PARv3 pointer codes not working properly #2026
For GBA Action Replay v3 pointer codes, currently only the 32-bit pointer codetype is working properly. The 8-bit and 16-bit pointer codetype aren't functioning as intended and may even crash mGBA. This has to do with the address offset (available on 8/16-bit type).
40aaaaaa yyyyyyxx, baseAddress = 0a0aaaaa, offset = yyyyyy
The current calculation:
This is adding the offset to the base address.
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I think perhaps Pokémon Emerald/FireRed/LeafGreen would have the most pointer codes. To counter cheat devices, some sensitive data in these games dynamically moves around, but the pointer codetype can tap the game's own pointers to accurately target the data.
Some examples from Pokémon Emerald:
Fly Anywhere on Map + Access Fly Map (L+R)
-Pointer code writes value 0x02 to [address located in 0x0203A148] + 0xA.
1st PC Item (99): Kings Rock
-First pointer code writes value 0x00BB to [address located in 0x03005D8C] + (0x24C * 2). Final address if static by using Anti-DMA code should be 0x02025E98.
Event on TV: Blend Master
An old Codejunkies (M) code targeted the game's item encryption key using: