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Post by MaVeRicK on Mar 26, 2019 8:22:53 GMT 10
I think i've figured it out, was interesting to find the files that contain the weapon and apparently a sidepack (guess for the first run) are in these files ' \rpd_b1\fsm\leon_s02_0500.scn.19' and ' \rpd_b1\fsm\claire_s02_0500.scn.19' sidenote; the poor herb that's the subject of this abuse is found at offset ' 2CF28h' or in decimal ' 184104' from the start of the file another way to find it is, it's the last 'blueherb' found in ' rpd\item\common.scn.19' it was the one of the easiest and earliest items to find in a B run, only the red herb is closer but I settled for the blue herbs {Spoiler}{expand}claire's hex part after the 'FailureCount' thingy
01 00 00 00 DD 01 00 00 01 00 00 00 06 01 00 00 03 00 00 00 0D 00 00 00 0F 00 00 00 04 00 00 00 01 01 00 00 00 00 00 00 |
01 00 00 00 DD 01 00 00 01 00 00 00 06 01 00 00 03 00 00 00 0D 00 00 00 0F 00 00 00 04 00 00 00
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sidepack IDweapon IDammo typeammo countupgradetried directly pasting the whole block, but first I got the sidepack only after editing it so it's like a weapon hex block (01 00 00 00 00 00 00 00 03 ...) I got the weapon, but it was taking up two slots (stretched) also the ammo count when picking it up was 15, and putting it in inventory reduced it to 13 after a bit of experimenting I figured out the right hex pattern for open world items poor blue herbs 01 00 00 00 00 00 00 00 03 00 00 00 0F 00 00 00 0D 00 00 00 00 00 00 00 04 00 00 00 00 00 00 00 FF FF FF FF |
the bytes marked in yellow; (I'm guessing this is the culprit for the taking up two slots/stretched) first byte was '04' before I changed it to 00 the second byte was '01' before I changed it to 00 (was going to link to the speedrun.com url for the RE2 Damage Chart where I found out what value goes with which upgrade, but couldn't find it anymore, so here's a mega upload of the pdf) In that pdf you can see that '4' corresponds to 'JMB Hp3 + Laser Sight' so in the end it boils down to.. yet another single byte This is all great work archer... damn I have started at that sidepack part of s02_0500.scn for hours trying to figure out how on earth does work and you figured it out... hell I'm still not sure I understand it, so I'll go eat something and re-read all of this. I think you should turn this into a mod.btw, any chance you know where keypad lockers are (like DCM & SZF)
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Post by archerpz on Mar 26, 2019 8:38:21 GMT 10
This is all great work archer... damn I have started at that sidepack part of s02_0500.scn for hours trying to figure out how on earth does work and you figured it out... hell I'm still not sure I understand it, so I'll go eat something and re-read all of this. I think you should turn this into a mod.btw, any chance you know where keypad lockers are (like DCM & SZF)yea that sidepack threw me off too, it was the only location that had "trunk" in the file or something, and the only place that made sense too (rpd_b1) I think that is also a clue as to how the "second run" items work, since that patrol car trunk has both the sidepack, AND the upgrades the bytes are in a different location though, it's weird I'm guessing the plain text files have the keyvalues order mixed up or something, like; "item" "ammo type" "starting ammo" and then in another file "item" "starting ammo" "ammo type" capcom pls on those lockers, I don't know for sure, but the CAP locker was in "rpd\item\" leon/claire_common so I'm guessing the DCM locker is in the same file? maybe you can find it searching for the magnum/smg ammo values and the SZF in one of the waterfront files? really don't know edit; line 8380h, in ' \rpd\item\leon_common.scn.19' 01 00 00 00 6C 02 00 00 00 00 00 00 12 00 00 00 |
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Post by MaVeRicK on Mar 26, 2019 8:44:41 GMT 10
on those lockers, I don't know for sure, but the CAP locker was in "rpd\item\" leon/claire_common so I'm guessing the DCM locker is in the same file? maybe you can find it searching for the magnum/smg ammo values and the SZF in one of the waterfront files? really don't know You'd think right! I found CAP so figured the other two should work the same... buuuut can't find them. And as you can see the order of values can change from file to files so it's tough finding a value. For example trying to find the 4 45acp ammo values left in the rpd files is just a nightmare... I'm trying to find 1A but where I think all my mod ideas now are paralyzed by those leftover items in lockers I don't know how to change. And seriously that sidepack is somehow also the pistol has depressed me a little bit, like how did you even figure it out. I've already figured out the jmb's value because it's obvious it's 03 but even then I still couldn't find it.. I was just staring at "cartrunk and sidepack" feeling like I must be an idiot
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Post by MaVeRicK on Mar 26, 2019 8:46:32 GMT 10
edit; line 8380h, in ' \rpd\item\leon_common.scn.19' 01 00 00 00 6C 02 00 00 00 00 00 00 12 00 00 00 |
Which locker is this you know?
