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Territory Glitch Cheat-Device Code: PS2

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#571

Posted 28 May 2013 - 01:10 AM

@BabeRuth: It just came as a surprise is all. I'd rather have multiple code devices of the same, that way I can enter my codes into one device and copy it to multiple memory cards. With multiple devices, there's more entering and saving to do.

@OrionSR: You mentioned earlier about Ric conjoining multiple territory codes into one, which makes me wonder how Ric did that. How ever he did that must be how I can fulfill the last project I mentioned. Any advice?

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#572

Posted 28 May 2013 - 03:57 AM

The reason why I have so many different code discs: if one is too scratched, broke, or I loose it.

The main reason why I have all three is because, some code discs don't offer the same codes, as the other one does; Sometimes the codes don't work for one another.

For example I play MLB 11 THE SHOW I have code for the game on AR, but they don't work for it for some reason. But on my CB it works very well on the CB. Weirdly enough I've never tried it on my GS.

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#573

Posted 28 May 2013 - 05:03 AM

@BabeRuth: Well, Ruth, if you do proper conversions, any and every code will work on any device. I have several AR-Max discs, so losing or misplacing isn't a concern for me. Unfortunately, AR-Max is picky and needs game ids when doing conversions, but the other devices don't need them. AR-Max users should realize with the wrong game id or no game id, the code conversion will be useless.

@OrionSR: Every individual territory code is at least 1 line long, so you'd think Rics 122 (LS) code would be 122 lines long and it isn't. Likewise, you'd think his 380 (whole map) code would be 380 lines long and it isn't. It doesn't make sense how Ric did this.

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#574

Posted 28 May 2013 - 05:48 AM Edited by OrionSR, 28 May 2013 - 06:47 AM.

NTSC v1 (original code from 1st page)
raw
TERRITORIES = 380
-press select-
E008FFFE 00700942
407BA800 00600011
0000320F 00000000
407BA814 005F0011
00000032 00000000
407BA824 005F0011
00003200 00000000
407BA834 005F0011
00000032 00000000

ric-013's Zone Documentation Post has reference for all the zone density addresses. The "short" code is using a multi-write code.

QUOTE
32-bit Multi-Address Write 
4aaaaaaa xxxxyyyy
dddddddd 00000000 

Starting with the address specified by aaaaaaa, this code will write to xxxx addresses. The next address is determined by incrementing the current address by (yyyy * 4). The value specified by dddddddd is written to each calculated address. Also known as a "Patch Code."
http://www.codemaste....php?content.23

The yyyy*4 skip is awkward to work with on this structure since it's 17 (0x11) bytes long, and not evenly divisible by 4. So it looks like ric has divided the code up into four groups of 95 (0x5F) zones and weaving them together. I'm not exactly sure why the 1st one is 96 bytes though. I'd have to do the math to see how it works out.

QUOTE (re-post for reference)
G# = Gang #(0-9) Density
DD = Dealer Density
RR= red
BB = blue
GG = Green
AA = Alpha
PG = ped group
PR = ped related
xx = not written (usually 00)
aaaaaa = address (used below)


The first pair of lines is writing 0000320F. The 0F is the ped-related field of the SAN_AND zone, so the whole line would be G2G1G0PR

The 2nd pair of lines has a starting address of 7BA814, which is the start of the 2nd zone (not including the full map SAN_AND zone) plus 2. So 00000032 must be writing G5G4G3G2.

The 3rd pair is writing to the beginning of the next zone +1, so it must be writing G4G3G2G1.

The 4th pair is writing to the beginning of the 4th zone, so it's altering G3G2G1G0.


The codes posted below are all untested.

And I'm worried about them. To increase the confidence in these codes the I would want to save the changes made by the blue 376 code at the bottom, export the save, and view the changes made to the last two zones with a save editor or hex editor to make sure the complete 378 code (pink) isn't overwriting the zone density structure.

The red code is a minor tweak of the original code and unless something is going on in memory that I don't understand then it will write beyond the end of the structure..., which implies that the original code does too, so I'm worried.

