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Wulf2K

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#1 Wulf2K
Member since 2009 • 243 Posts

Mem/Savelocs for reference.

 

Live data:

[spoiler] 53aaf6 - Tutorials viewed

53ab00 - MP Remaining
53ab04 - Rage Remaining
53ab08 - MP Regen Speed (41 20 is default regen)
53ab0c - Red Orbs

53ab1a - HP Extensions
53ab1b - MP Extensions
53ab22 - Current spell
53ab26 - Poseidon's Trident
53ab27 - Unlocked Magics

30a1EBF7 - Poseidon's Rage level
30a1ebfb - Medusa's Gaze level
30a1ebff - Zeus' Fury level
30a1ec03 - Army of Hades level
30a1ec07 - Blade of Artemis level
30a1ec0B - Blades level

30a46d28 - X pos
30a46d2c - Z pos
30a46d30 - Y pos

30a46dc4 - Kratos Size
30a46dc8 - Kratos Speed
30a46dd0 - Animation?
30a46dd2 - Swimming
30a46dd4 - HP Remaining [/spoiler]

 

Checkpoint data:

[spoiler] 4c88e - X pos
54c892 - Z pos
54c896 - Y pos

54c8a0 - Swimmingness
  00 - standing
  01 - swimming (surface)
  02 - swimming (underwater)
  03 - swimming (surface)
  04 - (freeze)


54c8b6 - HP Remaining
54c8ba - MP Remaining
54c8bf - Rage Remaining
54c8c2 - MP Regen Speed
54c8c6 - Red Orbs
54c8d4 - HP Extensions
54c8d5 - MP Extensions
54c8d6 - PR level
54c8d7 - MG level
54c8d8 - ZF level
54c8d9 - AoH level
54c8da - BoA level
54c8db - Blades Level, 5=Athena
54c8dc - Last Magic selected
54c8dd - Gorgon Eyes
54c8de - Phoenix Feathers
54c8df - Muse Keys
54c8e0 - Poseidon's Trident
54c8e1 - Unlocked Magics, 7C = all, Binary (PR - MG - ZF - AoH - BoA - 0 - 0)

Save data (Save and reload to take effect):
54cc66 - Costume
54cc67 - Difficulty
56083c - Save Checksum [/spoiler]

Code modification:

[spoiler] Double jumps:
80C70 - 91280160 -> 60000000
81B90 - 901e0160 -> 60000000
8AB08 - 83c90000 -> 60000000
8AB30 - 901d0160 -> 60000000

Turn off all damage:
5F8D4 - D0230164 -> 60000000


When modifying the executable itself, -F700 from the above paragraph. [/spoiler]

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MrStarkiller

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#2 MrStarkiller
Member since 2008 • 18984 Posts

>off-hand

It varies.  The chaps on the nets have more HP (super versions).  The starting "Undead Legionnaires" were something like 35HP, I believe.  Let me just check. *checks*  Ah, here's a thread for you:  http://www.gow3forums.com/viewtopic.php?f=28&t=6149#p62892

The Bestiary should be pertinent info for you.  Some of the code may relate to damage they do with their specific hits, damage we do with certain grabs on it (or which grab it is *damage tied to the grab rather than the foe*), how much HP they need to be at for the grab (where applicable) *Undead Legionnaire are not supposed to have a grab state as they are GENERAL grab condition types*, how much petrification (units) it takes to freeze them, how long before they break out, how much HP they have as statues, etc.  Maybe even things like whether they can be launched, bounced, knocked back, etc. 

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#3 Wulf2K
Member since 2009 • 243 Posts

Found the spot in the save that controls swimming.  Can now toggle swimming, will be in the next release.

 

Misc has its first entries.  Kratos X/Y/Z position in the world, the 2 currently loaded WAD files, the currently loaded camera, and the name of the WAD containing that camera's information.  The last 2 are mostly useless, but if the current camera data is in the WAD you are trying to change, then it'll freeze.  Untested, but you should be able to set it to the swim-cam to avoid issues like that.

 

Most of the stuff under Misc will be useless to most people, but it's there for anybody willing to figure it out.  The editor can now be used to replicate my latest YT vid of a hacked speedrun (though you'd have to use more BoA jumping without the hacked infinite jump).

 

I'll try to update the download later tonight.

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#4 MrStarkiller
Member since 2008 • 18984 Posts

>toggle swimming

Yes, so I've been made aware.

>camera adjust

Ah, I see.

>swim-cam

Oh?

