|
Post by CommanderFOX on Apr 15, 2021 5:57:58 GMT 10
Regarding weaponPartList.lvt (Raid)
Part ids (3 bytes) & param:
Damage 6 - 00 01 07; unknown offset, too many results
Cornucopia 3 - 03 0F 07; offset = F24 | (Ammo Regen) - float32 = "7" offset = EF2 Cornucopia 4 - 04 0F 07; offset = F6F | (Ammo Regen) - float32 = "3" offset = F3D
Bottomless Pouch 5 - 05 22 07; offset = 1C9E Bottomless Pouch 6 - 06 22 07; offset = 1CE9 | (Shock Regen Time) - float 32 = "210" offset = 1CB7 Bottomless Pouch 7 - 07 22 07; offset = 1D34 Bottomless Pouch 8 - 00 23 07; offset = 1E24
Auto Loader 4 - 04 10 07; offset = 10E6
Gluttony 2 - 04 14 07; offset = 1500
Console exclusive parts (coop_table.arc from my GSC mod contains weaponPartList.lvt with them if you want to inspect):
Rare Finder 1 - 01 31 07; offset = 29CD Rare Finder 2 - 02 31 07; offset = 2A18 Rare Finder 3 - 00 32 07; offset = 2A63 / 2A72 (2 results)
EXP Boost - 00 33 07; offset = 2AAE / 2ABD (2 results) BP Boost - 00 34 07; offset = 2AF9 / 2B08 (2 results)
|
|
|
Post by nick26 on Apr 15, 2021 18:52:56 GMT 10
Thank you for the characters codes, I have updated my previous post. I have been looking into this new stuff, and damn, campaign parts are so easy to mod, why raid parts are so complicated? Anyway, you are right, the weaponsPartList contains the info on the raid parts. I tried to mod them and it works! Here are damage 5, damage 6 and fire rate 3 strings
01 05 00 07 80 01 06 00 00 00 01 01 00 00 00 01 00 00 07 80 01 06 00 00 00 03 00 00 70 41 03 00 00 00 00 02 1F 00 00 00 01 1E 00 00 00 01 FD 94 02 00 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00 01
01 04 00 07 80 01 05 00 00 00 01 01 00 00 00 01 00 00 07 80 01 05 00 00 00 03 00 00 40 41 03 00 00 00 00 02 1F 00 00 00 01 1A 00 00 00 01 3D CB 01 00 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00 01
01 02 01 07 80 01 09 00 00 00 01 01 00 00 00 01 00 01 07 80 01 03 00 00 00 03 00 00 B0 41 03 00 00 00 00 02 1F 00 00 00 01 18 00 00 00 01 23 77 01 00 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00 01
So, the structure seems to be 01 <part code (3 byte)> 80 01 (as always) plus... a lot of stuff! Unfortunately the structure seems to be different from the weapon tag structure, infact as we can see, the fifth "block" of bytes always contains the values of the modified parameter (00 00 70 41 -> 15%, ecc...). So it's no longer like <param code> <param value>. While it is wasy to mod parts values I don't know how to add more properties. Do you know the codes of STARS, BSAA and FBC parts? I think those are the only ones with multiple properties and it would be really helpful to see their structure.
p.s. where did you get those part codes? It seems like we have different ones. For example, for me, damage 6 is 05 00 07 and bottomless punch 8 is 07 22 07.
edit: I think I found the codes of those parts:
STARS 00 30 07 FBC 16 30 07 BSAA 32 30 07
the only problem is that the weaponsPartList file does not contain these parts.