NTSC v1 (modified for all Grove)
raw
TERRITORIES = 380
-press select-
E008FFFE 00700942
407BA801 00600011
00003200 00000000
407BA812 005F0011
00003200 00000000
407BA823 005F0011
00003200 00000000
407BA834 005F0011
00003200 00000000


The format would be G3G2G1G0. This code will not change gangs 4 thru 9 (or dealers), but the GSF density should exceed that of exiting gangs so Grove will gave control. It should be possible to double the size of the code to clear all standard gangs, or triple it to clear the unused gangs and dealers, although the dealers will get put back anyway. You just need to add 4 to each address for G7G6G5G4, or 7 to get DDG9G8G7. Note that the gang 7 density is written twice to avoid spilling over into the red field.

I'm actually a bit worried about the code above. I'm only counting 378 zones in my documentation and this code would seem to write to 381 zones. The version below would seem to work out as expected.

NTSC v1 (modified for all Grove)
raw
TERRITORIES = 378
-press select-
E008FFFE 00700942
407BA7F0 005F0011
00003200 00000000
407BA801 005F0011
00003200 00000000
407BA812 005E0011
00003200 00000000
407BA823 005E0011
00003200 00000000


Below is a test code that should provide some clues to the completeness of the code. It should leave LDT8 in LS untouched, but that's a zone within a zone so it would be hard to see, so WWE1 in LV, Whitewood Estates, should also remain unchanged. If any other zones are not altered then we need to rethink the math.

NTSC v1 (all Grove except LDT8 and WWE1)
raw
TERRITORIES = 376
-press select-
E008FFFE 00700942
407BA7F0 005E0011
00003200 00000000
407BA801 005E0011
00003200 00000000
407BA812 005E0011
00003200 00000000
407BA823 005E0011
00003200 00000000

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#575

Posted 28 May 2013 - 09:01 PM

376 code converted to AR-Max:

85KC-QJQB-BEJ2F
C3J5-5ACE-BFZ8X
4QX4-N069-XPXQR
W1PB-FF0M-DMYA2
KE09-CQG6-XHJ5N
W1PB-FF0M-DMYA2
K6HB-V7WG-PNFN5
W1PB-FF0M-DMYA2
YXRU-2BBU-URUXU
W1PB-FF0M-DMYA2
03AH-5PBC-9K2T7

378 code converted to AR-Max:

F0TA-9YZJ-2AFVD
C3J5-5ACE-BFZ8X
4QX4-N069-XPXQR
ETQQ-B37N-JQ0R8
KE09-CQG6-XHJ5N
ETQQ-B37N-JQ0R8
K6HB-V7WG-PNFN5
W1PB-FF0M-DMYA2
YXRU-2BBU-URUXU
W1PB-FF0M-DMYA2
03AH-5PBC-9K2T7

380 code converted to AR-Max:

BK5G-V9QY-DAND6
C3J5-5ACE-BFZ8X
KE09-CQG6-XHJ5N
BJ9K-TNG5-EK20A
K6HB-V7WG-PNFN5
ETQQ-B37N-JQ0R8
YXRU-2BBU-URUXU
ETQQ-B37N-JQ0R8
2Z3H-U293-1UAWW
ETQQ-B37N-JQ0R8
03AH-5PBC-9K2T7

As you can see, many lines repeat themselves. Some examples:

ETQQ-B37N-JQ0R8

W1PB-FF0M-DMYA2

I hate to break the news to you, but when I activate the Joker command (select), the game crashes. This has been the case with all 3 codes.

However, I decided to analyze; I abbreviated the 380 code into:

E008FFFE 00700942
407BA801 00600011
00003200 00000000
407BA812 005F0011

But when I converted, I got this:

H9R0-JGG0-03ZZX
ZVZF-XZM4-8CJ40
ZV6F-XZMM-KC4VR
Code contains an invalid
number of 8-digit values,
or general crypt error. Check your input.

My input was unencrypted/standard, better known as Raw.

Not sure what to think of this.


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#576

Posted 28 May 2013 - 10:09 PM Edited by OrionSR, 28 May 2013 - 10:44 PM.

I changed a couple of the densities so the lines wouldn't repeat, but it seems odd if that makes any difference. The lines are the same because the values are the same; that's to be expected.

NTSC v1 (all Grove except LDT8 and WWE1)
raw
TERRITORIES = 376
E008FFFE 00700942
407BA7F0 005E0011
00003000 00000000
407BA801 005E0011
00003100 00000000
407BA812 005E0011
00003200 00000000
407BA823 005E0011
00003300 00000000

7CJ2-312J-6TKAQ
C3J5-5ACE-BFZ8X
4QX4-N069-XPXQR
D5JE-T4T3-1VVQQ
KE09-CQG6-XHJ5N
E6YN-KQB1-VTN0D
K6HB-V7WG-PNFN5
W1PB-FF0M-DMYA2
YXRU-2BBU-URUXU
Z5KF-V0YE-WPPQ3
03AH-5PBC-9K2T7


When you condensed the code you didn't adjust the number of lines for the joker to skip. 8 was beyond the code length. Also, don't break up codes that use more than one line (the multi-writes).

