Hacking .hack//Infection (How to make Skeith spawn anywhere)

Discuss the original .hack video games: Vol. 1 and 2

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hidora
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Re: Hacking .hack//Infection (Changing Kite's Class!)

Post by hidora »

Whoa. Now, THAT is something I didn't expect o.o'
Xu Yuan
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Re: Hacking .hack//Infection (Changing Kite's Class!)

Post by Xu Yuan »

Master ZED wrote:
Xu Yuan wrote:In the files there is some reference called "BuffForUnusedFellow" what's important to remember is that Fellow in the game's files seems to mean Party Member. Is it a possibility, that this could be the "UnusedFellow" mentioned?

Image
Pretty sure that's the Stuck? summon's character. Whatever the case, this topic looks like a good start toward something awesome. 8)
Hah! Well would you look at that! I never used that summon, (mainly because I forgot how it was called) That is great information though MasterZED.
TheSorrow wrote:
Master ZED wrote:Pretty sure that's the Stuck? summon's character. Whatever the case, this topic looks like a good start toward something awesome. 8)
It be truth O8
Image
He's supposedly a "Nosferatu" version of Jutah, Silent Bomber's main character (and the weapon carrying the skill is also called Silent Bomber). That curious symbol thingy is actually the logo of the game:
Image

Interesting to find the skin-thingy there...but well, i suppose all enemies/entities/thingies also load their skin files from the same place as the characters. It really looks like it could be perfectly fitting for a usable PC though, rather than just a summon. Maybe their original idea was to include him as some sort of extra hidden character, but then scrapped the idea and just kept it as a summon, hence the "UnusedFellow"?
Yes, all of the other summons are nowhere near as large as that appears to be, it is clear that this could also double as a PC in terms of the texture graphics and limits of the graphics. Most enemies and even root town NPC's have much larger files than that, for whatever reason. That is a good theory TheSorrow.

Hmm, I was looking through the graphic files and I noticed something interesting, its something more story related than it is anything to deal with hacking, but I'll also post a bit more on that later. For now, it appears in the Corbenik files and it seems to be sort of "8 Phase coins", it's a bit bizarre.

Image

Of course deciphering which phase is which is not simple. None of the other phases as far as I can tell have any sort of signifying symbol like that on them.



Here's the little bit I've found on story field parameters a fair amount of this comes from MasterZED's own notes on the subject.

Code: Select all

Aqua Field
(00 00 00 0E)*5 00 00 00 (B8 3F 35 00)*1 (08 41 35 00)*2 (78
42 35 00)*3 (00 00 00 00)*F FF 00 00 00 (00 00 00 00)*4 00
00 00 00 00 00 00 00 (02 00 00 00)*6 0A 00 00 00 (00
00 00 00)*7 (01 00 00 00)*8 (00 00 00 00)*9 (00 00 00 00)*A (00 00
00 00)*B (00 00 00 00)*C (00 00 00 00)*D (00 00 00 00)*E 00 00 00 00 00

1 - First Keyword
2 - Second Keyword
3 - Third Keyword
4 - Field Level (Why 4 bytes? Matter of fact, why more than 1 byte?)
5 - Area Identifier (Again, why 4 bytes?)
6 - Field Element (Again, 4 bytes. This could have been several bits.)It seems to be Fire or Water, and nothing else. Strange...
7 - The letter of Virus Core needed to hack the gate 1
8 - 1st Virus Core Amount needed 1
9 - The letter of Virus Core needed to hack the gate 2
A - 2nd Virus Core Amount needed 
B - The letter of Virus Core needed to hack the gate 3
C - 3rd Virus Core Amount needed 
D - The letter of Virus Core needed to hack the gate 4
E - 4th Virus Core Amount needed 
F - Server this field can be accessed from.
Is the reason they use four bytes on everything because they want to keep data "uniform" so to speak. Well I guess it makes it relatively easy to read.
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Re: Hacking .hack//Infection (Changing Kite's Class!)

Post by Xu Yuan »

Well I think I've made some good progress today. I've not only found weapon stats and attributes, but due to finding this was able to list all skills and find where the PC's skill tables were.

Also it seems easier to take a page from MasterZED's book and use his own style of markings that he uses, its much more readable.

Image[/URL]


Code: Select all

Stats of Twin Blades

0A-1
1E-2
28-3

Amateur Blades


64 Bytes

08 6B 6D 00 - Name Pointer
18 6B 6D 00 - Graphic Pointer 
FF FF 14 00 - ???/Attack
00 00 0A 00 - Defense/Accuracy
00 00 0A 00 - Evade/M. Attack
00 00 0A 00 - M. Defense/M.Accuracy
00 00 00 00 - M. Evade/Earth
00 00 00 00 - Water/Fire
00 00 00 00 - Wood/Light
00 00 00 00 - Dark/Soul
00 00 00 00 - Body/LifeDrain
00 00 00 00 - SkillDrain/CriticalHit
00 00 00 00 - Death/NoDamage
30 30 30 31 - ???/???
00 00 06 00 - Existence?/Skill!
FF FF FF FF - Skill2/Skill3
90 01 00 00 - Worth of Item
30 6B 6D 00 - Help Text Pointer
Bytes

64 Bytes

0-3   - Name Pointer
4-7   - Graphic Pointer
8-9   - ???
10-11 - Attack
12-13 - Defense
14-15 - Accuracy
16-17 - Evade
18-19 - M. Attack
20-21 - M. Defense
22-23 - M. Accuracy
24-25 - M. Evade
26-27 - Earth Element
28-29 - Water
30-31 - Fire
32-33 - Wood
34-35 - Light
36-37 - Dark
38-39 - Soul
40-41 - Body
42-43 - Life Drain
44-45 - Skill Drain
46-47 - Critical Hit
48-49 - Death
50-51 - No Damage
52-55 - ???
56-57 - Existence of Item?
58-59 - Skill 1
60-61 - Skill 2
62-63 - Skill 3
64-67 - Worth of Item
68-71 - Help Text Pointer
And here's the 304 skills that are in the game, unfortunately the Phase Skills aren't in here, I was holding out a slight hope for it. The only unused skill in here is Para Repth, which supposedly heals HP by an optional value, but when used in the final version of the game, only crashes.

Code: Select all

0 -NOTHING (The skil)
1 -ATTACK
2 -Data Drain
3 -Drain Arc
4 -2128 Drain
5 -Drain Heart
6 -Saber Dance(Start of Twin Blade skills)
7 -Tiger Claws
8 -Staccatto
9 -Flame Dance
A -Blazing Wheel
B -Twin Dragons
C -Red Flame
D -Flame Vortex
E -Dragon Rage
F -Orchid Dance
10-Splinter Slash
11-Gale of Swords
12-Orchid Strike
13-Wildflower
14-Typhoon Blade
15-Thunder Dance
16-Thunder Coil
17-Lightning Rage
18-Storm Strike
19-Tempest Strike
1A-Storm Rage
1B-Dark Dance
1C-Swirling Dark
1D-Twin Darkness
1E-Darkness Slash
1F-Terror Cyclone
20-Evil Twin
21-Cross Slash (Start of Blademaster Skills)
22-Crack Beat
23-Revolver
24-Gan Slash
25-Gan Crack
26-Gan Revolver
27-GiGan Slash
28-GiGan Crack
29-Ganz Spiral
2A-Rue Slash
2B-Rue Crack
2C-Rue Revolver
2D-GiRue Slash
2E-GiRue Crack
2F-Ruem Spiral
30-Vak Slash
31-Vak Crack
32-Vak Revolver
33-GiVak Slash
34-GiVak Crack
35-Vakz Spiral
36-Ani Slash
37-Ani Crack
38-Ani Revolver
39-GiAni Slash
3A-GiAni Crack
3B-Anid Spiral
3C-Death Bringer(Start of Heavy Blade skills)
3D-Hayabusa
3E-Calamity
3F-Sohgasho
40-Gan Smash
41-Danku
42-Gan Drive
43-Gohryu
44-Gan Divider
45-Kyokushin
46-Ganz Maxima
47-Gohrai
48-Vak Smash
49-Karin
4A-Vak Drive
4B-Kannon
4C-Vak Divider
4D-Ohka
4E-Vak Maxima
4F-Garekka
50-Juk Smash
51-Hirameki
52-Juk Drive
53-Kisutsuki
54-Juk Divider
55-Karatakewari
56-Juka Maxima
57-Kamikusabi
58-Rai Smash
59-Raika
5A-Rai Drive
5B-Rairaku
5C-Rai Divider
5D-Murakumo
5E-Raio Maxima
5F-Unyo no Tachi
60-Axel Pain (Start of Heavy Axeman skills)
61-Triple Wield
62-Brandish
63-Gan Break
64-Gan Tornado
65-Gan Basher
66-GiGan Break
67-GiGan Rampage
68-Ganz Punish
69-Rue Break
6A-Rue Tornado
6B-Rue Basher
6C-GiRue Break
6D-GiRue Rampage
6E-Ruem Punish
6F-Rai Break
70-Rai Tornado
71-Rai Basher
72-GiRai Break
73-GiRai Rampage
74-Raio Punish
75-Ani Break
76-Ani Tornado
77-Ani Basher
78-GiAni Break
79-GiAni Rampage
7A-Anid Punish
7B-Triple Doom (Start of Long Arm skillS)
7C-Repulse Cage
7D-Double Sweep
7E-Rue Doom
7F-Rue Repulse
80-Rue Wipe
81-GiRue Doom
82-GiRue Vortext (Is it Vortext in later games)
83-Ruem Tempest
84-Vak Doom
85-Vak Repulse
86-Vak Wipe
87-GiVak Doom
88-GiVak Vortex
89-Vakz Tempest
8A-Juk Doom
8B-Juk Repulse
8C-Juk Wipe
8D-GiJuk Doom
8E-GiJuk Vortex
8F-Juka Tempest
90-Rai Doom
91-Rai Repulse
92-Rai Wipe
93-GiRai Doom
94-GiRai Vortex
95-Raio Tempest
96-Repth (Start of Healing Spells)
97-Ol Repth
98-Pha Repth
99-La Repth
9A-Ola Repth
9B-Phal Repth
9C-Duk Lei (Start of Bad Status Spells)
9D-Suvi Lei
9E-Dek Do
9F-Miu Lei
A0-Mumyn Lei
A1-Ranki Lei
A2-Maj Lei
A3-Dek Corv
A4-Dek Vorv
A5-Dek Torv
A6-Dek Corma
A7-Dek Vorma
A8-Dek Torma
A9-Dek Ganz
AA-Dek Ruem
AB-Dek Vakz
AC-Dek Juka
AD-Dek Raio
AE-Dek Anid
AF-Rig Saem (Start of Good Status Spells)
B0-Rig Geam
B1-Ap Do
B2-Rip Teyn
B3-Rip Synk
B4-Rip Maen
B5-Ap Corv
B6-Ap Vorv
B7-Ap Torn
B8-Ap Corma
B9-Ap Torva
BA-Ap Torma
BB-Ap Ganz
BC-Ap Ruem
BD-Ap Vakz
BE-Ap Juka
BF-Ap Raio
C0-Ap Anid
C1-Gan Don (Start of Damage Spells)
C2-GiGan Don
C3-OrGan Don
C4-PhaGan Don
C5-Gan Rom
C6-MeGan Rom
C7-OrGan Rom
C8-PhaGan Rom
C9-Gan Zot
CA-GiGan Zot
CB-OrGan Zot
CC-PhaGan Zot
CD-Yarthkins
CE-Yarthkins Ch
CF-Yarthkins Rf
D0-Yarthkins Pha
D1-Rue Rom
D2-MeRue Rom
D3-OrRue Rom
D4-PhaRue Rom
D5-Rue Kruz
D6-GiRue Kruz
D7-MeRue Kruz
D8-PhaRue Kruz
D9-Rue Zot
DA-MeRue Zot
DB-LaRue Zot
DC-PhaRue Zot
DD-Merrows
DE-Merrows Ch
DF-Merrows Rf
E0-Merrows Pha
E1-Vak Don
E2-GiVak Don
E3-RaVak Don
E4-PhaVak Don
E5-Vak Rom
E6-BiVak Rom
E7-OrVak Rom
E8-PhaVak Rom
E9-Vak Kruz
EA-GiVak Kruz
EB-MeVak Kruz
EC-PhaVak Kruz
ED-Vulcan
EE-Vulcan Ch
EF-Vulcan Rf
F0-Vulcan Pha
F1-Juk Rom
F2-BiJuk Rom
F3-RaJuk Rom
F4-PhaJuk Rom
F5-Juk Kruz
F6-MeJuk Kruz
F7-OrmJuk Kruz
F8-PhaJuk Kruz
F9-Juk Zot
FA-RaJuk Zot
FB-OrJuk Zot
FC-PhaJuk Zot
FD-Krake
FE-Krake Ch
FF-Krake Rf
100-Krake Pha
101-Rai Don
102-MeRai Don
103-GiRai Don
104-PhaRai Don
105-Rai Rom
106-GiRai Rom
107-MeRai Rom
108-PhaRai Rom
109-Rai Kruz
10A-MeRai Kruz
10B-OrmRai Kruz
10C-PhaRai Kruz
10D-Lanceor
10E-Lanceor Ch
10F-Lanceor Rf
110-Lanceor Pha
111-Ani Don
112-BiAni don
113-OrbiAni Don
114-Pha Ani Don (Is that spaced in later games?)
115-Ani Kruz
116-MeAni Kruz
117-OrmeAni Kruz
118-PhAni Kruz
119-Ani Zot
11A-MeAni Zot
11B-OrmeAni Zot
11C-PhAni Zot
11D-Wryneck
11E-Wryneck Ch
11F-Wryneck Rf
120-Wryneck Pha
121-Meoow (Specialty Summons)
122-Stuck?
123-Summon Goblin
124-More Goblins
125-Goblin King
126-King of Goblin
127-Para Repth ("Restores HP to Optional Value") (Wasn't this in G.U as well?, well in any case it crashes the game upon use)
128-Rig Saem (Copies?)
129-Rig Geam
12A-Ap Corv
12B-Ap Vorv
12C-Ap Torv
12D-Ap Corma
12E-Ap Vorma 
12F-Ap Torma
130-FFFF (Blank or Gibberish which doesn't appear in the Skill Menu)
So we can now create our own weapons or modify one of the many, many weapons in the game itself now.

