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  #501 (permalink)  
Vecchio 20th July 2009, 19:21
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Originalmente inviato da rudy75016 Visualizza messaggio
I don't understand.
Did you find a way to make combinaison works ?
Yes I did. I would link you to the post that explains it but since I'm not sure how to link to a post, look at post #476. I added a YY value as well as an XX value and if you match the two up using the skills list, the activated skill works.
Edit: the link was miles off so i got rid.
This skill was not the only one not working, quite a few weren't. I'm not sure why this is but it's probably to do with the structure of the game.

Ultima modifica di seiterarch : 20th July 2009 alle ore 19:28 Motivo: Whoops!
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  #502 (permalink)  
Vecchio 20th July 2009, 19:27
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Originalmente inviato da seiterarch Visualizza messaggio
Bad ling when i click on it i see a post from fantuz83

Edit:
Ok that's weird.
So for the working one, do you advice us to modify the second line or it's better to let them like they are ?
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  #503 (permalink)  
Vecchio 20th July 2009, 19:46
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Originalmente inviato da rudy75016 Visualizza messaggio
Ok that's weird.
So for the working one, do you advice us to modify the second line or it's better to let them like they are ?
If you just want the skill to work, use paired XX and YY values. If you're not bothered about actually playing the game instead of just modding it, mixing XX and YY values might give you interesting results (whilst I haven't yet come across any combinations that give you multiple skill effects, they might exist).
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  #504 (permalink)  
Vecchio 20th July 2009, 20:23
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Originalmente inviato da seiterarch Visualizza messaggio
If you're not bothered about actually playing the game instead of just modding it, mixing XX and YY values might give you interesting results (whilst I haven't yet come across any combinations that give you multiple skill effects, they might exist).
These are my little modification.
By using that i have six interesting skills.
If i use paired XX and YY will i still keep my six skills working ?
_C0 Skill 1 vitesse recupération +2
_L 0x008B3AB6 0x00000018
_L 0x008B3A74 0x00000000
_C0 Skill 2 Abandon +3
_L 0x008B3AB7 0x00000022
_L 0x008B3A75 0x00000000
_C0 Skill 3 Adrenaline +2
_L 0x008B3AB8 0x000000A4
_L 0x008B3A76 0x00000000
_C0 Skill 4 Dragon wind breaker
_L 0x008B3AB9 0x00000084
_L 0x008B3A77 0x00000000
_C0 Skill 5 Bouchon oreille
_L 0x008B3ABA 0x0000005B
_L 0x008B3A78 0x00000000
_C0 Skill 5 Abandon +3
_L 0x008B3ABA 0x00000022
_L 0x008B3A78 0x00000000
_C0 Skill 6 alchimy success +45
_L 0x008B3ABB 0x0000009B
_L 0x008B3A79 0x0000003B
_C0 Skill 6 vitesse recupération +2
_L 0x008B3ABB 0x00000018
_L 0x008B3A79 0x00000000
_C0 Skill 6 All Res +10
_L 0x008B3ABB 0x00000062

Edit :
I tried the cat skill but they are considered like a skill armor.
Is there any way to make them considered like a cat kitchen skill and not armor skill so i like that, i wouldn't have to lose one of my armor skill for them ?
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  #505 (permalink)  
Vecchio 20th July 2009, 20:52
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Originalmente inviato da rudy75016 Visualizza messaggio
These are my little modification.
By using that i have six interesting skills.
If i use paired XX and YY will i still keep my six skills working ?
_C0 Skill 1 vitesse recupération +2
_L 0x008B3AB6 0x00000018
_L 0x008B3A74 0x00000000
_C0 Skill 2 Abandon +3
_L 0x008B3AB7 0x00000022
_L 0x008B3A75 0x00000000
_C0 Skill 3 Adrenaline +2
_L 0x008B3AB8 0x000000A4
_L 0x008B3A76 0x00000000
_C0 Skill 4 Dragon wind breaker
_L 0x008B3AB9 0x00000084
_L 0x008B3A77 0x00000000
_C0 Skill 5 Bouchon oreille
_L 0x008B3ABA 0x0000005B
_L 0x008B3A78 0x00000000
_C0 Skill 5 Abandon +3
_L 0x008B3ABA 0x00000022
_L 0x008B3A78 0x00000000
_C0 Skill 6 alchimy success +45
_L 0x008B3ABB 0x0000009B
_L 0x008B3A79 0x0000003B
_C0 Skill 6 vitesse recupération +2
_L 0x008B3ABB 0x00000018
_L 0x008B3A79 0x00000000
_C0 Skill 6 All Res +10
_L 0x008B3ABB 0x00000062

Edit :
I tried the cat skill but they are considered like a skill armor.
Is there any way to make them considered like a cat kitchen skill and not armor skill so i like that, i wouldn't have to lose one of my armor skill for them ?
First, about the cat skills. Yes there is a way to put them in the kitchen skills list but I haven't found it (I might have a look for it now).

