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 How to make basic codes

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Posts : 313
1337ness : -11
Join date : 2010-10-02
Age : 22

PostSubject: How to make basic codes   Sat Oct 23, 2010 2:58 am

Hey Guys,

Please,just before you read this post, note that : ALL CREDITS ARE FOR MOD M.I will there teach you how to create all the codes you want for any weapon even if you are in a Triple Dma game ! This tutorial is for Nite Pr,because in other cheat devices the adresses or values won't be the same.

I ) Inf.amno (infinite ammunition)

You can use the normal method (Dma hunter),if your game has no dma or if adresses only move once.
But if its too hard,then test what follows.

There are two adresses for amnos in many games. The first one is the counter of your current amnos. The other just says how many amnos you get when you spawn or take a new gun ! Here we will use the second adress.

You first need to find the weapon area (range of adresses where all weapons information is stored) and after where your specific weapon is located in the global area. .
This global area often starts at 0x00700000,in most of the games I know.Try to modify significantly the content of some random adresses beetween 0x00700000 and 0x00800000 (e.g. change x0A with x0F) ,and look wich weapon has changed, if any (it could be the colour, the shooting characteristics etc...). For example if you tested a change in 0x007C6774,and your shotgun has changed,then note that the shotgun area is 0x007C6774.

When you have found one weapon, you can deduct the adresses for the others. For example, if the weapons are ordered like that :
1 : Shotgun (the one you have found)
2 : Incinerator
3 : Blaster

and ifyou want to find the inf. Ammno for Blaster,then you know that the Blaster information is located at higher adresses.
You have found your weapon area ? Great.

There are often two kind of sub-areas in your weapon area :
-The sub-area where adresses containing values like below (adresses mostly used by the game to generate the bullets),I mean some adresses that repeat about the same pattern in their values, or repeat the 'jal' or 'j' opcodes several times : for example
0x8xxxxxxx (noted as 'jal' or 'j' instruction in opcode column of the decoder)

-The sub-areas, that include values like below (I mean without a specific pattern ) :


The adresses that you want to find are the interesting ones, contained in the second sub-areas category. So browse the weapon area and identify the non-pattern areas.
Did you find them ? Good ! Lets imagine that when you start a map, you normally receive 25 amnos and you would like to have more.
25 in decimal = 19 in hexadecimal. So take all adresses in the interesting area(s)of your weapon that contain 19 in hex value,and try to change the values (write a different value in each candidate adress so that you can identify which one works), then re-spawn to see the result.
Did it work ? You have an almost inf.ammno, if you really write a large value !

II ) Rapid fire

Look in inf.ammno tuto to find your weapon area,and the interesting adresses, because the Rapid fire parameter is also in this area. Now,there are two methods :
-The "1<60".
-The "3F8>39".

Lets begin with the "1<60" method.Take all adresses in the interesting area and contain the '1' value.Try to write 60 in hex ,or more,or even FFFFFFFF.Then re-spawn , see the result. It still doesn't work ? It means that your weapon needs the "3F8>39" method.

Now,take all adresses that contain a strange value,like 3F8,408,6F670897,but NOT THE ADRESSES THAT contain 0x8xxxxxxx (the 0x8x are 'jal' ones, they load some values from others adresses,and you must not touch them) ! Just write a little bit lower value : If it was 3F8,then write 3E8. Then re-spawn, and see the result.

It works ? Good,you now have Rapid Fire for the weapon you took in your equipement !


III ) Others

You can test tons of other adresses in your weapon area.For example : If a weapon cost 9$ in your game,take the adresses that contain 9 in hex,and see if it works !

Or test some value you find strange ! If you can have others things in your equipement,test also their areas (Nades,Jetpack,etc...).
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PostSubject: Re: How to make basic codes   Wed May 16, 2012 5:12 pm

where do i put the codes?
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How to make basic codes

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