E004FFFE 00700942
407BA7F0 005E0011
00003200 00000000
407BA801 005E0011
00003200 00000000

E002FFFE 00700942
407BA7F0 005E0011
00003200 00000000


If it doesn't work again then I'll need to take a closer look, and that will take a while.

Actually, here's another shot in the dark. This 375 code avoids writing to the SAN_AND zone, so all writes should be restricted to the areas already covered by ric's codes.

NTSC v1 (all Grove except SAN_AND, LDT8 and WWE1)
raw
TERRITORIES = 375
E008FFFE 00700942
407BA801 005E0011
00003100 00000000
407BA812 005E0011
00003200 00000000
407BA823 005E0011
00003300 00000000
407BA834 005D0011
00003400 00000000

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#577

Posted 29 May 2013 - 12:30 AM

I doubt line repetition is influential, it's just I never noticed it occurring before.

Well, the same outcome as last time: crashing upon joker activation. I can upload a video to demonstrate if you don't believe me, though the problem is whenever I make a video, the quality is utterly sh*tty.

Just to point out, I don't want gang territory everywhere, I just want the default territories, all 83 LV territories, some in the badlands & desert as well as some rival gang (Rifas, Gang 9, etc) territories in the desert & badlands.


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#578

Posted 29 May 2013 - 03:59 AM

Okay, I've got a new hypothesis on why those codes are crashing. I was wondering why ric was using such odd addresses, or more to the point, such even addresses. And even more precise, all addresses are evenly divided my 4 (7BA800, 7BA814, 7BA824, 7BA834). I'm guessing that the nature of the multi-write code requires addresses that are evenly divisible by 4, or perhaps just even, but I doubt it. I wonder if ric left any clues buried somewhere in this topic.

So with that in mind, I might be able to make functioning codes, but it sounds like your goals have progressed, or I misunderstood. The easiest way to modify your zones is with an editor. This would require being able to export and import your saves. Also, the savegame editor doesn't manage the unused gangs so it this method will still fall a bit short.

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#579

Posted 29 May 2013 - 05:45 AM

The only hints Ric delivered was on how to create individual territories. Creating individual territory codes has been my practice since the beginning. Unfortunately, cramming them into one code results in an ultra long code, and I discovered Ric had an alternative which is unclear. As of yet, my only goal is to decipher his method. I already designed codes for the rural territories I want; I also used his 83 (LV) code, though the problem is taking over 83 territories is time consuming, thus I want to append them to Grove saving me time. You can carry on with your 380 code formulations and I'll test them, that way we can decipher this. Interesting observation though.

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#580

Posted 29 May 2013 - 08:08 AM

Alright, well... I looks like this code won't be flexible enough to help you with your zone goals, but maybe it will help someplace else so here's another shot at a description.
QUOTE
32-bit Multi-Address Write

4aaaaaaa xxxxyyyy
dddddddd 00000000

Starting with the address specified by aaaaaaa, this code will write to xxxx addresses. The next address is determined by incrementing the current address by (yyyy * 4). The value specified by dddddddd is written to each calculated address. Also known as a "Patch Code."


This code uses 2 lines. Below I've color coded the individual instructions in the original code.

NTSC v1 (original code from 1st page)
raw
TERRITORIES = 380
-press select-
E008FFFE 00700942
407BA800 00600011
0000320F 00000000

407BA814 005F0011
00000032 00000000

407BA824 005F0011
00003200 00000000

407BA834 005F0011
00000032 00000000


What this code does is write 4 bytes, skips a few bytes (y*4), and writes again. It will write the same data (d) a specified number (x) of times.

This code is difficult to use for zone densities because the zone's record (all of the density data for 1 zone) is 17 bytes long. If the record length was 16 bytes (4*4) or 20 bytes (5*4) then it would be easy to make consistent modifications. ric worked around this limitation by staggering 4 codes that each skip 68 (17*4) bytes.