EDIT: A slight appending, I was 8 bytes off on Weapons, the last 8 bytes being Worth of Item and Help Text Pointer for it.

EDIT 2: The attributes may increase in percentage depending on the amount the byte but it appears not to be 100%, even at FF.
Last edited by Xu Yuan on Tue Jul 26, 2011 8:11 pm, edited 4 times in total.
User avatar
hidora
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Re: Hacking .hack//Infection (Changing Kite's Class!)

Post by hidora »

Xu Yuan wrote:So we can now create our own weapons or modify one of the many, many weapons in the game itself now.
Image


That is all.
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Re: Hacking .hack//Infection (Changing Kite's Class!)

Post by Xu Yuan »

Because I have an atrocious memory I decided to make myself this little tutorial, though maybe someone could make use out of it as well.

Now I was originally planning to make a list like this...
0063F560 - Amateur Blades
0063F5A8 - Steel Blades
0063F5F0 - Phantom Blades
0063F638 - Assassin
0063F680 - Spark Blades
0063F6C8 - Lath Blades
0063F710 - Fuse Blades

Before I realized I would be here all night. I believe there is an easier way to find the weapon desired, it just requires a little bit of math.

First open your Calculator and put it in Hex.

Starting from 63F560 (Amateur Blades)
You will want to then multiply 48 by the number of the weapon you're looking for in Hex (Using this list.)

For an example let's look for what will become Sora's Blades in the later games.

0063F560 + (48 * 50) in Hex which is...
0063F560 + 1680 = 20640BE0 which is the start of Sora's Blades.

This will work for any of the other weapon and armor sections as well.

Here are their starting sections for reference.


0063A8D0 - Headgear Start
0063BC40 - Armor Start
0063CF60 - Armguards Start
0063E240 - Leg Armor Start
0063F560 - Twin Blade Start
00640C70 - Blade Start
00642220 - HeavySword/Katana Start
00643D70 - Heavy Axe Start
00645290 - Spear Start
00646760 - Wand Start

I hope I explained that well enough, if anyone is confused by it, let me know.

EDIT: Just included Armor, since they apparently work the exact same way as weapon stats do, just with an empty Model Pointer field.
Xu Yuan
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Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

I have been working like a man possessed! Once I came across where I could find events I started to tamper with the Orca Tutorial (by far one of the longest events in all of the games...) and found a Plethora of usable things.

Though I have been at this all night, and really need to rest. When I wake up I'll post my finding on the matter, for now I'll just leave you all with some interesting pictures...

Image

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Xu Yuan
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Joined: Tue Feb 28, 2006 1:32 am
Location: Harald in the R:2!

Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

Information dump ahead! This is info. related to cutscene and cutscene control only (to my knowledge) it is now within our grasp to completely rewrite and remake cutscenes, as shown by the pictures above.

Code: Select all

3180E0 - eventtblM102 - Orca's Entrance and Tutorial!

01 00 01 00 - Map loading?
04 00 05 00 - Map loading?
00 00 FE FF - ???
07 00 00 00 - ???
FE FF 03 00 - ???
00 00 00 00 - ???
00 00 0B 00 - Cutscene loaded?
02 00 02 00 - Actor Loaded? (02 is for Party Members, 03 is for NPC's)
03 00 05 00 - That which makes the actor stand still for their scene? Maybe some sort of coordinates? The 03 00 seems to decide where he stand and the 05 00 seems to change his behavior, whether he's running around or warping in, or had been there from the start.

00 - Warps in and runs off
01 - Running off before you even warp in.
02 - Not present.
03 - Not present.
04 - Warps in and stays there.
05 - Stands still.
06 - Not present.
07 - Not present.

10 00 02 00 - ???
02 00 59 00 - Unknown. When the 59 is nulled you can move around freely and Orca is present still. Though when 5A was entered I received Bursting Passed Over Aqua Field before Mac Anu loaded, and everthing else aside from 00 and 

0E 00 5B 00  - All I can figure out is that 5B deals something with the map loading and if it is nulled the event won't play.
0E 00 00 00 - ???
00 00 41 00 - ???Nulling does kill the event, however.
FD FF 06 00 - ???
00 00 FE FF - More Map loading... things, it seems.
03 00 04 00 - If it is not 03 00 the event will not play. 
01 00 00 00 - ???
12 00 48 00 - Seems to hide the face pictures/HP/SP when events are going on, when nulled they appear behind the text box.

02 00 02 00 - ???
00 00 00 00 - ???
28 00 FE FF - 28 00 when changed At All seems to be an alternate camera angle for the event.

3E 02 66 00 - 66 00 seems to be another alternate camera entrance when nulled 

FD FF 19 02 - 02 appears to control the camera from a set position. I don't know what the 19 or FD FF do at all though.

44 00 05 00 - 44 00 appears to be the elevation level of the camera. 05 00 appears to be the homing target on a specific area. Kite will also not gate in.

01 00 2A 00 - I don't know what 01 00 does, but 2A appears to deal something with the camera targeting and unlike the last one Kite will appear. This command may be more than just camera control, I can't be certain though.

02 00 02 00 - ???
29 00 00 00 - Height of Camera
30 02 46 00 - 30 02 portion is something dealing with camera. May have been a first person view attempt at what Kite was seeing when he first entered when nulled. The 46 00 appears to deal something with direction of the camera.

08 00 09 02 - Another camera matter, this time it seems to zoom out when nulled, not to an absurd amount, something fairly reasonable and cinematic.

4A 00 78 00 - Camera starting point?
78 00 05 00 - 05 00 Starts the event immediately, though Kite hadn't gated in yet. Nor does he appear, when nulled. When changed to any digit above 5 Kite doesn't appear and the game starts to act strangely and gives you member addresses and nearly empty text boxes.

50 00 3C 00 - Appears to the same thing as above.
00 00 03 00 - Changing the 03 makes Kite not gate in.
05 00 78 00 - Kite gates in shortly after Orca starts talking.
30 00 02 00 - Kate gates in, then screen goes black with the text continuing as normal. Changing the 30 alone makes Kite gate in, but Orca never talks. 

02 00 0A 00 - Camera Focus on specific actor?
00 04 00 88 - Camera Angle on the focused actor.
28 00 06 00 - When nulled the "Hey you made it!" line is skipped, but changing it doesn't seem to have the same effect.
00 00 48 00 - Seems to be the command to switch the camera after Orca's focused camera.

