Yes - I am curious how it is determined where it is found. For example, if you open a save in a Hex Editor - all you see are offsets, how is it calculated or determined where the address is (Main, Heap, Base)?
Yes - I am curious how it is determined where it is found. For example, if you open a save in a Hex Editor - all you see are offsets, how is it calculated or determined where the address is (Main, Heap, Base)?
So since it is a save, or essentially all memory address written to disk then everything is Static.
But when you load the game the addresses from your save will be Randomized depending on how they are loaded from the game code, which is why we have to create pointers.
And to find a pointer you would find the difference between the offset from game save 1 to game save 2 (possibly more depending on how it changes)
now that I know the value of master hand I could search for him in wol when playing as him if someone loads the wol level where you play as him and do a 32bit unsigned search for 89102cbf you should get around 18 results someone may have to dig through these results and see how he's loaded to make it possible to load him outside of this battle. as im not sure since when playing as master hand its all loaded into Base values and not the Main memory this is about the best I can do someone else will have to figure out how to make him load as I have no clue what to look for at this point but I did most of the digging so someone should be able to pick up from where I left off and get this working the other bosses should in theory be possible also you may just need to do the same thing load a battle with them and search for their values to see how they are loaded
I completed all the way up until you were able to play as Master Hand on WoL. Just load slot 2 and you'll be ready to go into the fight. I will be attaching the save game to this post. I also will be attaching pictures of the base addresses and their results. I've tried setting the character addresses to the ones shown in the ZIP File (There's 17 pictures), and some of them were slightly different, such as C1FFFF13 and C1000013 working as a substitute for C1005113, but I didn't get the results I wanted. I'm going to test things even further to see if there's anything I missed. I'd also like to point out the fact that [MAIN+0x064F53A8] and [MAIN+0x064EECA8] are also static addresses that hold the character's current value. The MAIN Addresses were just posted as plain photos. I'll dig deeper and see if I can find anything of interest. Hopefully we can make Master Hand Playable outside of WoL.
I completed all the way up until you were able to play as Master Hand on WoL. Just load slot 2 and you'll be ready to go into the fight. I will be attaching the save game to this post. I also will be attaching pictures of the base addresses and their results. I've tried setting the character addresses to the ones shown in the ZIP File (There's 17 pictures), and some of them were slightly different, such as C1FFFF13 and C1000013 working as a substitute for C1005113, but I didn't get the results I wanted. I'm going to test things even further to see if there's anything I missed. I'd also like to point out the fact that [MAIN+0x064F53A8] and [MAIN+0x064EECA8] are also static addresses that hold the character's current value. The MAIN Addresses were just posted as plain photos. I'll dig deeper and see if I can find anything of interest. Hopefully we can make Master Hand Playable outside of WoL.
Master Hand will be really cool to play outside the story version of the game , and also use it for playing the story from the begining i hope you can achieve it , it will be a Mater cheat code !!!! :-) .
If you need to test some cheat let me know i have erased the game for complete and i am in 1.2 versions
I completed all the way up until you were able to play as Master Hand on WoL. Just load slot 2 and you'll be ready to go into the fight. I will be attaching the save game to this post. I also will be attaching pictures of the base addresses and their results. I've tried setting the character addresses to the ones shown in the ZIP File (There's 17 pictures), and some of them were slightly different, such as C1FFFF13 and C1000013 working as a substitute for C1005113, but I didn't get the results I wanted. I'm going to test things even further to see if there's anything I missed. I'd also like to point out the fact that [MAIN+0x064F53A8] and [MAIN+0x064EECA8] are also static addresses that hold the character's current value. The MAIN Addresses were just posted as plain photos. I'll dig deeper and see if I can find anything of interest. Hopefully we can make Master Hand Playable outside of WoL.
I did manage to get all the character ID values from the ui_charbd file in the game data including all the bosses. When I searched for master hands value on wol it was loaded in a different area of memory that seems to be dynamic. But the main address locations if I set them to master hands value in wol and then go change my character in the selection screen it will say I’m master hand but attempting to leave the character menu will result in infinite loading due to master hand having no overworld model that should be loaded by the player. This does work with giga bowser however.
