almost done, invincibility for [xmcota]

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RedBeam
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almost done, invincibility for [xmcota]

Post by RedBeam »

Code: Select all

:xmcota:A0900000:003666:00006004:FFFFFFFF:Invincibility (Both Players):WARNING it's NOT a final version, so use for TEST issues only (Doesn't protect from NEAR catch) ...
:xmcota:A0810000:00369A:00000060:FFFFFFFF:Invincibility (Both Players) (2/2)
; 1st aborts entirely player check routine
; 2nd part is for far throw (OmegaRed) (I hope)
; this cheat (when done) needs to be in REGION type 
; not in PROGRAM SPACE type - I used this kindof for a fast check!
Todo; Find the near catch routine to complete this prelim.code.
Then do the real thing :wink:
At first, find the subroutine that distinguish PL1 and PL2 in the player check routine. Then find a empty memarea in ROM for the master-code and another in RAM that stores what players use the master-code in itself (for other player(s) we need to use the existing routines) !

Then write the mastercode and point always to it.

Pugsy, I'm not so expert I think, can you give a look?
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Post by Pugsy »

First it's better to make absolutely sure that PL1/PL2 are not seperate, I just did a quick check - and at least for the major hit they are indeed seperate:-

Code: Select all

:xmcota:A0800000:014F82:00000060:FFFFFFFF:Invincibility Partial PL1
:xmcota:A0800000:014F9C:00000060:FFFFFFFF:Invincibility Partial PL2
Whether the rest of the hit detection is seperate is another matter, don't want to get too carried away or I'll just do the entire cheat which is not really what you are after. As a quick pointer for some of the other rough hit areas you may want to look at the code around 0155A8 & 0155AC though.....

As for any code you'd need to insert, the best places are generally near the end of the program memory....a good sign if it's ROM memory and it's filled with 00s of FFs. Looking at this game the top of the ROM memory is 3FFFFF and there's lots of 0s before then so if you stick any code at say 3FF800 you should be ok.

If you use the PROGRAM SPACE cheat in the end I suggest you make sure you add an OFF function that pokes the original values (no need for any pokes to 3FF8xx as that won't matter). I say this as I've noticed when you turn these cheats OFF they often don't return the memory to the original condition which may cause the game to crash.
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Grab the latest cheat collection:
MAME 0.264 XML cheat collection (3 APRIL 2024) from http://www.mamecheat.co.uk or direct from:-
https://mega.nz/file/SxsQUJoT#jBdz6GLm_ ... QzFGSMms2c (ZIP Archive 3.8 MB)
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Post by RedBeam »

I made many progresses, but I fear it's too much hard for me.

Code: Select all

:xmcota:A0900000:003666:00006004:FFFFFFFF:Invincibility (Both Players)
:xmcota:A0B10000:00BD7A:4E714E71:FFFFFFFF:Invincibility (Both Players) (2/6):1st = Entirely abort the player check routine. 2nd = Forbid to perform a "normal catch" ( <- + B or <- + C ).
:xmcota:A0910000:026212:00004E75:FFFFFFFF:Invincibility (Both Players) (3/6):3a = Abort Spiral's Metamorphosis catch done while standing (and forces Spiral to waste her dance ;) - the hit isn't counted (ok)
:xmcota:A0910000:0262DE:00004E75:FFFFFFFF:Invincibility (Both Players) (4/6):3b = Abort Spiral's Metamorphosis catch done while crouching - the hit isn't counted (ok)
:xmcota:A0910000:0263CC:00004E75:FFFFFFFF:Invincibility (Both Players) (5/6):3c = Abort Spiral's Metamorphosis catch done in air - the hit isn't counted (ok)
;:xmcota:A0810000:006D90:00000060:FFFFFFFF:Invincibility (Both Players) (5/6):This row allows to instantly escape from "special catches". (THIS LINE SHOULD NOT EXIST!)
;We must avoid at all costs two routines; jmp/jsr $c02a.l (catch/throw) and jmp/jsr $cb70.l (check routine)
;If the check routine is apart from other routines and can be safely skipped we must be more careful with catch/throw.
;I suppose that only Gouki's Alpha Counter and Spiral's Metamorphosis are special catches (eg catch without throw)! - But the "a-Counter" seems to be troubleless
;Without the last line the special catches causes a freeze bug (that fixes when you disable the code)
;The fix is unsatisfiying anyway because the screen states "FIRST ATTACK" (the game recognizes an attack) - we need to abort the attack at the root instead.
I left commented out last line that in the future should b deleted.

