Unhacked/Impossible Codes

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Revision as of 15:06, 26 February 2010 by Lazy Bastard (talk | contribs)

With all of the code requests out there, it's hard to remember what still needs to be hacked. Inversely, sometimes it's hard for hackers to think of anything new to hack. Shouldn't there be a place where all the relevant code requests around can get together in one big, whopping page? Nope. But now there is.


Nintendo

NES/Famicom

SNES/Super Famicom

N64

GameCube

Wii

Game Boy / Color

Game Boy Advance

DS

Microsoft

Xbox

Sega

Master System

Genesis/Mega Drive

Saturn

Dreamcast

Game Gear

Sony

PlayStation

Castlevania: Symphony of the Night
=Boss level mod=

Boss HP mod

Boss defense mod

Boss attack power mod

Command & Conquer: Red Alert

Enemies cannot build
Advice: using spies, watch what one enemy is building in a specific barracks, war factory, or other building unit. Find the difference between nothing, something, and something else. Now move on to the next building of the same kind, of the same enemy. Once you've found the address for both of these, find the difference between the two, and adding or subtracting it from one of the two, find the addresses of the first five of that kind of building that could be built. Now do the same with another kind of building, for the same enemy, and so on. Once you're finished with all buildings, start on another enemy. With any luck, after the first building of the first kind, you'll be able to find the difference between it's address and that of the corresponding code for the first enemy, and use that base to find all codes for that second enemy. Now use that difference to do the same for the other two nations (might as well include yourself), and you won't even have to do all the footwork. Still quite an undertaking though, for those with limited time.

Dragon Ball GT - Final Bout (Japanese)

Infinite Ki

Infinite Lives

Final Fantasy Tactics

Zoom/View mods in battle (helicopter view, etc)

Final Fantasy VII

Allowance of targeting
Advice: hack a target mod, hack hand there/not there, use increments of positioning with a D0 set up to turn the hand back to the first character once it reaches a certain character, possibly set also by the number of characters.

In-town character mod
Advice: I've noticed that there are a few interesting digits for Liquid Man's world map character mod. In-town character mod 8009D390 ???? 0300 - aeris in town, can't exit, tifa on world map 0200 - Tifa in town, can exit, tifa on world map 0400 - Red in town, can't exit 0800 - Cid in town, can exit, Cid on world map This won't help much for a town-specific code, but it may lead to an even better universal code that doesn't depend upon which sprites are available per room.

Emerald weapon in ocean/not in ocean

Other Weapons' existence on world map mod

Other chocobos are slow
Advice: find the difference between the times when another chocobo is going fast, and those when it's going slow. A sprinting/not sprinting code might also be nice.

In-town character size mod
Advice: using different rooms and utilizing the sprite control code, note which characters are which character number. Being sure to include at least one room with a large character (such as the giant Aeris in the very bottom room of the debug room, or the giant Cloud within Cloud's mind after he plummets into the Lifestream) and one room with a regular one, find the difference between character _ when that character is regular and character _ when that same character is big. If you can manage to do so with another character number, you could find the difference between the two addresses and by subtracting or adding that amount to one of the two, you could find the addresses of the sizes of all characters, including your own.

Current room chest content mod

Exit FMVs

PlayStation 2

PSP