BladeSongX wrote:I havent really put much effort into this, but i've been trying to figure out a model fix for haseo's 2nd form and i was wondering if anyone has been able to achieve this yet? I know all his animations have been deleted but im still hoping theres a chance to get it to work. I mean if ZED got sophora to work, theres still a chance we can get a model fix for haseo's 2nd form right?
That may be difficult because Sophora, despite being in 3rd form, had no staff animations to worry about, so once you had her linked to the animation files and some working collision detection, bam, most of her problems are fixed. She's no different model-wise from anyone else really. Haseo 2nd was capable of Multi-Trigger weapon changes and, of course, use of both Twin Blade and Broadsword animations. Yes, 2nd form Haseo isn't supposed to have the Multi-Trigger, but he can use it, as seen in my
attack skills demo.
To compound this, there are *two* animation pointers. One is for general crap, as I said, but the other specifically relates to weapon usage, i.e. Twin Blade combos and how charge attacks work (I didn't know this at the time I made the Sophora fix). Natsume's animations in this regard aren't totally compatible with Sophora, so she gets no combo as a result. This also controls attack collision detection, so her not being able to hit with regular attacks despite the fix is the result of incompatibility. Her guard break isn't preceded by a regular attack in this case because Natsume's isn't; her 7-hit combo/Rebirth-type guard break pairing is a unique combination, but the guard break itself is typical, hence why this mostly works (if you tried Azure Kite instead, it would freeze the game because no one else can use his shockwave attack). All this is also why Sophora's Whirlwind is missing the extra hit it had in Reminisce (the only known character to have a custom version of an Art). IOW, this:
2095B928 00916FD0 - General animations
2095B92C 00916F70 - Weapon specifics
2095B930 00916F40 - Collision detection
or rather,
5095BEA8 0000000C - Copy Natsume 1st's animations, weapon specifics, and collision detection pointer values to Sophora 1st
0095B928 00000000
works just as well for Sophora as the fix I posted before, or even better since you don't have to corrupt Natsume's unused 2nd model for the fix (these codes link Sophora's 1st model directly to Natsume's general animations and collision detection... I only used the other codes instead because they were quicker to enter at the time (I grew to love the copy code type since then; for this kind of work, it's an awesome tool)). Without the first one, Sophora's battle animations are lost. Without the second, she can't actually connect with anything, her combo is lost, and her charge attack doesn't exist either (not to mention she can't jump, so Chaotic Strike and Sparrow Counter are grounded). Weapon specifics can be finicky, unlike general animations (which are links to general animation files, so it's not that these animations were lost, but rather, the links for dummied characters were simply discarded), and are usually best left with the original users in the cases of SPC Twin Blades because of the variance involved.
If you guys really want to work on this on your own, I've no problem with providing the documentation I have now (informational anarchy is one of my core beliefs when it comes to game hacking, so I expect the same if you guys find anything relevant):
http://masterzed.cavesofnarshe.com/Misc/GUModel.zip
I didn't do this sooner only because there didn't appear to be any interest in helping out before, but that appears to have changed.
GUModelFAQ.txt is the WIP for the public release of this information. GUModel.txt is a notepad I've been keeping some things in that aren't yet in said guide. Both contain some outdated info that may be corrected in the other file. I haven't studied weapon specifics thoroughly yet, so I'll have to get back to you guys on that.
Satoh wrote:Can anyone get me memory dumps from redemption? I need two... one with the default background and the 0time cheat on and one with the same except with a different BG image... preferably nothing else done at all and on the same save slot.
Save and live dumps corrupt the entire save file, so the slots won't matter. Also, if the default background turned out to be 00, it would be pretty damn hard to find with just two dumps. At any rate, I uploaded a Redemption .pis file (PS2DIS file) that contains a save dump combined with the ELF file (my save dumps already contain a small part of the ELF, but it helps to have the two combined when analyzing assembly code). The desktop background is The Terror of Death, with modified coloring, on all of my dumps (I think that's the name... it's the one from Rebirth with Skeith). This dump and ELF, combined with information obtained from Hackstract and Skiller's prior work, has been the source for nearly all of my findings since acquiring the CB v10.
http://rapidshare.com/files/232426082/GU3.pis.html
(there are only 10 downloads available, but I'll reupload if needed; I didn't upload it to my site because I want to be bandwidth-conservative for R51, since he's letting me have some of his space without any advertising on my part)
I just got back to working on G.U. after dealing with some health issues and some burnout (can't exactly work with a clear head under the pain of a damaged wisdom tooth and a second instance of what I assume is a stomach problem), so I'd like to do my own thing before taking any save dump requests.
EDIT:
Haseo 2nd restoration
5091B0C8 00000010 - General animations
0091A938 00000000
5091B068 00000010 - Weapon specifics
00A0FBA8 00000000
20A0FB70 0091AA90 - Collision detection
5091B038 00000010
00A0FB78 00000000
20A0FB88 00000013
20A0FB8C 00010001
20A0FB90 0013001A
What these codes do is copy general animations and weapon specifics from Haseo 3rd's Twin Blade and Edge Punisher links to Haseo 2nd's links. This works because their data in these aspects is identical, but just writing Haseo 3rd's links into the main model data doesn't work because then you would be including Flick Reaper data, and the game doesn't like that.
The first three collision detection codes are just ripping off Haseo 3rd's data again while excluding one line to leave it null (it's a pointer that Haseo 2nd doesn't use). Again, the data is mostly identical. The latter three are very important to collision detection as well, and I was lucky because those values were taken from Reminisce and still worked. Looking at Atoli's data gave me confidence that the idea could pan out, as Haseo 3rd's data in this regard changed between games and, seeing as how I don't know what that data does exactly, I wouldn't have been able to write anything in had the idea failed.
As for Awakenings, bike files, etc., these are still present in Redemption's DATA.CVM file, but their locations aren't loaded into the RAM. One could use the PIS file above to make the necessary changes themselves. The Awakening files (.spa) are handled differently from the model files though, and I'm not sure how to restore them. The data on the spa files is in the GUModel.zip linked above, in the GUModel.txt file, if you want to try something with it. Don't expect Avatar Awakening to suddenly work with Haseo 2nd if you do get it to work of course; stick with Beast and Demon Awakenings.
One other thing; you may want to write in a weapon for Haseo into his current equipment, as Redemption apparently isn't as forgiving as Reminisce when it comes to switching between 1st/2nd and 3rd/Xth forms.