Dot Hack GU3 Redemption Codes

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bloodwolf2a2
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Re: Dot Hack GU3 Redemption Codes

Post by bloodwolf2a2 »

Oh okay I found them.
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Master ZED
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

2095A84C 00918380 - Atoli (injured) fix (replaces Atoli's third model)
00B4E72D 00000002 - Atoli (injured) model code (Atoli 3rd)

2095A980 0091D750 - AIDA Sirius fix (replaces Pi's second model)
00B4E73E 000000C5 - AIDA Sirius model code (Pi 2nd)

2095AB90 0091F520 - Nala fix (replaces Piros' second model)
00B4E741 000000C5 - Nala model code (Piros 2nd)

NOTE: If you hear clanging noises with Nala when he's idle, that's just something that was programmed into Piros's model that I wasn't able to remove. I can replace this code later.

2095B6BC 0091CCD0 - AIDA Bordeaux fix (replaces Bordeaux's third model)
00B4E742 00000002 - AIDA Bordeaux model code (Bordeaux 3rd)

2095B530 0091F640 - Sakaki fix (replaces Asta's second model)
00B4E743 000000F5 - Sakaki model code (Asta 2nd)

2095AFB0 0091EFC0 - Hiiragi fix (replaces Yata's second model)
00B4E745 000000CD - Hiiragi model code (Yata 2nd)

2095BED0 0091F920 - Sophora fix (replaces Natsume's second model)
00B4E746 00000021 - Sophora model code (Natsume 2nd)

Once you've put in the codes, just use the character modifiers Skiller put up in the very first post.

If you don't know about the model codes from before, each character has four models reserved for them alone, but many go unused because very few characters change form. This is the simplest fix for each of the Reminisce characters that got disabled between volumes because instead of leeching off the entire model, I found out where the individual pointers were for each model value and, long story short, leeched collision detection, etc. off of unused values the game will never touch. Note that it isn't a complete fix for some, e.g. Sophora has no normal combo, just a single strike, yet Nala does have his full combo (all of two hits and a finish it may be), but it's probably the best we'll get. I could probably get Gabi, Ovan, and Matsu's broadsword to work too (among others), but they have no Art animations, so it would be pretty dull. I only tested Sophora and Nala, so I can't guarantee the others.

I'm also working on normal PC play. Feast your eyes on this:

Image Image

Hetero's just an example. I can develop codes to play as nearly any normal PC, including Kaochin, -COOH (also pictured), and more. I just need to work out how to switch the color schemes and we'll have people like Henako as well. Anyone who wanted something like, say, a beast Steam Gunner is about to get their wish.

As for monsters, they're missing something in their format from normal PC's and Haseo's group. I don't know if I can make them work, but I know where their models and stats are controlled now (or at least their special attack selection), and those will be documented if nothing else.
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Re: Dot Hack GU3 Redemption Codes

Post by Haku/Osaka/Kolulu »

Yes! This is great! I'm really looking forward to the normal PC models! That's what I've really been wanting to use! These model-changing codes also seem like they have a lot of potential for other uses, too, right?

But, uh, for Azure Kite's name, can I just use something like this puppy right here and get the letters?
http://www.vortex.prodigynet.co.uk/misc/ascii_conv.html

And then I use Hexademical, right? So, say, "Squid" would be "53, 71, 75, 69, 64", right?
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Re: Dot Hack GU3 Redemption Codes

Post by TheSorrow »

I just need to work out how to switch the color schemes and we'll have people like Henako as well.
I will love you so much once you do that.
More than i already do.
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

Haku/Osaka/Kolulu wrote:But, uh, for Azure Kite's name, can I just use something like this puppy right here and get the letters?
http://www.vortex.prodigynet.co.uk/misc/ascii_conv.html

And then I use Hexademical, right? So, say, "Squid" would be "53, 71, 75, 69, 64", right?
Of course. Squid would look like this:

20B55934 69757153
20B55938 00000064

I'd put the numbers in PS2DIS first (a new file would work, you don't have to load anything) because it helps you verify the order the numbers are supposed to come in, so you don't do something like enter 53717569 in the first code's value and get iuqSd by mistake.

