Monster Hunter Freedom Unite [USA]
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09-14-2024, 05:06 PM
Post: #128
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RE: Monster Hunter Freedom Unite [USA]
Thanks for taking the time to even view this if it catches you.
Before I go deep into explanation I just wanted to state that this is in reference to the conversation you had with another user in this thread (page 2) allowing times 1.X/2.X/3.X...etc multiplication of the player's attack instead of x2/x4/x6/etc. (There's also a similar code discussed later in the thread in relation to defense values, but I am mainly focused on the xAttack versions). Here are the codes in reference: Code: _C0 Attack x XXXX / YYYYY Code: Example Additionally, this is the standard x2 attack code that was referenced initially in the thread that was requested to be changed to x1.2/x1.3/etc Code: _C0 Attack x 2 ------------------------------------------------------------------------------------ I'm interested in using these codes with the JPN version of the game (P2ndG) for compatibility with another project/mod so I was looking to simply translate these over to that version. If I understood the process well enough, I was also looking to make similar codes for the other PSP games in the series. I have a slight level of knowledge of assembly and reading hex values so I took a look at the CwCheat "documentation' over at https://datacrystal.romhacking.net/wiki/CwCheat to get an understanding of the process for making these cheats. From what I understand, this is what's happening in the cheat: Code: _L 0xE0080CCC 0x100D9298 (this line is optional) Code: _L 0x200D9298 0x0A200CCC Code: _L 0x20003330 0x2416XXXX The following is where I am roadblocked, I am assuming the remainder if the actual multiplication process, but I have no understanding of it: Code: _L 0x20003338 0x02160018 ------------------------------------------------------------------------------------ This is the Attack x2 code for the JPN version of the game, which uses a different address value than FU: Code: _C0 Attack x2 I thought I could simply convert the above process to the times 1.X variants by simply swapping out the Attack Values address and came up with the following, but that doesn't seem to be the case. My Attempt/"Conversion": Code: _C0 Attack x 000C(12)/000A(10) (x1.2) For the address values in lines 2-9 (0x217FFF50 - 0x217FF00C) I used the address locations of an existing HP Display code since I thought this would be a "free space" in memory where I could store the address values used for the multiplication. This code causes a freeze when accessing the Status Page in game when enabled. If you could help me out or guide me in the right direction on this it would be greatly appreciated. |
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