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Post by archerpz on Mar 26, 2019 8:53:48 GMT 10
You'd think right! I found CAP so figured the other two should work the same... buuuut can't find them. And as you can see the order of values can change from file to files so it's tough finding a value. For example trying to find the 4 45acp ammo values left in the rpd files is just a nightmare... I'm trying to find 1A but where I think all my mod ideas now are paralyzed by those leftover items in lockers I don't know how to change. And seriously that sidepack is somehow also the pistol has depressed me a little bit, like how did you even figure it out. I've already figured out the jmb's value because it's obvious it's 03 but even then I still couldn't find it.. I was just staring at "cartrunk and sidepack" feeling like I must be an idiot what .45 acp values are you still looking for? if they are the second run items, it could be that they are the same as how the sidepack/gun work the first part has the 9mm bullets, or 0F, and then a bit further there's the 1A byte I think I already managed to change that, if the bullets in the night duty room are the type you're having issues with Which locker is this you know? I haven't tested it, but I'm pretty sure that's the DCM locker that's what the file hints at (3FW Corridor) maybe claire's is called "Machinegunb" or whatever, can probably find it by searching for "3F" in claire's file
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Post by MaVeRicK on Mar 26, 2019 9:07:02 GMT 10
if they are the second run items, it could be that they are the same as how the sidepack/gun work the first part has the 9mm bullets, or 0F, and then a bit further there's the 1A byte I think I already managed to change that, if the bullets in the night duty room are the type you're having issues with Lockers in: RPD 1F\Break Room RPD 1F\West office RPD 1F\Dark room RPD 3F\East stairwell Sewers\Workers' Break room Lab B1\Stairwell room and maybe Sewers\G2 fight\Under Container You're right I did find what I thought was them, found 0F but didn't know where 1A was. I'll try to figure it out. Although to make sure I was in the right place, I tried to switch 0F to 1A and started a new game but the lockers still had 9mm so maybe I was in the wrong place. Which locker is this you know? I haven't tested it, but I'm pretty sure that's the DCM locker that's what the file hints at (3FW Corridor) maybe claire's is called "Machinegunb" or whatever, can probably find it by searching for "3F" in claire's file Thank you so much. I'll spend some time testing it.
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Post by archerpz on Mar 26, 2019 9:10:33 GMT 10
actually, I don't think there are items like that in the first file (ones that are one thing in the A run, and one thing in the B run) I do however think I've spotted handgun bullets getting turned into ink ribbons for hardcorea few bytes after " FailureCount" in ' \rpd\item\common.scn.19' 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 01 00 01 00 00 00 D1 04 00 00 00 00 00 00 0F 00 00 00 42 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 01 01 00 00 00 00 00 00
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same stuff as the sidepack/weapon section my guess; handgun bulletsno effect on normal or hcbullets count? (20 is ink ribbon, this was data from the west office locker, changed 0F and to 03 and got a red herb, 42 is spark shot upgrade) edit; x2
edit; next occurence of "42 00 00 00", seems to be the second run part so either '02' means less bullets or less ink ribbons on the B run (if that's the same item)
'02' is the bullet count, 42 doesn't seem to affect anything (tested on hc and normal) 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 01 00 01 00 00 00 03 05 00 00 00 00 00 00 1A 00 00 00 42 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 01 01 00 00 00 00 00 00
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not sure what the other bytes signify though
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Post by archerpz on Mar 26, 2019 9:24:36 GMT 10
Lockers in: RPD 1F\Break Room RPD 1F\West office RPD 1F\Dark room RPD 3F\East stairwell Sewers\Workers' Break room Lab B1\Stairwell room and maybe Sewers\G2 fight\Under Container You're right I did find what I thought was them, found 0F but didn't know where 1A was. I'll try to figure it out. Although to make sure I was in the right place, I tried to switch 0F to 1A and started a new game but the lockers still had 9mm so maybe I was in the wrong place. Thank you so much. I'll spend some time testing it. you're welcome the " Break Room" is " Night Duty" in the files, I was able to change the handgun ammo in the lockers (thats the one i mentioned a while ago that turned into handgun bullets, and made me realize you need to start a new save sometimes) that's in the ' rpd\item' folder, the ' common' file has the handgun bullets, the enhanced gunpowder is in ' leon/claire_common' file (white/yellow) if you search for ' 00 00 00 00 00 00 1A 00 00 00' you will find 7 occurences in the vanilla file, but not all of them are after " FailureCount", so best to manually check them I counted 4 in the common file that come after " FailureCount"
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Post by MaVeRicK on Mar 26, 2019 9:56:03 GMT 10
you're welcome the " Break Room" is " Night Duty" in the files, I was able to change the handgun ammo in the lockers (thats the one i mentioned a while ago that turned into handgun bullets, and made me realize you need to start a new save sometimes) that's in the ' rpd\item' folder, the ' common' file has the handgun bullets, the enhanced gunpowder is in ' leon/claire_common' file (white/yellow) if you search for ' 00 00 00 00 00 00 1A 00 00 00' you will find 7 occurences in the vanilla file, but not all of them are after " FailureCount", so best to manually check them I counted 4 in the common file that come after " FailureCount" Sir, you need to understand that I have followed your instructions, changed all the correct values, tested it, and it WORKS! Yet I still don't get it Edit: Also I'm guessing the value right before ' 00 00 00 00 00 00 1A 00 00 00' is ammo count 04, 02... etc Edit #2: Yeah finished checking and all 4 in the RPD work. So I can't thank you enough. The one in NEST works the same way, found it working similarly in laboratory/item/common. The ones in wastewater though, not finding them.