( continue ...)
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RedBeam
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Post by RedBeam »

(... continue)

I obtained a fantastic effect actually because the fireballs are never stopped (they pass you trough because the check routine is skipped) , but this is a brute simplification. The correct code should be like a ...

Code: Select all

:xmcota:A0B00000:003668:001B2DC0:FFFFFFFF:Mastercode
:xmcota:A0910000:1B2DC4:0000660E:FFFFFFFF:Mastercode:Not works (completely wrong!!!) , it's a test for future mastercode
:xmcota:A0B10000:1B2DC6:4A2DC055:FFFFFFFF:Mastercode
:xmcota:A0910000:1B2DCA:00006606:FFFFFFFF:Mastercode
:xmcota:A0B10000:1B2DCC:4EB90001:FFFFFFFF:Mastercode
:xmcota:A0910000:1B2DD0:00004F4A:FFFFFFFF:Mastercode
:xmcota:A0910000:1B2DD2:00004E75:FFFFFFFF:Mastercode
:xmcota:A0B10000:1B2DD4:4A2DC455:FFFFFFFF:Mastercode
:xmcota:A0910000:1B2DD8:00006606:FFFFFFFF:Mastercode
:xmcota:A0310000:1B2DDA:4EB90001:FFFFFFFF:Mastercode
:xmcota:A0910000:1B2DDE:00004F4A:FFFFFFFF:Mastercode
:xmcota:A0910000:1B2DE0:00004E75:FFFFFFFF:Mastercode
:xmcota:A0B10000:1B2DC0:4A2DCB29:FFFFFFFF:Mastercode
;add code for catch here...
:xmcota:00800000:FF4055:000000FF:FFFFFFFF:Invincibility PL1:Use with mastercode
:xmcota:00800000:FF4455:000000FF:FFFFFFFF:Invincibility PL2:Use with mastercode
With separate check for an invincibility flag P1/P2.
But the jmp must be in the correct place, and probably it must be followed by a flag reset routine.

Will work another (simpler?) code like ^^, universal for the various catches?

And really Akuma Alpha Counter needs another code?

Does the (main) code work for Cyclops ? Huh, we need to do pgm space cheats due to encr.d ROM for sure.

(Cyclops has a move - RUNNING NECKBREAKER CATCH or sthg like - that skips the 2nd part of my code (probaby, I need more testing))

WHY CATCHES CAN'T BE ENTIRELY ABORTED? If you try you can't attack AT ALL! :oops:
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Post by RedBeam »

New editions. I obtained the correct one with each pl separation but still can't find the fix for catch/throw...