|
|
|
Post by CommanderFOX on Apr 16, 2021 1:48:57 GMT 10
Thank you for the characters codes, I have updated my previous post. I have been looking into this new stuff, and damn, campaign parts are so easy to mod, why raid parts are so complicated? Anyway, you are right, the weaponsPartList contains the info on the raid parts. I tried to mod them and it works! Here are damage 5, damage 6 and fire rate 3 strings 01 05 00 07 80 01 06 00 00 00 01 01 00 00 00 01 00 00 07 80 01 06 00 00 00 03 00 00 70 41 03 00 00 00 00 02 1F 00 00 00 01 1E 00 00 00 01 FD 94 02 00 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00 01 01 04 00 07 80 01 05 00 00 00 01 01 00 00 00 01 00 00 07 80 01 05 00 00 00 03 00 00 40 41 03 00 00 00 00 02 1F 00 00 00 01 1A 00 00 00 01 3D CB 01 00 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00 01 01 02 01 07 80 01 09 00 00 00 01 01 00 00 00 01 00 01 07 80 01 03 00 00 00 03 00 00 B0 41 03 00 00 00 00 02 1F 00 00 00 01 18 00 00 00 01 23 77 01 00 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00 01 So, the structure seems to be 01 <part code (3 byte)> 80 01 (as always) plus... a lot of stuff! Unfortunately the structure seems to be different from the weapon tag structure, infact as we can see, the fifth "block" of bytes always contains the values of the modified parameter (00 00 70 41 -> 15%, ecc...). So it's no longer like <param code> <param value>. While it is wasy to mod parts values I don't know how to add more properties. Do you know the codes of STARS, BSAA and FBC parts? I think those are the only ones with multiple properties and it would be really helpful to see their structure. p.s. where did you get those part codes? It seems like we have different ones. For example, for me, damage 6 is 05 00 07 and bottomless punch 8 is 07 22 07. edit: I think I found the codes of those parts: STARS 00 30 07 FBC 16 30 07 BSAA 32 30 07 the only problem is that the weaponsPartList file does not contain these parts. STARS, FBC and BSAA are here: RESIDENT EVIL REVELATIONS\dat\DAT_02\dlc\archive\game\coop_table\coop_table_dlcSTARS II, FBC II and BSAA II are in the dlc file too on the console version. I got most of the part codes from here: gbatemp.net/threads/resident-evil-revelations-1-2-research.510992/ since I am using files from the Nintendo Switch port + the Switch port is also little endian. It seems they changed some ids of the original parts like damage indeed. Edit: Here is the coop_table_dlc extracted from the Switch containing the STARS II, FBC II and BSAA II parts: www.mediafire.com/file/1ybk0crxfluyo4e/coop_table_dlc_SwitchPort.zip/file
|
|
|
Post by nick26 on Apr 16, 2021 3:06:32 GMT 10
Mhm I think they have a lot of parts with wrong codes. I have been using these ones (changing the endianess) 360 parts and they all work fine. Damage and bottomless punch are definitely the right ones. Anyway, I think I got how parts are coded, let take for example damage 5 (04 00 07). It's line is 01 04 00 07 80 01 05 00 00 00 01 01 00 00 00 01 00 00 07 80 01 05 00 00 00 03 00 00 40 41 03 00 00 00 00 02 1F 00 00 00 01 1A 00 00 00 01 3D CB 01 00 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00 04 00 07 is the part code In the second "block" 05 00 00 00 don't know what it does, I should do more testing. Third block is always 01 00 00 00 for each part. Fourth block is the interesting one 00 00 07 80. 00 07 is the code for damage, if you change it to 01 07 (that is 00 01 07 80), is becomes fire rate (indeed in the fire rate parts, that block is 00 01 07 80). The only problem is that it doesn't change the text of the bonus, when you equip the part it will always write "damage +x%". Although, if you chance x (block 6) the displayed value changes accordingly. Still, when you equip the part you will see the fire rate of the weapon changing (and not the damage), and testing it in game, your weapon won't deal more damage but it will fire faster. I tested this with other bonuses and it works perfectly. Fifth block is 05 00 00 00 , it says it is part n°5. Block n°6 is where the value of the bonus is stored: 00 00 40 41, that is 12 (12%). I don't know what the other values are for, may be to tell the game which weapon can equip those parts and stuff like that. Let see now stars part: 01 00 30 07 80 01 A1 00 00 00 01 02 00 00 00 01 00 30 07 80 01 00 00 00 00 03 00 00 80 40 03 00 00 20 41 02 1F 00 00 00 01 16 00 00 00 01 8A 2D 01 00 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00 01 this is a part with 2 bonuses, but it still has only one code for the bonus description: 30 07. It seems like it is not possible to add more bonuses to parts (like for tags), becouse each part can have only one code that describes the bonus (so I guess we just need to hope that our version of the game recognizes the codes of the new parts). In this case we have 2 values, and as we can see, block 6 and 7 (00 00 80 40 and 00 00 20 41) contain those values.
