Difference between revisions of "Mischief Makers v1.0 (U)/GameShark"

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Line 18: Line 18:
 
| CodeName    = Kill NPCs
 
| CodeName    = Kill NPCs
 
| CodeValue  = 8106C2B0 1000
 
| CodeValue  = 8106C2B0 1000
| Description = This code is freaking awesome D:
+
| This code is freaking awesome D:
 
}}
 
}}
 
{{Code
 
{{Code
 
| CodeName    = Kill NPCs Bugfix
 
| CodeName    = Kill NPCs Bugfix
 
| CodeValue  = 811A9694 2400
 
| CodeValue  = 811A9694 2400
| Description = You will likely need this code to play level 1-5 when the above code is active. It will keep the children from having their HP set to 0 when they are rescued, which otherwise kills them and makes them get rescued twice (causes some pretty glitchy crap)
+
| You will likely need this code to play level 1-5 when the above code is active. It will keep the children from having their HP set to 0 when they are rescued, which otherwise kills them and makes them get rescued twice (causes some pretty glitchy crap)
 
}}
 
}}
 
{{Code
 
{{Code
 
| CodeName    = Red Gems Gained Modifier
 
| CodeName    = Red Gems Gained Modifier
 
| CodeValue  = 8102F8EE XXXX
 
| CodeValue  = 8102F8EE XXXX
| Description = Changes only how many red gems you get for picking them up normally.
+
| Changes only how many red gems you get for picking them up normally.
 
}}
 
}}
 
{{Code
 
{{Code
 
| CodeName    = Infinite Gun Time
 
| CodeName    = Infinite Gun Time
 
| CodeValue  = 811A415A 0000
 
| CodeValue  = 811A415A 0000
| Description = Guns will never expire. Adds 0 to timer instead of subtracting 1.
+
| Guns will never expire. Adds 0 to timer instead of subtracting 1.
 
}}
 
}}
 
{{Code
 
{{Code
 
| CodeName    = Infinite Gun Time (Alternate)
 
| CodeName    = Infinite Gun Time (Alternate)
 
| CodeValue  = 811A4160 2400
 
| CodeValue  = 811A4160 2400
| Description = Guns will never expire. Eliminates original timer update write.
+
| Guns will never expire. Eliminates original timer update write.
 
}}
 
}}
  

Revision as of 01:04, 13 October 2008

Hextator

Weapon Adding Code Suite

can be found at this link:

http://pastebin.com/f1084a9f6

Video of the above code suite in action

can be found at this link:

http://www.youtube.com/watch?v=EBg00832C4w

Codes created in the process of making the weapon suite

{{{name}}}
This code is freaking awesome D:
{{{2}}}
{{{name}}}
You will likely need this code to play level 1-5 when the above code is active. It will keep the children from having their HP set to 0 when they are rescued, which otherwise kills them and makes them get rescued twice (causes some pretty glitchy crap)
{{{2}}}
{{{name}}}
Changes only how many red gems you get for picking them up normally.
{{{2}}}
{{{name}}}
Guns will never expire. Adds 0 to timer instead of subtracting 1.
{{{2}}}
{{{name}}}
Guns will never expire. Eliminates original timer update write.
{{{2}}}

Data collected in the process of making the weapon suite

Sprite Struct Map
Base = Sprite ID * 0x198 + 0x800ED000

Marina is sprite 0

Projectiles are loaded into sprite 1 through about 16

+0x080	Mode bits 3
		AND 0x02: True if holding something
+0x082	Mode bits 1
		AND 0x01: True if can be damaged/able to talk
		AND 0x08: True grabbing something
		AND 0x80: True if invincible?
+0x083	Mode bits 0
		AND 0x20: True = facing left
			Writes have no effect
		AND 0x02: False = Can't move
		AND 0x01: False = Invisible
+0x084	Halfword of what the sprite looks like
		See ***List 1
+0x088	Word of horizontal offset from center of screen
		0xFF880000 to 0x980000 to be on screen
+0x08C	Word of vertical offset from center of screen
		0xFF880000 to 0x680000 to be on screen
+0x098	Another flag word:
		AND 0x00000002: True to use splash collision animation
+0x09C	Byte of red overlay
+0x09D	Byte of green overlay
+0x09E	Byte of blue overlay
+0x09F	Byte of opacity of sprite
		Sniper laser (Item 0x22 in ***List 3) uses 0x60
+0x0B4	Float of width scalar
+0x0B8	Float of heigth scalar
+0x0CC	Flag word
		AND 0x00000004 and AND 0x00000001 must be set for
			Ninja stars to work properly
+0x0D0	Byte of mode
		3 to shoot a gun
		4 to drop it
+0x0D2	Halfword of sprite routine to use
		See ***List 3
+0x0D4	Halfword of hit stun remaining
+0x0D6	Halfword of last sprite held
		Can telegrab with 0xA in 0x080
+0x0E0	Halfword of remaining health
+0x0E2	Halfword of damage to receive
+0x0E4	Halfword of damage to incur
+0x0EC	Word of horizontal speed
+0x0F0	Word of vertical speed
+0x150	For weapons:
		Word of fire delay
			Signed
			Firing resets to gun specific delay
			Guns will fire only if the timer counts down past 0
	For characters:
		Word of damage handling flags
			AND 0x00000080: True if health is to reset to 0x4000 upon death
					False to kill
+0x154	Word of red gem amount to give or receive
+0x158	Byte of direction facing
		AND 0x03:
			00b Right
			01b Up
			10b Left
			11b Down
+0x159	Byte of angle of counter clockwise deviation
		0-90 degrees
+0x16C	Halfword of angle facing of held sprite
		0x380-0xFF (0x400 loops to 0) for -45-90
+0x170	Halfword of position in animation cycle
+0x17C	Word of life remaining timer
		Signed
		< 0 = explode
+0x180	Word of how the sprite shoots
		See ***List 2
Value Lists
***List 1 (Graphic IDs):

