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| [NDS] Metroid Prime: Hunters [U, V1.1] [AR] https://www.kodewerx.org/forum/viewtopic.php?f=22&t=2290 |
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| Author: | sekwaF yuG [ Fri Jun 01, 2007 7:00 pm ] |
| Post subject: | [NDS] Metroid Prime: Hunters [U, V1.1] [AR] |
Ok time for a request because the thread has fallen asleep. Metroid Prime: Hunters V1.1 Action Replay DS Extended Judicator freeze and Magmaul burn time I have requested this before, but I dont think I have requested it in this forum. |
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| Author: | sekwaF yuG [ Mon Jun 04, 2007 7:33 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
I cant really help the double post 'cause noone is posting requests and I have been holding this one in for a while now. Metroid Prime: Hunters V1.1 Action Replay DS I dont know how to explain it but I always wanted that little profile thing in bot matches when you injure a bot that shows his score and health to work on wifi. Dont know if this could be possible but if you think you can use the mic on random battles this shouldnt be too out this world. |
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| Author: | Kyle [ Mon Jun 04, 2007 7:37 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
sekwaF yuG wrote: Extended Judicator freeze and Magmaul burn time I have requested this before, but I dont think I have requested it in this forum. I'll try those tomorrow or Wednesday. (I might not get to it tomorrow. I have my 8th grade dance.) |
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| Author: | sekwaF yuG [ Mon Jun 04, 2007 7:42 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
Who you going with? Is she hot?...I mean...ok thanks that would be great i would love to freeze people on wifi and then just run around and not kill them. EDIT: Would this be the same as having the non-charged magmauls and judicators never blowup? now THAT would be awesome!! judicator spikes flying all over C Hall!!! SWEEEET! |
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| Author: | nicky041192 [ Sat Jun 09, 2007 12:51 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
Kyle wrote: sekwaF yuG wrote: Extended Judicator freeze and Magmaul burn time I have requested this before, but I dont think I have requested it in this forum. I'll try those tomorrow or Wednesday. (I might not get to it tomorrow. I have my 8th grade dance.) how did it go? |
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| Author: | nahxela [ Sat Jun 09, 2007 10:09 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
sekwaF yuG wrote: Who you going with? Is she hot?...I mean...ok thanks that would be great i would love to freeze people on wifi and then just run around and not kill them. Unfortunately that wouldn't work, since the weapons have a set amount of ammunition flying about the screen. If you've experimented with the speed mod of weapons in Prime Hunter mode, you note that if you have a rapid firing anything, it only sends out a limited stream, meaning that it can only have a certain amount of shots at a time, and as soon as that maximum is reached, the earliest one sent out automatically gets destroyed so that the latest shot can be releasedEDIT: Would this be the same as having the non-charged magmauls and judicators never blowup? now THAT would be awesome!! judicator spikes flying all over C Hall!!! SWEEEET! Hope you can understand that ^ I'll try to explain this with an example: If you try to rapidly shoot volt driver shots in long range, you'll notice it takes awhile between every few shots to shoot another one. This is because once you have shot a certain amount, you have to wait for one of the shots to hit something/be destroyed before you can shoot another shot. |
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| Author: | sekwaF yuG [ Sat Jun 09, 2007 11:46 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
I noticed then when i was using the always charged code and shooting the VD across Alinos Gateway but then couldnt you just make a code that extends the limit also? |
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| Author: | Hextator [ Sat Jun 09, 2007 1:59 pm ] |
| Post subject: | |
That depends. In most cases you can; it's very easy. Usually, though, you will still be limited by the amount of RAM the game allocates for projectiles. Once the game runs out of that space, no reasonable code will be able to increase the limit. If it did it would likely be a code that allows the projectile routines have access to other RAM, which would only make the game crash. Anyhow, there are two codes involved with Judicator spikes bouncing around indefinitely. One to increase the number that can be on screen and one to give each spike an infinite number of ricochets before disintegration. I imagine that after such codes were put in place and used, your screen would look a lot like this: http://s139.photobucket.com/albums/q314 ... ap0072.jpg Blinding, no? |
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| Author: | sekwaF yuG [ Sat Jun 09, 2007 2:05 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
Well i would like them to stop when the hit a person so if noone gets hit, yes thats what it would look like but i think it would be cool. And I would like to add the Voltdriver thing thats fucks up your screen added to the infinite freeze time/burn time. that would be so annoying for people lol!!!! |
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| Author: | Hextator [ Sun Jun 10, 2007 7:47 am ] |
