Mischief Makers v1.0 (U)/GameShark
Revision as of 01:40, 13 October 2008 by Hextator (talk | contribs) (Mischief Makers v1.0 moved to Mischief Makers v1.0 (U))
Contents
Hextator
Weapon Adding Code Suite
can be found at this link:
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
Kill NPCs
8106C2B0 1000
This code is freaking awesome D:
Kill NPCs Bugfix
811A9694 2400
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)
Red Gems Gained Modifier
8102F8EE XXXX
Changes only how many red gems you get for picking them up normally.
Infinite Gun Time
811A415A 0000
Guns will never expire. Adds 0 to timer instead of subtracting 1.
Infinite Gun Time (Alternate)
811A4160 2400
Guns will never expire. Eliminates original timer update write.
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: 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: "*" - 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