Monster Hunter Tri [RMHE08] [NO ONLINE CODES OR YOU WILL GET BANNED]

Started by Warlock, April 17, 2010, 01:06:11 PM

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Skiller

here Stuff
Found more of my information from this game ..


Mission Offsets
90208DE0 <-- Random Value

0000 - 0010 = Name
002C - 004C = Main Objective
0088 - ??/??/Quest Rank/Floor
008C =
00DC = Sucess Conditions
013A = Quest timer
013C = Start of Fail Conditions
0310 = Boss order 1/BO2/BO3/Quest Flags
0314 = Monster/Boss ID/??/Enabled <- Monster 1
0318 = Max/Min/Size/Level  <- Monster 1
031C = Monster/Boss ID/??/Enabled <- Monster 2
0320 = Max/Min/Size/Level  <- Monster 2
0324 = Monster/Boss ID/??/Enabled <- Monster 3
0328 = Max/Min/Size/Level  <- Monster 3
0330 = ??/Objective 3/OB2/OB1  <-- Main Objective
0334 = ??/Monster/??/Amount  <-- Main Objective
0338 = ??/Objective 3/OB2/OB1  <-- Objective A
033C = ??/Monster/??/Amount  <-- Objective A
0340 = ??/Objective 3/OB2/OB1  <-- Objective B
0344 = ??/Monster/??/Amount  <-- Objective B
0348 = Contract
034C = Objective 1 Money
0350 = Objective 2 money
0354 = Objective 3 Money
0358 = Death Reduction
035C = ??/??/??/HR Points
036C = ??/Resources/??/??
0370 = Supply Set Number
0378 = ??/??/??/Starting Position
0380 = General Enemy Level
039C = Item/Amount/Ratio 1 <-Main
03A0 = Item/Amount/Ratio 2
03A4 = Item/Amount/Ratio 3
03A8 = Item/Amount/Ratio 4
03AC = Item/Amount/Ratio 5
03B0 = Item/Amount/Ratio 6
03B4 = Item/Amount/Ratio 7
03B8 = Item/Amount/Ratio 8
03BC = Item/Amount/Ratio 9
03C0 = Item/Amount/Ratio 10
03C4 = Item/Amount/Ratio 11 <-Main
03C8 = Item/Amount/Ratio 1 <-Aditional Rewards
03CC = Item/Amount/Ratio 2
03D0 = Item/Amount/Ratio 3
03D4 = Item/Amount/Ratio 4
03D8 = Item/Amount/Ratio 5
03DC = Item/Amount/Ratio 6
03E0 = Item/Amount/Ratio 7
03E4 = Item/Amount/Ratio 8
03E8 = Item/Amount/Ratio 9
03EC = Item/Amount/Ratio 10
03F0 = Item/Amount/Ratio 11 <-Aditional Rewards




Enemy Section
9014CF70 = one Enemy <--- Random Meaning address moves
9014ED40 = another Enemy <--- Random Meaning address moves

offset
0003 - Enemy Mod
01CC - 1D4 = Size
07A0 = Health
083C =

Arudo

Okay guys (Sai and Stuff), you two are getting somewhat off-topic. You might want to keep it within Private messages or something, thanks.
-Crazy Hacker Hates You All (definitely)-

ノಠ益ಠ)ノ彡â"»â"â"»

Do NOT PM me about Code Requests

Pro-tip: Hit the Applaud Button

Oh? Failed to read the rules? You're already dead.

Stuff

Moving addresses... oh gawd. >.< I think I saw that the other day looking at city info. It might explain why I was buggin. It was bizarre. One day it was there, I saved it in my notes, and the next day there was nothing there. I'm hoping they have some kind of reliable spacing. That way, I think something like this would work:

sliding if? XD
4A001001 90000000
3A208DE0 00000000
some extremely long code that modifies the quest.
E210000 00000000
86000001 00000QQQ
E0000000 80008000

The way I see this, it would first check 90208DE0 to see if there's nothing there, and then run the code if there's some stuff. Else, it'll add QQQ to g1, changing the base address.Then it would check 90208DE0 + QQQ and it'll keep adding QQQ until it finds something. QQQ would be the spacing, I hope I'm right and that I'm not misunderstanding what your saying, Skiller. I put a lot of thought into this sliding if. If this works, I'll be using it for other stuff. XD

Sorry about that, Arudo. I kind of just wanted to encourage Sai to get a gecko since he was asking. The more hackers, the merrier. >.<. But yeah that was a bit off topic. My bad.
.make Stuff happen.
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dcx2

You mean an F6 code?  http://www.geckocodes.org/index.php?arsenal=1#F6

When I would find dynamic pointers, I would make sure to get a good read or write BP on the address before I quit, and I would save that ASM address first.  And by "good", I mean that after finding the RBP or WBP ASM address, you can set an XBP on that address and you only get a pointer to your address of interest.

