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codes4u > HACKERS CLUB > Understanding the Addys of WM2k | ![]() ![]() |
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Codes4u ![]() goatman - ezOP (10/4/00 4:26:12 am) Reply ![]() |  Understanding the Addys of WM2k The addresses in the mem ed are often coined offset addys. We already know that they all start out as an 80. But what do those other 6 digits mean. 80000000 Well in each game it will be different but as the game gets more and more hacked things will make sense as u get a better understanding. All these HEX values are not randomly thrown in this mem ed but rather grouped together. And when you find something at one addy chances are similar addys of interest will exist next to it. Here we will attempt to explain some of our findings in this wrestling game. We expect similar groupings in other THQ wrestling gamed despite having different addresses. ADDY Now digits 1 and 2 are ALWAYS set to 80. Digits 3 and 4 tell u a very general idea of the grouping Digits 5 and 6 are more detailed then 3 and 4 Digits 7 and 8 are very specific. Groups usually can be made to accuracy of the first 4 or 5 digits For example, One group that was of interest was the intros. Ppl wanted there CAWS to come out together. Spectrumz had found that the addys that started out 8011B were for the intros. 8011A7B7-000? Character Names & Tag-names (00-FF) 8011B0C1 for instance controls the direction the guy walks during an intro. 8011BC87 dictates the order of entrance 8011B0D7 contolled when the screen fades during the intro. 8011BF63 was the fireworks used during an intro and so on. Tokidoim had noticed that he was able to change womens polygons and distort there appearance in the ring 80046 was the general area which allowed him to do such 800468F8 SHAPE FOR DUMMYS HIPS 800468FA SHAPE FOR DUMMYS WAIST 80046A84 SHAPE FOR HO3 HIPS 80046A86 SHAPE FOR HO3 WAIST Also note, 80043974 Extra Polygon 1 (terri) 80043976 Extra Polygon 2 (terri) 800439AC Extra Polygon 1 (ivory) U should be noticing that first 4 or 5 digits give u a pretty good idea on the general types of codes found in that area. This may save some time when searching for codes in the code gen. It may be obvious that a bunch of Viewed Possibilities are NOT it or u may quickly determine which one it is. I DO THIS ALL THE TIME. THIS IS ONE OF MY KEY STRATEGIES IN FINDING CODES I was trying to think of ranges that these offsets work in. I mean it would most likely be inaccurate to say the mem ed works from 80000000-80FFFFFF. Without deep thinking my guess would be more like 80000000- 8013FFFF. It is also important to note that an addy may have dual purposes. Although in my thinking I often declare each addy has one and only one purpose this simply is not true. It just makes life easy to pretend this. Here we will carry out groups to 5 digits of groups that we think were pretty fun to spend some time in Addy Grouping80041 - tokidoims sound 80046 - tokidoims graphics alter 8004a - cell graphics 8005B - tokidoims move splice 80075 - lazyboy offset match items 80095 - Goatmans Joystick Control 8009F - Pelicans Move Characteristics 800A0 - Pelicans Move Characteristics 800A1 - Pelicans Move Characteristics 8011B - spectrumz intros 80167 - p1 to p4 (dynamic changes during fight) 80171 - Pelicans player attributes (AI/Reversals) Ok Im sure there is a lot more to add and I probably need to edit the above. Please leave suggestions and add ur own below. Edited by: Codes4u |
tokidoim One of the Best Hackers (10/6/00 1:16:26 pm) Reply |  Re: Understanding the Addys of WM2k 80035 - default appearance for wrestlers 80040 - default ID's ( name, number, costume ) Notice if you will that there are almost no changes in values all the way up to 8105B. Almost everything from 80000 to 8105B is "hard data" that groups basic default information for many different parts of the game. In between Pelican's move characteristics codes and the P1-P4 section is where all my "Move Modifier" codes are. These codes are stretched out over a HUGE range of addys. During gameplay, all that seems to be the "blueprint" for the match, determining what can be done by the wrestlers and when. In edit mode, 80119&up - this is where a lot of options are loaded in to be saved when you press "decision". Ally/Enemy, Offense and Defense ratings, moves (in move menu), etc. nosig Edited by: tokidoim at: 10/6/00 1:16:26 pm |
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