EDIT:
Haku/Osaka/Kolulu wrote:These model-changing codes also seem like they have a lot of potential for other uses, too, right?
Actually, yeah, they seem to have a few select uses. For example, if I take away the collision detection from a model, using it allows me to go through walls, but I end up ignoring event triggers like @HOME exits so it's not perfect (this is possible with broken models already, but now I can do it to whoever I want). I also managed to get the normal PC vocal grunts (when they attack and get attacked) as a result of the copying of Hetero and -COOH, so it looks like it may be possible to do something about Sophora and company stealing Haseo's yells (I don't want to say anything definitive yet, that's just what it looks like). On top of that, I only used the Hidaru in that one snapshot because Hetero is supposed to be a Flick Reaper, but normal PC's use a generic set of battle animation files that allow them to use any weapon except dual guns and any normal Art that isn't Lv.3. While the Multi-Trigger can't be used with them, this still means that custom purely physical Adept Rogues can be done with Haseo since I've already hacked and posted his reserve weapons (I'll test whether they work later, but I don't see why not). You should still hack a mage character for Magical Rogues since I can't change actual weapon class yet, and without a magic class for Haseo, spells on the Skill Trigger for him will freeze the game no matter who you have in his place.

So far, the problems I've encountered save the Multi-Trigger weapon change freeze up (normal changing is okay) are that charge attacks are finicky (you can't always get a guard break going) and that the instant teleportation mechanism (what allows your party to keep up with you off-camera no matter how fast you're going) crashes the game when it tries to warp one of these characters. You have to be careful with them when walking around areas, but in battle and towns should be fine, and of course, you don't have to worry about that at all if the only normal PC in the group is the leader.
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

http://masterzed.cavesofnarshe.com/Misc/GUEquip.txt

A very early version of the upcoming Master's Text on Equipment. The guide isn't anywhere near finished, but I uploaded it early and only temporarily to release the information necessary for the creation of custom weapons. You can also see what the guide is for and preview what it will ultimately look like when finished.
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Re: Dot Hack GU3 Redemption Codes

Post by Xu Yuan »

Whoa, that is all I have to say. This is a fantastic start of making G.U. our very own game! Shame on the developers for not using basically the majority of the weapon space they had available! Of course that might have been done simply because there wasn't enough space for the models, of course I would have no idea. But your work is quite encouraging! Do you do this with an Action Replay or something? Since PS2 emulation has picked up in recent times, I am assuming you are making all of these sweeping changes (model swapping and the like) over the decompressed files of the game?
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

Xu Yuan wrote:Do you do this with an Action Replay or something?
I do it with a Code Breaker, but if you know how to convert the codes, an AR works too.
Xu Yuan wrote:Since PS2 emulation has picked up in recent times, I am assuming you are making all of these sweeping changes (model swapping and the like) over the decompressed files of the game?
No and yes; I'm just using hackstract and a save dump to find and change these things. Hackstract lets me see the filenames and model skins in the DATA.CVM file, and with that knowledge and a save dump file (basically a small 7 MB dump of a particular spot in the RAM while the game was on), I was able to work my way back to the weapon files, among other things, and use the CB to make changes here and there to figure things out. I'm not using emulation of any kind to do this, and the reason this stuff took so long was because I didn't have a Code Breaker capable of transferring saves to a USB drive until almost a month ago. If the CB v7 had this ability, this would have been done months, if not years ago.
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Re: Dot Hack GU3 Redemption Codes

Post by Xu Yuan »

Hmm, well this obviously isn't the work of an amateur, so I take it that you've had some experience in these matters before? Pretty interesting all you've found on this matter, going from just a 7 MB dump (of course that's a ton to look through!) of course how far would you say we are from adding our own models into the game? No doubt though that the animations are going to be another very tricky part of it all.
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

