 00000000
9229B22E 00000229
0229B220 00000000
D2000000 00000000
922D04CE 0000022C
022D04C0 00000000
D2000000 00000000
9226818E 0000022B
02268180 00000000
D2000000 00000000
922E07EE 0000022D
022E07E0 00000000
D2000000 00000000
922AF44E 0000022A
022AF440 00000000
D2000000 00000000
922A0F4E 00000229
022A0F40 00000000
D2000000 00000000
922B2BAE 0000022C
022B2BA0 00000000
D2000000 00000000


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PostPosted: Mon Mar 17, 2008 5:36 am 
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Location: Oregon
use pointers. the easiest way is to go to level 1, find some address, then do an unknown value search. quit, go to level 2, find where the address moved, and search for the addresses that were offset by that amount. repeat until you find the pointer that says where to go for level stuff.

if it works like nanostray 1, the pointer goes to some header-type thing and the values are a bit below. to do that in AR, here's an example from my codes for nanostray 1:

B2091360 00000000 ;loads the value at 02091360 (the pointer) into the AR offset
10000138 00001000 ; writes 0x1000 to the offset (pointer + 138, which is where the game always keeps the special meter
200001B0 000000FF ; same as above, writes for invincibility
......etc for a bunch of ship stuff

using this method lets you write a short code that will auto-adjust itself as you do different levels, so try to find the level pointer and simplify your codes.

just to review, find the pointer by searching for an address that changes between levels by the offset between where lives are on each level, then check the offset of the stuff you want to write to from where the pointer indicates, then use the B-type code to set the AR offset to the pointer's value, and finally do RAM writes with the indivual value offsets.

Also, in nanostray 1, most guns have an address that is 0 when you can shoot, and non-zero when you can't. see if they're there in #2, as it's pretty crazy to shoot really fast (and you could even take off the bomb limiter lol).

typing on a wii = tedious


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PostPosted: Mon Mar 17, 2008 11:13 am 
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Pointers doesn't work on this game using kenobi's pointer tool..or it's out of my skills. It would be nice if someone would post the codes again using Pointers (which is alot shorter version of the codes posted above). Might be also able to do the rapid fire for the 2 Pods or Bits? as well, which changes address on every load (even on the same stage)


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PostPosted: Mon Mar 17, 2008 6:00 pm 
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I've never been able to figure out kenobi's pointer tool either... I wonder what we're doing wrong.
Try what I suggested though, in whatever debugger you're using, find the addresses for some stat, say, lives on levels 1, 2, and 3. Find the offset between 1 and 2, and 2 and 3. Then go to level 1, do a 32-bit unknown value search, then go to level 2 and search for something that changed by the offset you found. Then repeat for level 3 and whatnot till you've found an adress that changes each level to something near your values (like points to 0x200 before it), and that's probably what tells the game where to find stuff.

I haven't played nanostray 2 yet, although looking at the codes it seems very similar to the first. And if the values change weirdly even on the same level, try searching for a 32-bit pointer to their location, or see if near the level pointer there's another offset that says where those values are. If not, check around where the pointer says and see if those variables are in there. If you can't find it looking manually, search for a value that changes by what the offset is between subsequent loads, then that divided by 2, then 4, or 8 to cover all your bases. Hopefully once I get proper internet I can Dl the game and see if I can help out.


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PostPosted: Thu Mar 20, 2008 8:18 am 
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Thanks for the codes. I remember playing the first one (legit) and it was a real tough game - makes this one much easier.

I only played the first level and the codes seem to work fine. I did try a challenge or two and the codes don't work there (didn't expect them to since the pointers change for each level in Arcade).

My only request, so to speak, would be if you could get the invincibility and/or unlimited sub weapon working for the challenges, that would be great. If not, great work regardless!


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PostPosted: Thu Mar 20, 2008 11:55 am 
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marinz wrote:
My only request, so to speak, would be if you could get the invincibility and/or unlimited sub weapon working for the challenges, that would be great. If not, great work regardless!


It's possible, but it would be like Adventure or Arcade Mode where the address changes on every Challenge. And there are total 40 Challenges in there! Unless, someone could figure out a way to use Pointers on this game, it would be too much codes to post.

or use an ALL Challenges CLEAR code if you just want to have it all CLEARED


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PostPosted: Thu Mar 27, 2008 11:57 pm 
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Indeed that Nanostray 2 game is 'weird'.

The game runs mostly in ITCM, and "acts" like an emulator. By that I mean that, for each stage, a number of operations are executed. For exemple, some check the collision, some decrease the counters,... And all these operation could be assimilated to opcodes. In short, all the basic routines are put in a "table", and this table a) looks the same for each level and b) can be accessed using a pointer.

So here is what I did : I found the operation that makes the invincibility counter decrease (which gets set when a stage starts, or when you die), and I changed its decrease value so the invicibility would never reach 0 (and so would never end). Instead of making it decrease by 1, I made it decrease by 7 (the value starts at 0x12C (300 in decimal), so decreasing 7 from it will not make it reach 0. Plus, using 7 will make the ship being visible). This code is for TT/AR v1.54+, and it uses the 5th code type (If 32bits =) with a zeroed address (ie. with the pointer).

Code:
Invincibility
6212F39C 00000000
B212F39C 00000000
DC000000 00002EC8
50000000 00000001
00000000 00000007
D2000000 00000000


This code has been tested (and works) in Adventure, Arcade and Challenge modes. More testing might be needed (to see if the ship disappears at some point, or if the code stops to work on some stages).