Code: Select all

;Invincibility, WIP - BETA VERSION
;GENERAL CODES
:xmcota:A0900000:003666:00006004:FFFFFFFF:Invincibility (Both Players)
:xmcota:A0B10000:00BD7A:4E714E71:FFFFFFFF:Invincibility (Both Players) (2/9):1st = Entirely abort the player check routine. 2nd = Forbid to perform a "normal catch" ( <- + B or <- + C ).
;Part 3 - Cyclops' Running Neckbreaker Drop is buggy ... but I am NOT sure of this code (maybe, this is the 1st special catch in memory...)
:xmcota:A0910000:01AB14:00004E75:FFFFFFFF:Invincibility (Both Players) (3/9):3 = Abort Cyclops' Neckbreaker Drop??? - UNTESTED
;Part 4 - Specific for the (MANY!!!) Spiral's special catches...
:xmcota:A0910000:026212:00004E75:FFFFFFFF:Invincibility (Both Players) (4/9):4a = Abort Spiral's Metamorphosis catch done while standing
:xmcota:A0910000:0262DE:00004E75:FFFFFFFF:Invincibility (Both Players) (5/9):4b = Abort Spiral's Metamorphosis catch done while crouching
:xmcota:A0910000:0263CC:00004E75:FFFFFFFF:Invincibility (Both Players) (6/9):4c = Abort Spiral's Metamorphosis catch done in air
:xmcota:A0910000:025FB4:00004E75:FFFFFFFF:Invincibility (Both Players) (8/9):4d = Abort Spiral's 6 Hand Grapple (THROW)
:xmcota:A0910000:026026:00004E75:FFFFFFFF:Invincibility (Both Players) (8/9):4e = Abort Spiral's 6 Hand Grapple (COMBO+THROW)
;Part 5 - Alpha Counter causes freeze. The last special catch line in ROM.
:xmcota:A0910000:034036:00004E75:FFFFFFFF:Invincibility (Both Players) (9/9):5 = Abort Akuma's Alpha Counter - Never Happens
;We must avoid at all costs two routines; jmp/jsr $c02a.l (catch/throw) and jmp/jsr $cb70.l (check routine)
;If the check routine is apart from other routines and can be safely skipped we must be more careful with catch/throw.
;Without the commented out line *some*particular* moves may THEORICALLY cause a freeze bug (that instantly fixes when you disable the code)
;The fix is unsatisfiying anyway because the screen states "FIRST ATTACK" (the game recognizes an attack) 
;We need to abort the attack at the root instead. SO I LEAVE IT C.OUT, USE TO FIX BUGS then report to cheat page please :)
;:xmcota:A0810000:006D90:00000060:FFFFFFFF:Invincibility (Both Players) (last):This row allows to instantly escape from "special catches". (USE TEMPORARILY TO FIX TROUBLES)

