Re: Dot Hack GU3 Redemption Codes
Posted: Sat Mar 21, 2009 10:04 pm
Oh okay I found them.
your root town for .hack info since 2003
http://www.dothackers.net/forums/
I will love you so much once you do that.I just need to work out how to switch the color schemes and we'll have people like Henako as well.
Of course. Squid would look like this: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?
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.Haku/Osaka/Kolulu wrote:These model-changing codes also seem like they have a lot of potential for other uses, too, right?
I do it with a Code Breaker, but if you know how to convert the codes, an AR works too.Xu Yuan wrote:Do you do this with an Action Replay or something?
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.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?
Not on the PS2, but on the SNES, I learned a lot from Final Fantasy 6.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 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: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!)
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.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.
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.
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: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 .
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: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.
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.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 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.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.
To be fair, there aren't 999 weapons. They end immediately at Blinding Wing.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.
They don't change the classes as the status screen says they have.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?
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: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!
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: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).
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.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.
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.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?
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...)Master ZED wrote: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.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?
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:Wow, I guess I didn't fully appreciate the amount of hard work you were really pouring into this!
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. :\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...)
What kind of guide is that?The FF6 Attack Guide you see on GameFAQs
http://www.gamefaqs.com/console/snes/file/554041/21387Keyaki wrote:What kind of guide is that?