Xu Yuan wrote:Hmm, well this obviously isn't the work of an amateur, so I take it that you've had some experience in these matters before?
Not on the PS2, but on the SNES, I learned a lot from Final Fantasy 6.

http://masterzed.cavesofnarshe.com/

I know enough to just shred through most of the data I want to find. I'm thinking about taking up a simple programming language like Python in order to automate this guide too. That's what I did with FF6's monster statistics guide when I knew how to write garbage in C, but when I both forgot C and lost the program's source code, I had to get a friend to write a new program and that was in Python. I'd need a program to write the equipment stats, guild shop inventories (I found those today), enemy stats, model addresses and such, otherwise it's going to take forever to write it all out by hand.

(I remember Skiller had a project going for NPC quotes that could be tackled in the same manner... I guess he doesn't know how to program either or he'd have had that project done within hours of thinking of it)
Xu Yuan wrote:Pretty interesting all you've found on this matter, going from just a 7 MB dump (of course that's a ton to look through!)
Not when you know what you're looking for. Then you can just Ctrl+F your way through. The killer is the fact that this game goes through pointer offsets to get what it wants and sometimes it ends up going through two or three or even four of them. Take the Broad Tu Wan for instance. Its file in hackstract is w22sw05. Ignoring the executable and the listing in the $0B bank (because I don't know if changing that one does anything productive or how that would be done anyway), you'd find this:

0093ACE0: eq/w22sw05
0093ACF0: w22sw05_bod00

You might think you should change that to change the weapon, but you don't. Look below it and you'll see this:

0093AD00: 0093ACE0
0093AD04: 0093ACF0
0093AD08: 004CC288

The first two lead to the names above, while the third points to the text w22sw05 in the ELF file. It doesn't end there. A search for 00 AD 93 00 as hex digits in PS2DIS leads here:

00986F30: 0093AD00
00986F34: 004CC280
00986F38: 004CDF00
00986F3C: 00020000

The first is where you came from, the second eventually leads to the animation pointers (you can tell when only looking up the first offset you come across puts you at a string that says "nut00", which I assume is the doing nothing animation or something to that effect), the third leads to 00's (don't know what it does), and the fourth, after some testing, leads to the conclusion that for whatever reason, CC2 decided the first set of pointers for weapon models should also control their attack type. I'd have expected it to be in the stats. Thankfully, searching for 30 6F 98 00 in hex digits turns up nothing, so we've reached our destination. Sometimes the pointers in-between can be changed successfully, like with the character models, and that can be a red herring. Text works the same way in some instances, like the town PC quotes. As for how I found weapon stats, I based a search off of what I knew from Skiller's work decoding equipped weapons, armors and accessories. Monster stats were just me looking for the models, but in the cases of enemies, models and stats are in the same listing, so I got lucky there.
Xu Yuan wrote:of course how far would you say we are from adding our own models into the game? No doubt though that the animations are going to be another very tricky part of it all.
That's not my call; I'm not into PS2 emulation right now. The archiving method is pretty simple (there are details in the link to the hackstract thread IIRC), so it would be a matter of finding out what the game does with the DATA.CVM file, changing it to be compatible with the new archive, and circumventing anything that would prevent the use of a modded archive.

At least, that's how I think it would go, but I'm not a PS2 expert. I'm a SNES ROM hacker with halfassed knowledge of how to crack games at an undefined level of expertise, nothing more. What puts me over the top are the projects I take on, how stubborn I can be to get what I want at times, and how sometimes I'll act upon stupid ideas, spitting on logic, because video games are weird; on occasion, I get beautiful things to come out of that silliness. ^_^
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Re: Dot Hack GU3 Redemption Codes

Post by Xu Yuan »

Caves of Narshe eh? I had a friend who was there for a time, he said the place was dreadful, though that's because they opposed his FF Tactics work, or something as such, a fellow named Zodiac, a brilliant FFTactics hacker, also the leader of his own site at ffhacktics.com .

