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07-15-2010, 05:52 PM
(This post was last modified: 07-15-2010, 06:08 PM by nosisab Ken Keleh.)
Change every code beginning with 2 to 0 if using the "word" token (or change it for "extended")
Notice if the original raw code begins with 0, 1 or 2 they mean respectively byte, short and word. if Using extended the code need to be input unchanged. Failing at giving the correct 'length' for the operand may lead to wrong and undesirable results.
PS: that digit is not part of the code "address", that is the reason it must be changed to 0 if 1 or 2 in the raw code. Any other digit must be kept unchanged and the token 'extended' must be used.
examples:
0xxxxxxx 000000yy --- means byte
1xxxxxxx 0000yyyy --- means short --- notice then 1xxxxxxx 00000012 is still a short and not byte.
2xxxxxxx yyyyyyyy --- means word --- || 2xxxxxxx 00000012 still word -- 00001234 still a word.
That is important because using word all those leading zeros will actually be pushed over the addess (4 bytes); short will always push 2 bytes,
1xxxxxxx 00123456 -> short is obviously wrong and 3456 would be actually placed on the address.
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Thanks Bud. This is the only code I'm trying to convert
EXP multiplyer
2021e00c 10000004
2021e010 00021???
2x= 040
4x= 0c0
8x= 100
16x=140
32x=180
64x=1c0
now tell me do i need to change both 2 to zeros like as follows or not.
0021e00c 10000004
0021e010 00021???
2x= 040
4x= 0c0
8x= 100
16x=140
32x=180
64x=1c0
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07-15-2010, 06:46 PM
(This post was last modified: 07-15-2010, 07:08 PM by nosisab Ken Keleh.)
Yes and the pnach will have
patch=1,EE,0021e00c,word,10000004
patch=1,EE,0021e010,word,000210C0 <--- or the value you want there, the pnach does not allows the on fly value input, at least to the extent I know.
Another way:
patch=1,EE,2021e00c,extended,10000004
patch=1,EE,2021e010,extended,000210C0 --- notice the digit 2 is important now because it is what indicates the operand is "word".
PS: I prefer the first form because it was the way it was first implemented and simpler to decode (faster)... still it's just a guess and I did not verify the actual code, I may be wrong in taking the internal decoding of the extended token more time consuming. anyway it should not be a heavy load.
PS2: Codes beginning with any other digit need to be input as it comes and "extended" used, and in all the others that follow the complete code, even if it has 0,1, 2. BTW you can't mix extended and explicit in the same code albeit it can be done in the same pnach.
finally the pnach does not need the master code and is not granted all special codes will work, I don't know for sure which was already implemented and how completely implemented.
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Here is what I got after converting the pnach
gametitle=persona4.pal.ps2.iso [SLES-55474] [117D1977 ]
patch=1,EE,2AE4EF9A,extended,10000004
patch=1,EE,2AE50B9A,extended,000210C0
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Dude I used the code YOU gave me and pcsx2 loaded it fine But I am not getting any exp multiplication. Why is that ?
And after a fight I get a White screen ?
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07-15-2010, 07:11 PM
(This post was last modified: 07-15-2010, 07:21 PM by nosisab Ken Keleh.)
(07-15-2010, 07:00 PM)Moveezman Wrote: Dude I used the code YOU gave me and pcsx2 loaded it fine But I am not getting any exp multiplication. Why is that ?
And after a fight I get a White screen ?
Well, I told the correct way to input the code but I don't have that game and don't know if the code is correct for your actual game version/region.
See, the code is just providing a memory address offset and placing value in it... different versions may have different addresses and the code will fail.
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Then how to find if I got the right version or not ?
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07-15-2010, 07:34 PM
(This post was last modified: 07-15-2010, 07:37 PM by nosisab Ken Keleh.)
(07-15-2010, 07:21 PM)Moveezman Wrote: Then how to find if I got the right version or not ?
If you got the codes from Codetwink, a sure way is searching for an utility named ps2vers. Mount the disk on the physical drive or the image in daemon or similar and run the program, you should see something like:
A6 6C D6 79 3B 7A 4C 75 4E DD CA CE 7D 61 12 97 2A 35 83 3D
SLUS_206.75 00276838 01C3A587 0AFC9800 01C3A587 0AFC9800
those bytes above (in the first line) are the same used in codetwink and they must match.
still the SLUS_xxx... or whatever is there may help to identify the region.
PS: the values above are for the game Dark Alliance 2 that does not plays flawless yet in the emulator.
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try the code in phaste (find link for it in my sig)