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| Attack Repointing Guide; Give a navi a max of 12 moves! | |
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| Topic Started: Aug 30 2009, 02:06 PM (3,678 Views) | |
| timaeus222 | Aug 30 2009, 02:06 PM Post #1 |
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The Tech Guy
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Hello, and welcome to the Attack Repointing Guide. The purpose of this guide is to teach you how to give any navi, not just Bass, up to 12 moves in their arsenal. It would really help if you read the Direct Enemy Hacking Guide and the Attack Sequence Hacking Guide beforehand, to get familiar with the terms and process, as this guide combines them both. Bass's 4 Attack AI, 08102563, will be used in this. Go to 08102563 and view in 32-bit. Save at 08102560, and put in 28 hex bytes(40 decimal) and save and confirm. ![]() Name it something you can remember. This is the data you will use to create a navi attack slot that is actually 4 attacks! Now, you must expand your ROM to 16 MB. Use the ROM Expanding Guide. Once you are done doing so, go to 08800000 and view in 32-bit. Press Load on the bottom of the memory viewer and select the .DMP file you made earlier. confirm the offset as 08800000 and the size as 28 and finish loading the dump. ![]() Then go to the end of the dump; of course that's when the 00's continue endlessly after the data you loaded. Press Load again and find the same file. confirm like before and etc. etc. You should end up with this, exactly: ![]() Repeat once more. Now you have data for 3 different slots for navi hacking somewhere else on the ROM. Each AI has 4 attacks, so that'll be 12 attacks for all versions of the enemy but EX. EX will lose the fourth attack because you're using Bass's AI, and BX version is actually EX. ![]() Before we go on, use the Attack Sequence Hacking Guide, and find the start flags(08102578). Go to the offset right after it and look at the Current Address box. Replace the offset of the start flag with offset displayed in the box. ![]() Repeat the above paragraph step on the other two copies of the AI. What I mean by start flag is, it's the offset that designates the very next 4 hexadecimal bytes that represent the first attack in the offset. It's a startup offset that sends the game to a spot on the ROM, and we want that to lead us to the first attack so that the AI works properly. For now let's give Bass 12 moves. Go to 08101854, view in 16-bit, and scroll down to the spot where you see 1A69 0810 2291 0810. That's Bass's AI, then afterwards Bass's movement. This guide can only be used with Bass's AI, so copy "1A69 0810 2291 0810" to any other navi you're editing. Anyways, you should be seeing, on a clean ROM, 23A1 0810 24AB 0810 2563 0810 2963 0810. ![]() Before we go on, read below. View in 32-bit and THEN go back to 08800000. Then change to 8-bit. As you can see, you need to add 3 bytes to get to B5 03 49. That's where it starts. So 08800003 is what you put. You add 3 bytes because all attack data starts 3 bytes after the offset that is actually shown in the memory viewer when you view it in 32-bit. So if you have the attack data, 080BFAD9(DarkSword from Darkness PA with charge), and you go there, it would actually go to the offset, 080BFAD6. When you switch to 8-bit, add 3 bytes to get to 080BFAD9. That's where the attack actually starts: B5 0X 49, where X is either 1, 2, 3, or 4. Go back to 08101854 and scroll down to the 23A1 0810 24AB 0810 2563 0810 2963 0810 data. Change 23A1 0810 to 0003 0880. Now the attack slot loads from Bass's 4 Attack AI. Repeat the process of the above paragraph and this one, for 24AB 0810 and 2563 0810(and 2963 0810 if you wish). ![]() If you did it right, you should end up with 1A69 0810 2291 0810 0003 0880 002B 0880 0053 0880 007B 0880. This is so Bass has access to the attacks you put at the new spot on the ROM. These offsets make Bass use the moves you put at those spots you specified: 08000003, 0800002B, and 08000053. ![]() The bold underline is if you choose to change the beast attack slot, which is only used in EX form. That's so all versions will have 12 moves. Remember, EX drops the fourth move in the 4 Attack AI. Okay, now hack a battle and test it! Go to 080B388B and replace 11 25 25 00 11 with 11 25 XX 01 F0. XX is the character, for whose who don't know. For the guide use 6F for BassSP. Now go to 080B374B if you wish to hack BG or music. Otherwise go back to 08800000. You thought you were done? Nope. Use the Direct Enemy Hacking Guide's attack offset list and attack splice the new attacks you want to put, replacing 08102589, 08102661, 081027A5, and 08102897 with your new moves taken from the Attack Splicing guide's list. Here was my result, which was the same one from the guide's video version. ![]() Now that you have your new navi, test the battle. Use this cheat for an easy time. You'll thank me later. 820348BC 3750 It's Codebreaker but can be used in Gameshark button. Just run into any battle and you'll automatically find your hacked battle. Okay, hope it works out for people using the guide! ------------------------------------------------------------------------- For those who are "reading-impaired", use the video guide. (c) Timaeus.EXE 2009+ Edited by timaeus222, Sep 11 2009, 10:40 PM.
