That was in the instructions. XD There's a few files that java uses when running programs, and they all needed set to fix the glitch.seems jp2launcher helps.
Glitch is gone
Try not having the top checkbox ticked. It is not set in mine.
I had that issue. It's related to scaling screen text, usually. I made a thread about it on the github. I'll let the creator know that the issue is with Swing claiming to be DPI-Aware, but isn't actually. Here's the fix:
In Java's install location find the java.exe file
right click -> Properties -> Compatibility -> "Overide High DPI Settings" and use "System"
Repeat this for javaw.exe, javaws.exe and jp2launcher.exe
UPS is set up right. It's probably the addresses aren't right. 82, 82, 84, 85... Those are some REALLY big differences. Try only using the 82 dumps together, or only the 84/85 dumps. I suspect it's the shifted DMA issue I've mentioned several times.
@Yohoki - For the Jump, 32Bit Unknown Search, Jump is higher, landing is Lower, right? Did you do it on different Levels, or is the same Level good enough?
Well, if it is the same as God of War 1, it should be a Float. But at least it should narrow things down a lot.If you ask me i would say yes. But you can also find jump Codes with Value 0 for not jump and 1 for jump. Last option is fuzzy
Well... it's complicated.....@Yohoki - For the Jump, 32Bit Unknown Search, Jump is higher, landing is Lower, right? Did you do it on different Levels, or is the same Level good enough?
It probably also has a 0/1 bit that says whether or not I've jumped already, but I actually found a float value that represents Vertical Speed. Since the 2 games are probably made on the same game engine, they probably both use the same ideas for jumping. Should be simple to find real quick since I already know what I'm looking for.If you ask me i would say yes. But you can also find jump Codes with Value 0 for not jump and 1 for jump. Last option is fuzzy
You wouldn't happen to still have the Address area it was around, would you? Just as a reference....Well... it's complicated.....
When you initially jump, vSpeed goes to +100, then drops until it hits 0 at the peak of the jump. But then it goes down to negative numbers (i'll use -100 as max vSpeed) until you land. When you land, it's back to 0 again.
The issue is that Vitacheat isn't programmed to handle float numbers really, so it converts them to hex first. +100 float is 0x42c80000 then +50f is 0x42480000. So the hex gets smaller and small until 0f is 0x00000000.... But then float goes negative and -1f is 0xbf800000 and -100f is 0xc2c80000... so floating points work fine with the < / > options in the positive ranges, but once they go negative, it's backwards... suddenly negative numbers are larger than the positive ones.
So, I ended up searching 0 when on ground and Greater than 0x00000010h when in the air. You could probably put Greater than 0x40000000 when going up and Greater than 0xB0000000 when going down, but gravity plays a small part in vertical motion, so it's not 100% accurate.
If you like, I have some free time now and can get the code for GoW2 real quick.
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It probably also has a 0/1 bit that says whether or not I've jumped already, but I actually found a float value that represents Vertical Speed. Since the 2 games are probably made on the same game engine, they probably both use the same ideas for jumping. Should be simple to find real quick since I already know what I'm looking for.
Also, this one is funnier because it can be used during some cutscenes. XD
_V0 Hold X to Fly
$D502 8230CB50 00000000 #GoW1 823
$C201 00000001 00004000
$0200 8239F6BC 42A00000
$D502 8240CB50 00000000 #GoW1 824
$C201 00000001 00004000
$0200 8249F6BC 42A00000
$D502 82CC4FE8 00000000 #GoW2 82C
$C201 00000001 00004000
$0200 82E6DB54 42A00000
$D502 82DC4FE8 00000000 #GoW2 82D
$C201 00000001 00004000
$0200 82D6DB54 42A00000