Hacking .hack//Infection (Adding more Monster Variety!)

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

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Xu Yuan
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Xu Yuan »

Satoh wrote:Subaru's Soul and Body growth are 0x0C or 1.2 each, meaning she has better Soul growth than a wavemaster and better body growth than any other class.. And if you look at Terajima Ryoko's level up data in Infection and Piros's table, side by side, you'll noticed they're different even in the first game. Piros gets generally worse growth than Ryoko in a few stats. Between Infection and Quarantine Ryoko's growths were tweaked lightly to be less general. What's really strange is that there are only a handful of characters of the same class that have any sort of variation in growth.

While I think player stat distribution is good for a game, it still bugs me that there are one or two characters that seem to be abnormal... My guess is that the Subaru, Tsukasa, and Sora characters are unique because they are supposed to be 'special.'

I've amended the post you quoted, though I probably did it while you were posting, otherwise I would have just replied. There's some new stuff you may not have noticed in there. As for 'hackster'... If that's a nickname for Hackstract, then yes I used it, if it's a different program then I would very much like to know where I could find it. I just find it a bit irksome that I can't find the server symbols anywhere in any textures on any of the disks I've looked at. It really seems like they should be there with the rest of the font in xasc00 texture... but only the Delta is there... and that may actually be Triangle for the "Press [triangle] to view stats" message. I'm going to look into a way to view PS2 VRAM if I can get PCSX2 running smoothly.
...
And with the newest official release, I seem to be able to run Infection somewhat, albeit very slow and the computer heats up like an oven, but otherwise, I should be able to get a few savestates off. Now if I can find a way to view the video memory from savestates...

Oh, of note in the stuff I edited into the last post, is the level 1 stats I extrapolated from all the data I gathered. Namely there are stats for level 1 Long Arms. Making a full conversion of Kite to Gardenia as was suggested, could be possible.

I'll look again, but I think I saw a label mentioning the stat books or something like that; I know there are labels for ItemTBL[R/D/C/T/etc] though I don't know what they R, T, etc mean... Soon I hope to be able to put all of the item and stat data into a database for something... special; and even if not that, just to have as a reference. (I just wish I knew how to make MySQL parse hex numbers... then I could probably write a script to do it for me!)

The BradyGames people probably have inside information from CC2, or, they have people... like us, that scrounge through the data and look for intricacies of stats and the like. I just wish I had all four guides, it would really help with looking for 'known' values. I can say that they typoed Kite's PDEF stat as 2.4, when it is 1.4 in the SLUS data.

As for Ryoko's wave growth, I think I'll have to look that up again, I didn't pay much attention to the waves when I was making my level 1 stat table, since waves are chosen and vary from character to character... I'll look again shortly.
I believe "hackster" is the lesser version of hackstract, the beta... I'm not sure why I forgot the name of hackstract. Also they really went out of their way to make Subaru a defensive powerhouse. By Level 100 she would have at least 95 in both body and soul. Equipment can easily cover those gaps there. I think the server symbols are likely elsewhere, since as you pointed out the Delta symbol may just be the triangle button on the PS2 controller.

Newest official release you say? Which version is that and when was it released? If it can run .hack// a little bit better that may encourage me to crack it open again. Finals are done tomorrow so that would be a fantastic little time consumer. Also great work taking out all of the stats! It seems that Long Arm is almost generally better than the Twin Blade in nearly every way, they just get one less point of Magic Attack and Evasion but that .2 in extra attack is well worth it. Just another reason to like Long Arm, heh.

This does allow me though to pretty much set up a Gardenia patch, if only I could get sound working optimally, I can replace most of the sounds easily enough, but some of them just don't go right. Thank you for all your hard work.

Ah the ItemTBL's are mentioned in the notes and in this thread. (No they aren't. I guess I have a good memory of their function then) Unfortunately they are just the price but for a great deal of the Recovery and Damage items they have the skill number included so you can change that, unfortunately there's not much use for it since the game pretty much has items that use one of every magic skill.

R- Recovery (Potions) - An odd note, the Healing Drink's skill that it references is surprisingly Para Repth. When Para Repth is used on its own the game locks up.
D - Damage (Scrolls) - Including the Healing Scrolls
T - Books (May be short for Text)
X - Extra, Fairy Ocarina, Fairy's Orb, and Fortune Wire fall under this
E - Event items.


There are still a lot of things which we don't know. I cannot find references to the static healing spells and how much they heal. Repth - 150, Ol Repth - 400 That's pretty much it, the other healing items like Risky Coffee and the SP healing items all have "FFFF" for their skill, which means its pulling data from elsewhere. There's also the issue of Data Drain. Yes you can put Data Drain on an item, but no when used it will not use Data Drain, though curiously enough the item could only be used when the enemy is protect broken. There's also the fact that you can't use any of the other Data Drain skills other than Data Drain in Infection, at least it appears that way. Even hacking in other Data Drain skills will only give you Data Drain.

There's also that I can't find what gives Kite Data Drain, a lot of data changes at that point, and the Event Instructions are strange there indeed.
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Satoh
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Satoh »

From your mention of para repth being used by an item, it seems to me that items themselves don't actually have effects at all, but rather call skills themselves to act for them, which is pretty clever actually. It means you only have to program everything once, and then have an item point to the effect of the skill. For instance they probably only programmed an HP+150 effect, and had it used by both Repth and Health Drink. Programmed a single 'Gan Don' effect and had one accessible through the menu, as a skill, and one used by the item.

Unfortunately, with books and texts only giving +1.0 or 2.0 to any given stat, it means that looking for them without knowing more about their data, would be looking for any instance of 0A 00 or 14 00 in the entirety of the RAM... and that would be impossible...

The newest official release of PCSX2 is probably what you have already, but the one I used for all my testing (before now I mean) was 0.9.6 or unofficial 1.2.4a... Neither of which ran very well at all.
I think what I have now is 0.9.8?

As for Long Arm being better, I think their stats are focused more toward a tank or damage dealer than Twinblade, but Twinblade makes up for that by having much better attack speed. Also as I recall, Long Arm's stat growths are slightly lower in magic. All things considered, Sora and Crim probably would have been a pretty even match stat-wise, lending more credence to his comment about their fight in SIGN being all about skill and not stats. IMOQ's stats seem to be a lot better balanced than GU's, though I'd have to play a class myself to really know for certain. (In GU, just about any class that isn't Twinblade, Flicker, or Edge punisher, are pretty much unplayable statwise, even though the game allows you to play any character via cheats)

As for Subaru, I don't remember her growths offhand, but if the growth table is accurate, and I have no reason to doubt it, she would be a highly un-status effect-able character indeed... I honestly think they're not meant to be 'normal' characters by any means. Sora's attack growth is ridiculous, as are his weapons.

Aside from that, no new discoveries on my part.

EDIT: VERY interesting... I discovered two files that only seem to be on the quarantine disc... KFED.bin and KFAED.bin... Neither contains a gzip archive or CCS or CMP or TMP... what they DO contain is RAW IMAGE DATA. Specifically they contain highrez FONT data. This includes kana, kanji, English letters, server symbols, and much more. However it is palettized, but contains no palette. (I fixed this by making a black to white gradient in MSPaint and attaching it to the end of the file...)
I must say though, I have to wonder about the differences between mutation and outbreak now. I know the Infection and Mutation game engine was altered slightly before Outbreak came out... I say this because the sound effects lag in those two, but never do in Outbreak. Also, looking at Mutation/Quarantine at the same time, Sora and Tsukasa's portraits are different. And while Sora exists in Mutation (but not infection apparently) he has no sound files and cannot be called yet.

Another thing puzzles me, I've found all of the sound files for voice... and I know where the music files should be, but I've not discovered any sound effects like magic casting, weapon slicing, characters getting hurt, etc. It's very strange to me that they're so... absent, when everything else is pretty obvious.

Perhaps sound effects are treated like music and played as midis with special instruments...(Which is how the music is played anyway)but as I know little of PS2 sound font data... I can't do much about it...

And I do apologize for rambling on about the data end rather than posting info on the program side, but I figure maybe all information is somehow useful... (or I just have no one else to tell that would even care XD)

EDIT2: I DID IT! With all things working against me, I did it! I managed to open the RAM data from a savestate and look at what textures were loaded, sure enough, while the palettes were absent, the font textures I was missing were in there! Not just English ones either; There's 4 files of nothing but Japanese characters. Two different sizes of kana, and two sizes of kanji.

All of the necessary files for retranslating the game to japanese are on the disc somewhere, and I can confirm the audio files for parody mode are as well, or at the very least the ones for one of the cutscenes.

I've also discovered that a large number of the purportedly "empty" folders that Hackstract finds, contain PCM audio files. I've found the files for the gate hacking demo, data drain, and the Ryu book demos... still searching for sound effects, but now have new leads!