Stuff

well F6 does if something in XXXX-YYYY = ZZZZZZZZZZZZZZZZZZZZZZZZZ. At least that's what I understand it does. It's yet another new codetype, so I might just be misunderstanding it. >.<

Well I did look at 90208DE0 while I was in moga woods, And it had Mating Season there. >.> I think that part of a list of quests. Scrolled up a little bit(well down cuz they're lesser addresses) and found a Uragaan quest.

I tried doing XBP after WBP and got the same stuff. I was looking at healing hp, but I guess that was meant for the moving pointers. I guess I'll try it on the city info from before. I have to search for that again cuz I deleted that stuff. D:

So I found the friend roster and I think I can re-order it. I still have to look at it, back up my save, and play around with it, but idk if I can post it here, anyway. Clearly it's meant for online cuz when else do you look at your friend roster? >.< But I think this is more of a save altering code like gender change, name change, all of that. It loads when you choose a file and then when you choose a character, it'll put it somewhere else too. Kind of like a space in memory for the game to look at real quick. It even stays there until you load another character. The other one is only there while your in the file. Good thing I have 2 characters on 1 file and another one in a different file. I can see all kinds of funky effects.:p. So I think modding the list from the file would force the list loaded into the selected character's list to be the one you want and then I guess you just have to save. All this is not even online. I just want to know before I start trying to make it a user friendly code. I mean, this is as non-gamebreaking as a code gets XD. Also, this is with 1 online ID. I don't even want to know what it's like with 2+ IDs.
.make Stuff happen.
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Mod code Generator ~50% complete but very usable:
http://dl.dropbox.com/u/24514984/modcodes/modcodes.htm

Deathwolf

F600000Z XXXXYYYY
--------- ----------
D2/140000XX      TTTTTTTT
E0000000 80008000

Z = how many lines you need to find the hook address
XXXX =  example, search bwtween 8000
YYYY = and 817F
D2/14 = D2 for ASM and 14 for RAM writes.
TTTTTTTT = your new value

example:

F6000001 8000817F <-- 1 = search line, 8000817F = search between 8000 and 817F
7C018DC3 38B01305 <--- your search line (values)
14000030 60000000 <-- if values found, add 30 bytes to get to your hook address and write 60000000
E0000000 80008000

But be careful, the search lines (values) should be only once in the RAM.
lolz

dcx2

F6 searches for a signature Z in the address range specified by XXXX0000 to YYYY0000.  It is very processor intensive, and so it cannot run every frame with the code handler.  Therefore, success or failure is recorded in the code itself.  If it succeeds, the result is F60003NN SSSSSSSS.  If it fails, the result is F60001NN XXXXYYYY.  You can "retrigger" by over-writing with F60000NN XXXXYYYY.  I think it's the "sliding if" that you were talking about.

Stuff

Ah thanks. It makes much more sense now. It'll come in handy for something, but not right now.
Quote from: Deathwolf on July 25, 2011, 02:43:01 PMBut be careful, the search lines (values) should be only once in the RAM.
I can imagine what would happen if it found your search value at some address that wasn't expected.

By sliding if I meant one that work almost exactly like the slider codetype. It would search for XXXXXXXX starting at SSSSSSSS and would search the next X addresses with a Q spacing between each until it finds the value your looking for. F6 covers all of that except for the spacing.

So now I think I'm onto something with the friend list. I came across the character's name and noticed it was the same one skiller used. Gives me the feeling that he has that mapped out too cuz then I saw money. Seeing that skiller used the "current character"'s address, I tried to rename my character by using the "1st character"'s name address. (I thought it'd be more efficient if you can rename up to 3 characters at once) But the game freezes when you hit start game, so I can see why he used that address. So I guess I gotta do codes for the "current character"'s friend roster instead of "character 1 and 2" fr. There was a difference of 46DE8 between 1st character and current character and everything I was looking at was identical for 1st and current. 6000 between 1st and 2nd character just because it's interesting.

Name Change [Skiller] -6 lines >.<
4A000000 90000000
160E0573 00000008
TTTTTTTT TTTTTTTT
E0000000 80008000
T = ascii->hex. End with 00s if your not using those spaces.

