Monster Hunter Portable 3rd HD
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06-08-2014, 08:00 PM
(This post was last modified: 06-08-2014 08:31 PM by LunaMoo.)
Post: #142
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RE: Monster Hunter Portable 3rd HD
@Metalxrhino
For second boss monster: Code: _C1 2nd Monster size 200% Also the code works just fine for Bullfango for me, he's just small to begin with, if you change the size to x8 0x41000000 he'll be huge;p. As for all mobs not sure why the other game didn't had it, because pointers for them are around same place, but luckily I saw it so: Code: _C1 small monster #1 size 200% _L 0xE0020000 0x1xxxxxxxx _L 0x6xxxxxxxx 0x40000000 so next one would be: Code: _C1 small monster #2 size 200% Also in quests with only one boss, 2nd boss address will actually be 1st small monster, 1st small monster will be second etc.;p. it's pretty dynamic so I added the 0xE type code for those which doesn't write to address if pointer doesn't exist, so you can even add 10 of such codes and they should be safe to keep activated even when less monster is visible. 5-6 more of such codes should be enough, but I didn't really tested, waiting for FFT0 translation now and then I'll probably "disappear" for a while xD. Edit: Here's a screenshot with baby monster and his upscalled friend;p ^ so yeah each monster visible will need another code even when they're from same species, that's actually nice since you can set different sizes I guess, but it'll be pretty random which get's what size because it's dynamic. Another Edit: and yeah FFT0 in english, I'm off. ;O http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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