00 00 02 00 - The command to tell Kite's actor to focus his attention on Orca.

02 00 40 00 - Seems to be some sort of direction, but if its a simple focus command to look at another actor, I can't see why it wouldn't face towards said actor? Maybe this is actually 8 bytes instead of 4.

2A 00 02 00 - Seems to be another command to switch the camera after Orca's focused camera.

02 00 29 00 - Changing the 29 00 prevents the event to continue after "Hey you made it!"  

F4 FF 48 02 - Camera Angle for the next part of the event
45 00 00 00 - Camera Angle elevation.
18 02 4D 00 - Camera Distance.
14 00 14 00 - How long it takes the camera to pan back to its destination.

05 00 28 00 - ???
06 00 01 00 - Skipped the "Uh...?" I think. (All when nulled)
06 00 02 00 - Skipped the "Hey it's me Orca! The Blademaster!"
06 00 03 00 - Skipped the "You look so different from.."
06 00 04 00 - Skipped the "In this game I'm Orca."
06 00 05 00 - Skipped the "What?"
06 00 06 00 - Skipped the "No, you look great."
28 00 DF FF - ???
7B 02 47 00 - Camera Angle for being given the member address.
E3 FF -Buffer of sorts?
49 02 48 00 - Camera distance when given the member address and the angle.

06 00 07 00 - "Anyway take this."
50 00 02 00 - The Member Address received is based on party numer.
06 00 08 00 - "Member address is the Flash Mail..."
06 00 09 00 - "With Flash Mail you can exchange messages..."
06 00 0A 00 - "It's mostly used by newbies..."
06 00 0B 00 - "Try it our by inviting me..."
28 00 F5 FF - Camera Control for this part of the event.
4A 02 48 00 - More camera matters.
01 00 16 02 - Distance away camera.
44 00 0E 00 - Something dealing with camera, when nulled the event ends
FF FF - Buffer of some sort? 
00 00 96 00 - Height of Chaos Gate light?
4B 00 12 00 - When nulled, lets you choose any option when Orca asks to join your party.

06 00 15 00 - "See? My name appears under your screen..."
06 00 16 00 - "By the way, Flash Mail is available only..."
06 00 17 00 - "Oh, and you can't contact people when"
06 00 18 00 - "People do have a life..."
06 00 19 00 - "In other word, don't count on the same..."
06 00 1A 00 - "So, try to get as many member addresses..."
06 00 1B 00 - "Well, how you play is up to you..."
06 00 1C 00 - "you really don't benefit by..."
05 00 0A 00 - ???
06 00 1D 00 - "Okay! Well why don't we head off..."
91 00 0A 00 - ???
80 00 05 00 - Something that makes the transition smoother?
0A 00 47 00 - Gets rid of the transition altogether?
00 00 00 80 - ???
00 00 47 00 - ???
02 00 00 70 - ???
00 00 28 00 - Stops the event at its point of execution when nulled?
F9 FF 41 02 - Camera angle for Chaos Gate tutorial.
45 00 F3 FF - Distance from event
0F 02 40 00 - More camera matters.
92 00 0F 00 - Nulling this prevents the event from finishing.
00 00 05 00 - Same as above.
1E 00 96 00 - Same as above.
4E 00 76 00 - When nulled, the Chaos Gate screen turns to your normal menu. 

0E 00 64 00 - ???
01 00 00 00 - When nulled will send you right back to Mac Anu with Bursting Passed Over Aqua Field in your Word List, with Orca in your party and free rein. 
0E 00 FF FF - ?? Skips various Aqua Field events, even allowing you to gate out?
FF FF FF FF - ???
01 00 FF FF - ???
00 00 FF FF - ???
00 00 00 00 - ???
00 00 00 00 - ???
00 00 00 00 - ???
Also as mentioned before I found a way to load any PC or NPC desired with that Actor loaded command, so here is the list of every one of them (that I could find anyway, the list still has a few holes in it, it seems, alot of the SIGN crew is missing from the list).

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00 - Weapon Shop
01 - Elf's Haven
02 - Item Shop
03 - Magic Shop
04 - Recorder
05 - Nothing (also makes the Chaos Gate vanish)
06 - Same as above
07 - Same as above
08 - Same as above
09 - Same as above
0A - Same as above
0B - Same as above
0C - Same as above
0D - Same as above
0E - Same as above
0F - Same as above
10 - Same as above
1A - Same as above
1B - Same as above
1C - Same as above
1D - Administrator
1E - Wing
1F - Macky
20 - NOVA
21 - Sachiko
22 - Neja
23 - Heavy
24 - Benaki
25 - Hayate
26 - Task
27 - Hinata
28 - A-Kichi
29 - Cleama
2A - Grid
2B - Quess
2C - Nekoski
2D - Gyokuro
2E - Osugi
2F - Acerola
30 - Borscht
31 - M-78
32 - Yuckey
33 - Nijukata
34 - Hirami
35 - Henako
36 - BIG
37 - Yuji
38 - Cima
39 - Koji
3A - Crest
3B - Mayunosuke
3C - Mutsuki
3D - Oburozukiyo
3E - Bell
3F - Cossack Leader
40 - Alue
41 - Alpha Ichigoro
42 - Alicia
43 - Stare
44 - Flare
45 - Fool
46 - Teria
47 - Waffle
48 - Cyan
49 - Panta
4A - Jutah
4B - Annri
4C - Benoit
4D - John
4E - Macino
4F - Tim
50 - Edajima (?)
51 - Slayer (?)
52 - Apeiron 
53 - Bob (Orca's friend.)
54 - Erick (You meet him when you first go to the area where you get Mistral)
55 - Linda (Orca's friend)
56 - Meg (Alph's friend)
57 - Heril (one of Gardenia's groupies)
58 - Moeri (Gardenia groupie)
59 - Meria (Gardenia groupie)
5A - Yunore (Gardenia Groupie)
5B - Morgan (?)
5C - Nece (?)
5D - Sasaki (?)
5E - Q (One of the Vagrant AI's that come out after Innis is defeated?)
5F - Melon (Vagrant AI?)
60 - Justice (One of the two reprimanding Marlo)
61 - Peace (Marlo reprimander) 
62 - Anne (Trading quest)
63 - Bate (Trading Quest)
64 - Catherine (Trading Quest)
65 - Dick (Trading Quest)
66 - Tartarga (Netslum AI)
67 - Culhwh (Netslum AI)
68 - Spiritas (Netslum AI)
69 - Thea (Netslum AI)
6A - Dorin (Netslum AI)
6B - Sconk (Netslum AI)
6C - Toru (?)
6D - Tsutomu (?)
6E - Kida (?)
6F - Akai (?)
70 - Aoyama (?)
71 - Hybnos (?)
72 - Pina (?)
73 - Aqua Marine (Selling Quest?)
74 - Taro (Selling Quest?)
75 - Jiro (Selling Quest?)
76 - Hanako (?)
77 - JJ (Selling Quest?)
78 - Sieg
79 - Kaz
7A - Tsukune (Vagrant AI after Innis)
7B - Martini (Vagrant AI after Innis)
7C - Anchovy (Vagrant AI after Innis)
7D - Pancetta (Vagrant AI after Innis)
7E - 2112 (Vagrant AI after Innis)
7F - Sanche (Vagrant AI after Innis) 
80 - Marlo (What...?)
81 - Sanjuro (These must be before their quests are complete, I guess)
82 - Nuke Usagimaru
83 - Balmung (They must have made an NPC model for each party member)
84 - Moonstone
85 - Wiseman
86 - Elk
87 - Mistral 
88 - Aura
89 - Aura with hands
8A - Sheraton (Vagrant AI)
8B - Plaird (Vagrant AI)
8C - Jinn (Vagrant AI)
8D - Johnny (And unlike the majority of NPC's past the normal ones he functions like a normal NPC)
8E - Sal 
8F - Lottel 
90 - Suzie
91 - Noble Grunty 
92 - Iron Grunty
93 - Poison Grunty 
94 - Bony Grunty
95 - Snakey Grunty
96 - Aqua Grunty 
97 - Milky Grunty
98 - Rocker Grunty
99 - Woody Grunty
9A - Little Grunty (When you speak to it the screen goes black in Mac Anu, then you'll appear under the bridge)
9B - Little Grunty (Again?)
9C - (Same thing as near the start of the list)
9D - (As above)
9E - NPC (Theta Shopkeeper)
9F - (As above)
A0 - Mimiru 
A1 - Bear
A2 - (As above)
A3 - Crim
A4 - (As above)
A5 - NPC (Gave the Administrator's message, copy of above NPC.)
A6 - (As near the start of the list)
A7 - A-20 
A8 - Piros (A bit of a leap, don't you think?)
A9 - Natsume 
AA - Rachel 
AB - Gardenia 
AC - Terajima Ryoko
AD - BlackRose
AE - Helba
AF - (As near the start of the list)
To my knowledge the list ends here. Though we're still missing Subaru, Tsukasa, Silver Knight, and Sora from the list though...
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Re: Hacking .hack//Infection (Creating custom events!)

Post by TheSorrow »

Woooow...
You've just surpassed everything with this. Screw Helba, she was only able to access protected areas and warp players in and out of places and other stuff involving bypassing security. You're now able to give a customized axe to Kite and give him all magical abilities, as he fights Angolmores spawning in fields, supported by Orca who's not part of his team, while Aura watches from afar, as the Chaos Gate equips some twin blades and a Weapon Shop increases its power, and altering the whole story as you do all that.

I once remember, watching ZED's videos of his hacking and using all possible characters and fighting with a team of Dual Gunners and stuff, thinking about how awesome it would be to be able to do changes like that on the original games, as impossible as it might've seemed. Now you could say...Wish granted? lol

Right now, using over 30000 codes or replacing certain files in the disc (depending on how you're doing all of this "hacking"), you could pretty much create an entire new game from beginning to end, changing the way all events work, fighting against enemies you wouldn't normally fight in some areas, and using the characters in ways that were impossible before. Have you managed to make the playable character be someone else other than Kite? You can sure change his class and abilities and all, but still, it would be great to have someone else as the leader character, even if it's just the model that changes (not the entire character itself).
And if you're somehow able to control the Phases, as in trigger their battles at any desired time or be able to load them somewhere and have them behave as they would without any extreme side effects, it would be beyond amazing as well. Boss Rush anyone? lol
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Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

TheSorrow wrote:Woooow...
You've just surpassed everything with this. Screw Helba, she was only able to access protected areas and warp players in and out of places and other stuff involving bypassing security. You're now able to give a customized axe to Kite and give him all magical abilities, as he fights Angolmores spawning in fields, supported by Orca who's not part of his team, while Aura watches from afar, as the Chaos Gate equips some twin blades and a Weapon Shop increases its power, and altering the whole story as you do all that.