While I am a bit of a hacker myself all the jumps and pointer offsets really get to me, though I'm mainly a "modder" not really a hacker in the normal sense. I use tools and codes developed and the like, to try and make something my own. For instance I already have several ideas for... well everything. Personally, while I like GU, I felt the ability to add things to weapons really took a lot of... well everything away. It made the game far too simple once you found a combination. This is a bit of a stretch, but if you could make a code that could disable adding components I'd say the idea would work much better.

This is relatively a dream come true though. You've done a great job so far with all of this. Though a code I might have missed, was changing Adept Rogues Armor type from Armor to Robes/Clothes/Armor, it feels a bit more... genuine, I suppose you could say. I hated the lack of real magic on Haseo, that's one point where Kite definitely one ups him.

It seems as if the game allocates 1F amount of space to each weapon/armor type which would be... 31 each? In any case it's a bit more then their actually is. With all of the 999 weapons they stacked into the code. This all lends a lot to use. Also I saw you mention changing Haseo's model, now I can't recall... but whoever takes this spot will have Haseo's classes? Or their own? And if they have their own, can they open treasure chests, warps, etc?


I've also noticed you've done a ton with the unknowns in the game, do you have an amalgated amount of notes anywhere? I would really love to read those!


EDIT: Heh, I've now throughly read through the weapon notes and may I say there is a ton of unused material, I suppose the reason for not using them would be the lack of unique models, but come on... twelve unused fans?! Sure you only get Yata and very late at that, but that's just a giagantic waste of space... Now there is a lot to be expounded upon (Dual Swords need not apply...) and a lot to be added, these codes could very well make GU feel almost brand new again! Especially now that we see how much wasted opportunity they put into their project (if we can uncage combat, I think we would have achieved quite a new feel). In any case I made a list of just how much they didn't use based off of your list (I can't wait till you get to Armor!) I hope it's of some help.

Dual Swords - 31 *5 Unused*
Broadswords - 28 *6 Unused*
Scythes - 19 *9 Unused*
Bayonets - 24 *9 Unused* (10 if you count the Demon Slice)
Blades - 24 *6 Unused*
Fists - 25 *15 Unused*
Spears - 24 *15 Unused*
Staffs - 25 *16 Unused*
Grimiores 26 (25?)*1 *14 Unused*
Fans - 16 *12 Unused*
Dual Guns - 5 *All Used*
Lost Weapons - 32 (29?)*1 *All Used*


*1 Unsure of what the meaning is between the difference in "equipment" for Saku and Bo, so I'll leave those be for now, this includes Grimiores and their Lost Weapons.
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

Xu Yuan wrote:Caves of Narshe eh? I had a friend who was there for a time, he said the place was dreadful, though that's because they opposed his FF Tactics work, or something as such, a fellow named Zodiac, a brilliant FFTactics hacker, also the leader of his own site at ffhacktics.com .
Opposed his work? Looks like they embraced it from the few posts I looked through. Something else must have happened... it wouldn't be the first time. The strict rules alone drive a lot of people away from that site, but that part is done as a quality control measure. With over 500 posts, he must've had a fallout with someone, but it's not my place to speculate I suppose. :\
Xu Yuan wrote:While I am a bit of a hacker myself all the jumps and pointer offsets really get to me, though I'm mainly a "modder" not really a hacker in the normal sense. I use tools and codes developed and the like, to try and make something my own.
Yeah, working with 65816 assembly was enough to teach me the basics of programming, so I don't have problems with mere jumps and such despite lacking knowledge of MIPS assembly. I can interpret what it does to an extent, but I still need help reading it.
Xu Yuan wrote:Personally, while I like GU, I felt the ability to add things to weapons really took a lot of... well everything away. It made the game far too simple once you found a combination. This is a bit of a stretch, but if you could make a code that could disable adding components I'd say the idea would work much better.
I don't know if this would affect trading value, and it would eliminate weapons from being sold at Shop Acorn, but the easiest way to do this would probably be to simply make every non-Lost Weapon Rarity *5, or if you don't care, it would only take one patch code to do it to every last one of them. You could do it with a few patch codes to retain Lost Weapon rarity, but that only prevents you from trading them away, trashing them, and your party members from selling them (that would take some effort to make happen though) AFAIK. I don't *think* it would affect the Sacrament (I suspect the weapons would be hardcoded into the game to act the way they do in conjunction with the events there), but I can't say that for sure.