| Post subject: | |
- You wouldn't have to worry about the Judicator beams not disappearing when they hit a target. Hitting a target doesn't work the same way as hitting a wall does; if it hits a wall, a ricochet counter will likely be used to determine its remaining life, but if it hits a target it will go away no matter what. - You mean BOTS would have trouble with it (and maybe wireless buddies too, I guess). As far as I can tell, anything you can think of to mess with someone else's game (e.g. making them stay frozen for eternity) won't work on WiFi. Notice that using infinite health is altering YOUR game, and not theirs...this is why codes like infinite health work on WiFi, but rapid fire doesn't. As far as screwing up the other player, I don't think the volt driver's nasty side effect really makes a difference on bots, but I know the burn of the Magmaul and freeze of the Judicator would certainly put them through much misery. |
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| Author: | nahxela [ Sun Jun 10, 2007 7:57 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
sekwaF yuG wrote: Well i would like them to stop when the hit a person so if noone gets hit, yes thats what it would look like but i think it would be cool. And I would like to add the Voltdriver thing thats fucks up your screen added to the infinite freeze time/burn time. that would be so annoying for people lol!!!! I'm pretty sure that the only way you can have the affinity effects of the volt driver is when you're either Kanden, or the Prime Hunter, in which case you can just use the Prime Hunter code that keeps you as the prime hunter... |
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| Author: | sekwaF yuG [ Sun Jun 10, 2007 9:24 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
I didnt think there was one that worked for V1.1 and i still think it messes up your screen it just doesnt follow people around. |
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| Author: | Hextator [ Sun Jun 10, 2007 9:28 am ] |
| Post subject: | |
From what I've seen it's the other way around; if you're not Kanden, it doesn't mess up their screen, but it DOES follow them. Prime Hunters code is another code whose adverse effects on other players are nullified on WiFi. However, I'm not sure if the speed boost you get from it is nullified. I'd love to take that speed boost and increase its effect, but the debugger can't run the game. I'd only be able to make it for 1.0 anyhow. As such, the only way to make a speed code at the moment is to simply multiply the speed vectors. I already know where they are (falling speed is just the Z speed vector; the other two surround this address) and I've made a speed hack before, so I guess I could write an ASM hack to increase running speed by quite a bit, and I might even be able to write the code to where it works on other versions of the game. |
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| Author: | sekwaF yuG [ Sun Jun 10, 2007 9:52 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
When I said it messes up their screen but doesnt follow them i was talking about when your not kanden OR the prime hunter and your just like noxus or something. And I havent yet seen a prime hunter code that worked for V1.1 |
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| Author: | Hextator [ Sun Jun 10, 2007 2:09 pm ] |
| Post subject: | |
I know what you meant; what I said was that if, for example, you're Noxus, the Volt Driver will chase a target but not frag their screen, which is the opposite of what you said. Or perhaps you knew what I meant and acknowledged me awkwardly. |
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| Author: | sekwaF yuG [ Mon Jun 11, 2007 7:40 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
How would the VD follow someone if your not kanden and arent the PH? Or were you REQUESTING that as that what this is for? |
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| Author: | Kyle [ Tue Jun 12, 2007 8:34 am ] |
| Post subject: | Re: |
Zeld wrote: As such, the only way to make a speed code at the moment is to simply multiply the speed vectors. I already know where they are (falling speed is just the Z speed vector; the other two surround this address) and I've made a speed hack before, so I guess I could write an ASM hack to increase running speed by quite a bit, and I might even be able to write the code to where it works on other versions of the game. I think I have the address that holds speed. I can't get it to work as a code though. I've had this for around a month. (This is the V 1.0 address) 0x020da7a4 00000XXX Walking speed- 3d7 Prime Hunter speed- 666 |
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| Author: | Hextator [ Tue Jun 12, 2007 2:47 pm ] |
| Post subject: | |
I think I know what the problem is. The address only temporarily holds speed, and then the game splits the speed back into three separate vectors and uses the vectors for movement only. Because the routine that compiles the vectors into your speed, alters the speed, and then separates it back into three vectors is all in one place, the code handler cannot access the compiled speed value in time to alter its separation into three vectors, and so the writes to it are ignored. Did that make sense? Basically what it means is that we have to get this game working in No$GBA properly so we can hack the ASM to gain access to this speed value. However, like I said, I've hacked speed codes in 3D before. I can write a code for what we already can access and have a speed code done soon, but it won't be very friendly. |