...come to think of it, a number of the files in the DATA directory are like the Data.bin, but don't contain archives, instead having raw file data... I should look into what they might contain. Well anyway, I've accomplished something... now my eyes hurt. I will rest for the day.

EDIT3:
Found sound effect data, ADPCM, 11025hz, 0xEB0 interleave, in SNDDATA.bin at the very top (after all of the IECS___ tags.

Also found the original font files I was looking for. They're actually in the SLUS itself! Now if I can find the map generation algorithm or model display code I'll be golden... Though with all of the stuff we know now... we could almost write a PC port of the games requiring nothing more than the PS2 disc to run it... but that's just a pipe dream of course.
Xu Yuan
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Xu Yuan »

Satoh wrote:From your mention of para repth being used by an item, it seems to me that items themselves don't actually have effects at all, but rather call skills themselves to act for them, which is pretty clever actually. It means you only have to program everything once, and then have an item point to the effect of the skill. For instance they probably only programmed an HP+150 effect, and had it used by both Repth and Health Drink. Programmed a single 'Gan Don' effect and had one accessible through the menu, as a skill, and one used by the item.

Unfortunately, with books and texts only giving +1.0 or 2.0 to any given stat, it means that looking for them without knowing more about their data, would be looking for any instance of 0A 00 or 14 00 in the entirety of the RAM... and that would be impossible...

The newest official release of PCSX2 is probably what you have already, but the one I used for all my testing (before now I mean) was 0.9.6 or unofficial 1.2.4a... Neither of which ran very well at all.
I think what I have now is 0.9.8?

As for Long Arm being better, I think their stats are focused more toward a tank or damage dealer than Twinblade, but Twinblade makes up for that by having much better attack speed. Also as I recall, Long Arm's stat growths are slightly lower in magic. All things considered, Sora and Crim probably would have been a pretty even match stat-wise, lending more credence to his comment about their fight in SIGN being all about skill and not stats. IMOQ's stats seem to be a lot better balanced than GU's, though I'd have to play a class myself to really know for certain. (In GU, just about any class that isn't Twinblade, Flicker, or Edge punisher, are pretty much unplayable statwise, even though the game allows you to play any character via cheats)

As for Subaru, I don't remember her growths offhand, but if the growth table is accurate, and I have no reason to doubt it, she would be a highly un-status effect-able character indeed... I honestly think they're not meant to be 'normal' characters by any means. Sora's attack growth is ridiculous, as are his weapons.

Aside from that, no new discoveries on my part.

EDIT: VERY interesting... I discovered two files that only seem to be on the quarantine disc... KFED.bin and KFAED.bin... Neither contains a gzip archive or CCS or CMP or TMP... what they DO contain is RAW IMAGE DATA. Specifically they contain highrez FONT data. This includes kana, kanji, English letters, server symbols, and much more. However it is palettized, but contains no palette. (I fixed this by making a black to white gradient in MSPaint and attaching it to the end of the file...)
I must say though, I have to wonder about the differences between mutation and outbreak now. I know the Infection and Mutation game engine was altered slightly before Outbreak came out... I say this because the sound effects lag in those two, but never do in Outbreak. Also, looking at Mutation/Quarantine at the same time, Sora and Tsukasa's portraits are different. And while Sora exists in Mutation (but not infection apparently) he has no sound files and cannot be called yet.

Another thing puzzles me, I've found all of the sound files for voice... and I know where the music files should be, but I've not discovered any sound effects like magic casting, weapon slicing, characters getting hurt, etc. It's very strange to me that they're so... absent, when everything else is pretty obvious.

Perhaps sound effects are treated like music and played as midis with special instruments...(Which is how the music is played anyway)but as I know little of PS2 sound font data... I can't do much about it...

And I do apologize for rambling on about the data end rather than posting info on the program side, but I figure maybe all information is somehow useful... (or I just have no one else to tell that would even care XD)

EDIT2: I DID IT! With all things working against me, I did it! I managed to open the RAM data from a savestate and look at what textures were loaded, sure enough, while the palettes were absent, the font textures I was missing were in there! Not just English ones either; There's 4 files of nothing but Japanese characters. Two different sizes of kana, and two sizes of kanji.

All of the necessary files for retranslating the game to japanese are on the disc somewhere, and I can confirm the audio files for parody mode are as well, or at the very least the ones for one of the cutscenes.

I've also discovered that a large number of the purportedly "empty" folders that Hackstract finds, contain PCM audio files. I've found the files for the gate hacking demo, data drain, and the Ryu book demos... still searching for sound effects, but now have new leads!

...come to think of it, a number of the files in the DATA directory are like the Data.bin, but don't contain archives, instead having raw file data... I should look into what they might contain. Well anyway, I've accomplished something... now my eyes hurt. I will rest for the day.

EDIT3:
Found sound effect data, ADPCM, 11025hz, 0xEB0 interleave, in SNDDATA.bin at the very top (after all of the IECS___ tags.

Also found the original font files I was looking for. They're actually in the SLUS itself! Now if I can find the map generation algorithm or model display code I'll be golden... Though with all of the stuff we know now... we could almost write a PC port of the games requiring nothing more than the PS2 disc to run it... but that's just a pipe dream of course.
That is some impressive work! I am curious to what changed between games and if the later game events in //Infection changed in any meaningful way. My computer is running out of space as is so I'm afraid I can't get another copy of //Mutation or //Outbreak to peruse at my convenience. All of these issues are very important but outside of my area of expertise. Though the model display code... I've seen references to things like "worldman9" and all of that but changing it for me either does nothing or crashes the game when changed, i did once find a bit of dealing with model, but for the life of me I cannot remember how I got there and what it was, I was blindly poking around when I found the hex to disable weapon graphics, head graphics, etc. I thought I was onto something, but I don't think I saved where I found that information. Could you post what you found in the KFED and KFAED.bin files, the pictures I mean, they seem like they may be interesting. Also Sora and Tsukasa had different portraits in earlier games? I would love to see those.

Keep up the good work! I'm on break now so if you can think of anything you'd like me to search for I'd love to give it a shot. I'm glad to see that the new PCSX is cooperating with you as well.
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Satoh
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Satoh »

Not only is PCSX2 cooperating, but I managed to snag a copy of fragment to play around with. With a few tweaks to the emu, I managed to get it playable... and... haven't done any tests on it whatsoever due to being busy playing the much sought after game~! But I'll try not to go off on a tangent about that for now.

I will say I like the realtime menu system, despite thinking it would be really hectic during battle.

now, pics from kfaed and kfed
Image
http://i86.photobucket.com/albums/k99/eremes/kfed.png
^ this one is WAY too big to show in an IMG tag... be warned, it contains every kanji that is still used for writing commonly... or damn close anyway.

Now, these, the ones I was really looking for, came out of the SLUS file itself. Yes, the SLUS contains image data apparently!

Image

Image

**Note: all of these images used palettes but didn't contain any, so I copied the palettes for appropriately similar xasc00**


As for mutation Tsukasa/Subaru/Sora
Image
Image
Image

Also your combo of cheat engine and PCSX2 is genius. I never would have expected cheat engine to work on an emulator! *has 9999999GP in fragment*

Oh, about stat points in the .hack series, as you mentioned before... fragment lets you use stat points when you create a character, however, I have no idea what they do, as it's not directly explained and if it is, it's in Japanese...

That's all I have to say for the moment.
Xu Yuan
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Xu Yuan »

Satoh wrote:Not only is PCSX2 cooperating, but I managed to snag a copy of fragment to play around with. With a few tweaks to the emu, I managed to get it playable... and... haven't done any tests on it whatsoever due to being busy playing the much sought after game~! But I'll try not to go off on a tangent about that for now.

I will say I like the realtime menu system, despite thinking it would be really hectic during battle.

now, pics from kfaed and kfed
Image
http://i86.photobucket.com/albums/k99/eremes/kfed.png
^ this one is WAY too big to show in an IMG tag... be warned, it contains every kanji that is still used for writing commonly... or damn close anyway.

Now, these, the ones I was really looking for, came out of the SLUS file itself. Yes, the SLUS contains image data apparently!

Image

Image

**Note: all of these images used palettes but didn't contain any, so I copied the palettes for appropriately similar xasc00**


As for mutation Tsukasa/Subaru/Sora
Image
Image
Image

Also your combo of cheat engine and PCSX2 is genius. I never would have expected cheat engine to work on an emulator! *has 9999999GP in fragment*

Oh, about stat points in the .hack series, as you mentioned before... fragment lets you use stat points when you create a character, however, I have no idea what they do, as it's not directly explained and if it is, it's in Japanese...

That's all I have to say for the moment.

