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zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1730

 PostPosted: Tue May 06, 2008 10:53 am    Post subject: Need Help of Hackers... Reply with quote Back to top

Those of you who still know how to binary hack files, I need a few of you to try something... The editor won't allow it, so it requires a tiny bit of hex work. We're testing to see if random bodies still work!

Okay, find a 09 character object in the setup file. Set its body value (+0x8) to FFFF. You can do more than one if you want. Save, then test the setup file. Let me know if it crashes.

If it does crash and you're capable of it, post the value at this address:
8002CE34

------------
For the record, 'random' bodies aren't truly random - yet. They're reset every time you start a stage or go back to the main menu. You can also trigger it, which I might just get around to doing. Anyway, all guards set to the 'random' suit will be wearing the same MP selectable body (heads are seperate).
Same actually applies to 'random' heads. It uses a clump of 4 male heads and one female on-demand. So, you're really only seeing the same combinations over and over.

+++++++
[update!]
Random bodies are confirmed to work in Egyptian! I tested all the characters, and it seems to function okay on console. However, we need some people to go through the other solo stages and do it on emulator (something I can't do easily). Alrighty!

Only caveat so far is that random bodies only work from 09 character objects. A little hacking is needed to get it working for action block commands.
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zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1730

 PostPosted: Wed May 07, 2008 5:31 pm    Post subject: Reply with quote Back to top

Hopefully this merits double-posting:

You can use random bodies with 09 character objects. However, they can not use any 2xxx presets. Conversely, the BD character-spawning action can not use random bodies but can be placed at any valid preset location, including all kinds of 2xxx.

Most likely, when there's a lull, I'll rewrite both routines to accept any stupid input. For now, that's the state of things.
_________________
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(O.o) ze
(> <) Hoppentruppen!
 
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bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Thu May 08, 2008 9:21 am    Post subject: Reply with quote Back to top

I confirmed it to work in the facility on PJ64 - I changed a few of the guards in the bathroom and ran a few tests, each time they were wearing something different (and just as you noted, they were each wearing the same thing).

I would assume then it most likely works for all stages.

EDIT - btw - this should be super easy to implement into the editor, correct?
 
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SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6177

 PostPosted: Thu May 08, 2008 2:33 pm    Post subject: Reply with quote Back to top

It should be. I'm going to wait for Zoinkity's patch though. I still kind of prefer each guard to have its own guard type (instead of all as one), but this is quite cool. Wonder what Rare had in mind (or maybe just threw it in when did random heads).
 
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