I once remember, watching ZED's videos of his hacking and using all possible characters and fighting with a team of Dual Gunners and stuff, thinking about how awesome it would be to be able to do changes like that on the original games, as impossible as it might've seemed. Now you could say...Wish granted? lol

Right now, using over 30000 codes or replacing certain files in the disc (depending on how you're doing all of this "hacking"), you could pretty much create an entire new game from beginning to end, changing the way all events work, fighting against enemies you wouldn't normally fight in some areas, and using the characters in ways that were impossible before. Have you managed to make the playable character be someone else other than Kite? You can sure change his class and abilities and all, but still, it would be great to have someone else as the leader character, even if it's just the model that changes (not the entire character itself).
And if you're somehow able to control the Phases, as in trigger their battles at any desired time or be able to load them somewhere and have them behave as they would without any extreme side effects, it would be beyond amazing as well. Boss Rush anyone? lol
I have one great advantage here than I would hacking just about any other game and that's the CCCorp team themselves. For whatever reason they left the ELF labels in their main memory file. Thereby a basic map of where everything is has been laid out. The tricky part is then decoding all of that and manipulating it to my whims. So while I can see for instance EvtTblM103, I need to find what that relates to and where in the story that is. Since it was so early I guessed that it was Orca's tutorial and was correct.

The tools I use are PS2DIS, pointed out to me by Master ZED sometime ago, to load up this main memory file and see where all the labels fall in place. The way I modify the game is by Cheat Engine, using a PS2 emulator which gives me... decent-ish speed. Anywhere from 15-45 FPS normally. Normally I look at things two bytes at a time, since for the most part that seems to be the way the game stores data. Null them, see if anything changed and record the changes, if it is a definite point of interest I will ordinarily go back to it and create a list of possible effects.

On the subject of triple dual gunners, for the life of me I cannot get the game to load more than one instance of a party member, there's a way to hack in multiple Orca's into your party (using his weird tutorial Party command, through an external method), but only one will ever appear. Though I suppose multiples of Party Members is not here or there.

As for creating a brand new game... in theory, yes. I would ideally like to switch out some of the more incidental party members with SIGN characters, Sanjuro for Mimiru, Marlo for Bear, Natsume for A-20, Nuke Usagimaru for Crim, Silver Knight for Rachel, things like that. I recall of a way to listen to voice clips from the games. That means in theory that you should also be able to put in your own voice clips. I am sure that all the voice clips for the show would be enough to fill any given character slot (except for attacks, of course). Still a bit angry they teased Silver Knight to us in Roots than didn't deliver, but then again that game had more than enough Blade Brandier's I suppose.

Though all of that is just a bit beyond me at the moment, but that is pretty much my end game in all of this. There's still some crucial data I'm missing. I can't switch (not even skins) models without the game breaking, I don't have the tools to listen to the voices, let alone modify them.

As for things I'm still missing in terms of data, which I don't think these ELF labels will help me with much...

Enemy Stats - Try as I might, I cannot even locate a single enemy stat. I thought it would be as easy as searching their HP, than doing another search once their HP was hit. I was wrong. So there's still that and heaven knows I would love to modify some enemy stats,

Damage multiplier (or divider) of skills. - I wouldn't even know where to search for these.

There's still a bit more data to decode, but that's all I can think of at the moment. If anyone happens to have any tips on how to search for anything dealing with models, voices, voice extraction and importation or those mentioned above, please let me know.

I fully agree though. I would love to change up Kite as the main character just as a proof of concept. As for Phases... I have yet to come across even one instance of them, I know where their several AI's are and the like. But I still as of yet have no idea how the game loads them.
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Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

Did I say that Orca's tutorial was the longest event in the game?

Well... I must have forgotten about his Never Ending Tutorial in Bursting Passed Over Aqua Field! Thank goodness about halfway through I found out I could savestate in the event itself to observe effects that would come later. Starting from that event 60-70 times really grates on the nerves after a while.

That's not to say this event didn't have its fair share of interesting things. Just take a look at some of these pictures...

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Did you ever notice in Bursting Passed Over Aqua Field that if you left the field and went straight to the dungeon, then came back the Monster Portals would be gone? That's because they are actually spawned by this event, and the knowledge of how to spawn them and what to spawn in them (as evidenced by the Bracelet murdering Kite and Orca above) means that we could technically put our own boss monsters in any given event, now this is definitely worthy of test in Hidden Forbidden Holy Ground and I'll try to check that out later tonight, once I finish with the remaining Orca events.

Much of what else I found relates to text and action menus. Difficult to make reliable use of.


Bursting Passed Over Aqua Field - Orca's Tutorial

Code: Select all

 01 00 02 00 - ???/When nulled the event is skipped.
04 00 05 00 - ???
00 00 00 00 - ???
8A 00 00 00 - ???/When nulled, before warping Orca says something about chat command, then the event 

continues normally.

00 00 00 00 - When filled the same thing as above happens, except the event is skipped.
FE FF 08 00 - ???
00 00 0E 00 - Nulling the 0E skips the event. Changing it however, doesn't seem to guarantee that.
FE FF 03 00 - ???
00 00 00 00 - ???
00 00 0E 00 - ???
0E 00 00 00 - ???
10 00 02 00 - ???
02 00 04 00 - Time signature of some sort, to start the dialogue?
00 00 00 00 - ???
41 00 FD FF - ???  
04 00 0E 00 - Map loading? 
0D 00 00 00 - ???
75 00 0F 27 - Magic Portal
0F 27 00 00 - Designation number?
00 00 00 00 - ???
90 01 00 00 - Where the Magic Portal is Located
75 00 0F 27 - Magic Portal
0F 27 01 00 - Designation number?
00 00 00 00 - ???
6A FF 00 00 - Where the Magic Portal is Located
75 00 0F 27 - Magic Portal
0F 27 02 00 - Designation number?
00 00 90 01 - Where the Magic Portal is located
00 00 00 00 - ???
75 00 0F 27 - Magic Portal
0F 27 03 00 - Designation number?
00 00 70 FE - Where the Magic Portal is located
00 00 00 00 - ???
0C 00 00 00 - Command to say what monster will be in the Portal?
82 00 00 00 - Monster in the portal and which portal it's designated to.
01 00 - Buffer?
0C 00 00 00 - Command for monster?
82 00 01 00 - Monster in Portal and designated portal
01 00 - Buffer?
0C 00 00 00 - Command for monster?
82 00 02 00 - Monster in Portal and designated portal 
01 00 - Buffer?
0C 00 00 00 - Command for monster?82 00 03 00 - Monster in Portal and designated portal
01 00 00 00 - ???
FE FF 03 00 - Something to do with event initiation?
04 00 01 00 - Map loading?
0D 00 02 00 - ???
02 00 00 00 - ???
12 00 06 00 - Same as FEFF0300 above, it seems.
00 00 13 00 - ???
04 00 00 00 - Same as 2 above?
0E 00 0E 00 - Same as above?
00 00 00 00 - Camera dealings? When filled with 01 00 01 00, the camera no longer is set close to Orca.
12 00 05 00 - When nulled begins the receiving of Book of Twilight, Netslum loads (Over anywhere!) et 

al.Then the game proceeds as if nothing happened.
0A 00 06 00 - Same as 2 above?
01 00 13 00 - Same as above?
04 00 00 00 - Camera dealings as 4 above?
00 00 12 00 - Camera dealings as above?
28 00 AA 09 - Camera dealings as above?
99 09 0B 00 - Camera angle when first gating in.
C1 09 6D 09 - Distance away from target?
15 00 47 00 - Height of camera.
00 00 00 00 - ???
00 00 47 00 - ???
02 00 00 00 - ???
00 00 05 00 - When nulled it seems as if the event stalls after gating in.
78 00 - Buffer?
06 00 02 00 - "Before we get going..."
06 00 03 00 - "During the game, enemies will attack..."
06 00 04 00 - "The idea is to adjust your view..."
06 00 05 00 - "I'll explain more later..."
06 00 06 00 - "Basically if you don't use the..."
91 00 0A 00 - Nulling it prevents the transition to the second camera angle.
80 00 05 00 - Something more to do with transition? These four bytes may be one command.
0A 00 30 00 - Prevents the screen from fading back in when nulled.
02 00 00 00 - ???
0F 00 E8 05 - Camera Height?
00 00 61 00 - Camera Distance?
92 00 0F 00 - Prevents transition to second camera angle when nulled.
00 00 05 00 - Nulling it prevents the rest of the event from happening after transition.
0F 00 25 00 - Same case as above, perhaps one command?
24 00 - Buffer?
06 00 08 00 - "Good you got it...."
26 00 24 00 - ???
06 00 0A 00 - "You can zoom the camera in or out by..."
27 00 24 00 - ???/When nulled or modified will stall the event at the Right Analog stick tutorial.
06 00 0C 00 - "There ya go. Remember that..."
92 00 0A 00 - ???
80 00 05 00 - Prevents transition to Battle tutorial, when nulled.
0A 00 30 00 - Same applies here, likely all one command. 
02 00 00 00 - ???
0A 00 00 04 - Height of camera
00 80 41 00 - ???
1B 00 02 00 - ???
02 00 0A 00 - Same thing as 3 above?
23 00 00 FB - Same thing as 6-7 above?
00 30 32 00 - Distance away from target?
20 00 92 00 - Same thing as 2 above?
0F 00 00 00 - Outright freezes when trying to transition.
05 00 0F 00 - ???
06 00 0D 00 - "Okay, and this is the field..."
06 00 0E 00 - "When you want to return to the town..."
06 00 0F 00 - "Grassland, wilderness, and jungle...
06 00 10 00 - "The combination of field type and weather..."
06 00 11 00 - "For example, if it's a grassland and it's raining..."
06 00 12 00 - "The elements also affect the type of monsters..."
06 00 13 00 - "Don't worry about it now."
30 00 02 00 - Nulling this prevents the event to move forward And the 30 when changed has a couple of odd 

effects.

