

Typically, with emulators, you'll see instructions like this that are handling most things: If anyone else wants to see what's what, I've uploaded the table to Mediafire, as well as the rom and it's hash. How the hell do I then make cheats? I've read about this thing called Gameshark, but that's a piece of hardware for the actual PS1, far as I can tell. I'm thinking that this haberdashery is caused by some JIT (whatever that is) optimization by the emulator, but that puts me in a bind. Character's digimon ages by one day? Made a care mistake? Virus meter? Yep, they are all incremented by just those two instructions. Playtime increased by one in-game day? Those two exactly the same instructions are called. The oddest part, is that those exact two mov instructions are called everywhere. Tried changing it to inc cx, which instead causes the game to flip out characters bending over, the UI being offset a bunch, sound corrupting, etc. Doesn't do a thing, and the battle counter is still the same. No biggie, so I just chuck in inc ECX after the first mov. In CheatEngine, the codelist shows ECX as the battle counter. When the player wins a fight, it is incremented by one through these instructions: The one I started with, was the "battle counter". I was faffing about in the good ol' Digimon World game, and oh lordy does it need some polishing a couple of tedious mechanics really kills the fun. the Evil Legion of Dr.Posted: Fri 8:41 am Post subject: PS1 - Xebra (Digimon World) - Reused ASM Instructions?


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