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Multiplayer Level Picture Modifier?
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Nyx
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 PostPosted: Tue Oct 12, 2010 11:23 pm    Post subject: Multiplayer Level Picture Modifier? Reply with quote Back to top

Hi,

I'm looking for a way using the gameshark to change the STACK multiplayer level photo to the FRIGATE level photo, or STREETS, whichever custom level I have codes on and playing. I have seen the Random picture changed, so I was wondering if anyone knows how to do this for STACK, or TEMPLE, or COMPLEX?

Thanks!
 
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Wreck
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 PostPosted: Tue Oct 12, 2010 11:34 pm    Post subject: Reply with quote Back to top

It is possible to change the level select image for each of the twelve slots in multiplayer, but some of the mission levels aren't available for use. They're setup in the ROM as a list, with only so many of them being included. I believe Frigate is one of them, but I don't recall the Streets displaying in that particular menu. There should be codes for this somewhere, but can't say where exactly. Maybe someone else here could dig them up for you.
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Nyx
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 PostPosted: Tue Oct 12, 2010 11:53 pm    Post subject: Reply with quote Back to top

Exactly. Well I have codes for Depot, Frigate, Jungle, Dam, Etc, all playable in multiplayer, and I have to Load Stack to get the level to load. So far I have Changed the text for Stack to the appropriate name, but I'd like to change the picture as well.

So far I have found these codes:

Changes "Random" slot to Dam picture and Dam Text:
8002B07B 0003
8002B077 0079

Library to Aztec
8002B0DB 0009
8002B0D7 0096

Complex to Depot
8002B0AB 000B
8002B0A7 008A

Temple to Runway
8002B093 0005
8002B08F 007B

Bunker to Frigate
8002B13B 0006
8002B137 0083

So perhaps if we knew which line changed which picture, we could change the line to replace Stack. Or, simply, what the numbers & letters are for Stack and I could figure it out from there.
 
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Nyx
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 PostPosted: Thu Oct 14, 2010 11:03 pm    Post subject: Reply with quote Back to top

OKAY so I've almost got this.

SO here is the modifier so far:

8002Bxxx 00yy

XXX is the level you want to change, yy is the picture it's replaced with. X changes to Y.

XXX
Random slot: 07B
Temple slot: 093
Complex slot: 0AB

Library slot: 0DB
Basement slot: 0F3
Stack slot: 10B
Facility slot: 123

Bunker slot: 13B
Archives slot: 153
Caverns slot: 16B
Egyptian slot: 183

YY
Dam picture: 03
Facility picture: 04
Runway picture: 05
Surface picture: ??
Bunker picture: ??

Silo picture: ??
Frigate picture: 06
Surface 2 picture: ??
Bunker 2 picture: ??
Statue picture: 07

Archives picture: 02
Streets picture: ??
Depot picture: 0B
Train picture: ??
Jungle picture: ??

Control picture: ??
Caverns picture: 01
Cradle picture: 08
Aztec picture: 09
Egyptian picture: 0A

Question mark picture: 10
Basement picture: 0D
Temple picture: 0C
Complex picture: 0E
Caves picture: 0F


Right now I am really having trouble with the ones in ?? marks. I cannot seem to find a pattern in the numbers. I found a pattern in the XXX numbers, and it was by row, adding 24 to each decimal number then converting it to hexidecimal.
Here is something interesting, however: I cannot seem to change the Silo picture. I want to change Stack to Silo. I can change Random to Silo, but only with this long code:

8002A8F7 0014
81037536 5918

81166350 0012
81166352 67D8

8002B07B 0003
8002B07F 0014

8102B074 9C81
8102B076 9C81


If you put in just group Green and group white, it changes the Random slot to the Dam picture, and changes the text to silo. If you put in just Red and Yellow, nothing happens. But putting all four groups together changes the Random picture to the Silo picture, and the Random text to Silo.

This is extra strange because it has the line (
8002B07B 0003) for changing Random to Dam, yet something makes it Silo.

Can someone help me figure this out?

Thank you so much. I've almost completed the project this is for. I am replacing the pictures for custom levels like Jungle, Train, and Depot that require you to load Complex or Stack with their respective pictures.
 
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Wreck
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 PostPosted: Fri Oct 15, 2010 10:12 am    Post subject: Reply with quote Back to top

Nice job on figuring out the pattern. If I would have had a savestate for PJ64, I could've saved you a bit of work, but it's actually probably better that you got it yourself. So, nice job. Smile

Looking through your list of level select images, it seems as though you didn't get "00" written down. If I'm not mistaken, I believe that is Bunker ii. Anything after "10" won't work. There's only the seventeen images setup in the ROM for multiplayer. That other code you listed, the "8116" lines, actually switches the Dam image for the Silo. I never really checked into how it worked, but I know Zoinkity and MultiplayerX spent some time messing around with it.

Here's a breakdown of what those codes actually do...

8002A8F7 0014 = Force Stage ID "14" (Silo) to load [Not Necessary]
81037536 5918 = Change Silo setup file to Complex
81166350 0012 = Swap Dam image for Silo P.1
81166352 67D8 = Swap Dam image for Silo P.2
8002B07B 0003 = Change Random image to Dam
8002B07F 0014 = Make Random load ID "14" (Silo)
8102B074 9C81 = Change Random text to "Silo"
8102B076 9C81 = Change Random text to "Silo"
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Nyx
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 PostPosted: Fri Oct 15, 2010 12:36 pm    Post subject: Reply with quote Back to top

Oh yeah, I forgot about 00. Yes, that is Bunker.

