Question regarding SNES9X CE Editing.
Posted: Fri Mar 03, 2017 3:30 pm
Hey guys, I'm messing around trying to create some tables for SNES games, as they're easier to work with than PAR codes (assuming one gets it to work properly). But I'm getting stuck here at some parts.
Example game: Lufia 2.
Money: 120 Gold
Address Found: 00360122 (2 bytes)
Everything goes fine editing this, until you reach 65535 Gold (FF FF). After that CE basically loses track of the money and I can no longer find it via conventional ways no matter what I search for. I think this is due to the limitation that SNES games memory has, meaning it most likely gets split. Is there a way for Cheat Engine to automatically correct this somehow?
I tried looking in the Memory Region for 65539 (01 00 03) and found the values there, but it was written backwards. (03 00 01).
I don't suppose there's an easier way of working with this?
[Edit]
Seems 3 bytes is the max for money values in Lufia at least. (9,999,999 Gold / 98 96 7F (or in the odd CE SNES9x method: 7F 96 98).
Wonder if there's a way for CE to somehow make it read/write backwards... for addresses larger than 2 bytes.
Example game: Lufia 2.
Money: 120 Gold
Address Found: 00360122 (2 bytes)
Everything goes fine editing this, until you reach 65535 Gold (FF FF). After that CE basically loses track of the money and I can no longer find it via conventional ways no matter what I search for. I think this is due to the limitation that SNES games memory has, meaning it most likely gets split. Is there a way for Cheat Engine to automatically correct this somehow?
I tried looking in the Memory Region for 65539 (01 00 03) and found the values there, but it was written backwards. (03 00 01).
I don't suppose there's an easier way of working with this?
[Edit]
Seems 3 bytes is the max for money values in Lufia at least. (9,999,999 Gold / 98 96 7F (or in the odd CE SNES9x method: 7F 96 98).
Wonder if there's a way for CE to somehow make it read/write backwards... for addresses larger than 2 bytes.