;Part A = FINAL EDITION!!! others=partial/buggy
:xmcota:A0B00000:014F4A:4A2DC055:FFFFFFFF:Invincibility Master Code
:xmcota:A0910000:014F4E:00006610:FFFFFFFF:Invincibility Master Code (02/29):Part A (New P.Check Routine) - This is substantially a modified (and shortened) version of the existing p.ch.r. with separate checks for each player.
:xmcota:A0B10000:014F50:610000EC:FFFFFFFF:Invincibility Master Code (03/29):The fireballs and the beams will GO TROUGH the invincible players (!!!).
:xmcota:A0B10000:014F54:4A6DC086:FFFFFFFF:Invincibility Master Code (04/29)
:xmcota:A0910000:014F58:00006706:FFFFFFFF:Invincibility Master Code (05/29)
:xmcota:A0B10000:014F5A:4DEDC000:FFFFFFFF:Invincibility Master Code (06/29)
:xmcota:A0910000:014F5E:00006142:FFFFFFFF:Invincibility Master Code (07/29):In this case, PL1 gets hurt.
:xmcota:A0B10000:014F60:4A2DC455:FFFFFFFF:Invincibility Master Code (08/29):tst.b (-$3bab,A5) = Invincibility flag for PL2
:xmcota:A0910000:014F64:00006610:FFFFFFFF:Invincibility Master Code (09/29)
:xmcota:A0B10000:014F66:6100004C:FFFFFFFF:Invincibility Master Code (10/29)
:xmcota:A0B10000:014F6A:4A6DC486:FFFFFFFF:Invincibility Master Code (11/29)
:xmcota:A0910000:014F6E:00006706:FFFFFFFF:Invincibility Master Code (12/29)
:xmcota:A0B10000:014F70:4DEDC400:FFFFFFFF:Invincibility Master Code (13/29)
:xmcota:A0910000:014F74:0000612C:FFFFFFFF:Invincibility Master Code (14/29):In this case, PL2 gets hurt.
:xmcota:A0910000:014F76:00004E75:FFFFFFFF:Invincibility Master Code (15/29):New Player Check Routine - End
:xmcota:A0B10000:00C02A:4EF9001B:FFFFFFFF:Invincibility Master Code (16/29):Part B - Abort Catch Convalidation with jsr 1b2dc0.l (See the following)
:xmcota:A0910000:00C02E:00002DC2:FFFFFFFF:Invincibility Master Code (17/29)
:xmcota:A0B10000:1B2DC2:4A6DC0C4:FFFFFFFF:Invincibility Master Code (18/29):The flag that distinguish PL1 from PL2 during this routine is FF40C4. Let's see who is that guy ;)
:xmcota:A0910000:1B2DC6:00006612:FFFFFFFF:Invincibility Master Code (19/29):bne 1b2dda (the victim will be PL2,not=0)
:xmcota:A0B10000:1B2DC8:4A2DC055:FFFFFFFF:Invincibility Master Code (20/29):Is PL1 invincible???
:xmcota:A0910000:1B2DCC:00006612:FFFFFFFF:Invincibility Master Code (21/29):bne 1b2de0 (If flag not=0, we have to return in normal attack routine)
:xmcota:A0B10000:1B2DCE:223C02FF:FFFFFFFF:Invincibility Master Code (22/29):The player gets hurt now (will be catched!)
:xmcota:A0910000:1B2DD2:000001FF:FFFFFFFF:Invincibility Master Code (23/29)
:xmcota:A0B10000:1B2DD4:4EF90000:FFFFFFFF:Invincibility Master Code (24/29)
:xmcota:A0910000:1B2DD8:0000C030:FFFFFFFF:Invincibility Master Code (25/29)
:xmcota:A0B10000:1B2DDA:4A2DC455:FFFFFFFF:Invincibility Master Code (26/29):PL2 section of Part B.
:xmcota:A0910000:1B2DDE:000067EE:FFFFFFFF:Invincibility Master Code (27/29):I recycled PL1 code (beq 1b2dce) because this is the same situation inverted)
:xmcota:A0B10000:1B2DE0:422E00D3:FFFFFFFF:Invincibility Master Code (28/29)
:xmcota:A0B10000:1B2DE4:4EF90000:FFFFFFFF:Invincibility Master Code (/)
:xmcota:A0910000:1B2DE8:0000BD7E:FFFFFFFF:Invincibility Master Code (/):END (BD7E=normal attack routine)
:xmcota:00800000:FF4055:000000FF:FFFFFFFF:Invincibility For PL1:Use With Mastercode - This is a only a senseless flag!
:xmcota:00800000:FF4455:000000FF:FFFFFFFF:Invincibility For PL2:Use With Mastercode - This is a only a senseless flag!
... and no, almost surely a simple catch abort for all catches doesn't exist but I want more time ...
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Post by ZED ZED »

I got through this game using the Master Code % Invincibility for Player 1. I also sped the process up by using 'Finish Round Now'. In less than 5 minutes I had finished the game.
So the current cheats are powerful enough to take the player all the way through game.
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But you've created some real clever cheats here. the enthusiasts for this particular game are gonna love it :D
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Post by RedBeam »

You used a still incomplete cheats, my brother. Now I have completed the work, it is available now on;

http://www.badongo.com/file/3164698

pa sswo rd= super cali fragi sexy (kill the spaces)

PUGSY YOU CAN SAFELY ADD. It's complete for clones too
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Post by ZED ZED »

:D HaHa! Has this work been so arduous that you feel compelled to seal it up , conffering value and honour upon it! 8)

But congratulations on your succes. It clearly wasn't simple.

I can't access the file though, see below:-
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Post by Heihachi_73 »

132K for a simple screenshot? Optimise, my friend!

Hit Alt+PrtSc (this only copies the active window, not the full screen!) - paste in MSPaint/CS2 etc, save as PNG ;)
Cropped dialog box from JPEG file, saved as PNG, 17.1KB.

