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BN6: Attack Sequence Hacking-5/31/2010; Customize attacks - Images Fixed*
Topic Started: Dec 22 2008, 11:28 AM (5,136 Views)
Mgamerz
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The ShoutBox King

I haven't done this in a long time... And looking at the guide, it seems that I use enemies to test it...? I'm not sure how you would test your own chips though. I found this one by using a list of offsets that megarock had posted in the original enemy hacking guide. It was the 'throw explosion' for an enemy attack. I poked around there and found the master cross thing, and then realized what he had posted was a piece of attack data (not the whole sequence). For some reason though, it doesn't actually require and end flag (I don't think it does cause it doesn't summon anything).
I'm not exactly sure where you would look to find chips though. Enemy hacking like that never covered chips... We still haven't figured out how chips really work. We can hack them into our folder and we can hack them into other things... but we haven't found out where the 'other things' data is actually stored (attack data). At least, not to my knowledge. Anyone care to share?
Also updated the first post a bit. One of the images got nuked, if you saved this guide to your HD, if you have the image, can ya send it to me?
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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timaeus222
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The chip data is stored in this way; attack sequence hacking. That's why there's offsets for DrillArm, AirHockey, etc. Chips are generally in 080EXXXX.
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Dramz
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interesting offset for you
080EA7AC
I've done no testing whatsoever, but I do believe tat these offsets are directly involved in the relationship between attack sequence hacking and chip hacking.
Some of the offsets are repeated multiple times, which I do believe is involved in thing like sublevels and such...
take a close look there maybe.


Also, out of curiosity, I took a look into doublebeast's attack sequence, and found some wierd values. threre ere the beast-slashes that g-beast uses, all the transition movements, and other attacks, seemingly uninvolved with doublebeast, like a yo-yo launcher, that launches the yoyo offscreen in some situations, and in others, just holds it in place on the enemy.
anybody know much about that? and I am sure tat it was doublebeast, cause editing it affected the chip.
Edited by Dramz, May 2 2010, 12:10 AM.
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Mgamerz
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The ShoutBox King

DeathYo would make a great PA...
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Dramz
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unfortunately, there is no endflag. either result of it never ends.
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Dramz
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The attached is a dump of the tank cannon attack sequence, the B5 is 5F7 bytes in, so you point to that. and you can just change the pointers around inside the dump to edit the attack.

EDIT: sorry for double post, didn't know I was last to reply to this topic.
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5F7_Tank.dmp (1.51 KB)
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MegaRockEXE
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You can place the attack anywhere and it will work?
The Rockman EXE Zone | YouTube
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Dramz
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yeah
obviously at an expanded location, but thats logical.

I tried dumping Z-Saber once, and did it, but I couldnt create a seperate attack, as the other pointers in the attack sequence pointed back to other areas of the ROM, aside from the ones that are traditionaloly edited, as in this guide. I tried adjustiing the pointers, but there were too many to do by hand, a program would be necessary.
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louman7777777
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The dump technically not working because if you wipe out the part in the actual rom where it orginally was the attack won't work, if you've ever skimmed through attack data you'll find that there's craploads of pointers everywhere, a program will be hard to make because it'll be hard to tell what's a pointer and what's not, unless it lets you enter in where the data starts and stops, but it's hard to tell exactly when it stops
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Mgamerz
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The ShoutBox King

I have all of the images saved on my computer, although my screenshot tool (from imageshack) doesn't work anymore for some reason. I have all of the images but the filenames are timestamps, and I'm not sure what they are. I wish Photobucket had a tool easy to use as imageshacks...
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Mgamerz
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The ShoutBox King

Don't like to double post but the missing image has been replaced... wasn't really that important but none the less it was missing and now it is back.
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Dramz
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louman7777777
May 31 2010, 11:11 AM
The dump technically not working because if you wipe out the part in the actual rom where it orginally was the attack won't work, if you've ever skimmed through attack data you'll find that there's craploads of pointers everywhere, a program will be hard to make because it'll be hard to tell what's a pointer and what's not, unless it lets you enter in where the data starts and stops, but it's hard to tell exactly when it stops
simple solution, dont wipe anything out
just import it at an expanded offset and change the attack sequence to alter the attack.
I've tried and tested this, so it does work without any drawbacks.
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Mgamerz
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The ShoutBox King

But uh... what exactly would this do? I mean... I suppose you could make a changed attack, but you'd have to replace an existing pointer.
I wish there was a way we could figure out how chip data points to attack data.
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Dramz
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its simple use, addition of customisable attacks for navis to use.
and yes, if we find out how attack sequences are linked to chips, then that will become useful as well

also, the z-saber one I made
you cant edit the zsaber attack itself, but it's simply an attack sequence with more than 2 offsets in the sequence.
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ZSaber_91.dmp (57.61 KB)
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MegaRockEXE
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Attacks need branch offsets in the ASM code. I doubt you could get really far by just moving attack data without fixing these pointers.
The Rockman EXE Zone | YouTube
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louman7777777
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ablon08
May 31 2010, 12:58 PM
louman7777777
May 31 2010, 11:11 AM
The dump technically not working because if you wipe out the part in the actual rom where it orginally was the attack won't work, if you've ever skimmed through attack data you'll find that there's craploads of pointers everywhere, a program will be hard to make because it'll be hard to tell what's a pointer and what's not, unless it lets you enter in where the data starts and stops, but it's hard to tell exactly when it stops
simple solution, dont wipe anything out
just import it at an expanded offset and change the attack sequence to alter the attack.
I've tried and tested this, so it does work without any drawbacks.
Well yeah but if all it's doing is pointing back into the rom what's the point of it?
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Dramz
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Spastic Colon

yo can change the "base sequence" (like s edited in this guide) to point to different sequences throughout the ROM to create a different attack, without overwriting an existing one.
eg) with a larger base sequence, you could make a single attack do eg) cannon, sword, lightening strike.

I also wanna see about one small thing, but due to unforseen circumstances, I lost all of my MMBN6 saves.
could someone please take the Tank Cannon dump, and insert (not overwrite) another pointer into the sequence, and see if it works....this could be interesting if it does.
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Dramz
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I have confirmed that if you take my tank cannon dump, and expand the pointer sequence, which is located a the bottom of the dump, you can make infinitely long attack sequence chains.
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Kirak
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Mmmm.. Nice guide! I'm going to use this.
we need some more offsets, because right now (As you said, It's a skeleton right now.)
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Mgamerz
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The ShoutBox King

Sorry guys, but I don't think this guide is ever going to get updated. If you want to contribute I can update it, but it won't ever be more than it currently is.
But you do understand how to do the attack sequence modding from this guide still.
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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