I honestly think we could import //Fragment's system into the original four games if we looked hard enough at the data to make the game still run while in a menu. That would really add a lot of strategy to the game since it would no longer be "Take a hit, pause, potion, take a hit, pause, potion." That was my one gripe with the original Quadrilogy and it made boss fights into fairly plain affairs (Skeith was even nothing if you brought enough items)

Thanks for the pictures. Now I'm not sure which pictures I like more, you can obviously tell though that those are more rough, kind of like the beta portraits you can see in a few beta screenshots of //Infection but Sora's pose is fairly awesome there. It is odd that they even bothered with a special set up for the text when the game's text is mosty in Ascii. I suppose that's just the way they had it planned, also I find it fairly humorous that Mistral's emoticons are all their own symbol. How unnecessary.

I am curious to know what changes were made to //Fragments system all in all to make the game work like it does.
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Satoh
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Satoh »

In fragment you have menus that open and do not stop the game, none of them. However, they do prevent you from moving to another room if they are open... This is particularly annoying, but livable. (I think moving to a new room should simply close all windows before executing the switch, automatically) Windows indicating what items were gained from chests or little notifiers like that are included in things that stop you from changing rooms. Offline, fragment still contains data drain, though I can't understand the plot behind it. Some familiar characters show up (oh, and there is a plotline to the offline game) to be your party and show you the ropes. Bear and BT fill Orca's role from Infection... and annoyingly you can't seem to skip this tutorial. So Bursting Passed-over Aquafield is still your first experience...

There is no vocal audio at all, my guess is they didn't want players mad that they didn't have a voice when NPCs did, and they certainly couldn't add a vocal track for every class*height*weight*style*color of character, or probably not even every class*style.

It's not really a big deal not having it though. There are several new body styles for each class, and there are 3 height options, and three weight options. Tall, Average, Childish(Looks odd on some class styles) / Fat, Average, Stick figure(It's really bad looking) Each class has several styles, but there are different amounts for different classes. Blademaster for instance has 10 or so, while Heavy Axe has...5? I forget.

Every style has exactly 6 color/pattern/wave symbol choices.
Kite's exact model appears in two of the choices, Red is his post bracelet model, while Green is his original model. All characters from the games or SIGN are creatable through these options. It is possible to have a Bear lookalike being schooled by Bear in the tutorial, or to have Sora meet Sora, etc.

There are also some very nice new female class style options for all classes. Most classes have a new unique style, and usually it is female. The new Twinblade is a particularly nice female addition to the class.

Also, another note about style. Bear and Orca, both have their own styles, as to Sora and Moonstone. Despite their similarities, they are treated as separate. Blademaster 'Balmung' style characters all have his wings, which further breaks canon... But most likely fragment was never meant to follow the canon, but merely the concept, much like Link does.

The models for all weapons and characters appear in the disc, but the portraits are completely replaced by new ones that are snapshots of the player model (with a few filters applied) in order to have everyone look like an ordinary character and not have special artwork.

Note about Terajima Ryoko, I just remembered, She IS dark element. However, in fragment, her body style and color choice reflect the "Yellow" Thunder option. Seems possible she is a victim of typo, or possibly some kind of political commentary or something... I never found element growth to matter at all anyway...

Due to the way menus work in fragment, using skills CAN be difficult, but there are 16 shortcut keys you can assign custom chat commands, skills, or items to.

Shortcuts are L1/L2/R1/R2 + Square/Triangle/O/X. The only drawback to this, is that healing is always applied to yourself.
Menus can only be navigated with the direction keys, and movement is handled by the analog stick, however if the menu is closed, the direction keys also control movement, which means selective targeting is impossible. Targeting is handled by whatever is closest to being directly in front of you. (This could be improved easily IMO)

The Field Map, can not be zoomed out to view the entire field any longer, meaning you will have to scour a map to find the dungeon of spring of mist.

Player and equipment levels are still independant, so a level 1 player can still equip level 99 gear, just as in IMOQ.

I see no difference in stats when I create a character with 99 patk versus one with 0 patk... So I'm still not certain what effect stat edit has on the character. Also, even with 99 patk, my patk stat only advanced by a marginal amount when I leveled up, so again, I've no clue what it does... I'll test more.

Players get 3 characters and their data is stored automatically on their memory card upon entrance and exit of The World, and the data recorder NPC has been disabled, and is now simply a dude who talks. That's a flaw IMO...(What if my power cuts out mid-game?)

There are too many similarities for me to really report on the differences, but if you have a concern about something specific, I could probably report on that. If something is bothering you about the IMOQ games, I could explain how it's handled in fragment, and we can go on from there.

Also, base stats seem to be determined based on some kind of choice of options at character creation, as not all twin blades start with 63HP and 13SP, the lowest I've seen is 59HP and 10SP

My guess is wavemasters in fragment are nigh impossible to play due to the targeting system and realtime menus, unless they choose a specific group of skills to focus on and only do offense.

All in all though, amusing game. (To play it you need to enable the "Skip FMVs" game fix in PSCX2)

I'd like to see fragment as a DLC for PS3, along with the originals... Since PS3 is generally always internet connected anyway, (unless you have no internet) it would be the perfect way to port it without requiring lots of fancy net equipment for the PS2.

But we all know CC2 never looks back.

Also of note, the IMOQ games each have a file called OUTSIDE.BIN that is roughly 1mb... Fragment also has this, however it is a startling 135mb... However these files seem to be easter eggs for people like us, in that they contain nothing. Every byte is 0x00 through the entire file.

Lol, either that or they fill the file with out personality data, but only while the game is running; Since we can't analyze the ISO or disc WHILE the PS2/Emu is using it, who can really say? =p

Oh, and if it matters, the "Online or Offline" menu for choosing game mode, plays 'Tail Concerto' as it's BGM.

You still get a desktop, with mail and news, and there is still the BBS, but there seem to be no music or wallpaper options to customize it. (The files for it still exist on the disc)

Well there's my (exhaustive though it may be) preliminary report on Fragment.
Xu Yuan
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Xu Yuan »

Satoh wrote:In fragment you have menus that open and do not stop the game, none of them. However, they do prevent you from moving to another room if they are open... This is particularly annoying, but livable. (I think moving to a new room should simply close all windows before executing the switch, automatically) Windows indicating what items were gained from chests or little notifiers like that are included in things that stop you from changing rooms. Offline, fragment still contains data drain, though I can't understand the plot behind it. Some familiar characters show up (oh, and there is a plotline to the offline game) to be your party and show you the ropes. Bear and BT fill Orca's role from Infection... and annoyingly you can't seem to skip this tutorial. So Bursting Passed-over Aquafield is still your first experience...

There is no vocal audio at all, my guess is they didn't want players mad that they didn't have a voice when NPCs did, and they certainly couldn't add a vocal track for every class*height*weight*style*color of character, or probably not even every class*style.

It's not really a big deal not having it though. There are several new body styles for each class, and there are 3 height options, and three weight options. Tall, Average, Childish(Looks odd on some class styles) / Fat, Average, Stick figure(It's really bad looking) Each class has several styles, but there are different amounts for different classes. Blademaster for instance has 10 or so, while Heavy Axe has...5? I forget.

Every style has exactly 6 color/pattern/wave symbol choices.
Kite's exact model appears in two of the choices, Red is his post bracelet model, while Green is his original model. All characters from the games or SIGN are creatable through these options. It is possible to have a Bear lookalike being schooled by Bear in the tutorial, or to have Sora meet Sora, etc.

There are also some very nice new female class style options for all classes. Most classes have a new unique style, and usually it is female. The new Twinblade is a particularly nice female addition to the class.

Also, another note about style. Bear and Orca, both have their own styles, as to Sora and Moonstone. Despite their similarities, they are treated as separate. Blademaster 'Balmung' style characters all have his wings, which further breaks canon... But most likely fragment was never meant to follow the canon, but merely the concept, much like Link does.

The models for all weapons and characters appear in the disc, but the portraits are completely replaced by new ones that are snapshots of the player model (with a few filters applied) in order to have everyone look like an ordinary character and not have special artwork.

Note about Terajima Ryoko, I just remembered, She IS dark element. However, in fragment, her body style and color choice reflect the "Yellow" Thunder option. Seems possible she is a victim of typo, or possibly some kind of political commentary or something... I never found element growth to matter at all anyway...

Due to the way menus work in fragment, using skills CAN be difficult, but there are 16 shortcut keys you can assign custom chat commands, skills, or items to.

