Author Topic: Game addresses: items, badges, enemy info, MOAR  (Read 52300 times)

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #90 on: December 07, 2011, 10:32:14 AM »
I think you misunderstood what I meant. This is the sentence as it is in the guide:
- Shady Paratroopa, Red Spiky Buzzies, and the Chapter 2 enemies use item sets that are not used anywhere outside of Glitzville.

Maybe it should be changed to:
- Shady Paratroopa, Red Spiky Buzzies, Hyper Bald Clefts and the Chapter 2 enemies use item sets that are not used anywhere outside of Glitzville.

You see, the first three are all Glitzville-specific enemies, and they all have unique item sets. The HBCs seem to have the same item set as other Clefts minus the badges, but it's still, in effect, unique.

Going back to what we were talking about regarding statuses, I've got one more thing to share that you probably already know. There are three statuses with identical effects, but they can stack. They are the Counter / Payback / Rebound / Reflect / "whatever you want to call them" statuses. Here are the three:

1. Spite Pouch's effect - Grodus casts this on himself.
2. Return Postage's effect
3. Bobbery's Hold Fast effect

Obviously, 2 and 3 can't stack because 2 is only for Mario and 3 is only for Bobbery. However, 1 stacks with both, and Zap Tap and Double Pain stack too. You can use Double Pain, Zap Tap and Return Postage along with a Spite Pouch to reflect twice the enemy's full attack power plus one. P-Up D-Down increases the damage reflected too. Obviously, high HP is useful for this strategy, but it's always nice to see enemies seriously hurt themselves!

Do we know why Feeling Fine doesn't always prevent Freeze, but it seems to prevent getting frozen from eating an Icicle Pop, Zess Frappe or Snow Bunny? Or does Ice Power have anything to do with it? Also, there's the weirdness of Feeling Fine preventing Electrified (except Zap Tap).
« Last Edit: December 07, 2011, 04:23:07 PM by avengah »

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #91 on: December 07, 2011, 02:11:13 PM »
No idea, I can't say that I'd know how to look for that in the data, either.

And yeah, I do need to fix the H. Bald Cleft thing, I thought it was the same as normal H. Clefts', so I didn't note it.

milesluigi

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #92 on: December 07, 2011, 11:34:20 PM »
I just wanted to update the thread that indeed the latest version of Dolphin does fix the graphical issues of previous versions. Mario now goes down the pipe swirling instead of a silhouette appearing at the front of the screen.

A new PM:TTYD video in 1080p I think.  :D

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #93 on: December 08, 2011, 10:06:08 AM »
Hmm, I'll have to get that.  I've been having problems getting past the sewers without my favorite version glitching on me anyway.  Hopefully, the debug'll be faster too; r7155d(?) only runs at 7 FPS at best.

Could you provide a link?

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #94 on: December 08, 2011, 11:27:09 AM »
I just wanted to update the thread that indeed the latest version of Dolphin does fix the graphical issues of previous versions. Mario now goes down the pipe swirling instead of a silhouette appearing at the front of the screen.

A new PM:TTYD video in 1080p I think.  :D

And there I thought that was something you added to make it unique!

milesluigi

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #95 on: December 08, 2011, 11:33:47 AM »
Heh, no.  I just downloaded the latest version and started with a new user folder. That is all.

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #96 on: December 08, 2011, 01:11:21 PM »
Again, link? Never mind, just got 3.0-202-dirty and it seems to work fine, including the graphics.  Unfortunately, the debug still runs at, like, 5 FPS, but oh well.

Also, the fixed version of the drop guide's up; I didn't put the Destructors in, as I haven't gotten to that point on my status-testing file yet.
« Last Edit: December 08, 2011, 01:34:25 PM by jdaster64 »

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #97 on: December 08, 2011, 04:35:51 PM »
I tried repeatedly stealing from HC, CD, CD, HC on Twilight Trail, and it seems their drop tables are HC, HC, AD, HC.