|
|
|
Post by CommanderFOX on Apr 16, 2021 4:58:46 GMT 10
Alright I went down the weaponPartListDLC file:
STARS II: 01 30 07 FBC II: 11 30 07 BSAA II: 21 30 07
STARS II Block:
01 01 30 07 80 01 A4 00 00 00 01 03 00 00 00 01 00 30 07 80 01 00 00 00 00 03 00 00 70 C2 03 00 00 00 00 02 1F 00 00 00 01 28 00 00 00 01 00 5A 62 02 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00
Effect 1 param: 00 00 70 C2 = -60% (recoil) Effect 2 param: 00 00 00 00 = Auto-Loader (empty)
FBC II Block:
01 11 30 07 80 01 A5 00 00 00 01 03 00 00 00 01 10 30 07 80 01 00 00 00 00 03 00 00 34 43 03 00 00 00 00 02 1F 00 00 00 01 28 00 00 00 01 00 5A 62 02 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00
Effect 1 param: 00 00 34 43 = 180 (regen time seconds for grenades) Effect 2 param: 00 00 00 00 = - (grenade type does not seem to be in this file)
BSAA II Block:
01 21 30 07 80 01 A6 00 00 00 01 03 00 00 00 01 20 30 07 80 01 00 00 00 00 03 00 00 20 42 03 00 00 00 00 02 1F 00 00 00 01 28 00 00 00 01 00 5A 62 02 03 00 00 00 00 03 00 00 00 00 03 00 00 00 00 01 00 00 00 00 01 01 00 00 00
Effect 1 param: 00 00 20 42 = 40% (ammo drop rate) Effect 2 param: 00 00 00 00 = - (amount of ammo regen does not seem to be in this file)
Edit: Applying the Stars 2 block over normal stars does not change the part effect. So this version of the game unfortunately does not recognize the effect code. The BP value for the part ingame changed, Firepower is still 4% for some reason, critical hit shows as 0%.
|
|
|
Post by nick26 on Apr 16, 2021 6:11:44 GMT 10
This is weird, so these parts have the exact same effect code of the original ones? I am looking at STARS, FBC and BSAA and their effect codes are 00 30 07 , 10 30 07 , 20 30 07. How is this even possible? There has to be something else going on. It kinda makes sense that if you swap STARS string with STARS 2 string critical becomes 0, after all it has the same effect code but the second parameter (which gives the bonus critical in our version) is zero. But damage should be decreased by 60%, it's weird it did not happen. I made a couple of tests and I realized that the second parameter is used in the part description, so even if you change the real effect, for example with another that uses one parameter only, the game will always use the second parameter for the description, although it won't have any effect ingame. I testes this with BSAA part, replacing 20 30 07 with 00 01 07 (fire rate) and putting 50 and 100 as parameters. The game claims 100% BP drop rate but I never got any BP, neither I was able to recover life, but my fire rate was increased by 50%.
p.s. ammo regen is definitely coded somewhere else, I read in the japanese guide that the regeneration depends on the weapon type, so it just can't be a single number.
|
|
|
Post by CommanderFOX on Apr 16, 2021 6:45:57 GMT 10
This is weird, so these parts have the exact same effect code of the original ones? I am looking at STARS, FBC and BSAA and their effect codes are 00 30 07 , 10 30 07 , 20 30 07. How is this even possible? There has to be something else going on. It kinda makes sense that if you swap STARS string with STARS 2 string critical becomes 0, after all it has the same effect code but the second parameter (which gives the bonus critical in our version) is zero. But damage should be decreased by 60%, it's weird it did not happen. I made a couple of tests and I realized that the second parameter is used in the part description, so even if you change the real effect, for example with another that uses one parameter only, the game will always use the second parameter for the description, although it won't have any effect ingame. I testes this with BSAA part, replacing 20 30 07 with 00 01 07 (fire rate) and putting 50 and 100 as parameters. The game claims 100% BP drop rate but I never got any BP, neither I was able to recover life, but my fire rate was increased by 50%. p.s. ammo regen is definitely coded somewhere else, I read in the japanese guide that the regeneration depends on the weapon type, so it just can't be a single number. I suppose we need to understand the other files about Parts too, they can't be just there for no reason. (weaponPart.lvt, weaponPartIndex) I think the weapon ammo drops are in weaponAmmoMagnet.lvt Also it'd be interesting to see what'd happen if you put the Tag effect code for recoil on a Part if that would work or not.