E008FFFE 00700942
407BA800 00600011
G2G1G0PR 00000000
407BA814 005F0011
G5G4G3G2 00000000
407BA824 005F0011
G4G3G2G1 00000000
407BA834 005F0011
G3G2G1G0 00000000

As it appears to work, if we wanted to remove the Ballas from every zone we would need to overwrite the values of the ped group, ped-related, and sometimes the alpha of the previous zone. Using the key below, the extra codes would change G1G0PRPG and G0PRPGAA. ric had to write to the ped-related data in the first code. Fortunately this value is almost always 0x0F anyway, but unless you wanted to restrict all/half/quarter of the zones to gangland, for example, and lose access to the variety of peds and cars available, then overwriting the ped group field would not be desirable.

QUOTE
G# = Gang #(0-9) Density
DD = Dealer Density
RR= red
BB = blue
GG = Green
AA = Alpha
PG = ped group
PR = ped related

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#581

Posted 31 May 2013 - 11:20 PM

Upon running your newest test code through Omniconvert, I wound up with these results:

H9R0-JGG0-03ZZX
Code contains an invalid
number of 8-digit values,
or general crypt error. Check your input.

G2G1G0PR 00000000
FXNU-NQJ4-0XWBA
Code contains an invalid
number of 8-digit values,
or general crypt error. Check your input.

G5G4G3G2 00000000
ZQ2A-VPP7-1BP7P
Code contains an invalid
number of 8-digit values,
or general crypt error. Check your input.

G4G3G2G1 00000000
PP0T-5PZ6-0TPV4
Code contains an invalid
number of 8-digit values,
or general crypt error. Check your input.

G3G2G1G0 00000000
W7PU-NDUA-UEDV9

I fear you don't believe me; therefore, I could upload a video to demonstrate (don't want to unless you want me to) or you could run it through Omniconvert and see for yourself. It's impossible to criticize you though; after all, you are formulating test codes and these particular codes are beyond my grasp.

By the way, what does the "alpha" aspect of the codes represent? As for losing the gangland zoning, only specific areas need rezoning (mostly in rural settings), and Ric has a code on the 1st page to overwrite those losses.

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#582

Posted 31 May 2013 - 11:45 PM

G2G1G0PR was an attempt to explain what ric's codes were changing. G2 = Vagos, etc using the key at the bottom of the post. Valid hex codes can only contain the characters 0 through 9 and A through F. So I believe that omniconvert provided an error.

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#583

Posted 01 June 2013 - 05:02 AM

QUOTE
Target device does not support
the all-off test command.

^
^
Do you know what that means, because I have no idea?

Also, it's pretty cool how Rics Gang 9 war codes don't cause the map to flash.

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#584

Posted 01 June 2013 - 06:08 AM

This link seems to provide some clues but I don't know what it means either.
http://www.codemaste....php?content.98

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#585

Posted 01 June 2013 - 09:28 PM

Do you know how to convert hexadecimal (hex) codes? Omniconvert doesn't have such an option. Because of that, it's my guess the code that brewed that popup was in an unsuited format.

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#586

Posted 02 June 2013 - 12:10 AM

There are several methods for converting hexadecimal to other number bases. I can do it manually but it's a frustrating process for large numbers. I usually use the Windows Calculator's programmers view (Win7, use Scientific view for XP) for quick conversions. If I want to convert lots of hex values I use the =hex2dec() and =dec2hex() functions in a spreadsheet (Excel, OO Calc). There are lots of online conversion utilities as well. Google popped up this one to the top of the list.

http://calc.50x.eu/

BTW, floating-point values (numbers with a decimal portion) are much more difficult to convert. I use the website below when I need to encode the coordinates that usually require floating-point values.

http://babbage.cs.qc...y.edu/IEEE-754/
http://babbage.cs.qc....old/32bit.html
http://babbage.cs.qc...ld/Decimal.html

However, I doubt this is the problem that caused that warning message. The first two digits of a code line (or set of code lines) is the particular code that determines what that code line will do. If the code (00 = write 1 byte, 10 = write 2 bytes, E0 = if condition is true, etc) is valid then AR-Max will dutifully write garbage data to totally inappropriate addresses. AR-Max has no way to determine if the data or address is appropriate for each individual game.

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#587

Posted 02 June 2013 - 07:48 AM Edited by GTASAddict, 03 June 2013 - 10:02 AM.

The only alternative I encountered was this: http://home.comcast....obri/bonus.html. After analysis, I drew the conclusion hex was irrelevant to this situation, though it still helps to understand.

