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  1. #17
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    optantic

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    Re: [release]Akai Katana Shin+3 Trainer,Mushihimesama +4 Trainer

    Quote Originally Posted by ioritree View Post
    when you through the game( Akai Katana Shin) can not see ending strory,please close the trainer that you can see it.
    that's why I like to use, Equal Test Commands: 12 = 8 bit Equal, 13 = 16 bit Equal, 14 = 32 bit Equal on my Trainers, just in case something like this or worst would happen



    by the way, is this a typo in the .txt?
    #自機不減 (inf airframe)
    1 C2CD8BD6 1900 12C0 <--- it has 2 values

  2. #18
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    ioritree

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    Re: [release]Akai Katana Shin+3 Trainer,Mushihimesama +4 Trainer

    Quote Originally Posted by optantic View Post
    that's why I like to use, Equal Test Commands: 12 = 8 bit Equal, 13 = 16 bit Equal, 14 = 32 bit Equal on my Trainers, just in case something like this or worst would happen

    by the way, is this a typo in the .txt?
    #自機不減 (inf airframe)
    1 C2CD8BD6 1900 12C0 <--- it has 2 values
    @[email protected]" 12C0 value i forget remove,it's original value
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  3. #19
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    optantic

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    Re: [release]Akai Katana Shin+3 Trainer,Mushihimesama +4 Trainer

    my codes for the USA version, no need to disable cheats anywhere
    you could port this to JP version if you like


    #Akai Katana [545A07D3]

    #Infinite Bombs
    14 C2D11464 00000000 02
    12 C2D10DC4 01 01
    00 C2D10DEC 06
    14 C2D18A28 00000000 02
    12 C2D18424 01 01
    00 C2D1844C 06
    14 C2D2C0D8 00000000 02
    12 C2D2BA94 01 01
    00 C2D2BABC 06

    #Infinte Super
    14 C2D11464 00000000 02
    12 C2D10DC4 01 01
    01 C2D10DDA 0C80
    14 C2D18A28 00000000 02
    12 C2D18424 01 01
    01 C2D1843A 0C80
    14 C2D2C0D8 00000000 02
    12 C2D2BA94 01 01
    01 C2D2BAAA 0C80


    I think bombs need to be 0 to see ending

  4. #20
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    ioritree

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    Re: [release]Akai Katana Shin+3 Trainer,Mushihimesama +4 Trainer

    awesome! optantic :)
    i don't understand how to use XX = 12/13/14

    ------------------------------------
    AAAAAAAA = address in memory
    VVVVVVVV = value
    NN = number of lines to skip/apply

    If the value at memory location AAAAAAAA is equal to VVVVVVVV, XPP will
    apply the NN lines of codes directly below this code. Else, NN lines of codes
    directly below this code will be skipped.
    ------------------------------------
    (is it mean can use on dynamic offset?)

    Bombs and super has other offset address?
    i search result only have the one offset...
    Last edited by ioritree; 06-17-2012 at 09:50 AM.
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  5. #21
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    optantic

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    Re: [release]Akai Katana Shin+3 Trainer,Mushihimesama +4 Trainer

    Xpowerplay cannot handle dynamic...I explain how and why to use 12/13/14
    Code:
    ================================================================================
    Equal Test Commands
    ================================================================================
    12    = 8 bit Equal
    13    = 16 bit Equal
    14    = 32 bit Equal
    
    Format:
    XX AAAAAAAA VVVVVVVV NN
    
    XX = 12/13/14
    AAAAAAAA = address in memory
    VVVVVVVV = value
    NN = number of lines to skip/apply
    When using 0/1/2 codetype, the code address value is always locked after Cheats Enabled. In most games it's okay to do that, but in some games, the code address is also used to store other values at the Title Screen, Options Menu, in between Stages/Missions, etc...
    If the value is locked in those situations, the game could crash or cannot go further until Cheats are Disabled. So either, Disable Cheats on where you know it'll crash/cause problems in the game every time or use 12/13/14 codetype to solve those problems.

    For example, in Akai Katana Shin, the game will drop the Bomb address value to 0 in order to see the Ending, if the value is locked, then it cannot be drop to 0, then you cannot see the Ending.

    So, I try to find a way to lock the value only during game play and not lock the value after beating the Last Boss
    #Infinite Bombs Slash Mode
    14 C2D11464 00000000 02 <--- this address is always 00000000 during game play and become 00000001 after beating Last Boss
    so, when the code value is Equal 00000000 it will run the next 02 codes below and lock bomb value to 06... after beating Last Boss, the value becomes 00000001 which is Not Equal 00000000, then it'll not run the 2 codes below, not locking the value.....but this address is also Equal 00000000 at the Title Screen and Bombs,HP,Super addresses are also use to hold other values when the game loads. We want the code only to be locked during game play, so we need to find another during game play address

    12 C2D10DC4 01 01 <--- this address Equal 01 only during game play, so when it is Equal 01, it'll run the 01 code below
    00 C2D10DEC 06 <--- locking the Bomb value at 06 only IF when both C2D11464 = 00000000 and C2D10DC4 = 01

    In Short:
    #Infinite Bombs
    14 C2D11464 00000000 02 <--IF 32bit value is Equal to 00000000 then run the 02 codes below, if Not Equal then skip the 02 codes below
    12 C2D10DC4 01 01
    00 C2D10DEC 06

    Hope you understand my explanations.

  6. #22
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    ioritree

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    Re: [release]Akai Katana Shin+3 Trainer,Mushihimesama +4 Trainer

    Thank you optantic!! very nice tut!
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  7. #23
    I C0z I

    Re: [release]Akai Katana Shin+3 Trainer,Mushihimesama +4 Trainer

    good work ioritree as alway

 

 
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