>people wanting to test it

Small group, I imagine.  Only rarely had takers for the sort of testing work I did.  I imagine it will be the same for you. 

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#5 Wulf2K
Member since 2009 • 243 Posts

Ares 2 - Your magic bar becomes Ares health bar.  Ares dies if you set your magic low enough, but doesn't if you set it to zero.  I set it to 0 and the health bars disappeared, tried setting it to some random number under 100 and he died, not sure of the exact range or values needed.

 

The checkpoint is set before any of the special level properties are set.  This means the BotG is never stored in the checkpoint data.

 

Edit:  Disregard the above about Ares HP = your MP.  There's a relationship, but it's not direct.  A few slaps with the BotG doesn't make the value lower, so manually forcing those values is screwing it up in some other way.

 

I think my next point of interest will be finding the variable that controls whether you've seen a video or not before, then forcing all videos to be skippable by hitting X.  Sick of watching Ares die, and Kratos jump, and Athena blah de blah.

 

There's a level variable that causes an undead to spawn on the hydra king ship.  I've never seen this in regular play, not sure if he's supposed to spawn if you return at a certain time.  Turning him on while the minihydras live is a neat source of collision damage.  In the box kicking section, can also turn on both the archers spawn and the melee spawn at the same time.  Leaving them all alive and triggering the climbing section enemies causes some weird warping enemies.

 

Further edit:  Are there only 3 treasure-unlocking activities, or am I forgetting any?  Beat the game once (VH / Secret Message 1), beat CotG (Costumes), destroy statues (Secret Message 2).

 

I have a save file starting the clones battle with no family present.  Could be useful for testing without failing.  Also useful for getting to Ares 2 quickly, as creating a save at the beginning of that fight causes a crash for unknown reasons.

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#6 MrStarkiller
Member since 2008 • 18984 Posts

>magic bar becomes Ares Health bar

Curious.  Is BotG tied to this nonsense in any way?

>dies if set low

>not if at zero

Noted.

>never stored in checkpoint data

Fantastic...

>disregard

Done and done.

>cutscene skip all day

Suits me.

>trigger dicking around

Good times.

>beat game once

This unlocks low level stuff.

>CotG

Costumes

>statues

Bonus message.  The last one is from beating VH (along with some more videos).

>Clones without protection

Boy, oh boy.  All too easy.  Grabs all day (If not grouping into valor sweeps for ring-out and collisions).

>Clone checkpoint causes crash

Pity. 

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#7 Wulf2K
Member since 2009 • 243 Posts
Found the spot that controls Kratos's size and speed.  Doesn't get saved.  Might use it to get that sub-minute speed run with a tiny Kratos sitting on the throne....  We'll see if the idea still amuses me tomorrow.  Also found the spot in live memory that toggles swimming, so I can switch it without needing a checkpoint/save.
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#8 MrStarkiller
Member since 2008 • 18984 Posts

>size and speed

Lovely.

>doesn't get saved

Bah.

>toggle swimming

Even better for AKheon. 

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#9 Wulf2K
Member since 2009 • 243 Posts

> Better for Akheon

Well, it would be better for him if he ran custom firmware.  As it is, I doubt the memory location will do him much good.

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#10 MrStarkiller
Member since 2008 • 18984 Posts

>much good

The man was in the tank for swim glitch.  Loved it. 

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#11 Wulf2K
Member since 2009 • 243 Posts

Work's slowed down on this (for GoW1), but I keep coming back to it to use as a base for my GoW2 editor.

 

This version isn't available for download yet, but it currently is a single program that gives you a "God of War 1/2" prompt before loading into the appropriate editor.  You then only have to find the MASTER.BIN and it will give you "Treasures / Slot 1 / 2 / 3 / 4" buttons.

 

I'm contemplating adding a button to overwrite the current save with a blank one starting at the very first checkpoint.  This would allow anybody to do a full challenge run of whatever type they wanted.  Shouldn't be too difficult, but I'm not sure how to bundle the blank save with the editor yet.  A second file would be too cumbersome, and I'm not sure yet how to embed it into the EXE itself.

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#12 MrStarkiller
Member since 2008 • 18984 Posts

>slowed down

You've gotten the best among the easiest results out of the way.  The rest is just troublesome.

>single program

Oh?

>challenge run button

Neat. 

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#13 Wulf2K
Member since 2009 • 243 Posts

Dairy Bastard on Very Hard difficulty.

 

Set an archer's health to 1 HP.  Takes two hits to kill it at 0.5 damage per hit.

