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Expanding Chip Families
Topic Started: Dec 14 2010, 07:07 AM (2,311 Views)
Dramz
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If you've read Mgamerz's Chip modding Guide, you will recognise this list as the list of chip families:
Mgamerz's Chip Modding Guide


In this guide we will be expanding this list, and assigning values to 5F and beyond.
This guide is for Falzar. I will update with the Gregar offsets later.

Firstly, open up your game in a hex editor.
Go to EAC60
The pointer list here points to attack data that directly corresponds to the list in Mgamerz's guide.
Each pointer points to an attack sequence, in the same order as the list.

The list is 13C bytes long, so from EAC60, copy 13C bytes.
Paste these in an unused/expanded location. Make sure there is plenty of room directly below the list.

Then, go to 1BB10. Here is the pointer to the list of attack sequence pointers.
Change the offset here to that of your new one.
eg) If you pasted the list at 00800000, then the pointer there should be (00 00 80 08 = 08800000 in 8-bit)

Anyway, if at this point you run the game in the emulator, nothing will have changed.

From here, go back down to the location you posted the new list.
Scroll down to the bottom the list.
The last offset will be 0F020F08 (080F020F = BloodRain Attack Sequence)
The last value on Mgamerz's list is 5E= BloodRain (no attack)
So, simply input the offset of the attack data you want to add to the list, directly after the Bloodrain pointer.

eg) Add 77 83 0B 08 to the list to set the 5F Chip Family value to Colone's Z Cut.
(080B8377 = Colonel's Z Cut)
Then, mod a chip so that it uses the 5F chip family.
Colonel Z Cut Chip


If you want another attack, add it directly after the last one on the list.
Use the Direct Enemy Modding Offset Compilation
From here, you can keep adding sequences until you get to FF, simply by placing more pointers on the list.

You can therefore create new chip attacks, that could previously not be made, without overwriting any.
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If the attack freezes, it may be incompatible with the sublevels. Some boss attacks will work, but they are designed to be used by bosses. Alter the sublevels to achieve results.
If users test out sequences, and post their results on which levels work for which sequences, then I can add them to the guide.

Any questions, comments or hate mail, post.
I'll add the Gregar Offsets in the next couple days, all being well.
Enjoy.
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brianuuu
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Gregar ROM starts at EBFA0
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timaeus222
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The Tech Guy
This was KIND OF known, but thanks for expanding on the concept. Now it's clearer.

PS: I bookmarked this. xD
Edited by timaeus222, Dec 20 2010, 12:05 AM.
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Dramz
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timaeus222
Dec 20 2010, 12:01 AM
This was KIND OF known, but thanks for expanding on the concept. Now it's clearer.

PS: I bookmarked this. xD
I did post my findings on the Chip Editing Program topic (discussions involving link between attack sequences and chips were going on) when I first did this stuff, though I never gave any specific offsets or specifications.

I stole the screenshots from my post in that topic though. I was too lazy to make new ones.
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brianuuu
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There is a bug, when you beast out, it loads the original table, even you edited the pointer.
Edited by brianuuu, Jan 21 2011, 11:00 PM.
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Dramz
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Thats odd...
I believe there is a second pointer, not at 1BB10, find that, and try editing it.
I didin't post it because I didn't know what it did.
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Mgamerz
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I really need to figure out why my guides are in 'notes'. Then maybe someone can find the guide if they come here first.
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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HellHawkX
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Ok, I know this is old topic and stuff, but I have question, when I type EAC60 in hex editor and press GO, it shows nothing more but a giant load of 0, may I ask why?
Edited by HellHawkX, May 16 2011, 11:54 AM.
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Dramz
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You may have opened a .zip file of the r o m you want to mod.
Make sure it is the .gba file.

Either that, or you are doing it in a memory viewer, in which case it would have a nice 080 in front.
Edited by Dramz, May 16 2011, 02:56 PM.
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HellHawkX
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ablon08
May 16 2011, 02:55 PM
You may have opened a .zip file of the r o m you want to mod.
Make sure it is the .gba file.

Either that, or you are doing it in a memory viewer, in which case it would have a nice 080 in front.
Exactly, I was doing it trough memory viewer, oh and 080 in front?
so you mean EAC60080 if I'm using memory viewer?

EDIT: Nevermind, I have question, so I went to EAC60 in hex editor and went down till the leght was 13C, copyed it and pasted it BELOW it, so when I did that, did the bytes auto-expand, or was I supposed to expand it? and another question, when I goto 1BB10, what do I need to change there? am I supposed to change 1BB10?
Edited by HellHawkX, May 17 2011, 01:45 AM.
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Dramz
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front.
080EAC60

Doing this in the memory viewer is kinda useless.
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HellHawkX
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ablon08
May 17 2011, 01:45 AM
front.
080EAC60

Doing this in the memory viewer is kinda useless.
Yes, I edited my post just now, I posted question there
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HellHawkX
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BUMP
Sorry for bumping but, can anyone answer my question please? and also sorry for double post...but since it was bump it's ok right?
Edited by HellHawkX, May 21 2011, 10:39 AM.
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Bladerush
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Receiving Game Crashes over here, using MMBN6 Gregar, heres a screeny of my Hex Editor

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I modified AirShot Chip, gave him Attack Type 5F with the Battle Chip Editor.
Other Chips however still do work.
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Prof. 9
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Did you change the pointer to 00 00 80 08?

Also, note that Colonel's Z-slash pointer is different for Gregar; 080B8377 is for Falzar and will not work for Gregar.
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Bladerush
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Sep 20 2011, 12:22 PM
Did you change the pointer to 00 00 80 08?

Also, note that Colonel's Z-slash pointer is different for Gregar; 080B8377 is for Falzar and will not work for Gregar.

Yes i did.

I figured that the Z-Slash Pointer is most likely the problem.
I'll just do some calculations and post the correct Pointer.

Edit: I get B96B7 as result, this however still doesn't work. Looks like the Pointer Addresses are not co-relative among the 2 Versions.
Edited by Bladerush, Sep 20 2011, 01:32 PM.
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brianuuu
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Bladerush
Sep 20 2011, 12:33 PM
Edit: I get B96B7 as result, this however still doesn't work. Looks like the Pointer Addresses are not co-relative among the 2 Versions.
Of course they aren't...
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Bladerush
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brianuuu
Sep 21 2011, 05:19 AM
Bladerush
Sep 20 2011, 12:33 PM
Edit: I get B96B7 as result, this however still doesn't work. Looks like the Pointer Addresses are not co-relative among the 2 Versions.
Of course they aren't...
You make it sound like it is an eternal truth.
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