Ok, I think that you actually can search for float (numbers of this format x.xx et , decimal). Anyhow, this is a bit more advanced gametraining. Here you don't freeze a value but you give a value to it. The problem is that this JumpUpForce doesn't change during play. So if the Jump-adress is dynamic it has to be done differently.
I presume it's dynamic (if not it's no prob), to solve the problem you then have got to find another dynamic value like Ammo. Compare the distance between ammo and jump every time you run the game. It should always be the same. However you can't fix this in TMK easily I think, you got to use a programming language. Or use GTS 1.5 or ask on gamehacking.com if it's possible to use GTS.
The fix jump there is another alternative, and that's to search for an unknown value (all types) then go up for a mountain (higher Z coords) then sieve, go down, sieve, remain at same height, sieve etc.
thats all interesting but not what i asked for
i want to know how i make TMK to write the value 4179999A to the adress 163E3644
artmoney is splitting one adress in 16 cols, so whats the meaning of this cols in TMK, do they matter at all?
and what exatctly to i enter in the "write memory actions"?
"Poke 163E3644 4179999A" doesnt work
and also a speehack trainer should be possible:
just change the "fVerticalMoveScale to something extravagant like 41.9
put this 41.9 in the TMK converter youll get 4227999A
then replace this value with 4079999A and voila
i'd do all this but as i said i need some help
if the trainers work and we release them then it would (hopefully) cause a big furore in the soldner community and lead many people to TKC