| AI Hacking - Replacing Navis; from offset list | |
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| Topic Started: Jun 9 2010, 08:21 AM (1,265 Views) | |
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Jun 9 2010, 08:21 AM Post #1 |
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Programmer!
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NOTE: This is the same thing Ablon found of extending AIs. I'm just showing you a shorter and faster way of doing it. Basically, what this can do is replace a navi via Direct Enemy Hacking. It only works with battle sprites, because, of course, Direct Enemy Hacking cannot be done with overworld, mugshots, or objects. So, what you can basically do here is replace a navi's AI offset with another. It reads the first 16-bit data byte and sets the navi to it. You can do it at this offset: 080F24DC 32-bit. That's the list for all the navis and stuff. So, for example, ProtoMan's moveset is... 080FB8B4. Look for that. If you can't find it, I'll help you out a bit: ![]() Now, we want to swap ProtoMan and put in KillerMan. KillerMan will still have ProtoMan's AI So now, KillerMan's s 080F580C. Replace that over ProtoMan's. Now, go fight ProtoMan in Chaud's appearance in overworld. If you did everything correctly, the end product should be: ![]() Have fun using this. Edited by Agro, Jun 9 2010, 01:58 PM.
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| Dramz | Jun 9 2010, 02:27 PM Post #2 |
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Spastic Colon
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I found this earlier, but I was only gonna post it when i found out how to repoint the HP and all of that stuff. If we can repoint the top half of the navi data, we would be able to add in new navis. |
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Jun 9 2010, 02:31 PM Post #3 |
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Programmer!
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Basically. I've been testing something like this since I came back. Anyway, we would have to find a way to get it in though. |
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| timaeus222 | Jun 14 2010, 04:02 PM Post #4 |
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The Tech Guy
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Hey, I wrote this offset down before o.o xD So you found it too ![]() Hm... If you're hoping to replace some of those 080F28C1's, there's no point. At least, not that I see. Hakushaku's slot occupies all the navi triggers after FBeast. Edited by timaeus222, Jun 14 2010, 04:20 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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| timaeus222 | Jun 14 2010, 04:29 PM Post #5 |
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The Tech Guy
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0810253C has HP repoints for only V1 navis. Isn't that weird? Not EX or SP, or RV or BX, but ONLY V1... |
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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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| brianuuu | Jun 14 2010, 07:27 PM Post #6 |
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SF Noise Spriter
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easy to explain tim, because the EX, SP's HP are following the HP of V1 |
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| Dramz | Jun 15 2010, 02:38 AM Post #7 |
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Spastic Colon
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I've played around a LOT with this stuff....and that is extremely strange. I guess it makes sense, everything is pointed to individually. the sprites have their own pointer... are there separate pointers for V2, V3...etc? |
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| brianuuu | Jun 15 2010, 02:45 AM Post #8 |
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SF Noise Spriter
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Like my emotion window hacking of link navi, it only points to the first navi's emotion window too |
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| Dramz | Jun 15 2010, 03:43 AM Post #9 |
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Spastic Colon
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only points there, but does it deal with all of the emotion windows in that area? |
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Jun 15 2010, 07:38 AM Post #10 |
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Programmer!
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Well, yes, I think there is. I'm just making a theory right now about this. Go to the version modifier(if there is one) at the navis AI offset. Look at the offset location of it and then search the offset in HxD. Then if you find it, that's how you switch around versions of navis. |
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| Dramz | Jun 16 2010, 05:03 AM Post #11 |
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Spastic Colon
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Doing some research on this anomoly tim just posted. I'm gonna deal with the top part of the navi data. Sprite, first 2 bytes. Has a pointer that points to those 2 bytes individually. Between the sprite and the 1st HP, none of the bytes are pointed to. we know the function of 2 of the 6 bytes, but trashing the others seems to bear no effect. *CAN SOMEONE PLEASE TEST REPOINTING THE SPRITE, AND SEE WHAT EEMENT THE NAVI COMES OUT AS, specifically, repoint an elemental navi, like blastman. the game seems to default to normal element when the element bytes are set to 00s, or not there, but due to certain circumstances, i cannot test navi elements atm.* 1st version HP, this is pointed to, as it is the start of the"version data", the data that affects specific versions. repointing this affects all versions. The FF wall, interestingly enough has its own pointer. This is interesting, as so far as I can tell, the wall has no practical use. altering this pointer, AND completely trashing the wall seems to bear no effect whatsoever. We also know that the offsets after the AI have their own pointer, and I've dealt with that in one of my guides. After that, the AI data begins. "C0 [rbw]B5[/rbw] AF 6D" http://img101.imageshack.us/img101/9946/memoryviewerprotoman.png ![]() we still do not know he function of the '4 unboxed bytes', and those 4 bytes, along with the Brown box, are the only bytes that do not seem to be pointed to in some way, unless the sprite control pointer affects them as well. that needs to be tested, and I cant do that at the moment...anyone else wanna. Also, yes, I did quickly try adding versions, but failed. the wall of FFs does not end the version data, as I've scraped the wall in 2 ways, and wrote in more versions, adjusted the "version modifier" and tested, but still nothing. One last thing, I tried editing what we have been calling the "version modifier" and no noticeable effect. Edited by Dramz, Jun 16 2010, 05:10 AM.
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