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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 | Aug 30 2009, 03:52 PM Post #2 |
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I'd like to see this in action. And I think it's kind of confusing when you switch the attack pointers to 16-bit for no apparent reason. Try to guide through using the same notation. |
| The Rockman EXE Zone | YouTube | |
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| timaeus222 | Aug 30 2009, 04:46 PM Post #3 |
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The Tech Guy
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Well, I only put those parts in 16-bit since the original guide was in 16-bit, so I thought it would make sense. And if you had wanted to see it in action, I demonstrate it in the video guide. http://www.youtube.com/watch?v=B_zoOMd87Gk And the 12 Move Bass Demo is here: http://www.youtube.com/watch?v=SGsfzXwhX2k Edited by timaeus222, Aug 30 2009, 04:50 PM.
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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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| Dangel.exe | Aug 30 2009, 05:33 PM Post #4 |
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TREZian
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Nice you also made a written guide!![]() I loled when I saw this image |
![]() Signatures I made and you can use: BluesSoul|Subaru|RockMan.EXE Use the freely but you better warn if you want to be the only using it | |
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| Blazer01834 | Aug 30 2009, 05:41 PM Post #5 |
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Thank god! your video was way to hard to understand >.> EDIT: i got it to work but it freezes time to time...is that supposed to happen? Edited by Blazer01834, Aug 31 2009, 08:30 AM.
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| MegaRockEXE | Sep 5 2009, 10:32 AM Post #6 |
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I still don't get it. Is this what I sound like? It's really confusing when you as I mentioned before, when you switch to 16-bit to see the attack pointers. I can't get any more attacks in. |
| The Rockman EXE Zone | YouTube | |
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Sep 5 2009, 11:06 AM Post #7 |
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Programmer!
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MegaRock, try watching the video. It's more understandable then the Guide. or Ask Timaeus or DarkCross. They know hao to do this, |
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| Mgamerz | Sep 6 2009, 10:14 AM Post #8 |
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The ShoutBox King
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You should put some pictures of what htis actually does. Cause I don't really get what it even is. All I see is a hell of alot of numbers and letters. |
| 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 | Sep 6 2009, 12:39 PM Post #9 |
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I think what's missing is an explanation. I don't know what any of the changes are or why I'm doing them. I figured out that this is just editing the parts of one of Bass's attacks. Can't it be done another way? |
| The Rockman EXE Zone | YouTube | |
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| Blazer01834 | Sep 7 2009, 05:02 PM Post #10 |
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i don't know if it will help or not but here's a diagram that i did in 32 bit...please excuse my sloppy paint skills. lets take a look at the memory viewer at the bottom. this is bass's offset.The red one is his buster rake attack(08101A69) the green one is his Hell's rolling attack(081024AB) and the yellow one is his tankcannon,darksword,fireburner attack(08102563) now lets's look at the top memory viewer. this is what we're gonna change the attacks into. as you can see 1 of bass's attacks will count as 4 attacks... the RED group(buster rake) holds 4 attacks(18102589,18102661,081027A5,08102897) the GREEN(can't use green color...it's forbidden >__>) which is his hells rolling wheel,holds 4 atttacks(08102589,08102661,081027A5,18102897) the YELLOW group(tankcannon,darksword,fireburner) also holds 4 attacks(08102589,08102661,081027A5,08102897) thus all 3 of them would make 12 attacks.to change the attacks you would just change the values on the top memory viewer to another value(use Direct enemy hacking guide) so if you changed 18102589 into 080ECDFD(train arrow value) then bass would start using train arrow for that slot. rememeber there are also 3 attacks left for that group so he would use those attacks separately...then you would change the attacks in the green group. then in the yellow group. Edited by Blazer01834, Sep 8 2009, 01:40 PM.
