Post subject: FCEUX issue regarding Hex Editor and cheats
Joined: 8/2/2010
Posts: 4
I'm using the windows version being the 2.1.3 version also notice the same on the older versions as well as the new 2.1.4 version. I'm not new to code hacking, or hex editing, but what I do know is how some codes you can work changing in the hex editor, but when you go use it as a cheat it doesn't work. However most codes you change or see in the hex editor and use as codes and have them on work. I have few examples to see what I mean. Zelda 2 NES Music Always Modifier 08EA?? 00=On 01=Off Music Modifier 08EB?? 00=No Music 01=Zelda's Palace Temple 02=World Map 04=Cave 08=Battle/Dungeon 10=Level Up Sound Effects Modifier 08E9?? 00=Normal 01=Being Hit 02=Evil Laugh 03=Being Hit 2 05=Ha 06=Evil Laugh 2 07=Ha 2 For the record I am using the right rom and all that as such, if you try this for yourself you'll see what I mean, keep in mind it's not related to music or sound modifier codes, but other codes to which vary rom to rom I notice, though I wonder if there is a fix for this so to make them work as codes as I do with other codes. Because I know these codes work, the code effects show that when changing them in the hex editor. I'm not sure if anyone else has had this issue, but hopefully someone understands what I'm trying to say here.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Since when is 08EA a real address in the NES's memory space? Or is that just a ROM FILE address?
Joined: 7/15/2010
Posts: 11
Those look more like Game Genie codes.
Joined: 8/2/2010
Posts: 4
These are pro action replay codes, not game genie codes, they can of course be converted to game genie codes and vice versa. Hex editor views raw codes ie pro action replay codes. Not to be rude but I need someone who knows what I'm talking about, someone who who helped make that part of this emulator, to allow use of codes. I'll give you another example in Zelda 255 Rubies 066DFF As you can see this code works, both in the memory, in when used as a cheat ie pro action replay code. "for the record thats not the name I gave them but that is what 99% of the code hacker community calls raw codes". The hex editor being the games ram being where you can use as means to hack codes by modifying them, and use as cheats. I guess what I'm saying is in certain codes you get to work in the hex viewer when you change digits around, there not trigger to working as they should when using them as cheats. Be like knowing theres power in your house, but the lights still dont turn on, same with some codes in the hex editor. I know this might not be a big deal to anyone other those that use codes, or hack them, as is the programmer/programmers that made this portion of the emulator. It might be a bug or a glitch, but any codes you find in the game memory rather it's from doing a code search on the code generator or editing the memory, should be able to work as does other codes. Anyways as I said it helps to actually try what I said above to see for yourself, unless you all want me to make a video show you that way. I'm not trying to be mean, but I want actual help here, knowing this keeps you from being able to use codes in the memory which by all rights you should, I've hacked enough codes using this and other emulators to know thing or two. So if anyone can try what I said first to see what I mean, before posting random comments and stuff that would be great.
Joined: 8/2/2010
Posts: 4
I'm going to say this in another way. Most codes you hacked in the game memory ie ram rather it's through code searches on a code generator, or editing the memory in ram, to get codes. Example: Zelda the rubies code, now you go to that address in the memory you can change it to whatever 066D ?? Obviously there wont be ?? there, but be in hex, and changing it will show it changing in the game itself, just the same as if you had it entered as a cheat and turn on. As those that hack codes/ or use codes know if you enter that code as a cheat and turn it on, code effect would work, and also be highlighted in blue being the the digits part that changes how much rubies you have in the hex editor ie ram. Now in Zelda 2, going to the games ram in the hex editor, changing the music with the music modifier works fine when changing it there, but when using it as a cheat and having it on just like the zelda rubies code. Being that it doesn't trigger like it should to make it work when using it as cheat. Most codes you from the ram will work as cheats, but some like the music modifier only work in the memory editor only, which they should be able to work as cheats, as other codes have. As I said I've hacked a lot of codes over the years just using the memory editor alone, and all work fine using them as codes, no different then using the code search, I've done this hacking other emulators, but have only encounter this issue in this one, and those like it ie nes emulators that use pro action replay codes, and memory editing. So it seems to only effect certain codes. Also for the record it's not because its a music or sound modifier codes, I've manage to make such codes for other nes games with no troubles at all, but as I said seems 95% codes you get from the memory works in using them as cheats but some like the ones I mention only work in the game memory, and it would be nice if there was a way to fix this, if not well least I tried, but hopefully someone understands what am saying.
Joined: 7/15/2010
Posts: 11
Next time, please edit your post instead of double posting. I don't think you understand hex editing. You're mixing up hex editing and the memory of the ROM. Hex editing just takes the ROM (or any file if you're using an external hex editor) and displays it in hex. Which you can then edit to change things. The memory of a ROM changes real-time with the ROM itself, either depending on what you do, or how the ROM acts. What you're trying to use won't work. If you want to give yourself more rupees in Zelda, with the memory viewer you have to find a memory address whose value is equivalent to the amount of rupees you have, then get one rupee, and see if the value changes by one. You can read more about this here. http://tasvideos.org/MemorySearch.html If this is an Action Replay code, FCEU and FCEUX doesn't support Action Replay. Even if you did convert it to a Game Genie code, it's not allowed in a TAS, if that's what you're making.