The friend roster reorder code looks like it might be up to 203 lines >.>. There's up to 50 friends and each has an ID, so that's up to 100 string writes of 6-8 bytes. and then the pointer setting and terminator and also, I think there's a friend counter in the begininng. So that would have to change to match how many friends your sorting. I feel like the code could be like 20 lines if I do it differently. I don't know what a roller is like, but that sounds like the way to go with this. scroll through the fr (from 1st character's location) and accept the friend to be put in the 1st slot, move up one slot and do it again until you reach 50 or until you exit out. I'm not thinking too much, am I?
.make Stuff happen.
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Mod code Generator ~50% complete but very usable:
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Skiller

Quote from: Stuff on July 25, 2011, 10:25:17 PM
Ah thanks. It makes much more sense now. It'll come in handy for something, but not right now.
Quote from: Deathwolf on July 25, 2011, 02:43:01 PMBut be careful, the search lines (values) should be only once in the RAM.
I can imagine what would happen if it found your search value at some address that wasn't expected.

By sliding if I meant one that work almost exactly like the slider codetype. It would search for XXXXXXXX starting at SSSSSSSS and would search the next X addresses with a Q spacing between each until it finds the value your looking for. F6 covers all of that except for the spacing.

So now I think I'm onto something with the friend list. I came across the character's name and noticed it was the same one skiller used. Gives me the feeling that he has that mapped out too cuz then I saw money. Seeing that skiller used the "current character"'s address, I tried to rename my character by using the "1st character"'s name address. (I thought it'd be more efficient if you can rename up to 3 characters at once) But the game freezes when you hit start game, so I can see why he used that address. So I guess I gotta do codes for the "current character"'s friend roster instead of "character 1 and 2" fr. There was a difference of 46DE8 between 1st character and current character and everything I was looking at was identical for 1st and current. 6000 between 1st and 2nd character just because it's interesting.

Name Change [Skiller] -6 lines >.<
4A000000 90000000
160E0573 00000008
TTTTTTTT TTTTTTTT
E0000000 80008000
T = ascii->hex. End with 00s if your not using those spaces.

The friend roster reorder code looks like it might be up to 203 lines >.>. There's up to 50 friends and each has an ID, so that's up to 100 string writes of 6-8 bytes. and then the pointer setting and terminator and also, I think there's a friend counter in the begininng. So that would have to change to match how many friends your sorting. I feel like the code could be like 20 lines if I do it differently. I don't know what a roller is like, but that sounds like the way to go with this. scroll through the fr (from 1st character's location) and accept the friend to be put in the 1st slot, move up one slot and do it again until you reach 50 or until you exit out. I'm not thinking too much, am I?

one thing u have to remember about name changer codes is that For End users its way easyer for them to under stand 1 address per Value then it is a Line .. of just one value .. iv been hacking 7 years now and every time i put out a
Mod code that does more then 1 thing or letter ppl are like WTF how do i work this thing .. so thats the other thing u have to remember when making codes u have to make it easly understandable to the End User or your goin to end up with a billion in one questions

Stuff

Yeah I figured that's why you write 1 byte at a time. I hope you didn't take it the wrong way. I just needed to know. And I was trying to compare the addresses I was looking at with the ones used in you money/name/something else in that area code, but running into name change shocked me. For me the 06 one would've been easier to understand. And easier to copy and paste to :p. But I'm not the rest of the world. lol

That's gonna be a hard lesson to learn. I much prefer efficient and small over dumb easy and huge. >.<
.make Stuff happen.
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Mod code Generator ~50% complete but very usable:
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Shad

hey guys

is it maybe possible making a code that freezes/unfreezes current health?
or is there already something like that?

nacho95

hi I have a question with these

Activate Armor Skills for All Chest Activate Armor Skills for All Legs [Doudley]  Activate Armor Skills for All Waist   Activate Armor Skills for All Arms 
Activate Armor Skills for All Helmet [Doudley]   how I can enable more than 8 skill?? 

thanks for your answer    ;D  :)

Stuff

Quote from: Shad on July 26, 2011, 05:31:09 PM
hey guys

is it maybe possible making a code that freezes/unfreezes current health?
or is there already something like that?
What's wrong with infinite health? But since it sounds like fun, I put this together.

uh...health freeze
28?????? MMMMXXXX
82200008 9014AEB0
0203F1E0 00000001
CC000000 00000000
0203F1E0 00000000
E0000000 80008000
2803F1E0 00000001
84200008 9014AEB0
E0000000 80008000

There's a few problems with this though. 1) If you take a fatal hit, you will die. For some reason what happens is your hp instantly recovers to whatever it's supposed to be frozen to. 2) It'll conflict with doudley's armor skill activators cuz I'm scurred to use any other addresses.