Shortcuts are L1/L2/R1/R2 + Square/Triangle/O/X. The only drawback to this, is that healing is always applied to yourself.
Menus can only be navigated with the direction keys, and movement is handled by the analog stick, however if the menu is closed, the direction keys also control movement, which means selective targeting is impossible. Targeting is handled by whatever is closest to being directly in front of you. (This could be improved easily IMO)

The Field Map, can not be zoomed out to view the entire field any longer, meaning you will have to scour a map to find the dungeon of spring of mist.

Player and equipment levels are still independant, so a level 1 player can still equip level 99 gear, just as in IMOQ.

I see no difference in stats when I create a character with 99 patk versus one with 0 patk... So I'm still not certain what effect stat edit has on the character. Also, even with 99 patk, my patk stat only advanced by a marginal amount when I leveled up, so again, I've no clue what it does... I'll test more.

Players get 3 characters and their data is stored automatically on their memory card upon entrance and exit of The World, and the data recorder NPC has been disabled, and is now simply a dude who talks. That's a flaw IMO...(What if my power cuts out mid-game?)

There are too many similarities for me to really report on the differences, but if you have a concern about something specific, I could probably report on that. If something is bothering you about the IMOQ games, I could explain how it's handled in fragment, and we can go on from there.

Also, base stats seem to be determined based on some kind of choice of options at character creation, as not all twin blades start with 63HP and 13SP, the lowest I've seen is 59HP and 10SP

My guess is wavemasters in fragment are nigh impossible to play due to the targeting system and realtime menus, unless they choose a specific group of skills to focus on and only do offense.

All in all though, amusing game. (To play it you need to enable the "Skip FMVs" game fix in PSCX2)

I'd like to see fragment as a DLC for PS3, along with the originals... Since PS3 is generally always internet connected anyway, (unless you have no internet) it would be the perfect way to port it without requiring lots of fancy net equipment for the PS2.

But we all know CC2 never looks back.

Also of note, the IMOQ games each have a file called OUTSIDE.BIN that is roughly 1mb... Fragment also has this, however it is a startling 135mb... However these files seem to be easter eggs for people like us, in that they contain nothing. Every byte is 0x00 through the entire file.

Lol, either that or they fill the file with out personality data, but only while the game is running; Since we can't analyze the ISO or disc WHILE the PS2/Emu is using it, who can really say? =p

Oh, and if it matters, the "Online or Offline" menu for choosing game mode, plays 'Tail Concerto' as it's BGM.

You still get a desktop, with mail and news, and there is still the BBS, but there seem to be no music or wallpaper options to customize it. (The files for it still exist on the disc)

Well there's my (exhaustive though it may be) preliminary report on Fragment.
Exhaustive indeed! This is all fantastic information. I have to wonder how difficult putting in that "non-stop action" system would be to implement, probably immensely so. I would love to try and replace a couple of models in the original games, but for the life of me I cannot figure out how to replace models successfully, not to mention the game has very limited capacity for NPC's that aren't the party. I have to wonder why they didn't put in the music and wallpaper options. Especially if they had it ready to go. Maybe you unlocked a couple of them through online play?

I had seen the "Outside" file and ignored it. Now I am curious to its overall function. It has to do something I would imagine and couldn't just be an easter egg for hackers to find, especially since it has 135 MB in //Fragment. May I say I love that choice in //fragment. Actually having to search for the dungeon and the springs should have been in the original rather than that large map they have.

The way that the saving system works is no doubt borrowed from classic PSO, so that's forgivable and the issue was the same there offline too.

Were there any weapons or anything made for //fragment or weapon files, perhaps? Finding how to change your own equipment shouldn't be too difficult with the cheat engine.
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Satoh
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Satoh »

Xu Yuan wrote: Were there any weapons or anything made for //fragment or weapon files, perhaps? Finding how to change your own equipment shouldn't be too difficult with the cheat engine.
Hard to tell if there are new weapons. I don't think there's any particularly new texture files... and I can't view models yet so I can't check that end... I don't know how to hack the weaponry yet and I can't overtly hack stats or HP or anything yet, as they seem to change memory locations every time a new room is loaded. I did find an address that changed whenever I equipped a different spear, but changing it manually did nothing, however the game did remember it when I swapped weapons, back and forth... Spear to (I forget but I'll call it glaive for sake of explanation)

Spear to glaive changed a 1 to a 2... I hacked the 2 to 3 and it went back to 1 when I changed back to spear, and stayed 3 when I went to glaive again...

I'll have to look at what you did for weapons and see if it still works.. my guess is no, but I won't know til I try.

Made some good headway on the cheats for fragment. I discovered the static addresses for the inventory, equipped items, grunty food, and base stats. Haven't found the stat edit values yet, but I assume they're probably close to the base stats. found something that looks like it might be the levelup point table, directly after the stats, so that might be where all those points I added up go, or maybe it's something else...
in any case, I can confirm that fragment is still using the integer divided by 10 approach, even with the new stat edit feature...

I've discovered that the EXP variable, for whatever reason, is signed, and can be negative, and does not seem to do anything when it is, however, if set to a value like 32000 (just under thecap for max positive value) you will gain an instant 32 levels. I'm not sure if your stats raise properly for all 32, but I did this a few times on a twinblade and I did end up with 99 physical accuracy and evasion, so it certainly seems to work. Stats cap at 99.9 (0x03E7)

I can confirm that there are at least 81 twinblade weapons (the same number as in infection) and the last one is still Last Betrayal (which I'm using because it is awesome)
Image
C'est adorable, non?

So far this is the only model I think looks appropriate in the 'child' height option... and weapons look ridiculously large on children, but that too is amusing.

The inventory has an odd format... I'm not sure if it's the same as the one in Infection, but from what I know of that, I've gathered this:
Fragment inventory uses byte:amount, int16:item ID, byte:item type
99 health drinks is like this: 0x63 00 00 0A
3 healing elixirs is like this: 0x03 03 00 0A

0x0A I assume is the 'usable item' designation.. Is that correct? *looks it up in the notes* Yep, seems to fit, since my Fairy's Orb had an 0x0D near it.

I discovered Cheat engine can look up what points to an address and attach a debugger to the program to find all instances of the program changing an address (or reading it) which is helpful, though I don't know how to work it yet.
Also, the ability to set addresses as 'array of bytes' is useful for changing an inventory slot's amount and item all in one go, and saves a lot of space. There's also a hotkey function for cheats... I never knew all of this was there, I only knew it was for searching and manually changing/locking values... I need to play with this more.

Anyway, all key items have their own unique memory address that can be used to change the amount directly, without having to specify any item types or anything like that. I discovered this while modding my grunty food. The address directly after Bloody Egg is Grunty's Flute... Meaning some key items were removed, or are stored elsewhere. These are the Epitaphs and Harald's Note, so it's likely they're removed.

I'm going to assume all the virus cores still exist, since I already have an M core from a story event.

Equipping a weapon of the wrong type, such as a Simple Sword onto a twinblade for instance, seems to work for a moment, but if the weapon is changed, the Sword is removed and deleted from the inventory. Not a good way to get items. It is odd that adding 1 to the last twinblade weapon ID gives you the Adventurer, heavy blade weapon... It's odd due to the fact that 00 on a heavy blade, should be Adventurer... but maybe it has to do with how weapon data is accessed rather than what the weapon is. Perhaps the 'equipped weapon ID' is actually a multiplier rather than an ID. I'm probably speculating something you've already confirmed.

There is some irony in this, however: None of the SIGN characters are equipped with their titular weapons... For instance, Mimiru does not have Mimiru's Sword, though it is a valid weapon in the game. All the characters I've met so far are right around level 15, though Mia is 22, and Balmung whom I haven't obtained a member address from is probably level 50ish. The plot advances... quickly... I think...? At the very least, the level requirement of fields increases pretty fast. The 4th(IIRC) story dungeon is already level 20.

I do apologize for filling this Infection thread with mostly Fragment stuff... but in any case, I think Fragment was built on the same engine at the least as IMOQ, but built some time before Quarantine, as the email portrait for Sora (which is likely unused since his game portrait is a new one made from his model) is the beta portrait from Mutation... Due to texture mirroring, some of the characters' portraits look cross-eyed. Mia is a notable one.
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by reyke »

I think it is safe to say fragment does use the same engine as IMOQ even to the items in the shops alot of things are the same. Btw im so jealous of you modding exp =P it took me forever to get to lvl 15 back when I played it heavily when I first bought it. I was doing a LP of fragment but then life got in the way and I stopped I should pick it back up one day. I agree the story dungeons are crazy how they jump in level but since the game starts you off with level 15ish party members. I guess they intended it to be a grind although since I was a wavemaster I didn't grind much but just focused on keeping the party alive. It just sucks that when you die you go down a level that was one of the downsides of fragment that kinda made me not wanna take on dungeons 1 or 2 levels higher then myself and if you turned the game off you lost your equipment. =( (Also side note if you didnt know you can set shortcuts for skills and items with the L and R buttons.)
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Xu Yuan »

Whew, am I glad I put all my notes into this thread. I lost a bit of my event notes, but ah well. They probably needed rechecked anyhow. My older laptop just died permanently so there was a new excuse to pick up a new laptop and this one can actually play .hack//Infection in a solid 40-60 FPS. So I might be coming back to this. I'm not really sure what else there is to find though. So if anyone has any requests, let me know, I'll see if I can find anything.
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by TrueNeptune »

Xu Yuan, I have a request :D

Looking through this thread I saw that you got Kite to be able to use any weapon, so you can play as a different class with Kite. His stats were still twin blade stats, but I think you figured out how to modify stats so that you can have the right stats for the class if you want. Then I see that you made it so you can play as the different characters(which is awesome btw)

So, my request is for you to pretty please figure out how to play as another character, with a different class.
Ex. Mistral with Heavy Blade, Piros with Twin Blades, etc.

