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Thread: [Release] Monster Hunter Freedom Unite [E]

  1. #231
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    Quote Originally Posted by 4m8IoN View Post
    Time is not easy to find. There are countless ways to store it.
    Have a look at the Time freeze cheat! (Sets a 50min time span)
    It should be a helpfull because it shows you how this game stores time values.
    If you can figure out how 15F90 translates to 50min you are one step closer to finding your game time.
    (remember mission time counts backwards, game time should count forward!)

    If this is too hard for you then try a 32bit difference search for a value that gets bigger as time passes
    Well i try a 16bit diference tests, bigger than before option and i had a address that increases constantly. If u can see is:

    1 time ---> 0x00262C48
    2 time ---> 0x00262C74


    PD__>is speed hack.

  2. #232
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    @Itachi61
    if the number is lower, you have a higher chance to inflict the status: in jap version of HPD, you can also see how much status you inflicted to the moster.
    Ex. A moster has Par: 0/150 (with am8ion cheat you see only 150). If you hit the mosnter with something that has par attrib, you see the first number grow. 20/150, 45/150 etc... 150/150. The moster will be paralized. Then, the value of Par will grow (0/200 for example). If you don't increment constantly the first value hitting the monster, it will decrease.

    @4m8
    i can say you wich part of body is associated to a stag, but it's useless because not all monster has the same parts: for example Shen Gaoren has 4 legs, other monster has only 2 legs and the stag for the remaining 2 legs are for wings... Lao Shan has 4 legs....
    Also stags have 2 values like X/Y. If X reaches 0, the monster will fall or similar, if Y reaches 0 you break a part of monster (for example cutting tails). Tails are an exception because X=Y.

    i hope to be clear, otherwhise i will ask my friend to help me write in a proper english.

  3. #233
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    I think this code is better than "Reveal Boss Location"

    Code:
    _C1 Reveal Boss & Map
    _L 0x200444CC 0x34030096
    _L 0x20044668 0x34020085
    this code can track the boss location and his behavior and also it will reveal the MAP for instant without carrying one
    Ultima modifica di albertoink : 9th August 2009 alle 19:10

  4. #234
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    @ Dark_Vlx

    Ah interesting.
    And I thought I wouldn't need to break the whole thing apart .....
    So it's really better to have a 000/000 display for Par Poi Slp etc, damn!

    The stag part still leaves me a bit confused!
    As you can see in this version there are 9 stag values.
    In the other one there were only 5 but those were 000/000 formated.
    Which I also thought won't be necessary since it counts down while you attack. And returns to a big value after reaching 0.
    (No need for a range there is what my thoughts were.)

    Let's start small
    Please try to identify the stags as good as you can from 1-9
    like this: 1 Head, 2 Left Front Leg / Wing, ...etc
    So I can think about naming them.

    Next we need to figure out which of those need a ranged display (000/000)

  5. #235
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    _C0 Max all weapon and armor Slot
    _L 0x80159FC6 0x047D0018
    _L 0x00000003 0x00000000
    _L 0x80160B54 0x015E001C
    _L 0x00000003 0x00000000
    _L 0x8016323E 0x01B30028
    _L 0x00000003 0x00000000
    _L 0x8016765E 0x01A30028
    _L 0x00000003 0x00000000
    _L 0x8016B7FE 0x019A0028
    _L 0x00000003 0x00000000
    _L 0x8016F836 0x01980028
    _L 0x00000003 0x00000000
    _L 0x8017381E 0x01A30028
    _L 0x00000003 0x00000000
    Ultima modifica di albertoink : 15th July 2009 alle 03:35

  6. #236
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    Wyvern Type:

    1 - Body
    2 - Left Wing
    3 - Right Wing
    4 - Left Leg
    5 - Right Leg
    6 - ???
    7 - Head
    8 - Tail (the part not cuttable)
    9 - Tail (the part cuttable)

    the 6th value neverdecrease for me.

    For Carapaceon Type:
    1 - Body / (Head)
    2 - Front Left Leg
    3 - Shell / Body
    4 - Back Left Leg
    5 - Back Right Leg
    6 - Front Right Leg
    7 - Right Arm
    8 - Left Arm
    9 - Not Used

    Each time you hit the shell you hit the shell you make damage also to the body. There is'nt Head, it's all body.