I noticed you asked for stuff in the pal thread. uh...half of the code should work for pal. >.< I don't know where 8003F1E0 is in the pal version. So it may not even work for you.

This is what I wanted a sliding if to do.

Felyne Lander on a empty slot
286593DC C97B3684 <-activator
4A001001 90000000 <-po=90000000+g1
3814B152 00000000 <-if there's no skill in this slot(1 at first)
1214B152 00000024 <-put Lander there
80000001 00000000 <-reset g1 to 0(so next time you activate it, it won't start in slot 4 or something)
E2100000 00000000 <-else
3A14B152 00000024 <-if Lander isn't already there(to end the cycle if Lander already exists)
86000001 00000002 <-add 2 to g1(therefore moving the no skill if to slot 2, then 3, then 4
2000180C 00000008 <-if g1 is 8(there's no slot 5 so...)
80000001 00000000 <-reset g1 to 0(so it can't go past slot 4)
E0000000 80008000 <-terminator

It worked very well. Having X skills put Lander in slot X+1. So I don't just have lander in slot 4 with 1 other skill and I can't overwrite an existing skill. I don't need it for Felyne skills. I just used that to test it.

@nacho: can't you activate up to 5 skills per piece? That's like up to 25 skills.
0203F1E0 0000000X
2803F1E0 0000000X
change the X on those lines so every armor piece has the same number.
.make Stuff happen.
Dropbox. If you don't have one, get it NOW! +250MB free if you follow my link :p.

Mod code Generator ~50% complete but very usable:
http://dl.dropbox.com/u/24514984/modcodes/modcodes.htm

rabv

i really need help here iam trying to make this swicht code for my i wiimote version for the rapidfire code, i think is correct but it doent seem to work.

286593E8 F7FF0800
04287A60 3B0000FF                     
CC000000 00000000                     
04287A60 3B000000                     
E0000000 80008000

could someone check that or test or fix,it suppose to swicth rapidfire on and off by pressing the A button

Shad

Quote from: Stuff on July 28, 2011, 01:24:35 AM
Quote from: Shad on July 26, 2011, 05:31:09 PM
hey guys

is it maybe possible making a code that freezes/unfreezes current health?
or is there already something like that?
What's wrong with infinite health? But since it sounds like fun, I put this together.

uh...health freeze
28?????? MMMMXXXX
82200008 9014AEB0
0203F1E0 00000001
CC000000 00000000
0203F1E0 00000000
E0000000 80008000
2803F1E0 00000001
84200008 9014AEB0
E0000000 80008000

There's a few problems with this though. 1) If you take a fatal hit, you will die. For some reason what happens is your hp instantly recovers to whatever it's supposed to be frozen to. 2) It'll conflict with doudley's armor skill activators cuz I'm scurred to use any other addresses.

I noticed you asked for stuff in the pal thread. uh...half of the code should work for pal. >.< I don't know where 8003F1E0 is in the pal version. So it may not even work for you.

This is what I wanted a sliding if to do.

Felyne Lander on a empty slot
286593DC C97B3684 <-activator
4A001001 90000000 <-po=90000000+g1
3814B152 00000000 <-if there's no skill in this slot(1 at first)
1214B152 00000024 <-put Lander there
80000001 00000000 <-reset g1 to 0(so next time you activate it, it won't start in slot 4 or something)
E2100000 00000000 <-else
3A14B152 00000024 <-if Lander isn't already there(to end the cycle if Lander already exists)
86000001 00000002 <-add 2 to g1(therefore moving the no skill if to slot 2, then 3, then 4
2000180C 00000008 <-if g1 is 8(there's no slot 5 so...)
80000001 00000000 <-reset g1 to 0(so it can't go past slot 4)
E0000000 80008000 <-terminator

It worked very well. Having X skills put Lander in slot X+1. So I don't just have lander in slot 4 with 1 other skill and I can't overwrite an existing skill. I don't need it for Felyne skills. I just used that to test it.

@nacho: can't you activate up to 5 skills per piece? That's like up to 25 skills.
0203F1E0 0000000X
2803F1E0 0000000X
change the X on those lines so every armor piece has the same number.
thanks for the code and yeah it dont works for me...xD well..still thanks and uhm...
would it be possible making a deactivator for this

Inf. Health [Zeatnolt]
C22762E0 00000002
3BE00010 7C00FA14
60000000 00000000
E0000000 80008000

or this

Inf. Health [Bully@Wiiplaza]
04276348 60000000

code?