00 00 0F 00 - Camera control, maybe a focus. Hard to say.
E8 05 00 00 - ???
61 00 05 00 - Seems to be closeness of camera to Kite and something with the event itself.
05 00 79 00 - Something that seems to control whether the map will appear during an event. Such as the 

Fairy Orb section here.06 00 14 00 - "Now let's get going on our quest..."
06 00 15 00 - "You see the Red Down Arrow..."
06 00 16 00 - "In the dungeon's deepest level..." 
06 00 17 00 - "Basically the goal is to reach..."
06 00 18 00 - "But enemies are often tougher there..." 
06 00 19 00 - "Ok, wait a sec."
05 00 0F 00 - ???
7A 00  - When Orca uses the Fairy's Orb, as much as I would love to tamper with this command it seems 

extremely sensitive, already crashing the system on several occasions.

08 00 1A 00 - Orca Used Fairy's orb. (08 seems to place the text box in the middle of the screen rather 

than the bottom)
06 00 1B 00 - "By using the Fairy's Orb..."
06 00 1C 00 - "Yellow areas on the map show..."
06 00 1D 00 - "All right! How about we go..."
92 00 0A 00 - When nulled Kite will not run forward to activate the portal.
80 00 05 00 - The same as above.
0A 00 18 00 - When nulled a screen transition won't occur.
02 00 00 00 - ???
0A 00 21 00 - Camera angle.
80 02 00 10 - Height of camera.
50 00 92 00 - Distance close to Kite
0F 00 00 00 - It appears to be some sort of time taken for a fade in, no surprise the game would freeze 

with this being nulled.

05 00 14 00 - ???
42 00 00 00 - Something to do with Magic portals? When nulled the magic portal won't activate while Kite 

and Orca run to it. 

01 00 42 00 - Something more to do with magic portals? When set to 01 00 00 00 the goblin comes out of the 

portal and actively attacks, even though Kite and Orca are a ways away from the portal. Curiously enough 

the goblin won't attack Orca though.

02 00 01 00 - More to do with magic portals? When nulled it will not open.
3E 00 00 00 - Appears to be the direction Kite runs, if set to 3F he'll run all over the field, running 

northeast of his target. Once he hits something solid though, he will strangely stop.

00 00 8C 00 - The distance Kite will (ordinarily) run to reach his target.
05 00 05 00 - ???3E 00 02 00 - The 02 00 of this portion seems to dictate where Actor 02 (Orca) will move. 
00 00 8C 00 - Orca doesn't follow you when nulled, as above 8C is the distance to move.
84 00 05 00 - I do not know what 84 but does freeze the game when nulled. 05 on the otherhand appears to 

be what makes the goblin pull its punches. If that is nulled he will attack.

82 00 05 00 - This curiously enough appears to be "wait for creature to emerge from magic portal" command, 

this will then tell the game to wait for Orca to give his next message. It seems to just be coincidence 

that it share the same monster number as the goblin.

50 00 9A 00 - Seems to act the same as the command above.
00 00 05 00 - When nulled the game starts to read commands at seemingly random, eventually this ended with 

Kite and Orca in the sky then to the Skeith cutscene. 

1E 00 - Buffer?
06 00 1E 00 - "For a basic attack..."
06 00 1F 00 - "By the way, a cursor appears on the target..."
06 00 20 00 - "Try using a basic attack..."
99 00 05 00 - Looks to see if the monster has been defeated.
3C 00 - Buffer?
06 00 21 00 - "You've started to get the hang of it, right?"
96 00 50 00 - Seems to deal with the Skill tutorial. When nulling the 50 you can do any normal action in 

the menu.

9A 00 01 00 - ???
05 00 1E 00 - ???
06 00 25 00 - "That's it. Pretty easy huh?"
06 00 26 00 - "You can target a party member for..."
06 00 27 00 - "Remember you can only apply..."
06 00 28 00 - "Before using a skill, adjust the camera..."
06 00 29 00 - "Well you must be sick of me..."
06 00 2A 00 - "It's your turn to tell me what to do by using Chat Commands."
06 00 2B 00 - "OK, I'll teach you the command to get your..."
96 00 53 00 - Brings up any given menu.
9A 00 01 00 - ???
05 00 78 00 - ???
06 00 32 00 - "Well? It's good to be the boss..."
06 00 33 00 - "If you use it well you can bunch up on the enemy..."
06 00 34 00 - "When you add new members to the party..."
06 00 35 00 - "That's it for now! Just remember..."
06 00 36 00 - "When you think you're ready..."
85 00 0F 00 - "When nulled it is stuck in cutscene camera, though you can still move around, you have no camera control. 

0D 00 00 00 - ???
31 00 13 00 - When nulled prevents cutscene from ending.
00 00 FF FF - ???
00 00 00 00 - ???
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Re: Hacking .hack//Infection (Creating custom events!)

Post by TheSorrow »

Sooo....In the first and last screenshot, are you the one adding those objects/backgrounds with your epic h4x, or they're actually all part of the background of that area, just hidden from sight or something?
And is that AAAAAAA The Bracelet? Why that name? D: And i only see shiny stuff, but that must be because of the summon thingy that's currently owning them. Are they receiving any damage from it though? Or they're pretty much immortal during the explanation (and maybe the tutorial overall)?

And freaking awesome to see that's possible to control the spawning of Magic Portals. I suppose that it could also allow you to spawn them in Root Towns and see how they behave. And while talking about controlling monster spawning, was the Goblin in the Tutorial a normal goblin, or an actually different monster from the normal ones? I ask it because i remember that the goblin just stood there chilling as Orca ranted about stuff, and only began to attack at the final part of the explanation, and yet this monster you spawned is happily pounding at them during mid-explanation. I figured that maybe it was because of a script that stopped the monster from acting until a certain point, but if that were the case, such script would be active regardless of the monster spawned (as long as it was the same one spawned from the controlled Magic Portal, i think). Unless that script was among those 8-byte blocks you posted and you happened to null it at the time.
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Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

TheSorrow wrote:Sooo....In the first and last screenshot, are you the one adding those objects/backgrounds with your epic h4x, or they're actually all part of the background of that area, just hidden from sight or something?
And is that AAAAAAA The Bracelet? Why that name? D: And i only see shiny stuff, but that must be because of the summon thingy that's currently owning them. Are they receiving any damage from it though? Or they're pretty much immortal during the explanation (and maybe the tutorial overall)?

And freaking awesome to see that's possible to control the spawning of Magic Portals. I suppose that it could also allow you to spawn them in Root Towns and see how they behave. And while talking about controlling monster spawning, was the Goblin in the Tutorial a normal goblin, or an actually different monster from the normal ones? I ask it because i remember that the goblin just stood there chilling as Orca ranted about stuff, and only began to attack at the final part of the explanation, and yet this monster you spawned is happily pounding at them during mid-explanation. I figured that maybe it was because of a script that stopped the monster from acting until a certain point, but if that were the case, such script would be active regardless of the monster spawned (as long as it was the same one spawned from the controlled Magic Portal, i think). Unless that script was among those 8-byte blocks you posted and you happened to null it at the time.
It is Bizarre, but that monster is programmed not to attack only If it is a Goblin, and I wish I had screen captured a few seconds later. The Bracelet's summon did surprisingly kill Kite than proceeded to kill Orca during the explanation giving me a gameover in the middle of it to my great surprise. The Guardian, The Bracelet, Dawn Wanderer, and Temptress Lover have lines of A, B, C, and D for their names. I'm not certain of the relevance, or why it was handled in such a way.

Now that background... it makes no logical sense. You would think it would only be in the background, maybe for... something, but no. As you can see from parts of NetSlum and the Book of Twilight only inches from Kite, it is actually using some sort of X/Y/Z of the area itself to project all of that. The whole "cutscene" occurred in the foreground of the Aqua Field, for the most part. I don't know why it was this specific cutscene or how to make it "play" any other cutscene. I could only get it to display that one.

As for spawning monsters in Towns... I know that towns don't display HP when hit or healed already, I would be curious to know if the game would even allow an attack in towns. Personally I think Hidden Forbidden Holy Ground may be a better bet, with its ability to display damage taken and healed.

Also I found something a little more interesting last night. Unfortunately the Orca Dungeon events were... longer than I had anticipated and I didn't get much worthwhile data, but it seems that event magic portals, despite only ever spawning a single monster has a command within it that allows you to spawn multiples of a monster from it. Using the Aqua Field as an example I spawned 5 Goblins from the portal. I am curious to know how many enemies can be spawn before the game slows down or crashes... considering that there are "enemy files" for A-Z enemies, it seems likely that 26 may be the max. But then again, that may also be only for field. I'll try to do some testing with that soon.


EDIT: Testing done, and may I say... wow. This game is resilient! I believe I was right, setting it to 1A summoned 26 goblins, not a single one skipped a beat, they all had full AI, they even appeared to have some surround AI which they ordinarily can't utilize in any measure.

Setting it to 20 (in hex), still summoned 26, so 26 is the definite limit. Here are some pictures of the Goblin Army.

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Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

(Meant to have this up Friday, but had to head out for the weekend.)

No pictures this time I'm afraid, but it is the event info. on the Aqua Field dungeon, as far as I could figure. There's two semi-important matters missing that for the life of me I couldn't locate. One is the Skeith chasing Aura cutscene in the hallway and the other is when Kite goes into the room to see where Aura had gone and just remarks that its a dead end. To my knowledge none of that appeared in this event file.

Code: Select all



01 00 02 00 - When nulled or changed, causes various parts of the event to occur.
00 00 FE FF - Likely part of the above command.
04 00 05 00 - Seems more of the same.
FE FF 09 00 - The same happens here. 
00 00 0E 00 - When nulled the event does not occur.
00 00 FE FF - ???
03 00 04 00 - ???
00 00 00 00 - ???
10 00 02 00 - ???
02 00 04 00 - ???
00 00 FE FF - ???
03 00 04 00 - ???
01 00 0D 00 - ???
02 00 02 00 - ???
00 00 12 00 - ???
06 00 0D 00 - ??? (This doesn't appear to be text in this case?)
13 00 04 00 - ???
00 00 FE FF - ???
03 00 02 00 - ??? (May deal something with camera?
00 00 FE FF - ???
-------------------------------------
Treasure Box tutorial

05 00 01 00 - Where event is to occur.
00 00 0A 00 - ???
03 00 00 00 - ???
FE FF 05 00 - ???
06 00 FE FF - ???
03 00 04 00 - ???
01 00 00 00 - ???
12 00 06 00 - When nulled it seems to prevent the event, but changing it to several different values didn't seem to cause any noticable effects.