About the link I cited, it's fascinating how the "Help" selection brings forth this cautionary popup in bold, red letters:

QUOTE
WARNING!!!!!
Changing a code is very dangerous if you don't know what you are doing!
Disclamer: I do not work for Interact,GameShark,CodeBreaker,Or MadCatz!
I am not responcible for damage(Physical or Mental) done by codes you make!
Ok, I am not responcible for anything. smile.gif
Uses at your own risk.


Whatever; anyway, I'm thinking about cancelling this unless Ric emerges to help us, which I doubt will happen because he's been on Youtube with various GTA IV projects.

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#588

Posted 12 June 2013 - 08:39 PM

I thought backspacing on the territory bytes preceding gang 1 (Ballas) would render a gang territory as an unoccupied territory, though it didn't. Anyone know of any ways to achieve this?

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#589

Posted 23 June 2013 - 10:02 AM

Pardon the bump; this topic was shoved onto the 2nd page.

http://www.gtaforums...st&p=1059043379

QUOTE
RSW1 = mafia
107BBB76 00000100
207BBB78 63000000
207BBB7C 00000000
207BBB80 6666660A
107BBB84 000027A0
007BBB86 0000000F


Code values are always (or so I thought) placed at the end of a code, not in the middle or beginning. So how (or why) is the Mafia density value (63) placed at the beginning? Likewise, why's the Grove density value (01) placed where it is? It's quite remarkable how these codes are functional despite this.

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#590

Posted 23 June 2013 - 09:32 PM Edited by OrionSR, 23 June 2013 - 09:40 PM.

I didn't understand your question about backspacing from Ballas.

RSW1 = mafia
107BBB76 00000100
107BBB76 xxxxG1G0 Write 2 bytes at the beginning of zone density for RSW1. The xxxx isn't written. Grove is often given a density of 01 because... I forget. It enables something with the zone tricks.

207BBB78 63000000
207BBB78 G5G4G3G2 Write 4 bytes starting at Gang 2.

207BBB7C 00000000
207BBB7C G9G8G7G6 Write 4 bytes starting with Gang 6. All gangs now have 00 density except Mafia (99) and Grove (1).

207BBB80 6666660A
207BBB80 BBGGRRDD Write 4 bytes; color info and dealer density.

107BBB84 000027A0
107BBB84 0000PGAA Write 2 bytes; Ped Group and color Alpha.
Um... 0x27 doesn't look like a valid ped group. 0x07 would be gangland, which is common for these codes.

007BBB86 0000000F
007BBB86 xxxxxxPR Write 1 byte for the Ped Related value.

00 is often valid data. In this case it sets the zone density of most gangs to 0. Other times, like for codes that only write one (00aaaaaa) or two bytes 10aaaaaa), the beginning is padded with 00s that are never written (aaaaaa is the address where writing is to start).

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#591

Posted 24 June 2013 - 06:02 AM

Here's what I meant: Gang code settings start with Ballas, so I thought if I edited the code address with the corresponding letter (or number), it would revert the current gangs density to zero, thus rendering it as an unoccupied territory.

To exemplify, lets use the left segment of SMB2:

Ballas Density = 007BB56B

My first idea was revising it to gang 0 density (which doesn't exist) by backspacing the final digit B Into an A would render it an unoccupied territory. Instead, it represented the address for the peds & cars setting for SMB1. That's the best way I could explain it.

My hypothesis is Ric frequently gives Grove 01 density because without it, the map can't be turned orange, black, grey, blue (whatever) to match the other gangs.

As for the rest, I understand how the dealer densities, gang densities and gangland zoning is implemented, but I have no idea how the map colors are assigned.

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#592

Posted 24 June 2013 - 08:05 AM

Oh, yeah, the byte just before Ballas density is the end of the previous zone, which should be the ped related byte. Cool experiment though. It didn't work as expected but you learned something interesting in the process. I wouldn't suggest "backspacing" from the SAN_AND zone though; you're liable to overwrite some important data.

I dug up some notes on the 01 grove density. An extension of the satchel trick is to kill 3 Ballas or Vagos in a zone while an attack is pending, then trigger and lose the attack. The attacking gang will gain density in the zone where the 3rd kill occurred but only if a primary gang (Ballas, Grove, or Vagos) already have at least one density in that zone. This trick can be used to put the secondary gangs into zones of your choosing.