In my case, I would like to play as BlackRose, as a blademaster. If its possible to do this, and you find the way then you will be my hero forever (:
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AW: Hacking .hack//Infection (Playing as any Party PC!)

Post by Coldbird »

About outside.bin, it is there merely to increase loading speed and pad the disc to the minimum dvd size allowed by Sony.

You see, the game (without dummy outside.bin) is too big to fit on a cd... So cc2 had to press dvds.

However Sony doesn't allow dvds smaller than 1.1gb...

So a dummy file was needed...

Now to the name... Why outside.bin? Well, it has to do with the physical location of the file on disc...

You see, on rotating optical media like dvd, there are spots on the disc that can be accessed faster than others...

Those spots are the outside disc cylinders, they are longer than the inner cylinders, thus one single rotation of the disc can read more data.

The outside.bin file has a lba location on disc that makes sure its placed on inner cylinders, so that the data the game really needs are located on the outside cylinders for faster reading.

Long story short, that dummy file pads the image to the minimum ps2 dvd size and improves loading times on real ps2 hardware.

(iso playback via emulators obviously doesn't get a speed boost out of it)
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Xu Yuan »

TrueNeptune wrote:Xu Yuan, I have a request :D

Looking through this thread I saw that you got Kite to be able to use any weapon, so you can play as a different class with Kite. His stats were still twin blade stats, but I think you figured out how to modify stats so that you can have the right stats for the class if you want. Then I see that you made it so you can play as the different characters(which is awesome btw)

So, my request is for you to pretty please figure out how to play as another character, with a different class.
Ex. Mistral with Heavy Blade, Piros with Twin Blades, etc.

In my case, I would like to play as BlackRose, as a blademaster. If its possible to do this, and you find the way then you will be my hero forever (:
It is very and easily possible. I do wish I could figure out how to make animation's look correct for these though. Because though BlackRose will be wielding a Blademaster's Sword, she'll still be slamming it into the ground and swinging side to side as if it were a Heavy Blade.

Now, do you have an ISO of the game? As I commented before every other animation file aside from Kite's has a pointer to it. Kite's unfortunately is overwritten from the data in the ISO whenever it is reinitialized (log in and log out, per se) so you can't save a file with it.

If you have an ISO than just follow these steps...

1. Get HxD, a really good Hex Editor for PS2 games because it reads them in small amounts rather than overloading a computer with the entirety of the ISO.

2. First use Ctrl+F to find the text "TEX_xwin_f00" (This is Kite's ingame picture) and using this list...

Numerals on Left/Hex on Right/
Animation Models next to name
00/00 - Kite - ctu1body
01/01 - Mia - cbu3body
02/02 - Orca - cbu4body
03/03 - Marlo - cbu2body
04/04 - Sanjuro - chb2body
05/05 - Nuke Usagimaru - cla1body
06/06 - Balmung - cbu1body
07/07 - Moonstone - ctu3body
08/08 - Piros - cha1body
09/09 - Wiseman - cwm3body
10/0A - Elk - cwm1body
11/0B - Natsume - ctu2body
12/0C- Rachel - cbu5body
13/0D- Gardenia - cla2body
14/0E - Terajima Ryoko - cha2body
15/0F - BlackRose - chb1body
16/10- Mistral - cwm4body
17/11 - Helba - cwm2body

Identify the character through the above that you wish to play as.

Then replace TEX_xwin_f00 with whichever your chosen character was
ie: For BlackRose it would be TEX_xwin_f15.

Do the same for TEX_xwin_f18 (Kite's starting picture, will not show up in the name selection screen), but will show up when you start the game).

3. From there you will want to search up Kite's animation table. Press Ctrl+G and put in 01726560, this will take you to Kite's animation table ctu1. What you will want to do here is replace every instance of tu1 with the class and model definition as listed above. Using BlackRose as an example again you would replace tu1 with hb1.

Do this for every entry up to anm_ctu1hac04b as well as ctu1atc0 before PLAYER!
The first is Kite's Gate Hacking animation for when he finishes the gate hacking cutscene. Other characters do not have one of these innate, so I suggest to just change it to (using BlackRose as example) anm_chb1dwn0, this should allow them to appear after the cutscene is done, if this was just changed to anm_chb1hac04b, your character wouldn't appear once the cutscene is finished and you couldn't proceed So best to be safe and put in a different animation that the game will recognize there.

The second ctu1atc0 one is the animation called for smashing pots, eggs, etc.

4. 13CAC80 -

Here is the table if you wanted to fool around with your character parameters. Just keep in mind that when you reach stats every 0A = 1 in the actual game.
What is important here is the Name Pointer and Model Pointer. Use the list after Class to find the name and model pointer you wish.

With that knoweledge in hand replace the basic name pointer and model pointer of Kite to your desired character's own.

D0 E6 40 00 - Name Pointer
D8 E6 40 00 - Model Pointer
07 00 00 00 - ???
00 00 01 00 - Level
00 00 00 00 - Character ID
E8 03 00 00 - GP
00 00 20 43 - ???
00 00 34 42 - ???
00 00 00 00 - ???
3F 00 0D 00 - HP/SP
0F 00 0E 00 - Atk/Def
21 00 21 00 - Acc/Eva
0E 00 0E 00 - M. Atk/M. Def
1A 00 1A 00 - M. Acc/M. Eva
0C 00 0C 00 - Earth/Water
0C 00 0C 00 - Fire/Wood
0C 00 0C 00 - Light/Dark
28 00 28 00 - Body/Soul
14 00 14 00 - Headgear/Armor
14 00 14 00 - Hand Armor/Leg Armor
00 00 00 00 - Weapon/???
00 00 DC 41 - ???/Speed/Collision?
XX XX 00 00 - Class

Class -
0000 - Twin Blade
0100 - Blade Master
0200 - Heavy Blade
0300- Heavy Axe
0400 - Long Arm
0500 - Wavemaster

Name Pointer/Model Pointer

Kite -D0 E6 40 00/ D8 E6 40 00
Mia - E8 E6 40 00/ F0 E6 40 00
Orca - 00 E7 40 00/ 08 E7 40 00
Marlo - 18 E7 40 00/ 20 E7 40 00
Sanjuro - 30 E7 40 00/ 38 E7 40 00
Nuke Usagimaru - 48 E7 40 00/ 58 E7 40 00
Balmung - 68 E7 40 00/ 70 E7 40 00
Moonstone - 80 E7 40 00/ 90 E7 40 00
Piros - A0 E7 40 00/ A8 E7 40 00
Wiseman - B8 E7 40 00/ C0 E7 40 00
Elk - D0 E7 40 00/ D8 E7 40 00
Natsume - E8 E7 40 00/ F0 E7 40 00
Rachel - 00 E8 40 00/ 08 E8 40 00
Gardenia - 18 E8 40 00/ 28 E8 40 00
Terajima Ryoko - 38 E8 40 00/ 48 E8 40 00
BlackRose - 58 E8 40 00./ 68 E8 40 00
Mistral 78 E8 40 00 / 80 E8 40 00
Helba - 90 E8 40 00/ 98 E8 40 006

Though it says "name pointer" changing it for Kite doesn't appear to do a thing, strangely enough. So the character can still be whatever you named them, just not any of the main character's names.