BTW Milesluigi, you should change that bit on your badge website that says "All Para- enemies" under Multibounce.

EDIT: Also, maybe change Simplifier and Unsimplifier so they say "One available at start, one available after Chapter 6" or something like that.
« Last Edit: December 08, 2011, 05:35:44 PM by avengah »

milesluigi

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #98 on: December 08, 2011, 09:01:15 PM »
^Thank you. I created the badge setup creation website as my final project for web development (javascript) class, and I'm happy that the applications flaws are being pointed out so I can correct them.

I have a question for jdaster64. Do you think you could look for similar address numbers near Mario's and his partner's hp value. I'm curious to know what's the likelihood of Mario being set asleep too, and if any of his partners are more/less vulnerable to it. Also, how these values change when Feeling Fine is put on.

Regarding the Dolphin version, I was using Dolphin-win-x64-v3.0-204.
Everyone should read this excerpt from Dolphin's google code page regarding the bug:
Well, finally I did it, bounding box issues are *almost* fixed.

Here they are, the missing X-Nauts! (check screen)

After reading a lot, it was a rather simple fix.

Fix:

In UpdateBoundingBox (VertexManager.cpp), change

o[1] = (o[1] + 1.0f) * 240.0f;

to

o[1] = (1.0f - o[1]) * 240.0f;

Enable copy efb to texture and disable display list cache.

Mario's paper moves work, boat flips work correctly, and xnauts appear!
Yep. A simple math problem has been causing all of the issues. If I was working on Dolphin, this would be me: :facepalm:
« Last Edit: December 08, 2011, 09:10:13 PM by milesluigi »

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #99 on: December 09, 2011, 01:27:06 AM »
I don't think Mario and partners' "weaknesses" are fixed values; my guess is that the chances of attacks inflicting certain ailments are hard-coded into enemy attack data.

On a related note, you should make a video showcasing the effects of various badges on enemies, like you showed in picture form on the second page of this topic.

I believe the code for editing the first or second enemy's held item/badge would be:
02AF30B0 0000XXXX.

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #100 on: December 11, 2011, 02:21:18 PM »
Sorry, one more minor thing on the badge setup website, regarding FP Plus - it says: Found in Boggly Woods (Hidden block at waterfall near Great Tree). It's not in a block; it's just there, behind the waterfall.

Oh, and Power Rush P and Happy Heart P can be held by the Glitzville Shady Paratroopa. Mega Rush (P)s can be held by the Glitzville Red Magikoopa, and Boomerang and Fire Brothers.
« Last Edit: December 11, 2011, 02:30:51 PM by avengah »

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #101 on: December 11, 2011, 07:41:38 PM »
I'll edit those in once I get the Destructors' data in my status/level/coin data-collecting runthrough.  Whoops, thought you meant they were missing from my guide.  At any rate, I finally had the time to finish Chapter 1's data today (save for a few coin values I can easily get on the way back to the Thousand-Year Door or in the Pit later); I think I'll probably do the Pit of 100 Trials in its entirety next, then run through the rest of the game.
« Last Edit: December 11, 2011, 07:46:30 PM by jdaster64 »

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #102 on: December 12, 2011, 02:10:31 PM »
I also fixed Feeling Fine and Feeling Fine P to state that they don't work against freezing, burn or allergic.

Well, Ice Power prevents burnt, but how do you come to the conclusion that Feeling Fine doesn't work against frozen? I cooked several meals - three Icicle Pops, three Zess Frappes and three Snow Bunnies, and removed all my badges. Sometimes the meals would freeze me, sometimes not (and if not, I'd shake slightly and a star would appear, the same as if you get hit by an attack that does 0 damage). Then I put Feeling Fine on, and none of them froze me. I thought Ice Power might make a difference, but it doesn't.

