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Editing More With Attack Data; beta
Topic Started: Jun 17 2010, 04:17 PM (887 Views)
Agro
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Programmer!

This guide might not be the best. Look for mistakes, etc. It does not also reveal everything I need to show you, but I'll make another guide when I complete what I have to do.

Welcome to the guide to learn editing more with raw attack data. In this guide, we will learn how to repoint
and replace the attack data. For this guide, we will be editing MegaMan's buster attack data. The offset
containing the data is at 080EBE01. The offset where 080EBE01 is located is [PLACE OFFSET HERE].

The first procedure we are going to do is to repoint the attack data. To repoint attack data, you replace an
offset containing 1 attack data with another offset that contains more attack data. Go to the list containing
MegaMan's Buster Attack Data which I told you was at [PLACE OFFSET HERE]. Now, open up another Memory Viewer
and go to this offset(same list, but at another location in it), 080EAD50. The last offset on that line is
080EF283, which is the attack data to throw a Gregar head!

Now, replace MegaMan's buster offset with the attack data offset that throws Gregar's head. Try out MegaMan's
buster now. You'll see that the animation for swinging down a hammer comes up... And out comes Gregar's head!
Notice something peculiar when that happens? Well, at least I do. When you throw the Gregar head, it stops the
enemy. This is probably an action from inside the attack data that the Gregar head data holds.

You can do whatever you want with repointing attack data now. That can be permanent. What we are going to do now
is replace attack data.

CAUTION: Replacing Attack Data should NOT be permanent! It may replace other attack data when you use it and
will crash!
EVEN BIGGER CAUTION: ALL OF THE FOLLOWING IS NOT SAFE TO DO. IT ONLY WORKS ON SOME STUFF! NOT ON ALL!
THE EXAMPLE I AM USING DOES NOT WORK SO I AM JUST SHOWING YOU THIS METHOD!
You should use the above method(repointing) to do your work.

Alright, I hope you read ^. So, replacing attack data is taking out 1 offset's attack data and putting another's
in the replace. You do not use lists at all when replacing. This is done straight from the attack data. So,
we're going to use the same example as we just did for offset replacing but using Tomahawk Beast Out Attack.

When replacing, we must have the exact attack data dump, or something unwanted will occur. So, what we
will do is copy the exact dump of the Gregar Head Throw attack.

How To Dump Exact Attack Data(MUST READ FOR INFORMATION)


I hope you read the above so now we can continue, am I right? Now, go to the following offset (IN MEMORY VIEWER NOW),
080EF1ED and dump your attack data! This is how you replace attack data, and for sure is not reccommended!

I hope you understood this guide...

I will teach you guys using expanded space in another guide because what I will be showing you will be needing
this.
Edited by Agro, Jun 17 2010, 06:43 PM.
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louman7777777
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Newb
I'm sure I did something like this earlier but I thought it was a Chip Family list and none of the stop time attack attack data would be assigned right.

1000 POST I'M FREAKIN LEGENDARY NOW!!! WOOT!!!

Hey what happened to all our BBTags?
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Dramz
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Spastic Colon

Alrighty, my additions.
1) B5 is not necessarily the start of the attack data, but it is where it needs to be pointed to.
2) If you dump the Tank Cannon attack sequence, like I did ages ago, you can expand the base attack sequence, create longer chains
3) I posted something (that was probably ignored) about replacing offsets in the "attack sequence list" to change attacks
4) Some attack sequences contain pointers that point into itself. If you want to customize an expanded Z-Saber as an example, yo need to go to every pointer inside the attack sequence, and repoint it into the expanded one.

Thats all that comes to head first. I'll remember some more stuff later.


And yes, it is more logical to do it at an expanded offset. If you do it at an expanded, you can point navi attacks, among other things to it, and have heavily customised attack sequences.

also, you should reference the original guide.
Edited by Dramz, Jun 18 2010, 12:05 AM.
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Agro
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Programmer!

Well, according to the Attack Data list, B5 is the start of every attack data dump. And in No. 4, I already figured that out. I'm going to use it for something else in another guide and it'll make more use.
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Dramz
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Spastic Colon

that is because the attack data list POINTS to B5. it does not indicate the start of it.

eg) for AI data, first byte is C0, SECOND byte is B5.
for tank cannon, the B5 is located VERY low down, 5F7 bytes into the attack sequence data.
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Agro
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Programmer!

I started using ASM(THUMB and ARM) and I found some new attack data that is editable. I'll post it once I get everything written down.
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timaeus222
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The Tech Guy
Why would you replace attack data if you could simply do this?

080EA9A0

Replace all the 080EAC5D's with the new offset where the header is at(F7 46 00 00, starting at 46). Then:

0801BB10

Repoint that offset(080EAC60) to the offset of where the first attack in the list starts at. AKA, the offset where 080EB04D is at. Now you can add new attacks!!! =3

Optional: Replace it also, at 080EB044. Considering it points to the same place.
Edited by timaeus222, Sep 6 2010, 11:52 AM.
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