| BN6 Direct Enemy changing Guide!; A rewrite by me because it was deleted. | |
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| Topic Started: May 21 2009, 10:45 PM (13,693 Views) | |
| milkman2002 | Aug 16 2009, 05:23 AM Post #21 |
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Can someone explain this all to me? I have no clue how I'm supposed to hack, for example, Heatman. Unless this is Faltzar only... T_T |
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| Mgamerz | Aug 28 2009, 12:40 PM Post #22 |
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This is Falzar only. You can hack heatman into a battle though. But if you don't understand battle hacking, you WILL not understand this. Edited by Mgamerz, Aug 28 2009, 12:40 PM.
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| 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 | Aug 28 2009, 01:03 PM Post #23 |
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The ShoutBox King
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Um... Where is the list that shows where the start of the virus's and navi's data is? It got wiped in the attack and this is the first time I've needed it. It should be in the first post. |
| 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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| Blazer01834 | Aug 29 2009, 07:51 AM Post #24 |
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hmm... i can change the attacks, change the damage and add an effect to it(paralyze,hp bug,uninstall) but is there any way to change how fast they move or the rate at which they use attacks? |
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| MegaRockEXE | Aug 29 2009, 10:33 AM Post #25 |
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I have a virus offset list. Spoiler: click to toggle Changing the speed of an attack isn't really possible without making real changes to the attack''s coding. What you can do is find the attack timer (which I probably have again) and make it 0 when a certain attack starts. That way the attack is instantaneous. |
| The Rockman EXE Zone | YouTube | |
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| Blazer01834 | Aug 29 2009, 04:05 PM Post #26 |
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well if it's possible could you give me an offset? i can't really find them if i don't know how they work... |
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| MegaRockEXE | Aug 29 2009, 08:02 PM Post #27 |
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It's somewhere at this offset. 02034223 Look for a value that acts as a timer. |
| The Rockman EXE Zone | YouTube | |
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| Blazer01834 | Aug 30 2009, 08:26 AM Post #28 |
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does changing the value only make a certain attack change? or every single attack? EDIT:i put in the offset but i get this. ![]() i scrolled down for 5 min and then went back and scrolled up for 5 min but still the same pattern of 0's are you sure you got the right offset? O.O |
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| timaeus222 | Aug 30 2009, 01:23 PM Post #29 |
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that's the level up attacks offset. when the enemy does a certain move, check that offset(02034222). It should change. For example, you can create the ultimate Eraseman with this cheat: 82034222 B300 <--- Level up for Eraseman's attacking speed 32034196 00EE <--- Level up for Eraseman apparently the EE gives the scythe the uninstall and paralyze property. B3 on the first line speeds up the scythe to as if the second line were using B3 instead of EE. So basically the first line is changing the level of the attack speed, and the second line is general level-up with EE being Eraseman's scythe uninstalling and paralyzing. Try it! |
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~Timaeus~ Web Designer, Music Composer "There's so much water under the bridge that the bridge is gone." ~ DarkeSword of OC ReMix My Technical Services || MPCR Home Page || My Best Game Mods || Music YT Channel || Gaming YT Channel || My Guides || My Challenges ![]()
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| Blazer01834 | Aug 30 2009, 06:15 PM Post #30 |
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AH! i see what your saying i checked the automatic update button. And when eraseman did his attack the values changed.![]() ![]() I can't believe how dumb i was >.>. Thanks Edited by Blazer01834, Sep 17 2009, 05:42 PM.
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| timaeus222 | Dec 27 2009, 04:27 PM Post #31 |
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New offsets added to guide. Credit was given where it was due to the proper person. |
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~Timaeus~ Web Designer, Music Composer "There's so much water under the bridge that the bridge is gone." ~ DarkeSword of OC ReMix My Technical Services || MPCR Home Page || My Best Game Mods || Music YT Channel || Gaming YT Channel || My Guides || My Challenges ![]()
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| MegaRockEXE | Dec 27 2009, 06:16 PM Post #32 |
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Would it be possible to figure out what the offsets before the attack data mean? |
| The Rockman EXE Zone | YouTube | |
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Dec 27 2009, 06:21 PM Post #33 |
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I have a guess. Probably different pointers due to the data. Try messing with one and see the result by going into a battle with tthe enemies al/ |
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| MegaRockEXE | Dec 27 2009, 06:37 PM Post #34 |
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I have. I know one of them is appearing and deleting. I don't know what the rest do and why they're different among bosses. I think one of them could be a certain special property like how Faltzer makes the panels disappear and how certain bosses load more than 1 sprite. |
| The Rockman EXE Zone | YouTube | |
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| Dramz | Dec 28 2009, 01:56 AM Post #35 |
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Megarock, that's EXACTLY what I need to find, but I messed around with those values on Falzar, and I couldn't find the offset that makes the panels disappear... I have another guess: Animation type...some navis have different animation sequences....imported over a normal boss, Duo looks fine...imported over Falzar, he appears as a rocket or something, and animates strangely....could be one of those.... |
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| MegaRockEXE | Dec 28 2009, 02:01 PM Post #36 |
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Well that's because technically, Falzar is just a wing. But the data there must be telling it to load the same sprite sheet but on a new frame on the same panel. It repeats that for all the independent parts. Then animation values must be incremented to simulate the appearance of animating at the same time. I haven't figured out how to control this, however. |
| The Rockman EXE Zone | YouTube | |
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| Dramz | Dec 28 2009, 02:10 PM Post #37 |
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true, and I was trying to see if any of the offsets in question controlled the animation that tells it to load those sprites as it does...couldn't find it there though. nor could I find the panel attribute there. |
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| Mgamerz | Dec 28 2009, 10:04 PM Post #38 |
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What do you mean, the offsets before the attack data mean? Those offsets point to where to load the data. At least, if what I think your talking about means. That's in attack sequence hacking. Theres a start flag, which points to the next value (MOST TIMES!!!! Rockcube's explosion doesn't seem to have flags. ) Then it has a pointer to some actual hard coded data on how to do the attack, then it just continues the offset list. Everything else is actual attack data, and unless you really got down and tried to mess with it, I don't think you'll be getting much on it. We can't dissassemble a compiled rom as we can with a DS rom. |
| 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 | Dec 28 2009, 10:06 PM Post #39 |
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The ShoutBox King
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Too lazy to load the new page so Imma use quick reply. Why did you convert my addresses to 16 bitt... it's much easier to understand in 32 bit. |
| 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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| MegaRockEXE | Dec 28 2009, 10:33 PM Post #40 |
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I don't agree with it either. But I do want to understand the raw attack data a little more. Once, I was able to edit the frame used for an attack. But nothing is consistent among attacks. |
| The Rockman EXE Zone | YouTube | |
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