Monster Hunter Tri [RMHP08] (DO NOT ASK FOR/DISCUSS ONLINE CODES)

Started by Franky・D・θάνατος, April 21, 2010, 05:00:41 PM

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Deathwolf

so okay I've assembled now the full code:
li r22,0
li r21,0
li r3,16
li r4,16
lis r12,-32727
ori r12,r12,24984
mtctr r12
bctrl
li r3,64
addi r4,r21,128
li r5,0
bl 0x10
.word 0x25733a20
.word 0x25642f25
oris r0,r0,0
mflr r6
lis r18,-28657
ori r18,r18,55616
mulli r10,r22,2840
add r18,r18,r10
lbz r10,3(r18)
cmpwi r10,0
beq- 0x38
lis r11,-32615
ori r11,r11,65160
rlwinm r10,r10,2,0,29
lwzx r19,r10,r11
mr r7,r19
lwz r8,1952(r18)
lwz r9,1956(r18)
crclr 6,6
lis r12,-32727
ori r12,r12,24996
mtctr r12
bctrl
addi r21,r21,16
addi r22,r22,1
cmpwi r22,7
ble+ 0xFFFFFF70
mr r3,r29
nop



I'm a little confused by this:
C2197448 00000005
3D808029 618C6198
3E40900F 6252D940
3D608099 616BFE88
3D808029 618C61A4
60000000 00000000


assembly:
lis r12,-32727
ori r12,r12,24984
lis r18,-28657
ori r18,r18,55616
lis r11,-32615
ori r11,r11,65160
lis r12,-32727
ori r12,r12,24996
nop


4x negative offset. skiller is right because it's loading into new addresses by lis and ori.
I'll try to port it to pal

these addresses needs to be ported:
80296198
900FD940
8099FE88
802961A4


lolz

RRD

Quote from: Deathwolf on August 07, 2010, 07:11:38 AM
I'll try to port it to pal
these addresses needs to be ported:
80296198
900FD940
8099FE88
802961A4
Thanks a lot for your help, and good luck. Maybe Skiller can help.
By the way, if there are more than 8 monsters in the area, boss monsters are still shown in priority, right?

Skiller

Humm i never looked at this version of the code ..
as u can see in this post the one i was messing with was alot longer then this one .. this might be easyer to port ..


http://wiird.l0nk.org/forum/index.php/topic,5476.msg52696.html#msg52696   <-- is the one i was looking at and did not have time to port all the Addresses ..


Quote from: Deathwolf on August 07, 2010, 07:11:38 AM

these addresses needs to be ported:

80296198
900FD940
8099FE88
802961A4




900FD940 = Enemy Starting Section . i know Because hes calling ofset 7A0,7A4 (Max HP/Current HP)
8099FE88 = Linker to the Names of the Enemys
other 2 i would have to look more into ..


Deathwolf

80296198
900FD940
8099FE88
802961A4

atm I just say impossible.

those addresses are very hard to port...
900FD940
8099FE88

PAL code:
C20A4D04 00000015
3AC00000 3AA00000
38600010 38800010
3D808005 618CC848
7D8903A6 4E800421
38600040 38950080
38A00000 48000011
25733A20 25642F25
64000000 7CC802A6
3E409005 6252094C
1D560B18 7E525214
89520003 2C0A0000
41820038 3D608099
616BFE88 554A103A
7E6A582E 7E679B78
811207A0 813207A4
4CC63182 3D808005
618CC874 7D8903A6
4E800421 3AB50010
3AD60001 2C160007
4081FF70 7FA3EB78
60000000 00000000
lolz

Skiller

Quote from: Deathwolf on August 09, 2010, 11:47:33 PM
80296198
900FD940
8099FE88
802961A4

atm I just say impossible.

those addresses are very hard to port...
900FD940
8099FE88

PAL code:
C20A4D04 00000015
3AC00000 3AA00000
38600010 38800010
3D808005 618CC848
7D8903A6 4E800421
38600040 38950080
38A00000 48000011
25733A20 25642F25
64000000 7CC802A6
3E409005 6252094C
1D560B18 7E525214
89520003 2C0A0000
41820038 3D608099
616BFE88 554A103A
7E6A582E 7E679B78
811207A0 813207A4
4CC63182 3D808005
618CC874 7D8903A6
4E800421 3AB50010
3AD60001 2C160007
4081FF70 7FA3EB78
60000000 00000000



900FD940 = Enemy Starting Section . i know Because hes calling ofset 7A0,7A4 (Max HP/Current HP)
8099FE88 = Linker to the Names of the Enemys
other 2 i would have to look more into ..


both might not be to hard to port ..

First one just Break on my 1 hit kills code ..

8011E65C  -- Breaking on this address from NTSC will give u the Enemy Starting Section ..
Pal would be that address +64 then that line is ported ..
Im guessing his SUb must only be exacuting inside the QUest/woods since if it did on the other section it would crash since the enemy data moves from that section . :P

As for the Enemy Names look for the same Strings .. and Break on Read ..  (The address that 8099FE88 is actualy a pointer. if u fallow the value as a address u come to the Enemy names ..