So if there are only 17 images in the setup, that must mean that in order to get Jungle, Control, Train, and Silo, I need to change Random to Dam and then Dam to whichever the remaining ones I want. Correct?

So that would mean I need to take these three:

81166350 0012
81166352 67D8
8002B07B 0003

And change the 0012 and 67D8 values, right? 0012 is number 18, which must be Silo, but 67D8 is 26584 in decimal.
 
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Nyx
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 PostPosted: Fri Oct 15, 2010 12:53 pm    Post subject: Reply with quote Back to top

I noticed that Random is 07F. How can I change:

8002B07F 0014 = Make Random load ID "14" (Silo)

To:

Make Stack load ID "14" (Silo)
 
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 PostPosted: Fri Oct 15, 2010 1:18 pm    Post subject: Reply with quote Back to top

The values "12" and "67D8" might be a whole, as in "1267D8". That could be the offset of the texture in the ROM. Without access to my computer and files, I can't say for certain. But if you don't know the exact value of an image, the game may end up crashing. I know there is a thread in this forum somewhere that discusses this stuff. If I can find it, I'll post the link, or paste in the information for you.

I think this should be the code, if the pattern is correct...
8002B10F 0014 = Make Stack load ID "14" (Silo)
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Nyx
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 PostPosted: Fri Oct 15, 2010 7:25 pm    Post subject: Reply with quote Back to top

Excellent. That'd be awesome if you could find those. I've been looking myself, but I must not know what the right words are to look for.

Sweet, Silo is squared away. Now on to Jungle, Surface, Control, Train:

Jungle's level load code is:
8002A8F7 0025
8103757A 5918
8102A932 0000
8102A93A 0000
8102A92E 0000
8102A92D 0000

Surface is:
8002A8F7 0024
81037576 5918
8102B522 0002

So it looks like the ID for Jungle is 25, and Surface is 24. I'm seeing the same 5918 ID, which I'm not sure what it is, but also I'm seeing 757 in the second line, with A and 6.

Control is:
8002A8F7 0017
81037542 5918
8102A932 0000

17 must be control and now we have a 754 instead of 757.

Train is:
8103754A 5918
8002A8F7 0019

19 must be train. Here's 5918 and another 754. I wonder what the difference is between 757 and 754.

Now if Silo's ID is 14, but the picture modifier is 12 and 67D8, could we assume the the picture modifier is minus 2 as well? To get Jungle's pic we need 25 - 2 = 23 and the Jungle version of 67D8.
 
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EternallyAries
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 PostPosted: Fri Oct 15, 2010 10:48 pm    Post subject: Reply with quote Back to top

Well i got to ask you something.

Sent's your working on this very big Gameshark code.

How do you put the setup in the level?

I mean the codes must be bigger for the setup to be in the level.
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 PostPosted: Fri Oct 15, 2010 10:55 pm    Post subject: Reply with quote Back to top

The "810375xx" codes are switching the setup file being used for the stage ID. So instead of, let's just say Jungle, loading the standard Jungle setup, it will now use the Complex. It's designed to work in multiplayer, and has all of the features necessary for it. Different spawn points, weapon sets, armours, etc. Without changing the setup for a stage like Jungle, it won't work properly in multiplayer. Other codes that go with the custom levels will adjust the locations of those spawns and objects.

I really don't know what the value would be for the Jungle level select image. I'll give a quick look at the threads to see if I can find the topic with all of that information in it.
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Nyx
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 PostPosted: Fri Oct 15, 2010 10:55 pm    Post subject: Reply with quote Back to top

Yes, I already have the setup, I just want to change the picture. Most of them require you to load Stack, some ask for Complex, some for Temple. I'd like to change the pics so it shows the level and text too. Make it look more professional. or complete. or something.
 
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Wreck
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 PostPosted: Fri Oct 15, 2010 11:08 pm    Post subject: Reply with quote Back to top

I found two threads in the "Objectives: Complete" forum with codes and information on level select image replacement. Hopefully you'll find what you're looking for there, or at least get an idea of what to do.

http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=1532
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=315
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Nyx
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 PostPosted: Sat Oct 16, 2010 3:20 pm    Post subject: Reply with quote Back to top

This is perfect! Thank you very much.

One more question:

Can you tell me which ones in this code I need to change to swap the random slot for Stack?
Specifically, which ones are the image mods and which ones are the force level loads?

811663EC 0012
811663EE 1100
8102B074 9C8D
8102B076 B01C
8102B07C 0000
8102B07E 0025
812AF184 4A55
812AF186 4E47
812AF188 4C45
802AF18A 0000

I tried changing the 8102B07E 0025 line to B10B for stack, but it did not work.
 
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Wreck
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 PostPosted: Sat Oct 16, 2010 11:08 pm    Post subject: Reply with quote Back to top

If the code listed changes the Random image, you might be able to use this...

811663EC 0012
811663EE 1100
8002B10B 0010

Try and see if this code works...
8102B10E 0025 = Force Stack Slot to load ID "25" (Jungle)
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