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  1. #1
    Nooblet no name 4 u!'s Avatar
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    Gamertag: Your new car

    Smile my first psp hack!

    well i understand that this game is rather old and possibly dead
    but you can't argue the fact that its a good place for coding newbies like me to make their first codes.

    well here is mine

    #inf ammo
    ;no name 4 u!
    0x012353E4 0x000003E7

    i know a different version of this has already been made but this is my version of it k?

    p.s. only tested offline

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    Last edited by no name 4 u!; 06-18-2011 at 08:32 PM.

  2. #2
    Nooblet FoodFx's Avatar
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    Possible its DMA because its 0x012

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  3. #3
    Nooblet no name 4 u!'s Avatar
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    im not understanding...
    explain?

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  4. #4
    Nooblet FoodFx's Avatar
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    DMA - Dynamic Memory Allocation

    Checking if its DMA:

    Try the code in a different level/map and check if it works.

    If it dosent means it's DMA

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  5. #5
    Nooblet no name 4 u!'s Avatar
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    dang...not working.oh well i tried

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  6. #6
    Nooblet FoodFx's Avatar
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    you can unDMA it. read some guides about it. more then likely this is just 1 level of dma

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  7. #7
    Tipped OuT
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    What's the point of "unDMA"-ing (DMA will always be DMA, you can only defeat it) when you can just modify the loading addresses. These addresses contains values that the game loads up as a starting value. So instead of having 15 bullets for a Blaster Rifle to start off with, you can change it to INF bullets. And that's how the majority of non-MIPS codes for this game are made.

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  8. #8
    Nooblet FoodFx's Avatar
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    Quote Originally Posted by Tipped OuT View Post
    What's the point of "unDMA"-ing (DMA will always be DMA, you can only defeat it) when you can just modify the loading addresses. These addresses contains values that the game loads up as a starting value. So instead of having 15 bullets for a Blaster Rifle to start off with, you can change it to INF bullets. And that's how the majority of non-MIPS codes for this game are made.
    So what your saying to make a code for each gun?

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  9. #9
    Tipped OuT
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    Quote Originally Posted by FoodFx View Post
    So what your saying to make a code for each gun?
    Yes. Say for example a Blaster Rifle starts off with 15 bullets. You can search this value in the loading address area (0x007XXXXX for Renegade Squadron), then change the value to something crazy high, or just INF. That way, every time you use that gun, you'll start off with that crazy amount you set, ie INF Ammo.

    Or.. he can just use one of these:

    #Ammo Increases
    ;Tipped OuT OriGinal
    ;INF Ammo For All Weapons
    0x00217C28 0x1021

    #Ammo Doesn't Decrease
    ;Tipped OuT OriGinal
    ;INF Ammo For All Weapons
    0x00217BF4 0x50400010

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  10. #10
    Nooblet FoodFx's Avatar
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    Makeing a code for each gun takes alot of space with un dma it will just me something like this:

    #Inf Ammo
    0xFFFFFFFF 0xtttttttt
    0x0000tttt 0xtttttttt

    instead of Each code maybe takeing up 20 lines

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