Second, your skill list won't work. You can only use one code per slot.
A double that might (I haven't tried it) work is

_C0 Alchemy/Guard Inc
_L 0x008B3AB6 0x000000A0 <-Alchemy XX code
_L 0x008B3A74 0x00000011 <-Guard Inc YY code

This might work as alchemy works without the YY code and Guard Inc is the only skill in it's family, though this is highly unlikely.
Since you seem to actually want to play the game, I would suggest that you use only six skills and use both the XX and YY values for all of the skills as some of them may not actually have an effect otherwise.
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  #506 (permalink)  
Vecchio 21st July 2009, 01:43
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Sorry for the doublepost but I don't know how to add a quote into a previous post.
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Originalmente inviato da 4m8IoN Visualizza messaggio
Allright let's cover 'Pointers 101' for all the readers that are interested:

If one looks at the adress of a pointer (here Monster1 from the monster list).
There will be 4 bytes that must be read in reverse.
It can help to use the dissambler view of cwcheat. (Square Button)
BUT don't get confused that it translates to a jump. That's not what happens there!!!
Look at the hex view on the left instead.
There youll see:
Codice:
1412140 090C1BE0  so it points to 0x90C1BE0!

0x90C1BE0 is still PSP Adressing. 
Since CWCheat only covers RAM we need to substract 0x8800000.

Which means the Monster Struct starts @ 0x8C1BE0
(HP (now) = 8C1BE0+2E4 = 8C1EC4 )
Sorry the post's a bit late, but are you doing that on the US version?
My reasoning is that 8C1EC4 does not appear to contain Monster1 hp at all.
Also, at 1412140, the value is 090C1220, pointing to 0x8C1220 which would suggest that monster1 hp was at 0x08C1504 where it appears to be.
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  #507 (permalink)  
Vecchio 21st July 2009, 02:19
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Nope I'm using EU
And yes Monster1 could be located elsewhere depending on various issues.
Thats why Pointer are necessary to mess with MonsterStructs.

I never noticed this behaviour with Monster1 (I didn't test it much)
but Monster2's struct is usually located at different spots on each screen.
Most certainly because MonsterStructs have different lengths depending on the Monster.

So it isn't unlikely that Monster1 may change positions aswell, depending on what's loaded infront of it

Edit:
Now, this does not affect the player1 struct, (the one you are messing with)
but player2-4 could be (and most likely are) affected.
That's why it's better to create pointer codes for those.
So you can use them to edit any struct and not just one specific.

Like in Multiplayer if you are a client your struct will not be at player1 struct location.
To still make the cheats affect your own player, you need to use the proper pointer.

@all
No need to bash me! Yes I'm talking about multiplayer cheats here.
And no! I don't care that this could ruin the fun for some.

This is actually not intended to encourage creating cheats for multiplayer.
It's about creating cheats for structs that can move around.
And this just happend to be a great example.
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  #508 (permalink)  
Vecchio 21st July 2009, 03:00
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Originalmente inviato da 4m8IoN Visualizza messaggio
Nope I'm using EU
And yes Monster1 could be located elsewhere depending on various issues.
Thats why Pointer are necessary to mess with MonsterStructs.

I never noticed this behaviour with Monster1 (I didn't test it much)
but Monster2's struct is usually located at different spots on each screen.
Most certainly because MonsterStructs have different lengths depending on the Monster.

So it isn't unlikely that Monster1 may change positions aswell, depending on what's loaded infront of it
Doh! It didn't occur to me that they might actually move.
Also, regarding poison/par/etc. offsets for the player, I don't think they're the same as they are for monsters. I believe the monster par offset is +458? yet when I go to 8B3898 (after getting paralysed by a gendrome) the value is 0 so I think the offsets are probably different.

P.S. Thanks for putting up with my incessant questions, it's been less than a week since I even installed CWcheat and usually my thirst for knowledge drives people mad.
Edit: Actually, it seems that it's been a few days over a week now. (Seems like time really does fly)
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  #509 (permalink)  
Vecchio 21st July 2009, 03:24
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Originalmente inviato da Jipo Visualizza messaggio
Thanks, i understand whats going on with the pointer thing. Now the problem is that i followed it to 1BAF3C & came to the big list of pointers, just like you said, but which one do i follow? Your guess is as good as mine... i'm not sure where this is going to be honest, a pointer that leads to a pointer that leads to a list of pointers. This is very confusing to say the least. Would you recommend changing some of them like i did before when i disabled the menus & see where it gets me? Maybe i will hit the jackpot! I dont think wishfull thinking is going to help much. Maybe i can just nop them out until the menu gets disabled again or my psp freezes...

Thanks again
Blindly changing Pointers is never a good idea.
But if you do then always in +/-4 Steps (..0;..4;..8;..C;..0;....)
I guess you found that spot using cheat searcher.
What you should try to do is look what's there in Situation1
and what's there in Situation2.
Will switching those values do anything?
Is the first question that comes to mind!

To find out which pointer from the list gets used.
you could nop them out one at a time and see what happens.
Don't forget that more than just one function of the game may depend on those pointers!
(I wouldn't recomend this approach)

PointerY to PointerX to PointerList
doesn't seem to be the most efficient way on the first look.

But if you think about the possibility that PointerX is normaly used to access
a certain part of the list. And there also exists a PointerZ that will point to a different part of the List.
Now PointerY could be a Variable Pointer.
Depending on the Situation it sends the GameCode to either PointerX or PointerZ.
And all of a sudden the whole construct is starting to make sense.
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  #510 (permalink)  
Vecchio 21st July 2009, 04:06
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Originalmente inviato da seiterarch Visualizza messaggio
Since you seem to actually want to play the game, I would suggest that you use only six skills and use both the XX and YY values for all of the skills as some of them may not actually have an effect otherwise.
Ok i will do like that and thankhs for everything.
people were looking a way to have combining success everywhere and not only in the village for a while.
Maybe 4m8ion can you add this cheat to the first page because i wasn't the only one who where looking after this cheat.
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