Deathwolf

yep firs of all.

90 codes are universal so there is nothing to port on this xD
800A4D04 sounds very wrong.
lolz

Skiller

Quote from: Deathwolf on August 10, 2010, 12:12:49 AM
yep firs of all.

90 codes are universal so there is nothing to port on this xD
800A4D04 sounds very wrong.

90 is not universal to japan game only pal and NTSC
nm i know what u ment lol :P

Deathwolf

lolz

doudley

Hey guys! the Monster HP display is working now! I just need the right address to hook it from, apparently "800A4D04" this address only shows the infos on moga village... Right now i have an alternative but rest assured that we can find the right address! ;D

(Japan)
80296198 7C630734
(US)
8005C804 7C630734

(Japan)
900FD940
(US)
9014B940

(Japan)
8099FE88 => 8096B781 => 004E4F5F *this are for monsters names.
(US)
8168423C => 81688408 => 4E4F5F44 (actual 81688407 004E4F5F)

(Japan)
802961A4 9421FD80
(US)
8005C810 9421FD80


Monster HP Display
C2063824 00000015
3AC00000 3AA00000
38600010 38800010
3D808005 618CC804
7D8903A6 4E800421
38600040 38950080
38A00000 48000011
25733A20 25642F25
64000000 7CC802A6
3E409014 6252B940
1D560B18 7E525214
89520003 2C0A0000
41820038 3D608168
616B423C 554A103A
7E6A582E 7E679B78
811207A0 813207A4
4CC63182 3D808005
618CC810 7D8903A6
4E800421 3AB50010
3AD60001 2C16000F
4081FF70 7FA3EB78
60000000 00000000


I'm so beat, I'll continue this tomorrow!

Deathwolf

PAL addresses:

8005C868
9014B940
816842A0
8005C874

PAL code:

Monster HP Display
C2063888 00000015
3AC00000 3AA00000
38600010 38800010
3D808005 618CC868
7D8903A6 4E800421
38600040 38950080
38A00000 48000011
25733A20 25642F25
64000000 7CC802A6
3E409014 6252B940
1D560B18 7E525214
89520003 2C0A0000
41820038 3D608168
616B42A0 554A103A
7E6A582E 7E679B78
811207A0 813207A4
4CC63182 3D808005
618CC874 7D8903A6
4E800421 3AB50010
3AD60001 2C16000F
4081FF70 7FA3EB78
60000000 00000000

-tested and works-
lolz

Deathwolf

Monster HP Display [xtatu ported by Deathwolf]
C2063888 00000015
3AC00000 3AA00000
38600010 38800010
3D808005 618CC868
7D8903A6 4E800421
38600040 38950080
38A00000 48000011
25733A20 25642F25
64000000 7CC802A6
3E409014 6252B940
1D560B18 7E525214
89520003 2C0A0000
41820038 3D608168
616B42A0 554A103A
7E6A582E 7E679B78
811207A0 813207A4
4CC63182 3D808005
618CC874 7D8903A6
4E800421 3AB50010
3AD60001 2C16000F
4081FF70 7FA3EB78
60000000 00000000

--not finish--
lolz

LittleMia

Voice Change Both Gender
4A000000 90000000
100E060F 000000XX <-- 00 ~ 13
E0000000 80008000

RRD

Well, using Deathwolf's port, I got some problems :
• Monster names displayed are wrong. Not really a problem anyway.

(Should be 'Great Jaggi' instead of 'Bnahabra', etc.)

• The code displays strange things when you're not in a quest.


• The text displayed by the code is constantly blinking.

• It doesn't work in Arena mode.

• But the only real problem : while using the code, I noticed a HUGE lag appears each time I hit a monster (actually, just before the attack animation) with a triple-pound or a superpound (hammer), it's like if the game lags for 1 second to calculate how much damage it'll deal, but it only affects the character, so during this time monsters can move and make fail our attacks.
If I use the exact same attack but without hitting any monster, it won't lag at all.


I checked 2 times and I'm using Deathwolf's code. But you said the code 'worked'. Do you experience any of these issues?
I do not know if it has something to do with the original code itself (I found it on Geckocodes) or if these problems are caused by an error in the NTSC-J => PAL port  :-\

Deathwolf

sry but I just ported it from NTSC to PAL.

I don't know what happens to the names and something other but maybe it's a wrong address from doudley.

btw the code is not finish. he will continue this tomorrow.
lolz

doudley

I just realize that Monster HP Display code is suppose to be hooked at the address of the HUD, thats why it showing at the moga village before... What i'm trying to point out is that in the game when we go out on a quest, the HUD will show up right? so, the code will not show up if the HUD is not seen in the game!

If any of you can locate the addresses of the HUD, it could really help the process!  ;D (...because I dont know how to do that! :'()

OK, i'm working on it again!