WiiRd forum

Wii & Gamecube Hacking => Wii Game hacking help => Topic started by: Bully@Wiiplaza on August 24, 2012, 06:30:58 PM

Title: Percentage Stat?
Post by: Bully@Wiiplaza on August 24, 2012, 06:30:58 PM
How would I go and find something like accuracy percentage in a game? It seems to be built out of "hits" and "misses", but there´s no stat for those two... and how would I set my own specific percentage value afterwards?
Title: Re: Percentage Stat?
Post by: Stuff on August 29, 2012, 06:59:52 AM
If you can't find it by searching for changes in the %, I was thinking that it might be a float. .01 instead of 1%.

Another possibility, even though there is no hit/miss stats, is to see if those are in memory. Get some hits and keep search for greater. And then reset and search less than and repeat. I bet the game stores #of hits and #of attempts in memory and displays hits/attempts%. Then you can edit the attempts and have 200% hit rate. lol.
Title: Re: Percentage Stat?
Post by: Bully@Wiiplaza on August 29, 2012, 06:17:04 PM
I found out more about it. There are like 10 addresses that "contribute" to the percentage value. No floats.
Title: Re: Percentage Stat?
Post by: dcx2 on August 29, 2012, 10:44:07 PM
It's not always floats.  They could be using integers and then adding the decimal point later.

e.g.

100 = 1.00%
1000 = 10.00%
etc
Title: Re: Percentage Stat?
Post by: Bully@Wiiplaza on August 30, 2012, 12:27:02 AM
Quote from: dcx2 on August 29, 2012, 10:44:07 PM
It's not always floats.  They could be using integers and then adding the decimal point later.

e.g.

100 = 1.00%
1000 = 10.00%
etc
They don´t. It´s split off to multiple integer values. The difficulty is to put a custom percentage without messing around until it´s achieved, hmm...
Title: Re: Percentage Stat?
Post by: CrimsoN@DC on August 31, 2012, 02:33:23 AM
Is it possible to narrow down your results?  If so, you could probably mock the games ASM and make the calculations based on user input, either in a script that isn't compiled, with a .set at the top setting the value (for ease of access,) or some sort of user input in the game.