And in case you wonder, such code can only be hacked using a debugger ('s emulator), not with the TT alone.


Edit :
Another table seems to be common to all stages, and seems to be at a fixed address. Among other things, it controls the laser gauge.
Code:
Unlimited Laser
52156350 0001FFFC
02156350 0002FFFC
D2000000 00000000


That codes replace "0001", which is a "sub opcode", with "0002", which is an "add opcode". That way, the laser gauge gets refilled when you use it.


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PostPosted: Tue Apr 01, 2008 4:13 am 
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hmm i just tried the invincibility code kenobi posted, it doesnt seem to work. tested it on various stages, in adventure and arcade (i didnt try challenge). started up the game, ran heads first into the enemy and my ship blows up.

the laser code however worked in both adventure and arcade without problems.


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PostPosted: Tue Apr 01, 2008 10:27 am 
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Strange. What are you using (real game, r4/r3/...,emulator) ?

Edit : In case you didn't notice the 'only for AR v1.54+' line, here is an asm hack that works for other AR versions :
Code:
Invincibility
023FE074 012FFF11
E0000000 00000040
E92D0003 E59F002C
E59F102C E5900000
E3500000 0A000005
E0800001 E5901000
E3510001 1A000001
E3A01007 E5801000
E8BD0003 E12FFF1E
0212F39C 00002EC8
023FE074 E3520003


Last edited by kenobi on Wed Apr 02, 2008 12:24 pm, edited 1 time in total.

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PostPosted: Wed Apr 02, 2008 11:42 am 
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ah sorry kenobi my bad. i was running it on an r4. i figured if the infinite laser code would work this would work too. incidentally, would you happen to know what 'version' of ar is the r4 running with? sorry if that sounds newbie-ish just wondering.

p.s. the new code u posted works fine. thanks. :)


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PostPosted: Wed Apr 02, 2008 12:09 pm 
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I believe the R4 and many, if not ALL, flashcarts doesn't support AR Codes that uses
DC000000 XXXXXXXX


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PostPosted: Wed Apr 02, 2008 12:23 pm 
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@wyulf:
The R4/M3 use the first version of the AR code handler. But they choosed to edit it in some way, to allow the "real time on/off" of the cheats. Doing this they broke the code handler (because they forgot to updates some branches). They tried to fix it, but did a bad job. Since that time, the code handler has always been broken (codes type E and F crash the R4/R3 if the real time on/off is enabled). I believe Yasu released a fix for it (but I never tried it. I might test it tonight).

As far as I remember:
There are only 2 versions of the AR code handler : before 1.54, and 1.54.
1.54 is actually the same code handler than the Trainer Toolkit (the only difference being that it uses different registers, but the instructions are the same), which has really nothing to do with the old one (it's been almost totally rewritten).
The changes of 1.54 are :new codes types (C4, C5, C6), allowing the use of the offset in the conditional codes (if the address is zeroed), and a fix for a bug in the DB code type.

@gardevor :
The R4/M3 have a "perfect" copy of the AR code handler, meaning all codes type supported by the AR (pre 1.54) are supported by these devices. That includes the DC code type. The only thing they seem to have wrong is the (m) code type handling (which is not done in the code handler). I've no clue for the other devices.


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PostPosted: Wed Apr 02, 2008 5:37 pm 
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wyulf wrote:
ah sorry kenobi my bad. i was running it on an r4. i figured if the infinite laser code would work this would work too. incidentally, would you happen to know what 'version' of ar is the r4 running with? sorry if that sounds newbie-ish just wondering.

p.s. the new code u posted works fine. thanks. :)


That's odd. I am using an R4 with the 1.17 kernel and the codes worked just fine for me. Blew through adventure mode and never took a hit. Perhaps you need to upgrade your kernel and/or maybe you entered a code incorrectly?


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PostPosted: Wed Apr 02, 2008 9:40 pm 
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i use the kenobi's codes for asm hacking

it works fine

if someone can't made it work, it must be the compatible question


Last edited by e107 on Wed Apr 02, 2008 9:51 pm, edited 1 time in total.

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PostPosted: Wed Apr 02, 2008 9:43 pm 
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kenobi wrote:
@gardevor :
The R4/M3 have a "perfect" copy of the AR code handler, meaning all codes type supported by the AR (pre 1.54) are supported by these devices. That includes the DC code type. The only thing they seem to have wrong is the (m) code type handling (which is not done in the code handler). I've no clue for the other devices.


M3 as in M3 Simply or M3 REAL? cuz DC code type never worked for me on a M3 REAL. I contacted the support team some time ago, about why it didn't work ,but still havent gotten a reply from them.


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PostPosted: Thu Apr 03, 2008 1:58 am 
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thanx for the insight everyone. a bit of knowledge gained goes a long way eh. anyway i forgot to mention i was using 1.16 for r4. wasnt aware that 1.17 was out. will go get it now. thanks again everyone.


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PostPosted: Thu Apr 03, 2008 9:33 am 
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gardevor wrote:
M3 as in M3 Simply or M3 REAL?


M3 Simply (ie. the R4 clone).


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PostPosted: Tue Apr 08, 2008 2:45 pm 
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Title: Big Mark da Rula
I tested just about every code the only issue i ran into, is the infinite lazer code doesn't work in the challenge mode

Thanks for posting codes, the only ones i had were 99 lives on all modes so the invicib. helps alot


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PostPosted: Tue Apr 08, 2008 2:59 pm 
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It does work for me, just tested it again in challenge mode (A & B).


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