5. Level Up Data

Level Up Data - 01607800

Kite's Data
12 00 - HP
03 00 - SP
05 00 - Atk
04 00 - Def
0D 00 - Acc
0D 00 - Eva
04 00 - M. Atk
04 00 - M. Def
06 00 - M. Acc
06 00 - M. Eva
02 00 - Earth
02 00 - Water
02 00 - Fire
02 00 - Wood
02 00 - Light
02 00 - Dark
0A 00 - Body
0A 00 - Soul

BlackRose's Level Up Data (Refer to list above for digit meanings)

14 00
03 00
07 00
05 00
0C 00
0A 00
03 00
03 00
06 00
06 00
00 00
00 00
02 00
00 00
00 00
00 00
01 00
0A 00

6. To replace Kite's starting Data with BlackRose's paste-write this at 13CAC80.

78 E8 40 00 80 E8 40 00 06 00 00 00 10 00 01 00 00 00 00 00 C4 09 00 00 00 00 20 43 00 00 F0 41 90 7D 63 00 37 00 14 00 0B 00 0E 00 1E 00 1F 00 12 00 0D 00 20 00 1C 00 00 00 00 00 00 00 00 00 0D 00 00 00 32 00 02 00 01 00 01 00 02 00 00 00 3E 00 00 00 00 00 C6 41 05 00 00 00 90 E8 40 00 98 E8 40 00 06 00 00 00 11 00 63 00 00 00 00 00 7F 96 98 00 00 00 52 43 00 00 34 42 F0 7D 63 00 0F 27 E7 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 E8 03 13 00 12 00 12 00 12 00 3F 00 00 00 00 00 DC 41 05 00 00 00

7.
Though since you want to change class change the last 05 to 01 to change BlackRose into a Blademaster. Don't worry about equipment, that works all dynamically depending on class. Because you're still keeping BlackRose as a Heavy Armor user none of that needs changed.

That should do it! A bit of this is cut and paste from my PC Tutorial, so if anything seems confusing or jumps around a bit, please let me know.


@ColdBird

That is some very interesting information on the function of outside.bin. I never thought that a small file full of 00's could have such an impact. Does it speak better or worse for //Fragment that its outside.bin is a whopping 135 MB, while the one for //Infection at least is only 1 MB?

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

Well late last night I finally found some of the missing dungeon information I was looking for a long time ago and though I don't fully understand it, I think I'm onto it at least. That is what is inside scripted Treasure Chests! That's not all as well, I've also found out how the game arranges the dungeon objects. For instance, it seems that each Magic Portal is not loaded in the room automatically per se (as I had believed it was after finding what seemed to be a Magic Portal byte in the room data) but that each object can be considered a Magic Portal if the byte after it's X/Y position is marked 01.

In addition Treasure Chest items seem to work off of a different identification system that frankly baffles me. The Speed Charm is 38, as it should be, but the byte that I expected to be next to it or before it, 0B is nowhere to be found, instead it uses an identifier byte of 44, I tested this expecting it to follow the same system yet at higher values, but I was completely wrong...

41 - Armor
42 - Legwear
43 - (Invalid)
44 - Spells
45 - Key Items
46 - (Invalid)
47 - Gloves
48 - Headwear
49 - (Invalid)
4A - (Invalid)
4B - (Invalid)
4C - (Invalid)
4D - (Invalid)
4E - (Invalid)
4F - (Invalid)

Now it's possible that earlier 3X Values may show some result, but I'm unsure as of the moment. As I've only found the Speed Charm chest in Bursting Passed Over Aqua Field, other chests like the Rusty Nails and the like have to show me how they properly load weapons. I'll post more list-like information when I can find more definitive answers.
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AW: Hacking .hack//Infection (Playing as any Party PC!)

Post by Coldbird »

About the outside.bin size no.. Don't worry about it.

The game data of fragment is just smaller as no movies are contained and no voices, thus it uses a bigger dummy file to reach outside disc cylinders.
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Re: Hacking .hack//Infection (Playing as any Party PC!)

Post by Xu Yuan »

It has been a Very long time since I've posted here, but I am one year older and one year wiser and have come back with some exciting finds!

When I was going through event instructions all of that time ago I was convinced that every instruction was only 4 bytes, and that was how it was developed, when I came back to it I saw that was not the case, but each instruction had variable length and that recording the events as I came across them was not very helpful as a whole, but to record the appropriate lengths and functions would be to any potential modder that wanted to make their own events.

In any case I revisited old sections that I thought I had finished and came up with some new and interesting results. Here are several pictures first of what I've achieved lately.

Image

Image

Image

In addition to that, I've uncovered several beta objects. There were originally plans for a Trapped Box and Trapped Barrels, that would explode when attacked, before I said that this functionality was broken and would freeze the game when tried, but when I summoned the Actual object, it worked flawlessly rather than trying to put the functionality in another object or actor. Surprisingly the Trapped Barrels even have a reddish tint as if they're dynamite which I thought was a nice touch.

Many of the "??" that were in my previous attempts at figuring out events have been uncovered, as can be seen from the picture with Orca in the Hidden Forbidden Holy Ground events, due to finding how the game makes party members unavailable.

Seeing how the game puts itself together is interesting. It is Extremely moddable, any monster can be loaded on any field, you can place any NPC you like into a dungeon (granted you're willing to sacrifice whatever event may have originally been there in the first place) the "unbreakable chain" is actually quite malleable.

Image[/URL]

You can modify the Golden Goblin Tag into an actual test of skill that would pit Kite (or whoever you choose as main character) against any desired foe and upon defeat, regardless of the foe, you would receive a reward (that is also of your choosing.)

And now I have absolute proof of all Four games being mostly inside //Infection, before it was a theory based on file names but I have now been able to break the chain so that I can activate later game's events (and if I can ever figure out how to access the other serves, actually see how much of the events are included) upon will.

Image[/URL]

And now for the coup de grace... something I've been looking for since Day 1!


Image[/URL]

As you can see we can now summon Any of the Phases Anywhere, they were surprisingly a normal actor summon in an area that I thought was invalid until I saw that the Golden Goblins are summoned onto the field by a 0B command rather than a 0C and that they were a higher value than I thought was valid as well.

Here is the information regarding my most recent findings.

Code: Select all

0C 00 0X 00 0X 00 - The type of actor which will be in Magic Portal

First X
00 = Enemy
01 = Interactable Item

Second X 
00 = Normal Chest
01 = Trapped Chest
02 = Wooden Box
03 = Beta Trapped Wooden Box!
04 = Barrel
05 = Beta Trapped Wooden Barrel (Even has a slightly reddish tint as if it is TNT)
06 = Virus Crystal
07 = Wooden Box
08 = Barrel
09 = Jar
0A = Urn
0B = Skeleton (I thought they were called Warrior's Skeleton?)
0C = Warrior's Body (Close enough I guess that means Skeleton is beta then)
0D = Egg
0E = Small Eggs
0F = Magic Portal 
10 = Chaos Gate (Work in Dungeons!!)
11 = Symbols (Which function)
12 = Field Symbols (Which function)
13 = Purple Smoke (Heralding a Data Bug or a Phase)
14 = Spring of Myst (Functions Perfectly in a Dungeon)
15 = Slight Orange balls of light, it seems familiar, but I can't recall where
16 = Golden Egg
17 = Grunt Mints
18 = Twilight Onion
19 = Snaky Cactus
1A = Oh No Melon
1B = Cordyceps
1C = White Cherry
1D = Root Vegetable
1E = La Pumpkin
1F = Mushroom
20 = Mandragora
21 = Piney Apple
22 = Immature Egg
23 = Bear Cat Egg
24 = Invisible Egg
25 = Bloody Egg
26 = Gott Statue 1 (While they function, the Treasure Chest and the Statue itself have no collision)
27 = Gott Statue 2 
28 = Gott Statue 3 
29 = Gott Statue 4
2A = Gott Statue 5
2B = Gott Statue 6
2C = Zeit Statue (Functions Properly, again, no collision)
2D = Crash

Code: Select all

Dot Hack Cutscene Commands - 

01 00 FF FF XX XX YY - The Chain of Events, corresponding to the proper event index.

04 00 XX 00 - What Environment the Event will take place in.
05 00 XX 00 - The amount of time it takes for Kite to gate-in to an area. In other circumstances is also the time it takes for events to start? Maybe it's a general timer all around?
06 00 XX 00 - Message to play

08 00 XX 00 - Message to play in middle of screen.
09 00 XX 00 - Message to play in middle of screen without blue text box.
0A 00 XX 00 - Command to Play Cutscenes.
0B 00 XX 00 YY 00 ZZ 00 - XX = NPC Bank YY = Actor Number ZZ = Behavior - Actor to Spawn and their behavior when spawned
0C 00 XX 00 YY YY 00 00 01 00 - What is Inside Magic Portal - XX = Item/Enemy YY = Enemy in Magic Portal
0D 00 XX 00 - Seems to have events correspond with specific actors.
0E 00 XX 00 YY 00 - Makes it so you can't choose some options.
0F 00 XX 00 - Lifts restrictions on actions.
10 00 XX 00 XX 00 - Possibly dealing with unique speech from Party Members
11 00 XX 00 YY 00 - Must have read specific Forum Post - XX = thread YY = post
12 00 XX 0X - Must See - Must Read Email Command
(Different In-game Function?)
12 00 9E 00 - (Seems to show the whole animation of bars raising when you enter a room.) May also have some relation to the Magic Portal not opening during the event.
13 00 00 00 - Return to normal gameplay (In theory)
14 00 XX 00 - Possibly the Field Requirement.

