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sickbutt Master Cheater Reputation: 0
Joined: 08 Aug 2007 Posts: 283 Location: Between Infiniteh's silky smooth boobieS
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Posted: Wed Nov 30, 2022 3:58 pm Post subject: Find conditions to make certain enemies appear/spawn. |
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I'm trying to find, if possible the conditions/criteria for spawning rare monsters in a game.
Its for the PS2 and I'm using an emu. Now I've found the addresses where the monsters name, stats, and info is stored. When I enter a floor all the possible enemies data is loaded. I tried copying the rare monster info onto an already spawning enemy that respawns after killing. While it changes the name, stats, its still the same monster.
As an example, in the first dungeon, in order to get the rare monster to spawn, you have to get the key to the next floor on the 26th turn. Doing so spawns the rare monster.
Any guidance or help would be appreciated.
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Wed Nov 30, 2022 9:57 pm Post subject: |
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This is something that I would use Ultimap for.
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sickbutt Master Cheater Reputation: 0
Joined: 08 Aug 2007 Posts: 283 Location: Between Infiniteh's silky smooth boobieS
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Posted: Fri Dec 02, 2022 12:54 pm Post subject: |
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++METHOS wrote: | This is something that I would use Ultimap for. |
I have AMD CPU, apparently Ultimap is only for intels T_T. Or has that changed or is there any alternatives?
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sat Dec 03, 2022 12:19 am Post subject: |
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Maybe Ultimap 2. I do not use AMD, so Dark Byte or somebody else would need to confirm.
There is also Code Filter within CE.
For 3rd-party, you can try CDA for 32bit targets.
Not sure how well these solutions may work with an emulator, however, but this is the approach that I would take for what you are trying to accomplish.
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sickbutt Master Cheater Reputation: 0
Joined: 08 Aug 2007 Posts: 283 Location: Between Infiniteh's silky smooth boobieS
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Posted: Sat Dec 03, 2022 2:25 pm Post subject: |
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++METHOS wrote: | Maybe Ultimap 2. I do not use AMD, so Dark Byte or somebody else would need to confirm.
There is also Code Filter within CE.
For 3rd-party, you can try CDA for 32bit targets.
Not sure how well these solutions may work with an emulator, however, but this is the approach that I would take for what you are trying to accomplish. |
Thank you. You have already given me some good leads to follow up on. Gonna do some research and see what I can do. Thank you again.
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Dec 04, 2022 1:11 am Post subject: |
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No problem. You will need to know how to call a function, or, at the very minimum, have some basic understanding of assembly.
Once you can narrow in on the spawning function, you can test to see if it is the right one by either NOP'ing the call, or, placing a return at the start of the function to see if that stops the spawning from occurring.
Once found, you can either create a script to manually call the function, or, manipulate the code so that it executes that block of code whenever you want (dirty workaround). You may encounter a lot of problems with this, depending on how the target handles the data, as well as how you intend on using the spawning feature.
If the function that spawns the rare monster is also used for other monsters, then you may have more work to do, since you will likely need to figure out the specific parameters for the particular monster(s) that you are wanting to spawn.
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