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Ar2 Command Help –
02-03-2004,08:57 AM
Re: MGS2 Substance NTSC
Code:
9185BB7ABCA99B83
FEFEFEC8BCA99E6A
9185BB7ABCA99B83
FEFEFE90BCA99B84
These are CJ's 999 dog tags and have HF Blade codes respectively, converted they are
61193B84 00000000
000000D2 000003E7
61193B84 00000000
0000001A 00000001
I'm assuming the "61" is a command and that somehow the "d2" and "1a" in the 2nd line refers to a specific address and the last half of the 2nd line is the value of the address?
I need some help/specifics about these two codes. In fact anybody who has PS2dis and some time I would gladly send a copy of the .pis file. I absolutely believe that a character mod code, hf blade activation "remember the first part is getting the damn thing (Done), second part is changing the flag that lets you use it", always have sunglasses, completion codes, etc can be done.
Any help is greatly appreciated
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Re: Ar2 Command Help –
02-03-2004,09:38 AM
Originally posted by vanatreus
Re: MGS2 Substance NTSC
Code:
9185BB7ABCA99B83
FEFEFEC8BCA99E6A
9185BB7ABCA99B83
FEFEFE90BCA99B84
These are CJ's 999 dog tags and have HF Blade codes respectively, converted they are
61193B84 00000000
000000D2 000003E7
61193B84 00000000
0000001A 00000001
I'm assuming the "61" is a command and that somehow the "d2" and "1a" in the 2nd line refers to a specific address and the last half of the 2nd line is the value of the address?
I need some help/specifics about these two codes. In fact anybody who has PS2dis and some time I would gladly send a copy of the .pis file. I absolutely believe that a character mod code, hf blade activation "remember the first part is getting the damn thing (Done), second part is changing the flag that lets you use it", always have sunglasses, completion codes, etc can be done.
Any help is greatly appreciated
Your conversion is right. The 61193B84 00000000, have no idea. The 000000D2 000003E7 address shows 000003E7 that the value is at 16bit, so the correct address is 100000D2 000003E7. The 0000001A 00000001 address shows 00000001 that the value is at 8bit, so this address would work, if its the right one. I don't know where you got these codes, but I would say, you would be lucky to have the game boot up, let along work.
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02-03-2004,11:24 AM
Judging by other codes for the game it looks like it loads the value at 193B84, presumably a pointer to the relevant data structure, uses the first part of the second line as an offset and the last part as the value.
Pseudo-code-ish description:
load A with data from 00193B84
load B with immediate value from code
store B at 0xD2(A)
I'm just guessing, but it seems like the best explanation. Unfortunately, I have neither the game nor an AR2 to test the theory with.
Interestingly enough, it looks like the C command on a CB works similarly and that I can test, but not on MGS2. The format appears to be CAAAAAAA OOOOVVVV where A is the address, O is the offset and V is the value. Although the CB version appears to use the address in the code as a fixed value rather than loading a pointer from it.
I'll look closer when I'm actually off work and not just on my lunch hour.
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02-04-2004,02:08 PM
I sent an email today to Hellion (the ps2dis faq guy) seeing if he had any info as to whether the "61" is a command.
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02-05-2004,11:53 AM
999 dog tags
61193B84 00000000
000000D2 000003E7
Results: Works
999 dog tags (took out top line)
000000D2 000003E7
Results: Not a damn thing
im testing 61193B84 00000000
with all the items below just that one line to see if it works
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02-05-2004,12:33 PM
Okay, I see what you're getting at. I sort of doubt it will work that way, but it would be pretty sweet if it did. Maybe the second part of that first line is a counter of additional code lines to operate with. I was thinking that unused portion might be the address when it needs to be seven digits, but who knows.
The reason I was thinking the first line loaded a pointer is because they were able to make a single set of codes for properties common to both characters in the game. The codes at CMGSCCC.com have the format I mentioned before (C code type), but different codes were still required for each character, each code with a different offset/index value and the same base address.
For giggles you might try:
61193B80 00000000
000000D6 000003E7
If that works, then it's most likely not loading a pointer.
Edit: Oh yeah, I was also thinking the 1 in 61 might set the store to 16 bits. If that's the case 0 might be a single byte and 2 a full 32-bit word. Maybe something to play around with if you feel like it.
Last edited by Pyriel; 02-05-2004 at 12:38 PM.
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02-05-2004,01:55 PM
the address of 00193B80 00000000
is in the "white" field of Ps2dis. It shows that is being referred to by another address, but contains no commands or instructions, could this be in game "storage area" ?
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02-10-2004,10:03 AM
Originally posted by vanatreus
the address of 00193B80 00000000
is in the "white" field of Ps2dis. It shows that is being referred to by another address, but contains no commands or instructions, could this be in game "storage area" ?
many codes are in this area. it's common.
Fullcodes
www.codemasters-project.net
www.FullCodes.COM
Fullcodes@hotmail.com
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