Note Note: Odd values look reversed and stupid

0x00D8 - Vash Clancer Laser
0x024A - Ninja Star
0x027A - Clan bomb
0x02C2 - Regular bullet (for some reason spawning sniper lasers uses this incorrect value)
0x1812 - Lunar's gun ;D
0x181C - Merco's lance ;D
0x3012 - Robot gun
0x3034 - Giant green jet pack clancer
0x305A - Machine gun
0x305C - One of those kick ass gatlings the robots use
0x305E - Another gat
0x3060 - Another gat
0x3062 - Missile pod
0x3064 - Homing missile
0x3066 - Looks like a rifle or a pole of some sort.
0x3068 - Some tiny claw thing.
0x306A - Umbrella
0x306C - Another umbrella. This time it isn't slanted.
0x306E - Looks like an unused rocket launcher.
0x3070 - A spring of some sort.
0x30B6 - Red grenade
0x30C6 - Spike bomb
0x30D8 - Sniper laser
***List 2 (Fire Types):
0x00 - Same as below. Not standard.
0x01 - Fires regular missiles.
0x02 - Fires machine gun shells.
0x03 - Fires triple burst machine gun shells.
0x04 - Same as previous, but a bit slower. Not standard.
0x05 - Fires homing missiles.
0x06 - Here and beyond does nothing.
***List 3 (Projectile Types):
0x0016 - Marina clones :D*
0x0018 - Clan pot :D*
0x001C - Clan ball*
0x001D - PHOENIX Gamma
0x0021 - THE Beastector
0x0022 - Sniper laser; always faces right?
0x0023 - Trip mines
0x0024 - Rifle laser
0x003C - Orb formed by catching opponent's laser; doesn't work outside of levels where this can't be done normally
0x003D - CERBERUS Alpha's small green blast; fires collectable red gems in other levels XD*
0x003F - Teran clan ball - won't transform outside of the Blockman level*
0x0040 - Super clan balls*
0x0043 - Red flower*
0x0045 - Clan bomb
0x0049 - Purple spike balls that move in a straight line*
0x004C - Purple spike balls that circle in place*
0x004E - Purple spike balls that bounce up and down*
0x004F - Purple cyclone spike balls*
0x0050 - Purple spike balls that bounce*
0x0062 - Small red laser shells fired by aerial clancers; same issue as with 0x22
0x0077 - Mute clancer
0x007B - Circling objects
0x007C - Unusable red gem*
0x0600 - Spike bomb
0x0903 - Armed robot
0x090C - This value makes you fire objects that fire objects. Kinky...
0x090D - Regular missiles; shoot too fast with fire type 2 and blow themselves up
0x090E - Regular machine gun shells
0x0A01 - Merco's lance
0x0F06 - CERBERUS Alpha's biggest beam; fires stupid statues in other levels :P
0x0F07 - CERBERUS Alpha's normal shells from Lunar's gun; fires useless machine parts in other levels
0x0F08 - CERBERUS Alpha's large orange blast; fires even more useless machine parts in other levels
0x0F13 - Lunar's gun
0x1603 - Boomerang; becomes left hand missile from THE Beastector
0x1604 - Shoots FIRE. YAY. Becomes right hand laser from THE Beastector*
0x1B07 - Small red laser fired by missiles in Missile Surf
0x1C07 - Jet pack clancer; bevavior pattern 0x0061 to ride
0x2000 - Clancer that throws red grenades
0x2600 - Spike bomb
0x2601 - Red grenade
0x2602 - Ninja star :D
0x2603 - Boomerang*
0x2604 - Fire*; standard value
0x2606 - Damn little statues again
0x2607 - More robot crap
0x9BAB - Missiles from CERBERUS Alpha that get bigger when shaken

Note Note: "*" - Will overflow sprite gen buffer and disallow projectile spawning

***List 3a (Projectile Types Condensed):
0022 - Sniper laser; always faces right?
0024 - Rifle laser
0045 - Clan bomb
004C - Purple spike balls that circle in place
0062 - Small red laser shells fired by aerial clancers; same issue as with 0x22
090D - Regular missiles; shoot too fast with fire type 2 and blow themselves up
090E - Regular machine gun shells
1603 - Boomerang
1604 - Shoots FIRE
2600 - Spike bomb
2601 - Red grenade
2602 - Ninja star :D