15 00 13 00 - As above it seems.
00 00 FE FF - When nulled, it prevents the event.
05 00 04 00 - Where the event is to occur.
FE FF 03 00 - As above.
04 00 01 00 - ???
00 00 12 00 - (These sequence of bytes almost mirror another sequence above.) when nulled, prevents event.

30 00 02 00 - When nulled, the event seems to be prevented, but the HUD is missing and you can't walk. 

00 00 0A 00 - First camera angle, likely height.
00 02 00 A4 - First camera angle, seems to be actual angle.
4B 00 - Buffer?
06 00 00 00 - "Now we can start exploring..."
06 00 01 00 - "One thing you need to remember is..."
06 00 02 00 - "To Gate Out and return to the town..."
06 00 03 00 - "The Sprite Ocarina will warp you..."
91 00 0A 00 - Transition black out.
80 00 05 00 - Fade out/in timer
0A 00 46 00 - Something dealing with transitions.
00 00 E5 05 - Camera Distance from target.
59 08 00 00 - Kite's Actor Placement.
46 00 02 00 - Orca's Actor Placement.
FF 05 4D 08 - Camera Position?
00 00 48 00 - When nulled, it stops the transition.
02 00 02 00 - ???
00 00 00 00 - ???
30 00 02 00 - When 30 is nulled or modified it stops the transition. 
00 00 0A 00 - Camera Height
00 02 00 F2 - Camera Angle
37 00 1B 00 - Distance from target.
02 00 02 00 - Secondary Camera Angle
0A 00 42 00 - Something dealing with Transitions. 
00 00 01 00 - Treasure Box Opening animation (When nulled it won't open and can be opened once the event is complete.)

9A 00 00 00 - (When set to FF it stops the transition, when set to null however, it does nothing.)
92 00 0F 00 - When nulled, transitions fail.
00 00 05 00 - When nulled, you cannot open the treasure chest.
0F 00 - Buffer?
06 00 0E 00 - "This is the treasure box."
06 00 0F 00 - "You should know that there are..."
96 00 54 00 - Treasure Box action command, can be changed.
05 00 3C 00 - ???
92 00 0A 00 - Transition matter.
80 00 05 00 - Fade out/in time 
0A 00 46 00 - More transitions
00 00 C3 05 - General vicinity where Kite and Orca will be placed? 
59 08 00 00 - Kite's actor placement.
46 00 02 00 - Orca's actor placement.
DD 05 4D 08 - Distance from target.
00 00 48 00 - When nulled the transition is stopped.
02 00 02 00 - ???
00 00 00 00 - ???
30 00 02 00 - Follows a pattern I am beginning to see, but it acts the same as its twin above.
00 00 0A 00 - Camera Height 
00 02 00 F2 - Camera Angle
37 00 1B 00 - Something with transitions?
02 00 02 00 - Secondary camera angle
0A 00 92 00 - Transition matter
0F 00 00 00 - Transition matter
05 00 0F 00 - ???
06 00 11 00 - "This one's booby-trapped."
06 00 12 00 - "Just use the Fortune Wire on it."
7B 00 - Buffer - Also Orca using the Fortune Wire
08 00 13 00 - "Orca used Fortune Wire"
96 00 55 00 - Command to open the chest, can be replaced.
31 00 13 00 - Likely means "return to normal gameplay".

----------------------

Magic Portal event.
00 00 FE FF - ???
05 00 02 00 - Which room the doors will shut in, if there's a magic portal present.
FE FF 03 00 - When nulled the event does not occur. When changed the doors will not shut nor will the 

magic portal be present, but the event will occur.
00 00 00 00 - Seems to be connected to the above.
00 00 75 00 - Same as above.
00 00 03 00 - ???/Doesn't seem to make any impact.
64 00 00 00 - When nulled or changed at all, the magic portal will not appear, but the doors will still 

drop and you cannot get out.

60 09 B0 04 - X/Y/Z position of Magic Portal
19 00 0C 00 - Transition matters.
00 00 82 00 - Goblin
64 00 01 00 - The amount that will appear!
00 00 FE FF - ??? 
05 00 02 00 - Which room the Magic Portal event will occur, but not the magic portal itself.
FE FF 03 00 - When nulled it seems to kill the event.
04 00 01 00 - Transition matters.
00 00 12 00 - It may be the reason why the portal does not open when you immediately walk in. When changed 

to 13 the portal opens as soon as you come into the room.
9E 00 28 00 - ???
5B 08 48 05 - ???
12 00 8A 08 - Camera starting position.
59 05 0C 00 - Secondary camera starting position?
05 00 01 00 - Third camera starting position?
9F 00 2A 00 - Seems to be the gates shutting and the activation for the rest of the event.
02 00 02 00 - ???
29 00 8A 08 - Camera angle.
59 05 0C 00 - Camera height 
B9 08 6A 05 - Camera destination
05 00 1E 00 - ???
1E 00 05 00 - Seems to prevent the text from starting when nulled.
1E 00 - Buffer...?
06 00 04 00 - "Better watch out, we're trapped in here!"
06 00 05 00 - "In the dungeon, there are rooms with..."
2A 00 02 00 - Seemed to skip the magic portal text.
02 00 29 00 - Seems to prevent the event from moving past Orca's two trap texts, may also be the command 

to move the camera itself.

74 09 2F 05 - Camera's direction when moved.
21 00 79 09 - Camera's destination when moved. 
61 05 23 00 - Camera's destination when moved, other way?
46 00 50 00 - Time taken for the camera transition to occur.
06 00 06 00 - "The only way to get out of a trap like this is..."
06 00 07 00 - "All right, let's charge to that magic portal!"
31 00 13 00 - Return to gameplay.

--------------------------------------
Gott Statue Event
00 00 FE FF - When nulled it seemed to forcibly move Orca and Kite? Hard to say, really...
05 00 05 00 - Where event is to occur?
00 00 8A 00 - Seems to hide the HUD while in the cutscene.
00 00 01 00 - Transition timer? 
12 00 28 00 - Camera's position.
77 06 CF 03 - Camera's secondary position.
0F 00 71 06 - Camera's third position/
00 04 14 00 - Fourth camera position.
06 00 08 00 - Fifth camera position.
2A 00 02 00 - Text pointer of some sort?
02 00 29 00 - Command to make the camera move? If nulled the event stalls.
4D 06 7F 03 - Moving camera's destination 1
25 00 3E 06 - Moving camera's destination 2
AC 03 35 00 - Moving camera's destination 3
1E 00 1E 00 - Camera transition
06 00 09 00 - "This is the room where the statue is."
2A 00 02 00 - Text pointer?
02 00 29 00 - Command to move camera
66 06 66 03 - Camera destination 1
16 00 56 06 - Camera destination 2
93 03 25 00 - Camera destination 2
14 00 14 00 - Transition timer.
06 00 0A 00 - "There's only one of 'em..."
30 00 02 00 - Prevents text after the one above.
00 00 0C 00 - Camera Height 
00 06 00 00 - ???
50 00 - Camera location?
06 00 0B 00 - "That's enough adventure for now..." 
06 00 0C 00 - "If we had a Sprite Ocarina we..."
31 00 13 00 - Return to normal gameplay.
------------------------

00 00 FE FF - Event marker?
05 00 03 00 - Where event is to occur?
FE FF 0A 00 - ???
00 00 01 00 - ??? 
00 00 FE FF - ???
03 00 04 00 - ???
01 00 00 00 - When set to 00 you can see Kite and Orca for a split second before the cutscene begins. 
12 00 91 00 - Same as above?
01 00 80 00 - Freezes in transition to the next room when nulled?
05 00 02 00 - ???
65 00 03 00 - Appears to be modes of play, ranging from Title Screen, Root Town, World Log-in Screen and 

Cutscene.

00 00 FE FF - When nulled takes you back to the monitor
04 00 02 00 - As above
FE FF 03 00 - As above, when changed to 04 00 however you will be taken to the black screen where Kite 

normally monologues before the monitor pops back up. 

02 00 00 00 - ???
00 00 72 00 - When nulled it does the same thing as FE FF 03 00's alternate use.
03 00 0A 00 - As above?
04 00 0A 00 - As above?
05 00 0A 00 - As above?
06 00 53 00 - As above?
02 00 01 00 - ???
FF FF 01 00 - ???
03 00 5C 00 - As 3 above?
0E 00 65 00 - ???
03 00 00 00 - ???
FF FF - ???
Xu Yuan
Posts: 1205
Joined: Tue Feb 28, 2006 1:32 am
Location: Harald in the R:2!

Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

Since I knew a bit more about events I decided to do this right and started from the beginning, filling in the game start events, which I hadn't touched before. Though now that I know much more I was able to dissect nearly everything from it and found a few interesting tidbits of info. along the way.


E-mails, how they are given and when they are given. This even allowed me to access the beta e-mails that Master ZED told me about a long time ago.

Image

Image

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And how the game handles putting messages on the Forums, which took up the grand majority of this event.

I also managed to find the command that tells you What you must read to proceed, in emails. It has limited use really, but it is there regardless.

Game start events.

Code: Select all

eventTblM101

01 00 00 00 - ???
04 00 02 00 - ???
00 00 FE FF - ???
03 00 00 00 - ???
00 00 00 00 - Filling it with 01 00 01 00, skips all starting events, you receive no email, there is no news, no messages on the board. and you can simply log into the world without being hounded by Orca. It's admittedly a nice change, if I could figure out how to unlock other servers there may be a possibility for a free roaming aspect.

71 00 02 00 - ???
72 00 03 00 - ???
0A 00 02 00 - ???
71 00 01 00 - ???
0A 00 6A 00 - Seems to have something to do with the beginning computer animations. If it isn't nullified and isn't set to exactly what it is here, it appears to freeze the game.

72 00 01 00 - Appears to be the name choosing screen.
06 00 01 00 - "OK, user registration is done."
06 00 02 00 - "Yasuhiko's probably already there..." 
9C 00 0E 00 -  When nulled it appears to skip the naming scene with no trouble. This appears to be only if 

you null or change the 9C, I am not sure what the 0E does, if anything. 

01 00 01 00 - ???
0F 00 0B 00 - When nulled the event seemed to proceed normally but no event specific items were given, such as E-mails or game progression.

