Showing posts with label epsxe. Show all posts
Showing posts with label epsxe. Show all posts

Saturday, 14 September 2013

Sunday, 19 May 2013

Code Update: 20/05/13

A few old codes I found while digging through my hard drive. Expect some PSP codes soon. :)

Scroll past Break.

Sunday, 21 April 2013

Code Update: 22/04/13


My time offline has given me time to hack a bunch of new codes. Even for game that I've never touched with a hacking tool. :)

Scroll past the break to see them.

Saturday, 23 March 2013

Driver Traffic Code Update: 24/03/13

Although this makes the code slightly longer, it stops the traffic car skin from blocking the first person view.

"Player to Traffic Car Modifier (PAL)
5000FF01 0000
300B03E8 0000
5000FF01 0000
300B05E8 0000
5000FF01 0000
300B04E8 0000
5000E001 0000
300B06E8 0000
C209CF3C 0016
8009ABA8 0000
C209CE9C 0048
8009AB08 0000

D0098A7C 0001
30096294 0001
D00962EA 0200
30098A6D 0000
D00962EA 0100
30098A6D 0001

300961D4 0000
300962D8 0000
300964FD 0000
300962EC 0003
80098A7C 0X0Y

X - Car Colour 1-5
Y - Car Type

0 = Player Car
1 = Cop Car
2 = Traffic Car 1
3 = Traffic Car 2

ORANGE = Updated lines
BLUE = New lines

Wednesday, 13 February 2013

Tekken 3 Code Update: Moveset Manipulation

 I've lately been messing around with move codes in Tekken 3. As you already know, I have already made a crappy Bound code, but after many hours of hacking, I found where the move structure for each character is stored in memory. With this area of the memory itself, I have been able to change the input of certain moves like Jin's EWGF to f,f+2. and replaced Jin's b+2 with Ogre's d+1+2.

With the right addresses, I was able to assemble a code that can (as long a the move already has follow-ups) string 2 or more moves together.

Scroll past the break for some examples.