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Post by archerpz on Mar 26, 2019 10:06:28 GMT 10
Sir, you need to understand that I have followed your instructions, changed all the correct values, tested it, and it WORKS! Yet I still don't get it So I can't thank you enough. The one in NEST works the same way, found it working similarly in laboratory/item/common. The ones in wastewater though, not finding them. glad it worked and yes, that's programmers in a nutshell "It works and I don't know why" and "It doesn't work and I don't know why" to be sure they're the right files, have you tried looking for the rook/knight plug? that locker should be in there also, this little edit speeds things up for a fresh test run in the B scenario; swapped blue herb byte with '83' which is the Courtyard Key
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Post by MaVeRicK on Mar 26, 2019 10:13:53 GMT 10
Sir, you need to understand that I have followed your instructions, changed all the correct values, tested it, and it WORKS! Yet I still don't get it So I can't thank you enough. The one in NEST works the same way, found it working similarly in laboratory/item/common. The ones in wastewater though, not finding them. glad it worked and yes, that's programmers in a nutshell "It works and I don't know why" and "It doesn't work and I don't know why" to be sure they're the right files, have you tried looking for the rook/knight plug? that locker should be in there also, this little edit speeds things up for a fresh test run in the B scenario; swapped blue herb byte with '83' which is the Courtyard Key Thanks, I've actually resorted to using a cheat table's "Universal Item" option. Makes you open anything with anything. So you can just open that courtyard door, go upstairs and open the shutter door (that needs square crank) and get to the other side of the crashed helicopter. Items seem to not be affect since all of them spawn. But doing this in some scenarios doesn't spawn enemies, but I've gotten used to what triggers what by now.
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Post by archerpz on Mar 26, 2019 10:16:00 GMT 10
Edit: Also I'm guessing the value right before ' 00 00 00 00 00 00 1A 00 00 00' is ammo count 04, 02... etc if you mean for lockers, it's the byte a bit further ahead after "FailureCount" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 01 00 01 00 00 00 4E 04 00 00 00 00 00 00 0F 00 00 00 00 00 00 00 04 00 00 00 00 00 00 00 00 00 00 00 |
the '4E' and '04' are most likely part of a set of 4 bytes ' 4E 04 00 00' unique identifier? ' 00 00 00 00' padding? ' 0F 00 00 00' itemcode ' xx 00 00 00' unknown, testing some stuff right now ' xx xx 00 00' count
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Post by MaVeRicK on Mar 26, 2019 10:19:41 GMT 10
Edit: Also I'm guessing the value right before ' 00 00 00 00 00 00 1A 00 00 00' is ammo count 04, 02... etc if you mean for lockers, it's the byte a bit further ahead after "FailureCount" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 01 00 01 00 00 00 4E 04 00 00 00 00 00 00 0F 00 00 00 00 00 00 00 04 00 00 00 00 00 00 00 00 00 00 00 |
the '4E' and '04' are most likely part of a set of 4 bytes ' 4E 04 00 00' unique identifier? ' 00 00 00 00' padding? ' 0F 00 00 00' itemcode ' xx 00 00 00' unknown, testing some stuff right now ' xx xx 00 00' count Testing... Edit: Yupe! That worked.
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Post by MaVeRicK on Mar 26, 2019 10:31:59 GMT 10
So I can't thank you enough. The one in NEST works the same way, found it working similarly in laboratory/item/common. The ones in wastewater though, not finding them. to be sure they're the right files, have you tried looking for the rook/knight plug? that locker should be in there both item/common & fsm/s04_0050 have the chess pieces while fsm/s04_0100 have values for G2 area (crane) Edit: I think it's in s04_0050. Found same style values "FailureCheck" and "FailureCount". I'll test it (damn that'll take some time.
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Post by archerpz on Mar 26, 2019 11:16:40 GMT 10
to be sure they're the right files, have you tried looking for the rook/knight plug? that locker should be in there both item/common & fsm/s04_0050 have the chess pieces while fsm/s04_0100 have values for G2 area (crane) Edit: I think it's in s04_0050. Found same style values "FailureCheck" and "FailureCount". I'll test it (damn that'll take some time. I don't think FailureCheck will work trying out normal difficulty, currently dealing with this problem, any ideas? west office locker
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