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| Author: | sekwaF yuG [ Fri Jun 22, 2007 4:49 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
Ok heres an idea im thinking about for a shoot through walls code: IF we could set where the gun fires from far enough behind your character, the imp will go through walls, i think this would work since in large maps like alinos gateway, you can shoot the imp from the rock above the imp weapon and it will go through the box with the 60 health behind over near the magmaul weapon pickup, i dont know if you could even find the adress for where the actual bullets start at but this is just an idea and a request |
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| Author: | Hextator [ Fri Jun 22, 2007 4:57 pm ] |
| Post subject: | |
I've actually shot people through walls on WiFi as well as in bot matches by spamming rapid fire. For some reason it glitches up the collision detection and people on the other sides of walls get nasty deaths. It doesn't work as good as a real shoot through walls though. I have the tools for hacking the ASM and making a proper collision detection killer code, but I doubt it would work on WiFi. What we need is a few good taters way to send the information that is abnormal on our DS's to others' DS's. |
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| Author: | sekwaF yuG [ Fri Jun 22, 2007 5:02 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
couldnt we just make a code that says our character is standing however far behind where you look like your standing, so noone would be able to see you and you wouldnt be able to go up jumpads and stuff, or you could make a warp code that warps you a set amount behind where your standing and then when you let go of the activator or press a different one you get warped back to where you were originally standing, also i think this would only work with the imp so try it however you want and you can just try to fix it from there right? |
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| Author: | Goldenhunter1 [ Fri Jun 29, 2007 12:33 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
Can someone make the voice chat for v1.1 Here it is for v1.0 94000130 FFFB0000 Press select activator 020de4e8 04000400 020de4e9 00040004 020de4ea 00000400 020de4eb 00000004 020de4ec 04000000 020de4ee 00000400 020de4ef 00000004 0214c1bc 0000000e 0214c84c 00000004 02198d40 00004000 021e8acc 021e8b1c 021e8af0 00300103 02279bf0 0227aed0 02279bf8 0227ae64 D2000000 00000000 |
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| Author: | nicky041192 [ Sat Jun 30, 2007 11:08 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
you do know it doesnt work? |
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| Author: | sekwaF yuG [ Mon Jul 02, 2007 7:00 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
Someone made a working code because i had someone whos not my friend or rival speak to me through mic in one of my friends games and he sounded crystal clear... EDIT: Whoops forgot to request, weavels turret shoots other weapon besides BH, might be hard but extremely cool! |
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| Author: | FallenStar [ Wed Jul 04, 2007 6:32 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
nvm on this post. |
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| Author: | Anonamous [ Thu Aug 02, 2007 5:51 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [US, v1.1] [ARDS] |
sekwaF yuG wrote: Someone made a working code because i had someone whos not my friend or rival speak to me through mic in one of my friends games and he sounded crystal clear... EDIT: Whoops forgot to request, weavels turret shoots other weapon besides BH, might be hard but extremely cool! yes well do you have the code for 1.1? i tried converting it but that didnt work out to well |
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| Author: | ivangrd [ Sat Aug 04, 2007 3:16 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [U, V1.1] [AR] |
Is it possible to make a hack that cancels other peoples hacks? another one if that doesnt work could you make a warning hack that would let you know if the person your about to play on random is hacking ex. make the bars (that show how many players are in your game) turn red when your facing a hacker and green when its a nonhacker??? |
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| Author: | bomberboy255 [ Sat Aug 04, 2007 3:40 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [U, V1.1] [AR] |
ivangrd wrote: Is it possible to make a hack that cancels other peoples hacks? another one if that doesnt work could you make a warning hack that would let you know if the person your about to play on random is hacking ex. make the bars (that show how many players are in your game) turn red when your facing a hacker and green when its a nonhacker??? hello what this about? |
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| Author: | ivangrd [ Sun Aug 05, 2007 1:00 am ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [U, V1.1] [AR] |
im just asking can an anti-hack hack be made? |
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| Author: | Anonamous [ Sun Aug 05, 2007 12:39 pm ] |
| Post subject: | Re: [NDS] Metroid Prime: Hunters [U, V1.1] [AR] |
ivangrd wrote: im just asking can an anti-hack hack be made? ive been tryiing |
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