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| Dramz | Sep 7 2009, 10:53 PM Post #11 |
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Spastic Colon
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I sort of understand this, but I haven't actually tried to yet. I will though,I definatly will |
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| FinalDarkSigma | Sep 9 2009, 02:56 PM Post #12 |
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i followed the guide but when Bass Attacks the game resets how can i fix this? |
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| MegaRockEXE | Sep 10 2009, 07:33 PM Post #13 |
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Probably the wrong attack or pointer. That happened to me, too. |
| The Rockman EXE Zone | YouTube | |
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| timaeus222 | Sep 11 2009, 10:01 PM Post #14 |
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The Tech Guy
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sorry about the clarity. but this really is confusing... Also, when you edit Bass's attacks and draw them from the new spot that you put his AI, make sure you add 3 from the B5 that starts the AI, while in 32-bit, to get to where the attack data actually starts, which is B5 03 49. The adding 3 is because 32-bit offsets only go in 4's(like 08000000, 08000004, etc.). And ok, MegaRock, I'll see if I can make this easier to understand. |
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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 | Sep 11 2009, 10:39 PM Post #15 |
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Well why is it that when I give him new attacks, the other 2 don't come up? I think you got ahead of yourself making that many attacks while explaining. |
| The Rockman EXE Zone | YouTube | |
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| timaeus222 | Sep 26 2009, 11:51 PM Post #16 |
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The Tech Guy
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The attacks are based on Bass's AI. GolemHit is only used when you're in the front column. Tank Cannon if in the back, FireBurner just rarely, at any moment, and DarkSword if you're in the middle column. It just depends on where you stand. And EX version cannot use the "FireBurner" attack slot because that attack is forgotten and replaced with the Beast Power. |
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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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| Mgamerz | Sep 27 2009, 07:33 AM Post #17 |
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The ShoutBox King
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If you put in the wrong pointer, the game sometimes just stop running, or glitches (with the scream of death), or just resets. Just make a savestate to fix that while it says battle start. It's really common when hacking navi's AI. I think it's to keep the game from freezing up incase a bug is found in the released version. I'm reading your guide and it makes sense to me (as i wrote the splicing guide so i know how alot of this works), but just barely. You need more pictures showing what you mean. Like at every step where you edit the memory viewer cause it's still pretty confusing. Also, when you say 'add 3 bytes', it should be bits. A byte is FF. (a byte is 8 bits. 8 bits is 11111111, which is 255 in hexadecimal. Which is FF in hex, so 3 bytes is I think 65035... or whatever 255 cubed is) Edited by Mgamerz, Sep 27 2009, 07:39 AM.
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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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| MegaRockEXE | Sep 27 2009, 12:40 PM Post #18 |
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I still can't make him use more branched out attacks. I don't know how it works and it should be explained differently. |
| The Rockman EXE Zone | YouTube | |
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| Dramz | Dec 30 2009, 03:01 PM Post #19 |
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I'm doing this for Heatman, and I can switch all the pointers and flags necessary and stuff, but he still only uses the first attack I put down in the expanded spot (for V1...haven't tested other versions) Does this have to do with what level he is at, his AI or am I dong something wrong? |
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| MegaRockEXE | Dec 30 2009, 03:35 PM Post #20 |
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That happened to me, too. I could never figure out how the expanded attacks work. |
| The Rockman EXE Zone | YouTube | |
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