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 Resident Evil 2 Partner system, Mhmm
MonkeyMan2000
Posted: Jul 18 2009, 01:50 AM


T-004


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Posts: 163
Member No.: 130
Joined: 17-July 09



Hey guys,
Me again. Yes i am doin stupid amount of things the same time, I get bored easily. Im trying to work out what determines your partner character(ada/cherry) to be enabled. Ive noticed that when you trigger the partner, it loads up the NPC like it would loading up any other enemy. But when travelling to another room, that file is not loaded again. Ive even had the partner character follow me to a completely different room, like the streets. So obviously this partner can follow you anywhere through the game. I believe that there is going to be a trigger switch somewhere which determines whether your partner is there or not. Only problem is causing the character to be loaded in the first place.
Additionally, there is a variable somewhere which determines that the partner character cannot harm you. Ive changed the partner to mr x, he did appear like he wanted to kill me (So his AI is determined from his EMD).
Ive also noticed that the ai partner doesnt load up a PLW for its gun.
Anyways, I really need to work harder and plan it better.
Thanks
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kevstah2004
Posted: Jul 27 2009, 03:38 AM


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Group: Members
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Member No.: 37
Joined: 29-September 08



00, 01, 04, 08, 0C, FF are normally the 1byte values to switch things off/on an on in a game you should experiment with a program like Artmoney or Cheat Engine.
http://cheatengine.org/
http://www.artmoney.ru/
just run it on a emulator or preferably the pc versions
"Unknown initial value" search, move about then do a "Equal To" search to elimination addresses that constantly change around then do a "Not Equal To" search when you switch to a room with the partner keep on going in and out of the room to eliminate more addresses till you find the one you need, i'd start with the room where Ada is injured and lying down since she won't follow you.
As for partners with guns your gonna probably need to remake the PLW for each NPC / Partner the only platforms that allow you to use weapons with partners without modification is Nintendo it must be something to do with the file formats they use cos it's the same case for RE2-RE4 on the gamecube, RE2 on the N64, I haven't checked remake or zero but I bet it's the same too it's kinda odd to say the least blink.gif
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MarkGrass
Posted: Jul 27 2009, 08:48 PM


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Joined: 28-June 08



QUOTE
Im trying to work out what determines your partner character(ada/cherry) to be enabled.


A simple 22byte value inside each RDT determines this... as already known, not every RDT will have this value.

Using my shitty RDT extractor, it will spit out a file called ROOM*.SCE (that is, if no filesize/offset calculation errors occur). This file contains information as to which enemies/characters are present in a room, as well as door, text inspections, etc data, their x,y,z loc, everything.

QUOTE
0x00 0x44
0x01 0x00
0x02 NN = Enemy Number, starts at 00 for 1 (Ada and Sherry seem to use FF)
0x03 EM = Enemy ID (1F = EM01F.EMD // Male Zombie)
0x04 PP = Enemy Action
0x05 @@ = Unknown (flag, extra animation info
0x06 0x00
0x07 SN = Sound Set
0x08 TX = Texture CLUT (Zombie 1F has 3)
0x09 FL = Enemy Flag (Each enemy has a different Value)
0x0A XX = X co-ords (Co-ords go Low High)
0x0B XX = X co-ords (Co-ords go Low High)
0x0C YY = Y co-ords (Co-ords go Low High)
0x0D YY = Y co-ords (Co-ords go Low High)
0x0E ZZ = Z co-ords (Co-ords go Low High)
0x0F ZZ = Z co-ords (Co-ords go Low High)
0x10 RR = Rotation (The way the enemy faces)
0x11 RR = Rotation (The way the enemy faces)
0x12 0x00
0x13 0x00
0x14 0x00
0x15 0x00

Zombie Action:
00 Standing
01 Lying Down
02 Walking
03 Crawling
04 Getting Up
05 On back
06 ?
07 Face down no head
08 Slow shuffle
09 Crawl
43 Crawling
48 Eating
86 Fine
C2 On Fire Gets up from Face Down
C3 Crawling on Fire
C6 On Fire Gets up from Face UP

Slight update to the Enemy byte string.
TX is the default texture the character/zombie has.
For example, Zombie 1f has 3 different Textures for its body.
This can be set to a specific one (assigning it 1, 2 or 3) or random by assigning it 0.
FL I believe is some kind of global flag.
Each enemy has a different number and in a room it seems to increment per enemy.
So I hazard a guess its probably used as a pointer to a memory location which houses whether the enemy is inactive (not spawned), Active, or dead.
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kevstah2004
Posted: Jul 30 2009, 03:53 AM


T-004


Group: Members
Posts: 739
Member No.: 37
Joined: 29-September 08



Do they have a 360 degree bent turning circle rotation as well? for leaning over and falling backwards, I'm guessing it would the 18 and 19th bytes.
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