    Lao Shan Lung:
    1 - Head
    2 - ???
    3 - Front Legs
    4 - Back Legs
    5 - Right Shoulder (is breakable)
    6 - Left Shoulder (is breakable)
    7 - Front Right Leg
    8 - Body (neck inclused)
    9 - Not Used

    Piscne Type:
    1 - Body
    2 - ??? (i haven't understand wich part is, sorry)
    3 - Head
    4 - Left Leg
    5 - Right Leg
    6 - Right Wing
    7 - Left Wing
    8 - Tail §(not cuttable)
    9 - Not Used

    Pelagus Type: (congalala/Blangonga)
    1 - Head
    2 - Body
    3 - Left Arm
    4 - Right Arm
    5 - Legs
    6 - 7 - 8 - 9 - Tail (but it's a special Stag)

    Ancient Dragon:
    1 - Head
    2 - Head (brakable part)
    3 - Body
    4 - Left Legs
    5 - Right Legs
    6 - Wings
    7 - ???
    8 - Tail (not cuttable)
    9 - Tail (cuttable)

    Yamatsukami:
    Work in progress...

    Akantor/Ukanlos:
    Work in progress...

    Shen Gao-Ren:
    Work in progress...

    CHEEEEAT!

    _C0 L+R+Start Mission Complete
    _L 00000001 0x10000308
    _L 0x012064E8 0x00000032
    _L 0x012064F0 0x00000032

  7. #237
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    Gamer IDs

    Gamertag: Vlandis
    I believe #6 on the general wyverns would be the neck, as some are weaker there then they are at the head. It is a hard place to hit though so I think you just over looked it.

    Also for what parts need the 00/00 format that would depend on the monster, Rath wings break but Khezu's don't But I also think that it is negligible as everyone knows if there going to break a part off or not...

    @4m8
    I forgot to ask you but I posted the HPD v4 on OHG gave you credid and linked back to the first page. I also said that there would be an update coming. I'm sorry for not asking permision, for some reason I did so anyway.

  8. #238
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    Hmm if the name of each value is different for each monster, than there is nothing I can do there!
    OK Stag names are off the list

    Now we have established that the efficiency stats need a ranged display.
    but what about the stags.
    I'm not sure the range would show breakable parts...
    I also believe doing this would complicate them even more...
    It also will be difficult to put all this info on the screen without
    completly driving the focus away from the main action.
    The eyes will constanly get distracted because of all the changing numbers.

    But I'm willing to give it a try if it would help the Hardcore gamers
    to get the info they need.

    Quote Originally Posted by Vlan View Post
    @4m8
    I forgot to ask you but I posted the HPD v4 on OHG gave you credid and linked back to the first page. I also said that there would be an update coming. I'm sorry for not asking permision, for some reason I did so anyway.
    This is the interweb.
    You are free to distribute any information you find in my posts to wherever you want to.
    A link to the source would be nice as well as giving credit to the creators.
    But I'm not the interweb police!
    So if you happen to forget to credit or link to the source.
    Or even if you try to get all the fame for it yourself
    I won't blame you! But other people might

    Informaton must be free and must be made available to anyone.

  9. #239
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    Quote Originally Posted by 4m8IoN View Post
    What's this???? Oh noes!


    Well you guessed it
    rls time!

    Additional Notes:
    If you happen to encounter 'dummy' Monsters... well ignore them.
    I think the game counts section blocking rocks as enemies

    The Stag display remains a fixed part of the Stat display for now!
    Please try them out and report back which one is which.
    So I can add Name Tags in the next version.

    And now go nuts and create some nice color schemes or even more
    Have Phun!
    Hey 4m8IoN, very nice work you do here, huh?
    Look, I have a newbe question about this code you maded. To use this one, I need to add AND activate all codes at same time? Is this?

    Ah! I almost forgot...

    CONGRATZ MAN!!

    This code you maded is awsome.

  10. #240
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    @4m8
    i have updated the list... as i explain before, you can't give a name to the stags because there are a lot of monster types... maybe you can check up the monster type when it's selected buti think that it's a bit complex.
    For the breakable parts... i'm sure that in japanese version the second number was the stag of a breakable part...
    Please, can you tell me the address of the monster dimension?

    @TJU
    yes, you had to activate ALL codes

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