00 00 - Buffer?
6B 00 04 00 - Registered Yet?
6B 00 05 00 - Thank You
6B 00 40 01 - Version Update 3.75
-------------------------------------

Version Update Thread

68 00 3E 00 - Version Update thread.
00 00 - First post
68 00 3E 00 - "   "
01 00 - Second post
68 00 3E 00 - "   "
02 00 - Third post
68 00 3E 00 - "   "
03 00 - Fourth Post
68 00 3E 00 - "   "
05 00 - Sixth post
68 00 3E 00 - "   "
04 00 - Fifth post
68 00 3E 00 - "   "
06 00 - Seventh post
---------------------------------
6F 00 00 00 - News - New Transportation System Operational
6F 00 01 00 - News - "The World" Tops 20 Million 
6F 00 02 00 - News - Neuro Goggle FMD
6F 00 03 00 - News - 0.49% Error Rate 
6F 00 25 00 - News - WNC Official Statement
53 00 01 00 - ???
51 00 02 00 - ???
53 00 06 00 - ???
53 00 08 00 - ???
53 00 09 00 - ???
53 00 0A 00 - ???
53 00 0F 00 - ???
53 00 10 00 - ???
00 00 FE FF - End of Block?
03 00 04 00 - When nulled the "I'll check my e-mail firsT" line came up and I couldn't click on anything else but the Mailer, after I did check my e-mail I couldn't choose anything but the Mailer still.

01 00 0E 00 - Same as above?
FF FF 01 00 - Start of Block?
00 00 06 00 - When nulled it seems like the 3 above happens, but you can click on anything once you've read the three e-mails.

00 00 04 00 - When nulled you no longer have to read the three emails to proceed.
00 00 - Buffer?
12 00 04 00 - Appears to be a "Must See/Read" command, in this case must read Yasuhiko's e-mail.

12 00 05 00 - As above, except in this case read the Thank You e-mail.
00 00 0F 00 - Seems to disable the above, but doesn't let you proceed.
01 00 01 00 - ???
----------------------------------------

System Explanation Thread
68 00 00 00 - 68 00 00 00 below are all the posts in System Explanation
00 00 
68 00 00 00 
01 00 
68 00 00 00 
02 00 
68 00 00 00
03 00 
68 00 00 00 
04 00 
68 00 00 00 
05 00 
68 00 00 00 
06 00 
68 00 00 00 
07 00 
68 00 00 00 
08 00 
68 00 00 00 
12 00 
68 00 00 00 
13 00 68 00 00 00 
09 00 
68 00 00 00 
0A 00 
68 00 00 00 
0B 00 
68 00 00 00 
0C 00 
68 00 00 00 
0D 00 
68 00 00 00 
0E 00 
68 00 00 00 
0F 00 
68 00 00 00 
10 00 
68 00 00 00 
11 00 
------------------------------
Play Knowledge

68 00 01 00 - 
00 00 
68 00 01 00 
01 00 
68 00 01 00 02 00 
68 00 01 00 
03 00 
-------------------------
New Transportation System

68 00 1F 00 
00 00 
68 00 1F 00 
01 00 

-------------------------
"The World" Reaches 20 Million!

68 00 20 00 
00 00 
--------------------
Neuro Goggle FMD
68 00 21 00 
00 00 
-----------------
Keyword Creation

68 00 35 00 
00 00 
68 00 35 00 
01 00 
68 00 35 00 
02 00 
68 00 35 00 
03 00 
68 00 35 00 
04 00 
--------------------
What's a Grunty?

68 00 36 00 
00 00 
68 00 36 00 
01 00 
68 00 36 00 
02 00 
68 00 36 00 
03 00 
--------------------
Spring of Myst

68 00 37 00 
00 00 
68 00 37 00 
01 00 
68 00 37 00 
02 00 
68 00 37 00 
03 00 
68 00 37 00 
04 00 
68 00 37 00 
05 00 
68 00 37 00 
06 00 
68 00 37 00 
07 00 
68 00 37 00 
08 00 
--------------------
Item Trade 
68 00 38 00 
00 00 
68 00 38 00 
01 00 
68 00 38 00 
02 00 
-----------------
Symbol

68 00 39 00 
00 00 
68 00 39 00 
01 00 
---------------
Zeit Statue 

68 00 1D 00 
00 00 
68 00 1D 00 
01 00 
--------------
01 00 FF FF - End Block
00 00 FF FF - End Block?
00 00 00 00 - Buffer?
Xu Yuan
Posts: 1205
Joined: Tue Feb 28, 2006 1:32 am
Location: Harald in the R:2!

Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

Here are the after events of Skeith, including the Must Read for forum posts, a nonsensical matter which causes a weird graphical appearance and how Key Items (and likely any normal item) is given through events.

Image

Image



Monitor Actions after Skeith

Code: Select all

eventTblM110
Skeith Cutscene/Monitor Actions
01 00 04 00 - Has Kite's monologue, than Skeith's cutscene when nulled. Skips the Skeith Cutscene Maybe this is actually the Skeith cutscene then.
00 00 FE FF - ???
04 00 02 00 - ???
FE FF 03 00 - ???
00 00 00 00 - When filled with 01 10 01 01, it skipped the rest of the event after the cutscenes and I was returned to the monitor without the game moving forward in storyline.

00 00 A0 00 - Same as above.
08 00 00 00 - ???
00 01 FF FF - Something to do with emails?
6B 00 06 00 - Server Maintenance e-mail.
09 00 00 00 - "What was wrong with Yasuhiko..."
09 00 01 00 - "I wanted to ask him, but he..."
09 00 0C 00 - "And then..."
09 00 02 00 - "The next I found out that..."
09 00 03 00 - "I rushed to the hospital, but they..."
09 00 04 00 - "But I guess it's better this way."
09 00 05 00 - "But... What the hell happened..."
09 00 06 00 - "I have a feeling that the key to..."
53 00 01 00 - ???
53 00 02 00 - ???
53 00 06 00 - ???
53 00 08 00 - ???
53 00 09 00 - ???
53 00 0A 00 - ???
53 00 0F 00 - ???
53 00 10 00 - ???
57 00 02 00 - ???
5D 00 00 00 - ??? 
0F 00 3B 00 - Receiving The Twilight.
01 00 00 00 - ???
FE FF 04 00 - Event Marker?
03 00 FE FF - Event Marker?
02 00 00 00 - Seems to kill the event when nulled.
00 00 
6A 00 02 00  -  The Coma Thread, it can be replaced for any other thread and it will still be typed out. 
00 00 - Post number

00 00 00 00 - ???
0E 00 06 00 - Kite says nothing about writing on the forum and you can access The World normally but, he does post a Coma topic on the forum anyhow and the game continues as normal

00 00 04 00 - When it was nulled the message was the first message of the normal text as listed above, when entering The World screen. He still wrote the topic when going to Board.

00 00 FE FF - ???
03 00 04 00 - ???
01 00 0E 00 - Mostly the same as above, except you can't access the world, nothing seems to happen when you click Login
06 00  - As above.

00 00 00 00 - Same as above.
08 00 07 00 - "Thank for you visiting "The World""
08 00 08 00 - "All services are currently unavailable..."
08 00 09 00 - "We apologize for any inconvenience and ask..."
05 00 0A 00 - Changing it to 0A 00 0A 00 caused the Receiving the Bracelet to occur, with the text overlaid... bizarre. I had expected this to be Kite's text. but maybe it isn't.

77 00 04 00 - ???
00 00 0E 00 - Very much the same 01 00 0E 00 above, except the event's don't proceed onward.
07 00 - As above.

00 00 00 00 - Changed to 01 00 01 00, the game fails to load the monitor.

06 00 0A 00 - "I should post on the board about..."
00 00 FE FF - Event marker?
04 00 02 00 - ???
FE FF 03 00 - Event Marker?
00 00 00 00 
12 00 06 00 - Must have read System Maintenance email
11 00 02 00 - Must have read second topic (Coma) on Message Board.
00 00 00 00 - ???
6B 00 07 00 - Aura's email.
00 00 FE FF - Event Marker?
04 00 02 00 - ???
FE FF 03 00 - Event Marker?
04 00 01 00 - ???
12 00 07 00 - Must have read Aura's Email
00 00 -
06 00 0B 00 - "I can't read this."
00 00 FE FF - ???
04 00 03 00 - ???
FE FF 03 00 - ???
00 00 00 00 - ???
12 00 07 00 - Must have read Aura's Email.
00 00 0F 00 - When nulled somehow activates the Meeting Blackrose cutscene?

06 00 00 00 - When this is nulled you cannot go back into The World even after all events have been done.

01 00 FF FF - Event Marker?
00 00 FF FF - ???
00 00 - ???
00 00 00 00 - Buffer? 
00 00 00 00 - Buffer?
Xu Yuan
Posts: 1205
Joined: Tue Feb 28, 2006 1:32 am
Location: Harald in the R:2!

Re: Hacking .hack//Infection (Creating custom events!)

Post by Xu Yuan »

Phew, it's been a long time without an update, but I hit a bit of a standstill, events are very... hefty and draining, especially when you're dealing with dozens of camera commands which take up most of the event... so I put that on hiatus for a while.


I've searched, and searched, and searched for models, but every little lead was a dead end. So I turned my attention to finding Monster Data, the official last piece until a mod could be worked on... and failed for the longest time! Despite the many searches and leads I seem to have found, nothing came of it.

Then while browsing through the SLUS data, I noticed something called EnemyTbl, I literally slapped myself in the head when I went there and it turned out to be the vaunted Monster Data I had been searching for so long. As I suspected enemies work very much like PC's in terms of battle data, without equipment, of course. But I discovered a few other things which I was very glad to come across. Namely the amount of hits it would take to get a Protect Break and the Data Drain Items. I expected the Virus Cores to be hardcoded into the game, that "this Type yields This Virus Core!" But I was pleasantly surprised to see that wasn't the case. Each monster just has a Virus Core as their first attainable Data Drain Item, so you could even make enemies that don't have a chance to drop Virus Cores, or choose to remove Virus Cores entirely. Of course that would be a lot of data searching to accomplish that.

Here's the info. I managed to find on the Monster Data.

