| SCIII Modification Codes (All Version); Complete with a special CaS Guide | |
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| Tweet Topic Started: Sep 9 2007, 07:33 AM (19,520 Views) | |
| C.T | Jan 27 2008, 01:49 AM Post #166 |
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Ruler
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Is that so? How come I did not see when I searched it up on Google a moment ago. Anyways, to answer this from you which I forgot to respond:
The ELF structure of SCIII isn't unlabeled, it's filled with labels actually, but they are all quoted labels which only directs to bytes (however still helpful in locating codes). I find that SCIII's ELF structure is quite different from other games which are easier to hack into. When you jump to a quoted label, then jump to the addresses, the desired code will majority of the time not be in those addresses themselves but be obscured somewhere in hyphens placed elsewhere down or up the line. |
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| Perseonn Balthasaar | Jan 27 2008, 02:23 AM Post #167 |
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Another Stage of History
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I don't know what's your keyword, but I used no keyword (result in indexing all, 9 results, one of which is the guide sub-forum.) So, how can you find the 'in hyphens'? Did you use trial and error on several codes? What type did you aim (e.g. jal, word, etc.) |
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| C.T | Jan 27 2008, 02:36 AM Post #168 |
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Ruler
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It's mostly trial and error, as I don't grasp any real knowledge of the MIPs programming language. I usually test several of the hyphened codes up and down between the label after I initiate a jump. The labels in SCIII are also confusing and there often multiple labels that indicate they accomplish the same thing (e.g. GameCamera, Camera, BTLCAM). BTW, any progress on that Battle Theater port? Sorry if it seems I'm a bit rushing. |
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| Perseonn Balthasaar | Jan 27 2008, 02:56 AM Post #169 |
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Another Stage of History
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Thanks for the info. I'm quite sure this is the code. Not yet tested: NTSC-J 202356CC 3C014700 202356F0 3C014000 20235700 3C01C600 202356EC 4614A301 NTSC 20234A34 3C014700 20234A58 3C014000 20234A68 3C01C600 20234A54 4614A301 PAL 20235D34 3C014700 20235D58 3C014000 20235D68 3C01C600 20235D54 4614A301 @Cyraxis: Have you confirmed these codes?
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| C.T | Jan 27 2008, 03:07 AM Post #170 |
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Ruler
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Yep, works dandy. Now I'm off to create some crazy videos. ![]() BTW, if you're wondering about that advanced camera hack I've mentioned earlier, here it is. I'm barely able to get an understanding of what the code accomplishes and how it's carried out. Perhaps it can be ported and tested. Camera central point fixing (PAR) 200F6600 3C010000 200F6604 44810000 200F6608 3C010000 200F660C 44810800 200F6610 3C010000 200F6614 44811000 200F6618 0804CAD2 Fixing (R1+ 0) D0473C82 0000D7FF 20132B24 0803D980 Cancellation (R1+×) D0473C82 0000B7FF 20132B24 C6000050 Central point Y-axis operation (main point camera central point fixed necessary cord/code) D0473C82 0000F7FE 200F6610 3C01BC23 D0473C82 0000FDFE 200F6610 3C013C23 Operation: At the time of camera central point fixed mode (Selection with +R1/R2 central point Y-axis movement) ----------------------------------------------- Central point X axial operation (main point camera central point fixed necessary cord/code) D0473C82 0000FBFE 200F6600 3C01BC23 D0473C82 0000FEFE 200F6600 3C013C23 Operation: At the time of camera central point fixed mode (Selection with +L1/L2 central point X axial movement) ----------------------------------------------- Central point Z axial operation (main point camera central point fixed necessary cord/code) D0473C82 0000FFFD 200F6608 3C013C23 D0473C82 0000FFFB 200F6608 3C01BC23 Operation: At the time of camera central point fixed mode (With R3/L3 central point Z axial movement) |
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| Perseonn Balthasaar | Jan 27 2008, 03:40 AM Post #171 |
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Another Stage of History
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I don't know which code go after which, CT :wacko: |
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| C.T | Jan 27 2008, 03:59 AM Post #172 |
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Ruler
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How about just do the initial one, and perhaps the one below it? If it does anything we can steadily attempt the others. |
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| Perseonn Balthasaar | Jan 27 2008, 04:33 AM Post #173 |
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Umm.. I'll try if I have the time. It's night now and I want to rest
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| Kristof | Jan 27 2008, 12:41 PM Post #174 |
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JUST CALL ME DADDY!
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i really enjoy the camera release codes. and that weapon size modifier code is sick, especially in weapon exhibition. any way to modify character size? it would have more variety in CAS creation, i know i would like to make a few of my characters a little taller. |
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| C.T | Jan 28 2008, 12:27 AM Post #175 |
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Ruler
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If you modify your character's size you're altering both height and width attributes, it'll be difficult to alter solely height, unless it's implemented somehow in the game. I did attempt to search for a character size address, however I'm having no luck. It's very likely that character size is not implemented in the game's coding. I did find this sort of useless code which mutes the character (the character does not speak nor move his/her lips). 204B4870 00000000 I guess it would be useful for a new character personality, like one who doesn't talk. EDIT - I toned down and made more sense of the posted camera codes. Let me know when you are able to port them, Perse. |
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| Buster Wolf | Jan 29 2008, 06:55 PM Post #176 |
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Wandering Wolf
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Does this also affect Pre-battle & Post-battle quotes? Like using Soul of Lizardman minus grunting? Wouldn't want to ask for re-do's of certain characters if the quote lines still appear |
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| C.T | Jan 29 2008, 07:52 PM Post #177 |
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Ruler
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It appears to be random, sometimes quotes will show up while other times they won't. It's a pretty much useless code (except for perhaps permanently muting annoying characters such as Yun-Seong or Voldo). And you shouldn't remake characters solely for this reason even if it did worked flawlessly, as the creator of the character would be required a cheating device to recreate the effect. |
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| Cyraxis | Jan 29 2008, 08:44 PM Post #178 |
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Maestro
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It might be of potential use where trying to make a female character with male face 1... -David |
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| C.T | Jan 29 2008, 10:32 PM Post #179 |
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Ruler
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Added standard character edit color camera release codes for NTSC-U. I'll tackle the central camera fix code since Perse isn't doing it yet. EDIT - Here's the initial part of the central camera fix code: 200F6600 3C010000 200F6604 44810000 200F6608 3C010000 200F660C 44810800 200F6610 3C010000 200F6614 44811000 200F6618 0804CAD2 D046DBA2 0000D7FF (R1+Circle to activate) 20132ac4 0803D980 D046DBA2 0000B7FF (R1+X to disable) 20132AC4 C6000050 It can be activated in any battle. As of now it doesn't do much, only bailing out of the customary camera mode into a centered and fixed camera state. As soon as I am successful in porting the X, Y, and Z axis codes however it would allow you to manipulate the camera further in this state, I suppose. EDIT 2 - Not anything related to the central camera fix code, but I've got a much better character freeze and defreeze code. Unlike the one we have, this one keeps the character's current stance/position intact and they don't slide. It's also shorter. D046DBA2 0000FFFD 201d5d80 10000121 D046DBA2 0000FFFB 201d5d80 10640131 L3 to activate, R3 to stop |
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| Perseonn Balthasaar | Jan 31 2008, 09:25 AM Post #180 |
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Another Stage of History
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Way to go, C.T. I've re-arranged the first post and put a ToC. |
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BTW, Google has already indexed the guide forum









12:32 AM Jul 11