Do one 0.5 damage hit, trigger checkpoint and restart, takes two more 0.5 damage hits to kill it.

 

Set an archer's health to 2 HP.  Takes one Artemis s hit to die.

Set an archer's health to 3 HP.  Takes two Artemis s hits to die.

Set an archer's health to 10 HP.  Takes five Artemis s hits to die.

Set an archer's health to 11 HP.  Takes six Artemis s hits to die.

Set an archer's health to 12 HP.  Takes six Artemis s hits to die.

Set an archer's health to 13 HP.  Takes six Artemis s hits to die.

 

Fractional damage exists but is lost over checkpoints.

Level 1 Artemis would appear to do 8.6 damage pre-modifiers with an s swing.
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#14 MrStarkiller
Member since 2008 • 18984 Posts

NOTE: GS has been messing up the format on A LOT of my posts lately.  I post them to notepad (getting around highlights due to Chrome) and then to Word before taking them back here (and getting rid of extra breaks added).  Due to the post being dense, I opted to keep some spaces it left.

">VH DB

Let's see if it all works as it should.

 

>set Archer HP to 1

As it hitting him down to one or changing the value?  I suppose the latter is more likely in this case.

>0.5 twice to kill

As expected.

>restart took away the fraction damage

A lesson learned.

>takes one hit

To note it, if the Artemis value is a fraction, it takes a lot of work to iron out what that is (for each individual hit).

>lvl1 Artemis

>pre-modifiers

As in not considering VH and DB?  You seemed to be testing s1 (not landing the other hits until knowing what they do in damage, I trust)."

If the case is such that you refer to lvl1 Artemis in default conditions, my old testing (no idea what I was doing back then to work with this) noted that the modifiers (according to the guide) are 1.75 (lvl1), 2.25 (lvl2) and 3.0 (lvl3).  Whoever set these was a jackass.  When the values are balanced around 1.75 rather than 1.00, it is no wonder that the intended power advantage is lost when it needs at least 3.75 to compare favorably to lvl5 BoC (forget about 'lvl6').  At alt.TUGOWU, I uploaded the .doc regarding all this.  I made a key for approximate damage hits and how they change with the level of the weapon:

 

7 = 7.46, 9.6, 12.8 *some of these are just approx. too; 12.8 divided by three is the base damage value were it 1.00*

8 = 8.64, 11.04, 14.55 *8.64 is what I write, though the same process as above leads to 8.4 something or other*

10 = 10.32, 13.27, 17.69

12 = 12, 15.42, 20.57

16 = 16.8, 21.6, 29.2

17 = 17, 21.85, 29.14

 

With this 'key' considered:

s1= 8

s2 = 8

s3 = 12/12/12

t1 = 8/8/8

t2 = 8

t3 = 16

T = 16 *notes say that when used after t2, it is one hit, but otherwise it hits twice...maybe for '16' or one hit of t1?*

o1 = 16

o2 = 16

o3= 24

(air) s1 = 8

(air) s2 = 8

(air) o1 = 16

(air) t1 = 16

 

L1+x = 10/10/10/10/10 *why is this weaker than L1+s without at least having stronger hit properties or going faster?*

L1+s = 12/12/12/12/12

L1+t = 16

L1+o = 17/17/17

 

R1 = 7/7/7/7/7

R1,s = 12/12/12

R1,t = 16

R1,o = 26, 33, 44 *expected 17 or 24, but got these values written for some reason...perhaps I meant to use 24, but testing was wearing me out and I put something incorrect down* 

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#15 Wulf2K
Member since 2009 • 243 Posts

> set HP

Modifying the checkpoint values directly in RAM.  Removes the guesswork of actually hitting them down to a certain value.

 

> Modifier of 1.75

5.

5 damage per theoretical unmodified Artemis hit.

Ah.

Ah.

Ah.

 

5 * 1.75 =  8.75

8.75 damage for an Artemis s1 hit on normal.

8.75 / 2 / 2 =  2.1875 for an Artemis s1 hit on VH as DB.

 

2.1875 * 5 =  10.9375 damage in five hits.

2.1875 * 6 = 13.125 damage in six hits.

It fits.

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#16 MrStarkiller
Member since 2008 • 18984 Posts

>remove the guess work

So long as it is tested against different values to rule things out.  That was only sometimes necessary in testing cases though.  Usually when I didn't have a base to work with (wanted to narrow things down).

>modifier

Now you know.

>it fits

That this system exists at all is an affront to good design.  I feel like choking them every time I'm reminded of my time spent testing that weapon.