I don't think the Grove density is necessary for the code to work but it will enable other fun tricks so he throws in so the option is available.

I am not familiar with how to adjust the color values, but I'll bet this information is available somewhere on the internet. I'm pretty sure this isn't something developed by Rockstar for their games. I see people using fancy color values using BBCode for their sigs or other posts. I wonder if it's implemented in the same way.






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#593

Posted 25 June 2013 - 02:58 AM

I notice some reoccurring values pertaining to the color codes: 6666660A (Mafia), 0066CC0A (Da Nang), FF000A00 (Aztecas), though many vary in pattern. For instance, I've seen the apparent Mafia color value appear as A0666666. Source: http://www.gtaforums...st&p=1059043379

I also recon calculating beyond LDT8 could alter vital data too. There is some territory data I wish to alter, assuming it's applicable:

-Ballas & Vagos (plus other gangs too) attack each others territories.

-Hostility alterations. Gangs yield varying degrees of hostility towards each other. For example, Ballas & Grove attack each other on sight; For example, Aztecas & Grove will badmouth each other for 15 seconds before they attack; For example, Da Nang & Vagos attack each other on sight; For example, Triads & Rifas will badmouth each other for 15 seconds before they attack; For example, Mafia & Gang 9 will attack each other on sight; For example, Ballas & Vagos will badmouth each other for 15 seconds before they attack; For example, Grove & Triads will attack each other on sight; For example, Da Nang & Rifas will badmouth each other for 15 seconds before they attack; For example, Aztecas & Triads will attack each other on sight; You get the point. Motivation is: I want all gangs to be friendly towards Grove while Grove is hostile towards them.


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#594

Posted 25 June 2013 - 04:12 AM

Unfortunately, the ped acquaintance structure responsible for hostility levels is in dynamic memory (it's not in the same place every time) so it can't be altered with AR-Max. For this reason I could never offer a cheat code fix for the Madd Dogg glitch. However, this is something that's pretty easy to alter using the Savegame Editor if you can export and import your saves to PC.

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#595

Posted 26 June 2013 - 11:05 AM Edited by King Andreas, 03 July 2013 - 09:22 PM.

If Codebreaker is more powerful than AR-Max in many regards, I recon your save editor eclipses AR-Max, let alone PS2 memory data, assuming I understand this correctly.

Come to think of it, altering the hostility levels might not be worth, being that I disarmed all rivals anyway, but it's still interesting to ponder about.

The term "dynamic memory" is entirely new to me. Judging by the context, it plays "hot potato" with the settings. The only time (during normal game-play) that the hostility is altered is during missions; during mission, all gangs will badmouth each other for awhile, until one gets aggressive.

BabeRuth
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#596

Posted 28 June 2013 - 04:22 AM

Just letting you guy's know. If you need anything tested on Codebreaker I'm here. smile.gif

Jeansowaty
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#597

Posted 17 July 2013 - 12:44 PM

If I could know how to port this stuff into PC, I would try to do it.

OrionSR
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#598

Posted 17 July 2013 - 06:07 PM

Making changes on PC is pretty well documented, but it's considered a modding issue for PC and should be discussed in the II era modding forum. Cheat device codes for PS2 have been traditionally located under cheat and tricks which is the only reason this stuff is tolerated here.

Modifying the zones is easy with a save game editor. Gang cars and peds can often be changed in text data files. CLEO or other scm code modifications offer a great deal of control over almost everything. You'll need to be more specific about the "stuff" you want to port, but again, this isn't the place for this discussion.

King Andreas
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#599

Posted 18 July 2013 - 04:56 AM

If you mean porting in the traditional sense, that's not happening, dude. 3A, 32 & 38 are invalid Gameshark commands; all of which are PC compatible. Although my PC script knowledge is below rookie caliber, I can say I don't think Gameshark codes can convert to PC properly. As for AR-Max, it uses "replacement 1st lines" and requires a game ID for conversions (both lacking in the PC realm), therefore, this is out of the question too. Regarding Codebreaker, I have nothing to derive any sort of conclusion with, though I doubt it's much different. About Raw/Unencrypted codes, they don't even work on the PS2 without proper converting. In the event that you "try" to bypass this successfully, I'd say your expertise exceeds that of Edison Carter.



Benderowy_
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#600

Posted 18 July 2013 - 12:50 PM Edited by szymek78, 18 July 2013 - 03:48 PM.



EDIT://


Nevermind




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