You could also simply zero out the number of slots, though I don't know what effect that would have on the customization or even the equipment menus and subscreens. In that case, however, it would take a few more codes because the CB patch code is always 32-bit, and the slot # is a 16-bit value. If you entered a sweeping code that covered all weapons, you'd end up nulling the first slot for all weapons as well, and I don't think that's what you're looking for either... is it?
Xu Yuan wrote:This is relatively a dream come true though. You've done a great job so far with all of this. Though a code I might have missed, was changing Adept Rogues Armor type from Armor to Robes/Clothes/Armor, it feels a bit more... genuine, I suppose you could say. I hated the lack of real magic on Haseo, that's one point where Kite definitely one ups him.
I have yet to look at the armor stats (they come immediately after Blinding Wing if I read the numbers right), and I don't know how to change the armor preferences or class choices yet, so I can't say anything about that.

I don't like the magic system one bit in this game myself. It's tacked on and lacks any variety whatsoever. Honestly, there should have been more spells and a place for them on the Skill Trigger.
Xu Yuan wrote:It seems as if the game allocates 1F amount of space to each weapon/armor type which would be... 31 each? In any case it's a bit more then their actually is. With all of the 999 weapons they stacked into the code. This all lends a lot to use.
To be fair, there aren't 999 weapons. They end immediately at Blinding Wing.

Also, it doesn't really matter what they dedicated to each type, since byte 0 dictates the type of weapon. :)
Xu Yuan wrote:Also I saw you mention changing Haseo's model, now I can't recall... but whoever takes this spot will have Haseo's classes? Or their own? And if they have their own, can they open treasure chests, warps, etc?
They don't change the classes as the status screen says they have.

In the case of other characters like Atoli and Kuhn, they only support the weapon type they're always supposed to have, so Atoli must have a staff and Kuhn must have a bayonet, and in Kuhn's case, you have to give him compatible Arts through codes altering the skill set for Haseo or altering the Skill Trigger. Generic PC's like Hetero, Wolf Song, and (from what I saw last night, though I've yet to try her out) open-eyed Natsume use a set of generic weapon animation files, so they can use any weapon that isn't a dual gun.

Here are more of the specifics:

1. Redemption is the kindest of the three games in terms of animations and usability. Other characters can open chests, ride the Steam Bike, "kick" trees and Chim Chim, use Warp Points and such. Some of this works in Reminisce, but none of it works in Rebirth. My guess would be that those games make an active effort to look for animations that don't exist, while Redemption, not seeing the file, shrugs it off in many cases. That's also why my efforts on focusing on the third volume.
2. Generic PCs use the Rebirth Twin Blade style and have trouble using guard breaks. The Flick Reaper file is also bugged with a starting slash that connects before it strikes, but is otherwise fine. Generics cannot use Lv.3 Arts of any kind, not even the "Lv.2.5" Dust Bullet, and can only use one class in any given battle (they can change weapons in battle, but changing weapon type must be done outside combat).
3. Things you cannot do in any game:

- Collect Key Items with a non-Haseo actor. Temple fields and Data Anomalies unrelated to warping should be avoided at all costs.
- Kick a Trap Box. The games will definitely try to access the kicking animation, and it will fail in all cases but Taihaku, who will go into his AIDA shield pose and still not connect, forcing a reset in all cases. Using the Steam Bike is the only method of accessing a Trap Box without Haseo's models.
- Change Haseo's model to someone else and then enter a normal Arena battle. Another instant freeze.

