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Old 20 June 2004, 14:36   #3
Galahad/FLT
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Join Date: Oct 2001
Location: United Kingdom
Age: 44
Posts: 6,525
Simple way to overcome this is to find the copperlist pointer, find a spare piece of memory and write this piece of code:

(Lets assume the copperlist pointer is $23000)

move.l #$23000,$dff080
clr.w $dff088
jmp program_counter

Program_counter can be found out when you use the register command 'r', and if you look for the reference 'PC', that tells you the next instruction that the game is going to goto when you exit out of Action Replay.

It's a pain in the arse, because obviously your Program_Counter will differ everytime that you enter the AR, but thats life.

Unfortunately, AR will exit if you try to modify the code, because you could simply modify the AR exit routine to always re-install the copperlist address you set it.
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