Tsukasa #1 Posted April 25, 2004 Does anyone have codes for cheetah? Besides the ones that are on Bob Colbert's site. Thanks, Tsukasa Quote Share this post Link to post Share on other sites
Nukey Shay #2 Posted April 25, 2004 Not really...most people just hack games directly (which is much more flexible and convenient than having to enter codes each time you run the game). What game are you interested in cheating at? Quote Share this post Link to post Share on other sites
Tsukasa #3 Posted April 25, 2004 I recently oreder a supercharger and I was planning on applying the cheetah codes to many of the games that I want to play on it. After I mod it, that is. I don't want to hack the games because I might or might not want cheats depending on how I feel etc. I would really just like infinite lives and time on pitfall. Quote Share this post Link to post Share on other sites
Nukey Shay #4 Posted April 25, 2004 The address where time is subtracted is at $F723 (sbc #$01), and where the adjusted number of lives is saved is at $F5B2 (sta $80). So I think the applicable Cheetah codes would be: 5B2EA1 (address $F5B2, use 2 NOP instructions instead of saving) 724000 (address $F724, subtract 0 instead of 1 in the timer) Quote Share this post Link to post Share on other sites
Tsukasa #5 Posted April 26, 2004 Thanks. Just so I don't have to ask for more codes, what program did you use to find the appropriate addresses? Quote Share this post Link to post Share on other sites
Nukey Shay #6 Posted April 26, 2004 Distella. I ran a disassembly of the game. Normally, I would have to search for the actual addresses by decyphering the instructions...but since Thomas has a full disassembly posted at The Dig, I didn't need to. I just looked at his comments and then looked for the same instructions in the disassembly I made (to find the exact byte locations in the original game). Cheetah codes follow this format: aaavvn Disassemblies will show addresses as being 4 digits. But the 2600 ignores the first one (usually F). So that makes the first 3 digits of the code (a). The next 2 digits of the code is the new value you want (v), and the last digit in the code is the number of bytes at that address you are changing minus 1 (n) (so changing 1 byte means that you would use a 0). Quote Share this post Link to post Share on other sites
Tsukasa #7 Posted April 26, 2004 Pc atari's debugger would help me find the right addresses also, right? Because I wouldn't have to reassemble the code every time I wanted to test it. I've hacked Nes games before using FceUltra's debugger, so hacking an atari game shouldn't be too much different. Quote Share this post Link to post Share on other sites