However, I also seem to recall being frozen occasionally while wearing Feeling Fine. Maybe some ways of getting frozen are blocked, but not others? I can't remember how I ended up getting frozen while wearing Feeling Fine, but it could have been by the stage, or maybe an enemy using an Ice Storm or ice attack. I suppose more testing is required to establish how exactly Feeling Fine works against being frozen.

Maybe just to be complete, it'd be a good idea to test different ways of getting burnt while wearing Feeling Fine but not Ice Power. I'm pretty sure it doesn't stop burnt at all, but I'm not 100% sure.
« Last Edit: December 12, 2011, 02:12:02 PM by avengah »

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #103 on: December 12, 2011, 02:39:56 PM »
Feeling Fine doesn't stop the X-Nauts PhD from burning you with the red potion, that I know from experience.

And, just to show I've made some progress, here's a random excerpt from what I've gotten thus far (I'm currently halfway through the Pit of 100 Trials after Chapter 1):

Enemy Name.......... Coins LV BA Status-Effects (Note, all 99s are actually 100s)
Dull Bones           1     09 -- 00 95 50 00 50 99 99 90 99 99 99 99 99 95 90 10 90 99 90 99 99 50
Spiked Gloomba       1~2   13 -- 80 90 80 99 80 99 99 80 99 90 99 90 99 90 80 90 90 99 80 99 99 80
Boo                  1~3   17 -- 50 50 10500 50 99 99 50 99 90 99 90 99 95 60 50 90 99 10 99 99 10
Bandit               2~3   11 -- 99 90 70 99 99 99 99 70 99 95 99 95 99 99 90 95 80 99 90 99 99 95
Lakitu               2~3   11 -- 80 90 10599 80 99 99 99 99 90 99 90 99 95 80 90 99 99 80 99 99 95
Bob-omb              1~2   12 -- 70 99 70 00 70 15099 99 99 90 99 90 99 95 80 90 80 99 80 99 99 95
Spiny                1     09 -- 80 90 80 99 80 99 99 70 99 90 99 90 99 95 90 99 30 99 90 99 99 99
Dark Koopa           1~2   16 -- 75 80 70 99 70 99 99 70 99 85 99 85 99 85 80 75 70 99 70 99 99 70
Parabuzzy            1~3   20 -- 75 90 10599 75 99 00 75 99 90 99 90 99 95 75 60 90 99 75 99 99 95
Dark Paratroopa      1~2   17 -- 75 80 10599 70 99 99 70 99 85 99 85 99 85 80 75 95 99 70 99 99 70
Bulky Bob-omb        1~4   22 -- 90 75 70 00 70 15099 99 99 80 99 80 99 95 70 80 20 99 70 99 99 95
Poison Pokey         1~3   23 -- 75 60 60 99 70 99 99 40 99 85 99 85 99 90 70 80 70 99 70 99 99 95

I find it interesting that some enemies have numbers over 100; in particular, most flying enemies have a Dizzy stat of 105.  I'm curious as to what that fourth number after the dashes is; it seems to be 0 on Dry Bones, Boos, and Bob-ombs, but 100 on everything else.  Or for that matter, why the Bob-ombs' sixth stat is 150 where almost everything else has a 100.

Just to reiterate, the known order right now is Sleep, Stop, Dizzy, -, Confused, -, Burn, Freeze, -, Shrink, -, -, -, Defense Down, -, Fright, Gale Force, -, -, -, -, Showstopper; with all dashes being unknowns.
« Last Edit: December 12, 2011, 02:43:24 PM by jdaster64 »

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #104 on: December 12, 2011, 03:01:14 PM »
Excellent; nice to see the progress. We can probably try to work out some of the unknown values once we see the full list - comparing enemies with each other and seeing what they have in common.

Yeah, I'm almost certain that Feeling Fine doesn't stop you getting burnt at all. Frozen is interesting, though. Maybe there is more than one type of getting frozen? Maybe Feeling Fine prevents one type but not the other?