4. Only in Rebirth is it possible to use any Art related to your class. It's not because the animations are there, the game will just use a broken version of an existing Art instead, so you can use things like Coiling Blades and Destructor, but only technically.
5. Adept Rogues (Haseo, Matsu, and Sophora) will retain their natural skill sets in Reminisce and Redemption, but anyone else who changes weapon types will lose all of their natural skills as if they were Haseo in his second form (where he switches sets depending on the weapon he's holding). Until I can make real class change codes, you'll have to use skill set codes and/or Skill Trigger codes.
6. Only those with a magical class (mages and Sophora) can use magic on the Skill Trigger post-Rebirth. The game freezes when loading areas if you try this with anyone else, though I'm unsure of why it does this.
7. Other party members that are made the team leader will have Haseo's expanded menu when he's in third and Xth forms, but trying to change the leader's equipment will freeze the game. A form change code back to 2nd or 1st form must be used to handle equipment.
8. Don't try to change Haseo's weapon when he's an ally on the Equipment screen, at least when he's in 3rd and Xth forms. While the game handles his expanded list nicely enough, it also tries to list the normally equipped weapon as a fourth/fifth slot. Changing the first three/four, at least in regards to making one a main weapon, simply doesn't work, while changing the fifth slot freezes the game.
9. Should you use Magic or Bayonet skills on the Skill Trigger and try to use Rengeki or Hangeki, here are the specifics:

- Only the double damage aspect works for Rengeki. You won't increase the Ryu Book count or trigger Favorite quotes.
- Hangekis won't count toward the number of Counterattacks after battle.
- Should you attempt to use Rengeki on a medium to large size monster and it gets killed by a teammate, fourth PC or charmed enemy before you can attack, the enemy corpse will never fade away and you'll have to reset.

I'm pretty sure there are more, but that's all I remember off the top of my head. Generics also have a couple of other flaws I need to run tests on before declaring any facts about them (such as whether the instant teleportation mechanism was really responsible for a strange freeze I encountered and whether they can change weapon types during combat through the Equipment menu, since they definitely can't with Haseo's Multi-Trigger).
Xu Yuan wrote:I've also noticed you've done a ton with the unknowns in the game, do you have an amalgated amount of notes anywhere? I would really love to read those!
Not really, no. Almost every shred of dummied information I know is either something I can access quickly, like dummy weapon stats, or something I keep in my head. That's why I took up the Master's Text projects (look at the title of the equipment file), so when I complete these, I can start the Master's Book project, which will contain every shred of information on the .hack//G.U. games I know of. I can't say I'll be able to finish it, but it's a goal I'm working toward.
Xu Yuan wrote:Especially now that we see how much wasted opportunity they put into their project (if we can uncage combat, I think we would have achieved quite a new feel).
Well, yes and no. With Doppelganger, the only real difference has been the ability to run away, so it would be more of an aesthetic touch. This is something I'd like to do though.
Xu Yuan wrote:*1 Unsure of what the meaning is between the difference in "equipment" for Saku and Bo, so I'll leave those be for now, this includes Grimiores and their Lost Weapons.
From what I've seen, there are two of each Infinite Spiral and Eternal Light because half are Saku's and half are Bo's. The game always uses the first Lost Weapon's value in memory, while the Growth Level ("Alchemy" level) determines which weapon the model and stats are pulled from. I'm not sure if D5 (the first Infinite Spiral for Bo) is used when he's active or if he sticks to D4 and the game just pulls the stats for his weapons in the same manner, but all of them are used one way or the other.

EDIT: Added on to the rules listed in this post, specifically that generics can't change weapon type during battle, but can do so at other times. I think this is because the game only loads one weapon animation file for normal PC's depending on what they have on going into combat.

Also, open eyed Natsume is usable, as my avatar now reflects (a photo taken at Ran Hati). She does use the generic files, so while her Twin Blade self is pretty dull, I did enjoy using my Hidaru with miss crazy eyes. :mrgreen:
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Re: Dot Hack GU3 Redemption Codes

Post by Haku/Osaka/Kolulu »

Wu-wu-wuuh!?!?

