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Post by wEight on Jun 21, 2015 17:55:12 GMT
I mean like.. how did even kapteeni know those bytes that change abe's color, did he like.. type random numbers in every section and from that list of available bytes select one by one and edit them. Wow that like takes eternity xD Cheat Engine is so fun, you can do anything you want.. for example how i crashed my computer when i loaded a new screen
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Post by kapteeni13 on Jun 21, 2015 20:43:50 GMT
Most first first two things i hacked in Abe's Oddysee were: Changed Led Text and Abe's Position codes both X Axel and Y Axel. Exploring memory can take sometime indeed but less if you know what to search. I can list some codes and hints. ^^ Change Led Text: Just scan first two words with scan type: Text and change it what you like. You will see your text in game. Abe's Position (X Axel): Abe's single Step is changing between 25 variables. It increases by 25 when taking single step to right and decreases 25 when taking single step to left. This is one address / code method i used to find some screens in PS1 Demo version of Abe's Oddysee. Abe's Color: Scan with Array of Byte setting and input "66 00 66 00 66 00" to box and test some values to find right one. This might not work on some levels as values change but this is most default. First 66 is Red, 2nd 66 is Green and 3rd is Blue. ^^ Screen Teleport (for viewing screens without entering to them) Found best from pause menu. As Example if pause says you are in screen "R1P15C01" then scan with Array of Bytes: "01 00 10 00 01" Then after finding address by using memory view there is byte that control screen change but this is difficult to find but it's in neighbourhood in memory browser.. Also screen X and Y Axel is included nearby memory. I can use Abe's X and Y Axel addressess to teleport him to screen itself. Change Well/Door/Bird Portal destination: Similar to screen code but here you must already know destination screen. These codes allow usually set me new well / door destination. This was the method i used to find and play PS1 Abe's Exoddus Demo Beta area in demo disc. Just now i ran out of time to tell more... but i will return post more stuff.
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Post by wEight on Jun 23, 2015 19:31:40 GMT
Wow! You like.. did a very good job there idk what else to say lol
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Post by kapteeni13 on Jun 24, 2015 15:13:02 GMT
It's also possible that Editor inspired me find that Abe's Exoddus Demo Beta area. Specially when i realized value system. Then other things i have found or made: Airwalk mode: Allow Abe walk in air without falling. Higher jump (but glitchy): In memory there is also memory that controls how fast Abe is raised or falling. Freezing will make him fall slower or by jump make higher but it's not working like wished. xD
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Post by wEight on Jun 25, 2015 12:53:47 GMT
Wow, that's amazing , I started playing both exoddus and oddysee with speed hack though, looking forward to apply a different speed to only one object, might take some time
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Post by kapteeni13 on Jun 25, 2015 20:49:11 GMT
Today i tried hack beta DOA.BAN in demo but i made no progress... Object coding differs maybe too much.
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Post by wEight on Jun 26, 2015 19:27:29 GMT
Did you try to replace an object with DOA like in some of your videos where you checked some beta objects in exoddus secret area with wells? What if DOA is just a sprite for a already existing object (If i understood what you said xD), is there a way to replace sprites only? Try DOA on security eye and orb
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Post by kapteeni13 on Jun 27, 2015 17:00:18 GMT
I tried simple sprite rename method but that seems it was not enough. Yes i tried that method earlier also... No DOA.BAN appeared... i might have made it "appear" as invisible object but really it's not getting loaded. Atleast we have found sprites and animated DOA.BAN and DOABTM.BAN so we can try "theorize" them.
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Post by wEight on Jun 27, 2015 17:40:34 GMT
I tried simple sprite rename method but that seems it was not enough. Yes i tried that method earlier also... No DOA.BAN appeared... i might have made it "appear" as invisible object but really it's not getting loaded. Atleast we have found sprites and animated DOA.BAN and DOABTM.BAN so we can try "theorize" them. Oh I see, but anyway, you're making some good progress And where is the main file in the directory that contains the resources (Sprites/Sounds)? PS. I don't want to sound off-topic but could you check the "Need Any Help" thread, i mean i don't want to fill the boards with junk so i just made a post in the main helping one
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Post by kapteeni13 on Jun 28, 2015 20:12:08 GMT
Sprites/Sounds are inside .lvl (Level) files. I usually use Pauls Level Extractor to extract all level content. (CAMs, BANs) and VH and VB for sounds. For PSX Abe sounds i use PSound that scans .ISO files for possible sounds. And for PC sounds i open VH or VB with Audacity. Level files are where you installed/extracted game. Yeah noticed but returned later to reply with better moment.
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Post by wEight on Jun 28, 2015 20:18:34 GMT
Sprites/Sounds are inside .lvl (Level) files. I usually use Pauls Level Extractor to extract all level content. (CAMs, BANs) and VH and VB for sounds. For PSX Abe sounds i use PSound that scans .ISO files for possible sounds. And for PC sounds i open VH or VB with Audacity. Level files are where you installed/extracted game. Yeah noticed but returned later to reply with better moment. Wooow so i was right! Everything is assigned in each level so that's why paul is making a new level engine, since oddworld didn't make the game editable , okay I'll try it out
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