16 00 00 00 - Return camera to starting point 0,0,0?

17 00 XX 00 - Possibly something to do with Required Party Members.

18 00 XX 00 YY 00 ZZ 00 - camera Focus on actors. XX = One Actor. YY = Another Actor. ZZ = height of camera


1B 00 - ??


21 00 
25 00 XX 00 - Tutorial on Moving Camera Left or Right?
26 00 XX 00 - Tutorial on Moving Camera In and Out?
27 00 XX 00 - Tutorial on Resetting Camera?
28 00 (18 Bytes?) - Some kind of Camera Command
29 00 - Another kind of camera command
2A 00 XX 00 XX 00 - ??



30 00 XX 00 XX 00 YY 00 00 ZZ WW WW WW WW  - XX = Actor to focus the camera on. YY = Height of Camera
31 00 13 00 00 00 - May not be just a "return to normal gameplay" but could possibly also be permission to jump to the next event.

3C 00 XX 00 YY 00  - Appears to be connected to teleporting all together. XX may possibly be actor to gate in.

3E 00 XX 00 YY 00 ZZ 00 - Looks to be the actor that will run forward, how far they will run forward, and May also have something to do with the Magic Portal Goblin.

41 00 - ?? (When nulled kills event)
42 00 XX 00 YY 00 - Something dealing with activating Magic Portals?


46 00 XX 00 YY YY YY YY 00 00 - Actor Transporting - XX = Actor to move, YY = Place to move to.

48 00 XX 00 YY 00 YY 00 ZZ 00 - Commands to make the actors focus on one another.

50 00 XX 00 - Member Address Gained
51 00 XX 00 - Makes it so you can call a character previously unreachable.
53 00 XX 00 - Makes the character unreachable by Flash Mail.

59 00 XX 00 - ??
5A 00 XX 00 - Area Words given
5B 00 XX 00 - Adds a check mark next to an area word.
5C 00 XX 00 - Area has a Check Mark lifted when this is activated XX = Field designation.
5D 00 XX 00 YY 00 ZZ 00 AA 00 - How events give items. XX = ? YY = Item Classification ZZ = Item Identity AA = Amount to give the player

5F 00 XX 00 YY 00 ZZ 00 AA 00 - How events take away items. Variables as above.
64 00 XX 00 YY 00 ZZ 00 - XX = Mode of Play the next event will be in. YY = Server the next event will take place on, ZZ - The Field Type of said event
65 00 XX 00 - Modes of Play
 
68 00 XX 00 YY 00 - Fills in a forum post (possibly different from creating a thread as below?)
69 00 XX 00 YY 00 - Over writes a forum post.
6A 00 XX 00 YY 00 - Forum Posts to Fill-in (XX = Thread, YY = Post)
6B 00 XX 0X - Email to Receive

6F 00 XX 00 - News to Receive


72 00 XX 00 - ??

75 00 (Extends 15 Bytes) - Includes placement of a spawned object.
76 00 XX 00 - Field that the event says to go to.
77 00 XX 00 - Possibly an instruction that will allow an event to repeat itself?

7A 00 - Orca Using a Fairy's Orb
7B 00 - Orca using a Fortune Wire
7E 00 - How the game lifts the "green" from Kite and gives him Data Drain.

84 00 XX 00 YY 00 - X = ? Y = Monster's Reaction to X?
85 00 - Reset the Camera to normal gameplay

8A 00 00 00 - ???

91 00 0A 00 80 00  - Blackout Transition Screen?
92 00 0A 00 80 00  - Secondary variant of Transition screen?
96 00 4B 00 - Appears to call a menu for tutorial.

99 00 - Defeat Monster During Event to Proceed?
9A 00 XX 00 - Appears to target *something* during an event scene.
9C 00 0E 00 - Command to Enter Name?

A0 00 XX 00 - ??

FD FF 06 00 - When nulled or changed, Kite will appear without gating in.
FE FF 03 00 04 00 01 00 00 00 12 00 48 00 02 00 02 00   - When changed Kite will not spawn in.
FE FF XX YY - Location an event is to occur if within a dungeon. The dungeon marks it as XX = 05 and YY - Room where the event occurs.

FE FF 0A 00 XX 00 01 00 XX 00- ?? When changed to several different values the Skeith event starts without conditions fulfilled.

Code: Select all

Dot Hack Event Identifiers

Bursting Passed Over Aqua Field Dungeon

Skeith Chasing Aura Event

31857C - FEFF05000100 - Room where event will occur
0000
0A000300 - Cutscene to Play (Skeith Chasing Aura)
--------------------------
31858C Dead End Event
FEFF05000600 - Room where event will occur
FEFF03000400 - ??
01000000
1200
06001500 - "It's a dead end." Text
13000000 - Return to normal gameplay
----------------------------------
3185A8 - Treasure Box Tutorial Event

FEFF05000400 - Room where event will occur
------------------------------------
318698 - Magic Portal Spawning and Gates Dropping Event
FEFF05000200 - Room where Event will occur.
--------------------------------------
3186C4 - Orca saying that they are trapped
FEFF05000200 - Room where Event will occur.
-------------------------------------
318736 - Gott Statue Explanation
FEFF05000500 - Room where event will occur
---------------------------------
3187AC - Skeith Event
FEFF05000300 - Room where event will occur.

318800 - 0001FFFF01000400 - Activated Event Chain, when changed the game will think other parts of event chains are occuring.

End of Orca's Tutorial Events. The rest of the event takes place in M110
---------------------------------------

318826 - Kite's Monologue after Skeith Events
 FEFF04000200 - Mode where event will occur?

----------------------------------------
318884 - Going back to Desktop 

FEFF04000300 - Mode where event will occur?
-------------------------------------------
318960 - BlackRose being spawned and the cutscene.
-----------------------------------------
3189A2 - BlackRose being spawned again? (I can't see any difference when these are changed)
----------------------------------------------
3189E4 - Kite saying he needs to gather information when he logs in.

FEFF0A000800 - Location?
---------------------------------------------
318B2E - BlackRose Choice No. 1
---------------------------------------------
318B70 - BlackRose Choice No. 2 
---------------------------------------

318E5E - 7E00 - Kite Change Instruction?
-------------------------------------------

319020 - Going back to Desktop and receiving Mail from Helba

01000B00
---------------------------------------------

319080 - All of the Checks to assure the event may continue,
including looking at emails from BlackRose, Helba, and reading the deleted Coma post.
-------------------------------------------

3190C0 - Overhearing Sieg and Edajima talking about Mia
-----------------------------------

319330 - Meeting Mistral and battling Data Bug event

01000D00
--------------------------------------
SPECIAL EVENTS

31D910 - Stehoney - 01000B00 - Chain Length that must be reached before the event can activate.

Code: Select all

Email List 

00 - None
01 - Keyword System (Beta)
02 - Ple%:*( (Aura e-mail Beta)
03 - Giant of Heavens
04 - Registered Yet?
05 - Thank You
06 - Server Maintenance
07 - I believe you
08 - Ple%[*( (Normal Aura e-mail)
09 - Data Drain (A shortened version of the e-mail Helba normally sends) (Beta)

