Chances are, this address is the correct one. What you want to also do is compare the surrounding random numbers of both RAM Dumps, they should be very identical (doesn't have to be exactly the same). If it is, there's a very good chance the address is correct. So now you have the C2 line for PAL, complete the rest of the code.This is an informative work-in-progress map of the addresses of known parts of the game, such as physics, timers, and such. It also lists what the known values of registers at the addresses are for, as well as how these have been used in the past for codes. Lastly, only relevant and up-to-date addresses will be shown. Hook address for speed cap float that is ran through during live play. ![]() Hook address for speed cap + speed base floats that is read from once during race boot. ![]() Memory Address for reverse speed float that is read from during live play. Hook Address for per racer gravity changes through a special loop during live play. NTSC-K = 0x80568ADC, 0x80568B24, 0x80568B7Cį3 = Handling sharpness cap (First Address)į0 = Drift(?) sharpness cap (Second Address)į1 = Drift(?) sharpness cap (Third Address) Memory Address for gravity float value that is read from during live play.
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