Code: Select all

Monster Data
Bytes 0-3     - Name Pointer
Bytes 4-7     - ???
Bytes 8-11    - NPC Type Designation
Bytes 12-13   - Enemy Designation
Bytes 14-15   - Level
Bytes 16-23   - ???
Bytes 24-27   - Height of Life Bar
Bytes 28-33   - ???
Bytes 34-35   - HP
Bytes 36-37   - SP
Bytes 38-39   - Attack
Bytes 40-41   - Defense
Bytes 42-43   - Accuracy
Bytes 44-45   - Evade
Bytes 46-47   - M. Attack
Bytes 48-49   - M. Defense
Bytes 50-51   - M. Accuracy
Bytes 52-53   - M. Evade
Bytes 54-55   - Earth Element
Bytes 56-57   - Water Element
Bytes 58-59   - Fire Element
Bytes 60-61   - Wood Element
Bytes 62-63   - Light Element
Bytes 64-65   - Dark Element
Bytes 66-81   - ???
Bytes 82-85   - Data Drain Item 1
Bytes 86-89   - Data Drain Item 2
Bytes 90-93   - Data Drain Item 3
Bytes 94-117  - ???
Bytes 118-121 - Protect Break Hit Requirement?
Bytes 122-161 - ???
Bytes 162-165 - Monster Type Designation?
Bytes 166-169 - ???
Bytes 170-205 - Monster Behaviors
Bytes 206-331 - ???
Bytes 332-335 - Enemy Skill 1
Bytes 336-339 - Enemy Skill 2
Bytes 340-448 - ???
Also as theorized the Phases are right after the normal monsters, but they seem to run on a completely different specialization, unfortunately due to this you can't load a Phase into a normal enemy, as far as I can tell.

Phase Data is also, surprisingly enough, or unsurprisingly, much smaller than the normal monster files, they only have their basic stats and pointers in there. There are surprisingly 48 Phase enemies in all which may, or may not include Cubia, I couldn't quite tell. The majority of Phase dealings are in Phase specific files, so altering them beyond their basic stats is pretty much out of the question.


If it's not already known, all the Phases are officially level 100, which is likely why Skeith hurts so much, I've learned that there is a slight damage increase and slight damage decrease when fighting monsters higher level than you, this isn't really noticeable unless you're fighting one of the Phases though, nothing else has that high of levels on you.

Here are a couple of pictures to demonstrate monster control...


Image

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Image

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I've also been busy looking at other matters, but unfortunately most of these haven't gotten anywhere. But I did decode all manner of trading, and have the addresses for all the characters in the game to trade with (even some characters who don't actually appear to exist)

Well I shouldn't say All manner, I haven't yet decoded "favored items" that seem to depend on NPC rather than class, as one would expect.

Code: Select all

Trade Lists -

20345F10 - Start of default trading lists (the list below should still apply)
7F0 -
9D0 - 

   01: Mia - 20A4080C
   02: Orca - 20A4084C
   03: Marlo - 20A4088C
   04: Sanjuro - 20A408CC
   05: Nuke Usagimaru - 20A4090C
   06: Balmung - 20A4094C
   07: Moonstone - 20A4098C
   08: Piros - 20A409CC
   09: Wiseman - 20A40A0C
   10: Elk - 20A40A4C
   11: Natsume - 20A40A8C
   12: Rachel - 20A40ACC
   13: Gardenia - 20A40B0C
   14: Terajima Ryoko - 20A40B4C
   15: Blackrose - 20A40B8C
   16: Mistral - 20A40BCC
   17: Helba - 20A40C0C
   
   21: Wing - 20A40C4C
   22: Macky - 20A40C8C
   23: NOVA - 20A40CCC
   24: Sachiko - 20A40D0C
   25: Neja - 20A40D4C
   26: Heavy - 20A40D8C
   27: Benkei - 20A40DCC
   28: Hayate - 20A40E0C
   29: Task - 20A40E4C
   30: Hinata - 20A40E8C
   31: A-Kichi - 20A40ECC
   32: Cleama - 20A40F0C
   33: Grid - 20A40F4C
   34: Quess - 20A40F8C
   35: Nekoski - 20A40FCC
   36: Gyokuro - 20A4100C
   37: Osugi - 20A4104C
   38: Acerola - 20A4108C
   39: Borscht - 20A410CC
   40: M-78 - 20A4110C
   41: Yuckey - 20A4114C
   42: Nijukata - 20A4118C
   43: Hirami - 20A411CC
   44: Henako - 20A4120C
   45: BIG - 20A4124C
   46: Yuji - 20A4128C
   47: Cima - 20A412CC
   48: Koji - 20A4130C
   49: Crest - 20A4134C
   50: Mayunosuke - 20A4138C
   51: Mutsuki - 20A413CC
   52: Oburozukiyo - 20A4140C
   53: Bell - 20A4144C
   54: Cossack Leader - 20A4148C
   55: Alue - 20A414CC
   56: Alpha Ichigoro - 20A4150C
   57: ??? (No trade list I've seen in Infection) - 20A4154C
   58: ??? (Someone trading the 3 Floor Tower?) - 20A4158C
   59: ??? (Same case as two above) - 20A415CC
   60: ??? (Someone trading items not found in Infection) - 20A4160C
   61: ??? (No one in Infection trades a Sprite Ocarina) - 20A4164C
   62: ??? (Plus one of everything above) - 20A4168C
   63: ??? (Plus one of everything above)- 20A416CC 
   64: ??? (Plus one of everything above) - 20A4170C
   65: ??? (Plus one of everything above)- 20A4174C

Special Trade Lists

(The way the Special Trade Lists work are different than normal lists.)
*Item - Item Requirement 1 - Item Requirement 2 - Item Requirement 3*
With these specific traders you can have any item of any amount act as the trade catalyst)


   57: Alicia - 20347F90 
   58: Stare - 20347FC0
   59: Flare - 20347FF0
   60: Fool - 20348020
   61: Teria - 20348050
   62: Waffle - 20348080
   63: Cyan - 203480B0
   64: Panta - 203480E0
   65: Jutah - 20348110
   66: Annri - 20348140
   67: Benoit - 20348170
   68: John - 203481A0
   69: Mecino - 203481D0
   70: Tim - 20348200
This allows for some interesting cases such as this... (just put together for fun, since you can't actually trade Event Items)

Image

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But the situation applies, you can have them carrying an event item, if you so desire, get some of those pesky Virus Cores out of the way by handing them to a few NPC's to trade. Or have an extremely rare weapon that can only be obtained by handing over 3 other rare weapons.

And here's some nifty info. on the consumable items, I hate to say it but this is probably the most useless of the new info. If nothing else the prices for everything are there in case a modder would want to jack up prices to assure money is more useful and the player would be a bit more conservative in that regard.

Code: Select all

Recovery Item Parameters - 20623720


Health Drink

E0 85 6B 00 - Name Pointer
30 30 30 52 - Just seems to be an internal label of 000R 
96 00 00 00 - (Despite my earlier guess this deals nothing with the amount healed, it is just the "skill" the game is told to use. Unfortunately no attack skills work, but all spells do) It follows the same skill list as above. How ironic that 9600 also happens to be 150.)

64 00 00 00 - Sell Price
F0 85 6B 00 - Help Text
The list follows the same list in the 0A Item Classifications above, the specialty items such as Mage's Soul, Risky Coffee, etc, don't have any skill attached to them, and in their place is FFFF, trying to replace them with anything has no effect. According to this however Para Repth is linked with the Recovery Drink.

Spell Scroll Item Parameters - 20623900

Follows the same format as above and follows the 0B Item Classification above.

Book Item Parameters - 20623EA0

0D Item Parameters - 20624150 

Treasure Item Parameters - 20624190 

Event Item Parameters - 20624350
Many of the other parameters have FFFF where the scrolls and consumables have skills assigned. Trying to put a skill in that location doesn't do anything unfortunately.

We could *technically* start on a game editor by this point, but with such limited knowledge of programming I couldn't see myself doing that.
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hidora
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Re: Hacking .hack//Infection (Creating custom events!)

Post by hidora »

Xu Yuan wrote:This allows for some interesting cases such as this... (just put together for fun, since you can't actually trade Event Items)

Image
LMAO
Took me a while to notice you changed the NPC name to Morganna lol
I guess she's kinda desperate, eh?

And again, I laughed at the images names xD


As for the other two screenies, did you change the Lv0 monsters resulting from DD into Lv100 monsters? .-.
Xu Yuan
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Re: Hacking .hack//Infection (Creating custom monsters!)

Post by Xu Yuan »

Heh, glad you liked it. One screen was on one save session, the Blue Boots was more or less just a proof of concept to me that you could change the normal Virus Core A-C from enemies.

The other screen was done on another save session by changing the Razine's attack from 19 to FF50, which is something... a fair amount higher, and yes it was also changed to level 100. Also the game easily supports HP above 9999, as could likely be guessed and they just show up as symbols and letters and that sort of thing, but when the HP drops below 9999, it will still die eventually.
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hidora
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Re: Hacking .hack//Infection (Creating custom monsters!)

Post by hidora »

Xu Yuan wrote:Also the game easily supports HP above 9999, as could likely be guessed and they just show up as symbols and letters and that sort of thing, but when the HP drops below 9999, it will still die eventually.
I once noticed that if you have a weapon with the "Death" property (think I tested this with Sora's Blades), you can actually reduce Data Bugs's HP meter, since (I suppose) Death reduces enemies HP based on their max HP. That would make sense, with their HP not being infinite.

I wonder why you can't go beyound half their HP meter by doing that, though... would have made that goddamn last dungeon of Quarantine so much easier ;-;
Xu Yuan
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Re: Hacking .hack//Infection (Creating custom monsters!)

Post by Xu Yuan »

hidora wrote:
Xu Yuan wrote:Also the game easily supports HP above 9999, as could likely be guessed and they just show up as symbols and letters and that sort of thing, but when the HP drops below 9999, it will still die eventually.
I once noticed that if you have a weapon with the "Death" property (think I tested this with Sora's Blades), you can actually reduce Data Bugs's HP meter, since (I suppose) Death reduces enemies HP based on their max HP. That would make sense, with their HP not being infinite.

I wonder why you can't go beyound half their HP meter by doing that, though... would have made that goddamn last dungeon of Quarantine so much easier ;-;
To my knowledge the game seems to show 0000 for most data bugs and Phase HP, so it seems likely that the reason for that is in the monster file and I haven't found it yet (there's a lot of unknown data there) or its somewhere else entirely, my bets are on it being somewhere in the monster data.

Also been working on the NPC table, and while I have little of worth to show (accursed auto-resetting data!) I do have some humorous and potentially helpful things to show, I'll post that later tonight.
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