Open-eyed Natsume!? This is making me play .hack all over again! Do you have a target or estimated release date for all this awesomeness? :-D
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

Haku/Osaka/Kolulu wrote:Wu-wu-wuuh!?!?

Open-eyed Natsume!? This is making me play .hack all over again! Do you have a target or estimated release date for all this awesomeness? :-D
That's why I'm looking into coding in Python. If I can learn just enough to read and write files faster than I can write out everything by hand (just what you see of the equipment file took me nearly a whole day), I'm going to automate the extraction of all relevant model, weapon, armor, accessory, guild shop inventory, and other data. I don't know when it will happen, so I don't want to throw down any target dates.
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Re: Dot Hack GU3 Redemption Codes

Post by Haku/Osaka/Kolulu »

Master ZED wrote:
Haku/Osaka/Kolulu wrote:Wu-wu-wuuh!?!?

Open-eyed Natsume!? This is making me play .hack all over again! Do you have a target or estimated release date for all this awesomeness? :-D
That's why I'm looking into coding in Python. If I can learn just enough to read and write files faster than I can write out everything by hand (just what you see of the equipment file took me nearly a whole day), I'm going to automate the extraction of all relevant model, weapon, armor, accessory, guild shop inventory, and other data. I don't know when it will happen, so I don't want to throw down any target dates.
Wow, I guess I didn't fully appreciate the amount of hard work you were really pouring into this! I'm not good with this stuff at all -- my talent lies in the realm of "drawing pretty pictures"-- but I wish I could help. Just tell me if you need any pictures drawn, though, and I'm there. (Hahaha...)
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Master ZED
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

Haku/Osaka/Kolulu wrote:Wow, I guess I didn't fully appreciate the amount of hard work you were really pouring into this!
Well, I don't really consider the hacking part hard work. The documentation sucks though. The FF6 Attack Guide you see on GameFAQs took me 18 months to do because mindless, repetitive, and non-self-fulfilling work makes me sleepy. The monster stats guide would have been infinitely worse without that program to do the work for me.
Haku/Osaka/Kolulu wrote:I'm not good with this stuff at all -- my talent lies in the realm of "drawing pretty pictures"-- but I wish I could help. Just tell me if you need any pictures drawn, though, and I'm there. (Hahaha...)
Heh. I actually need more help with my writing than anything else. I'd love to post the start of my (fourth revision of my) fanfic for the world to see (after a rewrite of an awkward part... maybe), but I'm not sure anyone wants to read a story where a timeline change kills G.U.'s main villain in the prelude, makes Haseo cry in the first chapter, and has Zelkova trying to resurrect Morganna, all while writing character quotes in the form of a chat log to avoid saying "said" and its variants ad nauseam. :\
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Keyaki
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Re: Dot Hack GU3 Redemption Codes

Post by Keyaki »

The FF6 Attack Guide you see on GameFAQs
What kind of guide is that?
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Master ZED
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Re: Dot Hack GU3 Redemption Codes

Post by Master ZED »

Keyaki wrote:What kind of guide is that?
http://www.gamefaqs.com/console/snes/file/554041/21387
Xu Yuan
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Re: Dot Hack GU3 Redemption Codes

Post by Xu Yuan »

Hmm, apparently this Codebreaker oesn't work, in any case, is it possible to translate these codes to AR Max? Since that's the only other tool available that I have, for this.
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Re: Dot Hack GU3 Redemption Codes

Post by Xu Yuan »

Wow! Just saw your Play as NPC video and it is fantastic! A new boss and three new NPC's rolled up into one? That was an unexpected treat! So I take it you've figured out monsters then eh? Since I haven't read anything yet saying this information, but obviously the video shows that is the case. Well done!

http://www.youtube.com/watch?v=xSVFQrDS ... annel_page

As I wrote in the comments, if this means any NPC can use mostly any weapon, then I'd say we're well on the way to our own .hack!
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