Ignore that for high-res images like San Andreas or Counter-Strike though... lots of random colours can make a huge file!
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Post by RedBeam »

Use win-zip.

CHECK OUT WIP FORUM! :o :o :o
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Post by ZED ZED »

I try winzip, here's what i got:-
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Notice, Heihachi_73, how much smaller the screenshot is ;) No, I didn't use the ATL as you directed because I wanted to show the WINZIP icon underneath to prove I was using the program prescribed by Redbeam.

Why the security placed on this cheat REdbeam? I mean, you have given away the password ;)
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Post by Vec2017 »

ZED ZED is right - there is something wonky with the file. I just tried extracting it using ZipCentral, and it throws a "No file found" error. Can't even open it directly from the ZIP file. The TXT document is in there...it just doesn't want to come out and play, for whatever reason. Can you repackage and rehost it, RedBeam?
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Post by Heihachi_73 »

If I'm not mistaken, that's a WinRAR icon! :D

WinZip 10 has an option for a different algorithm for better compression, and both 7-Zip and WinRAR don't like it. I stopped using WinZip years ago since Windows 98 Plus! had ZIP support, as did WinRAR and Windows XP), so I don't really know. A CRC-32 of 00000000 says just that - unknown compression or corrupt file.
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Post by Vec2017 »

Heihachi_73 wrote:If I'm not mistaken, that's a WinRAR icon! :D

WinZip 10 has an option for a different algorithm for better compression, and both 7-Zip and WinRAR don't like it. I stopped using WinZip years ago since Windows 98 Plus! had ZIP support, as did WinRAR and Windows XP), so I don't really know. A CRC-32 of 00000000 says just that - unknown compression or corrupt file.
I just smacked myself in the forehead for not thinking of that myself...haven't used WinZip in years either. Just installed WinZip 11, and the flie opens with no arguments. Duh :D
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Post by RedBeam »

My file uses a 128 bit compression. That's why it's incompatible.


A new mirror:

Your Download-Link:XMCOTA.txt
http://www.sharebigfile.com/file/177732/XMCOTA-txt.html

Thanks 4 the many messages. :)
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Post by Pugsy »

I shall have a look at this game in the morning.
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Grab the latest cheat collection:
MAME 0.264 XML cheat collection (3 APRIL 2024) from http://www.mamecheat.co.uk or direct from:-
https://mega.nz/file/SxsQUJoT#jBdz6GLm_ ... QzFGSMms2c (ZIP Archive 3.8 MB)
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Post by Pugsy »

Looks like you put a lot of hard work into that one, nice job. I knocked up a simple Invincibility cheat for xmvsf (see other post) and noticed that this game shared a lot of the same code but it seems there's a fair amount of differences to make a simple cheat not as straightforward as I though.


Anyway, nice work....and yes I've added them all.

And there's some pips for you.....
Pugsy

Servicing your cheating needs since 1985 8)

Grab the latest cheat collection:
MAME 0.264 XML cheat collection (3 APRIL 2024) from http://www.mamecheat.co.uk or direct from:-
https://mega.nz/file/SxsQUJoT#jBdz6GLm_ ... QzFGSMms2c (ZIP Archive 3.8 MB)
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Post by Vec2017 »

I'll add to Pugsy's kudos RedBeam - the codes work like a *charm* - absolutely wonderful find, thanks for the hard work, and congrats on the "promotion!" :)
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Post by RedBeam »

WOW

Thanks thanks thanks.

Yes it was a hard work. But not quite hard as it *seems*.

In fact this inv. is made of only TWO routines (versus alot of routines seen in shimapong invincibility codes). In addition these routines share alotof code. (look closely at it!).
The wonderful thing about this code is that hopefully it can be adapted in almost ALL CPS2 FIGHTING GAMES! In fact if it works so good in that complex games (made in 1996) there is no reason why it can't be almost straightly converted for vhunt, vhuntr2, sgemf, xmvsf, ... the only matter is that I don't have all CPS2 romsets. It will be nice if somebody will help me.

(what means "pips for you"?) :lol:
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