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making rapid fire using CE HELP!!!

 
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undeadmedic
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PostPosted: Fri Oct 10, 2008 4:57 pm    Post subject: making rapid fire using CE HELP!!! Reply with quote

hey guys i need help with CE rapid fire codes.
lets say i find the address for a code that looks like this

0126D663 30 F2 7B 10 00 00 00 00 00 01 00 00 64 00 00 00

this code happens to be the number of bombs is have and by freezing it i get unlimited uses.
my question is...how do i make it rapid fire? how do i make the bombs drop faster than normal? plz help me if you can. Thanxxx
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Innovation
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PostPosted: Fri Oct 10, 2008 4:59 pm    Post subject: Reply with quote

You can not make a rapid fire hack with that address...
You need to get more information.

PS: What is the website link?
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undeadmedic
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PostPosted: Fri Oct 10, 2008 5:06 pm    Post subject: Reply with quote

inoobzx wrote:
You can not make a rapid fire hack with that address...
You need to get more information.

PS: What is the website link?


this address is one that i found in a Gameboy advance Zelda. how do i get information using the information i already have? What information am i looking for in the first place? help me plox
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Innovation
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PostPosted: Fri Oct 10, 2008 5:26 pm    Post subject: Reply with quote

You could try "find out what writes to this address" and then from that address "find out what reads from this address." Then figure out something from there.

Note: I am guessing because I do not have this game.
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Dark Byte
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PostPosted: Fri Oct 10, 2008 5:28 pm    Post subject: Reply with quote

assuming this is on a emulator I doubt that'll work.
Best bet for a rapid fire is scanning for a increased value each time you fire. (Since it most likely stores the time it was last fired)
and then freeze that when found

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Psy
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PostPosted: Sat Oct 11, 2008 2:38 am    Post subject: Reply with quote

Yeah. Depending on the game... search an unknown initial scan. Fire and immediately pause. A timer becomes active at this stage. Search increased (byte to start with, then if you get no results change the type..float for example). Most times the timer counts downwards, towards a low number at which point it is ready to fire again. Unpause, let it reset itself. Search decreased. Repeat that and you should be left with some addresses you can freeze to test them. You might want to lower CE's freeze update interval, especially if it is a fast firing weapon Wink Good luck. Timers are a pain in the butt, but they are there... And like DB said, code-injection isn't smart on an emulator, so its pointers for ya Smile

~Psy
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guy960915
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PostPosted: Sun Oct 12, 2008 8:01 pm    Post subject: Reply with quote

[Psych] wrote:
Timers are a pain in the butt, but they are there... Smile
~Psy


yup he is right, cause i did that on BF1942 it took me days Shocked (i'm just a beginner), what ur looking for is the reload time, and its more likely be a float. Wink Wink Wink
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Xevolution
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PostPosted: Sun Oct 12, 2008 8:20 pm    Post subject: Reply with quote

What game and what what platform(eg. ps2, NDS) are you playing on
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Psy
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PostPosted: Mon Oct 13, 2008 2:28 am    Post subject: Reply with quote

As its through an emulator though, I wouldn't discount simple byte values. I have come across them before as opposed to floats. Just be logical with your memory searching and you will turn them up. You may have to search in reverse order too. Sometimes, timers count up to a value until they are ready to fire/use, whereas others count down (to 0 maybe, depends).

~Psych
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