0A - Warning
0B - Data Drain (From Helba)
0C - Hey (About Aura's location from Blackrose) 
0D - I &a9^ t! >e (@rn 
0E - Power of the Bracelet (From Mia)
0F - Hey (BlackroseAsking if there's been any info. from Kite's side.)
10 - Hi hi! (From Mistral about where Kite's been recently.)
11 - WOW! (Blackrose's info. from Marin)
12 - Did you read? (About the MISSING post.)
13 - Found a clue! (About finding Meg)
14 - Huh
15 - Dear Kite 
16 - (*ol$@y
17 - Cleared Game Data
18 - Virus Cores 1
19 - Is this for real? (From Blackrose)
1A - Cooool :D (From Mistral after Skeith)
1B - No Subject (From Sanjuro after Skeith)
1C - Piros (From Piros after Skeith)
1D - Confirmation (From Gardenia after Skeith) 
1E - I must get stronger! (From Natsume after Skieth)
------------------- End of Infection Quest Emails
1F - Fr%1m*0t (Fragment Email from Aura)
20 - Information  (Anonymous asking Kite to go to Soaring Sky Bounded Abyss)
21 - Conclusion (Lios' demanding Kite look for information)
22 - Report (Lios saying to report all findings to him at Carmina Gadelice)
23 - Investigate (Lios sending Kite to check out an area)
24 - Question (BlackRose being unsure of whether they should follow Lios)
25 - Enough (BlackRose being fed up with Lios' arrogance)
26 - Ple^s6 C@me (From Aura regarding merging her)
27 - Board is Back (BlackRose suggesting Kite to read the board)
28 - Reply from 01 (From BlackRose in searching for Wiseman)
29 - Strange Room (From Linda telling Kite that Balmung went to investigate a strange room)
2A - Stand-By (Lios telling Kite and co. to not make any movements after defeating Innis)
2B - Exchange (Wiseman telling the location of the Spark Sword)
2C - Epitaph of Twilight (Wiseman allowing Kite to read the basic Epitaph on the Cursed Wave)
2D - What the? (BlackRose confused about Wiseman's letter
2E - Cleared Game Data (Volume 2)
2F - Virus Cores 2 (From Helba about Virus Cores... again)
-------------------- End of Mutation Quest Emails
30 - No Subject (From Wiseman about being out of touch for a while)
31 - Notification (From CC Corp, pinning the blame on Helba)
32 - Um... (From Mistral asking Kite to go to Mac Anu
33 - C'mon (From BlackRose, not being able to contact anyone but Kite)
34 - (Fort Ouph) Server Open. (Description on Tin)
35 - No Subject (BlackRose needing to talk with Kite at Hulle Granz)
36 - No Subject (Wiseman having pieced together information and to meet at Fort Ouph)
37 - Fool (From Piros, saying he's got connection back)
38 - Finally (Gardenia e-mailing about being back online)
39 - No Subject (Sanjuro back online)
3A - Hello (Natsume back online)
3B - Wassup (Rachel back online)
3C - No Subject (Moonstone back online)
3D - No Subject (Wiseman directing Kite and BlackRose to a field)
3E - Back (Marlo back online)
3F - Ha ha ha (Nuke Usagimaru back online)
40 - No Subject (Wiseman directing Kite to go to Net Slum)
41 - Plea%9 (Aura telling Kite to fight Fidchell)
42 - Orders (Lios directing Kite to meet him at Fort Ouph)
43 - Perfect (BlackRose saying she will meet Kite at the Carmina Gadelica Chaos Gate)
44 - No Subject (Wiseman being impressed with Kite being able to get Helba and Lios to work together)
45 - Operation (Wiseman talking about the jamming program)
46 - Operation 2 (About going to Chatting Snaring Twins, curiously in Infection it is called Operation: Tetrapod instead of Operation: Breakwater)
47 - Cleared Game Data (Outbreak Clear Data Email)
48 - Speak =@[& (Beta Aura Email about wanting to talk at Fort Ouph?!)
49 - Virus Cores 3 (Helba Virus Core Email)
------------------------------- End of Outbreak Quest Emails
4A - Moving (Lios giving Kite access to Lia Fail)
4B - Just a Little More (Beta Aura Email thanking Kite and saying she might have asked him to do something horrible)
4C - Assemble (Wiseman directing Kite to meet at Lia Fail)
4D - Board (BlackRose saying to look at the Board)
4E - I>m sorry (From Aura about not fighting Cubia)
4F - Harald (Tartarga talking about his experience meeting AI Harald.)
50 - System Normalized (Final email from CC Corp (Lios))
51 - How Are You? (Aura's email requesting Kite and Orca to go to where it all began)
52 - Virus Cores 4 (Helba's final email on Virus Cores)
53 - No Subject (Gardenia asking Kite to go somewhere)
54 - Giant of Heavens (ROY@BANDAI giving the extra area of Hideous Someone's Giant - Seemingly a copy of 03)
--------------------------- End of Quarantine Quest Emails
40 01 - Version Update 3.75
41 01 - Tetrapod (What...?) (From BlackRose about Wiseman's mission.)
------------------------------

EDIT: I thought this would be a neat picture, it''s not very practical to see in-game (it just so happened when I replaced the Expansive Haunted Sea of Sand for Hidden Forbidden Holy Ground I was tossed somewhere in the nether but eventually found my way back into the sphere that is the map Hulle Granz. They definitely put a lot of effort into a place that the player can hardly see any more than 10% of. The entire place is on level ground so while it looks like there's a deep ravine underneath, it's harmless to walk across, the back of the cathedral is open and empty though, they never included a back wall for fairly obvious reasons and the way collision works is that whenever you happen to travel into an area that would normally have collision you can't get back out of bounds.

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(Phantom) Thief
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Re: Hacking .hack//Infection (How to make Skeith spawn anywh

Post by (Phantom) Thief »

Solo Skeith in a field with Wiseman Oh you sick puppy, you. Can you explain more about monster spawning!? I wanna see what happens by including multiple phases. Also is it possible to increase the main character's party limit? How about through portal use? Overall very nice.
Xu Yuan
Posts: 1208
Joined: Tue Feb 28, 2006 1:32 am
Location: Harald in the R:2!

Re: Hacking .hack//Infection (How to make Skeith spawn anywh

Post by Xu Yuan »

Glad the pictures amused you, hehe.

The Monster Spawning is through events, it's replacing things that were already there with something else. It is done with a 0B command, 0B 00 XX 00 YY 0Y 00 ZZ 00 - XX is the NPC Bank, with 00, 01, and 02 being identical Party NPC's 03 and 04 being two kinds of NPC's, 05, 06 being seemingly identical monster banks, and 07 being the Phase bank, everything else freezes the game. YY is the Actor Number, which would differ depending on the accessed bank, ZZ is behavior which may have differing function depending on which bank is being accessed.

As for increasing the main party limit... you present an interesting question. Because of the way the interface is set up I doubt it would be very easy, but the game supports multiple party members, I'm not sure how many, I've never really tested it, but you can see it in-game in events where a Party PC is battling a monster outside of the party (Piros fighting solo comes to mind) and his invincibility in that fight is only part of an event instruction and when changed he can be killed even though he is outside of your party.

Portals only contain (to my knowledge) Monsters, Treasures and certain objects. I don't think they can call in more party members.
Alinier
Posts: 2
Joined: Thu Jul 18, 2013 8:34 pm

Re: Hacking .hack//Infection (How to make Skeith spawn anywh

Post by Alinier »

Woah this is awesome!

I realize that this is primarily //Infection, but you mentioned data from the later games mostly being in this first installment as is (I notice a Wiseman there.. =P)? Is it possible to spawn multiple Phases onto a map? It would be an awesome challenge to take multiple ones on at once, though I suppose your level vs theirs could be a problem. Also, the auto-camera lock on Phases, is that field specific, or does it happen when that monster is on the field. I remember all of the Phases besides Magus forcing your camera on them. Would this happen on a regular field?
Xu Yuan
Posts: 1208
Joined: Tue Feb 28, 2006 1:32 am
Location: Harald in the R:2!

Re: Hacking .hack//Infection (How to make Skeith spawn anywh

Post by Xu Yuan »

I've not tried to spawn multiple phases into a map yet, it is a solid theory, but until its tested it's difficult to say, but I can confirm that the Auto Lock-on Camera is phase specific, not map specific, because of that fighting phases like Fidchell and Innis in a dungeon could get a little glitchy. There is also an additional problem with fighting phases aside from Skeith in //Infection, the game doesn't have the cutscene data to call for the other phases' attacks, you can fight Fidchell and Skeith (or until Fidchell decides to use Data Drain rather than a prophecy) until victory, but even then the game expects an event to play after a phase is defeated so the game softlocks, it is likely an event matter of "Once this monster is defeated, play X event" or some such, as such unless it is connected to the event's completion it is preferred to be left as is.

What is interesting are cutscene calls in the phase actors themselves, meaning in theory that these can be changed to a valid option (Say Innis used one of its Doll attacks, you could replace it for Skeith's Data Drain as a placeholder (or the placeholder cutscene as a placeholder) the hard part would be locating these cutscene calls though.

Though it is strange, I've found all of the phases except for Morganna/Corbenik, I know that by textures extracted that the final phase of Corbenik is at least programmed into //Infection but it's not able to be called by the normal methods.
Xu Yuan
Posts: 1208
Joined: Tue Feb 28, 2006 1:32 am
Location: Harald in the R:2!

Re: Hacking .hack//Infection (How to make Skeith spawn anywh

Post by Xu Yuan »

Well, here's a surprise... turns out battle works fine in Towns, but the problem is you can't summon monsters and trying to summon a magic portal breaks the game. What enemy type does work in towns surprisingly are Phases.

Image

Damage works fine, attacks work fine, what doesn't appear to work fine are the Phases non-cutscene special attacks like Judgement, on concluding the attack the system will crash. But as you can see I was taking damage just fine and I was dealing damage to Skeith in moderation even though we were in a town.
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