|
|
|
Post by nick26 on Apr 16, 2021 7:34:10 GMT 10
This is weird, so these parts have the exact same effect code of the original ones? I am looking at STARS, FBC and BSAA and their effect codes are 00 30 07 , 10 30 07 , 20 30 07. How is this even possible? There has to be something else going on. It kinda makes sense that if you swap STARS string with STARS 2 string critical becomes 0, after all it has the same effect code but the second parameter (which gives the bonus critical in our version) is zero. But damage should be decreased by 60%, it's weird it did not happen. I made a couple of tests and I realized that the second parameter is used in the part description, so even if you change the real effect, for example with another that uses one parameter only, the game will always use the second parameter for the description, although it won't have any effect ingame. I testes this with BSAA part, replacing 20 30 07 with 00 01 07 (fire rate) and putting 50 and 100 as parameters. The game claims 100% BP drop rate but I never got any BP, neither I was able to recover life, but my fire rate was increased by 50%. p.s. ammo regen is definitely coded somewhere else, I read in the japanese guide that the regeneration depends on the weapon type, so it just can't be a single number. I suppose we need to understand the other files about Parts too, they can't be just there for no reason. (weaponPart.lvt, weaponPartIndex) I think the weapon ammo drops are in weaponAmmoMagnet.lvt Also it'd be interesting to see what'd happen if you put the Tag effect code for recoil on a Part if that would work or not. I was thinking about that too, problem is that part codes and tag codes are completely different (for example 12, that is the recoil code, for parts is the short distance damage code). But there is something I want to try: there are a lot of unused effect codes and I want to see what they do. I don't think they are "empty codes", after all why would you jump from 02 to 04 without using 03? The usued codes are 03 07 0D 07 15 07 16 07 1A 07 1B 07 1C 07 1D 07 1E 07 1F 07
|
|
|
Post by CommanderFOX on May 19, 2021 23:32:36 GMT 10
weaponPartIndexA: weaponPartIndexB: weaponPartTable: weaponPartParamTable: playerTalentTable:
|
|
|
Post by Kirin77 on May 20, 2021 23:39:01 GMT 10
Yeah i know this is reallyyy late but i want to make some correction and some things need to be added.
pl1200 is Chris (Wetsuit with diving gear) and pl1210 is Jill (Wetsuit with diving gear) wp1110 is L. Hawk not MP5 wp1210 is P90 wp1820 is Knife with black grip
GUI (weapons): wp00 = M92F wp01 = Government wp02 = G18 wp03 = PC356 wp04 = Python wp05 = L. Hawk wp06 = Python (again?) wp07 = MP5 wp08 = P90 wp09 = AUG wp10 = G36 wp11 = High Roller/Golden AK-47 wp12 = Windham wp13 = M3 wp14 = Hydra wp15 = Drake wp16 = M40A1 wp17 = PSG1 wp18 = Muramasa wp19 = RPG7 wp20 = RPG7 Located in: RESIDENT EVIL REVELATIONS\nativePC\archive\gui\mybag\
|
|
Posts: 59
|
Post by keomaa on Dec 1, 2021 1:48:33 GMT 10
Do you have found anything about stars, fbc and bsaa parts? im trying to figure it out too. but i only could edit que first effect for fbc. 8% range to 32%. Cant find 10% strong enemies damage or 30% damage reduction on normal enemies.
|
|
Posts: 59
|
Post by keomaa on Dec 2, 2021 2:10:59 GMT 10
ok i was able to edit stars, bsaa and fbc with sucess. Thanks for commanderfox and your discussions
|
|
|
Post by Kirin77 on Dec 2, 2021 8:07:27 GMT 10
ok i was able to edit stars, bsaa and fbc with sucess. Thanks for commanderfox and your discussions Sadly, CommanderFOX already passed away 3 or 4 months ago IIRC (
|
|
Posts: 252
|
Post by skuld on Dec 2, 2021 21:00:09 GMT 10
ok i was able to edit stars, bsaa and fbc with sucess. Thanks for commanderfox and your discussions Sadly, CommanderFOX already passed away 3 or 4 months ago IIRC ( Wait what? really, Rest in peace. Where did you get that info?
|
|
|
Post by Kirin77 on Dec 3, 2021 8:04:33 GMT 10
Sadly, CommanderFOX already passed away 3 or 4 months ago IIRC ( Wait what? really, Rest in peace. Where did you get that info? From Steam, on CommanderFOX's profile, his friend wrote it that he's passed away (
|
|