I did manage to get all the character ID values from the ui_charbd file in the game data including all the bosses. When I searched for master hands value on wol it was loaded in a different area of memory that seems to be dynamic. But the main address locations if I set them to master hands value in wol and then go change my character in the selection screen it will say I’m master hand but attempting to leave the character menu will result in infinite loading due to master hand having no overworld model that should be loaded by the player. This does work with giga bowser however.
A significant chunk of memory (~400MB) is added to the memory in the Master Hand fight compared to anywhere else in WoL or VS. Mode (Dumps at around ~2.6GB on Master Hand, ~2.26GB anywhere else). Wonder if a value we might be looking for is stored there? I feel like what we're looking for might be near the character address in the form of a flag or something and because of this, I've tried writing surrounding address to be the same as in the Master Hand battle. Unfortunately, that's failed. Here's what I've tried:
At first I wondered if it might be a Character ID that isn't in the Character DB, so that's what my first few attempts were. The next was me thinking that if I made the game think we were in the Master Hand event, Master Hand would load, so I set things around the character address to what they were during the event. Still no success.
A significant chunk of memory (~400MB) is added to the memory in the Master Hand fight compared to anywhere else in WoL or VS. Mode (Dumps at around ~2.6GB on Master Hand, ~2.26GB anywhere else). Wonder if a value we might be looking for is stored there? I feel like what we're looking for might be near the character address in the form of a flag or something and because of this, I've tried writing surrounding address to be the same as in the Master Hand battle. Unfortunately, that's failed. Here's what I've tried:
At first I wondered if it might be a Character ID that isn't in the Character DB, so that's what my first few attempts were. The next was me thinking that if I made the game think we were in the Master Hand event, Master Hand would load, so I set things around the character address to what they were during the event. Still no success.
A significant chunk of memory (~400MB) is added to the memory in the Master Hand fight compared to anywhere else in WoL or VS. Mode (Dumps at around ~2.6GB on Master Hand, ~2.26GB anywhere else). Wonder if a value we might be looking for is stored there? I feel like what we're looking for might be near the character address in the form of a flag or something and because of this, I've tried writing surrounding address to be the same as in the Master Hand battle. Unfortunately, that's failed. Here's what I've tried:
At first I wondered if it might be a Character ID that isn't in the Character DB, so that's what my first few attempts were. The next was me thinking that if I made the game think we were in the Master Hand event, Master Hand would load, so I set things around the character address to what they were during the event. Still no success.
That’s my guess that there is a flag somewhere that allows the bosses to load. 1 thing I haven’t tried yet was making a code to modify the player 2 slot or player 3 slot to see if any boss character will load in that slot kinda of like in previous games where master was only controlled from the player 3 slot the best way would probably get memory dumps when fighting bosses as they only load on certain levels so maybe that flag is set true somewhere when fighting them so comparing memory dumps from different boss fights might help us find the flag if it exists.
Also I think I know a way to make a giga bowser code that will work in all modes so there isn’t a crash after winning in normal smash mode. The game crashes when loading the victory screen since there’s no announcer audio clip to say winner is giga bowser. We could modify the values that change the icon and victory data to be a valid character like Mario but leave the loaded memory address as giga bowsers ID this in theory should allow giga bowser to win a smash battle or classic battle without a crash as on the victory screen he will just t-pose
That’s my guess that there is a flag somewhere that allows the bosses to load. 1 thing I haven’t tried yet was making a code to modify the player 2 slot or player 3 slot to see if any boss character will load in that slot kinda of like in previous games where master was only controlled from the player 3 slot the best way would probably get memory dumps when fighting bosses as they only load on certain levels so maybe that flag is set true somewhere when fighting them so comparing memory dumps from different boss fights might help us find the flag if it exists.
Also I think I know a way to make a giga bowser code that will work in all modes so there isn’t a crash after winning in normal smash mode. The game crashes when loading the victory screen since there’s no announcer audio clip to say winner is giga bowser. We could modify the values that change the icon and victory data to be a valid character like Mario but leave the loaded memory address as giga bowsers ID this in theory should allow giga bowser to win a smash battle or classic battle without a crash as on the victory screen he will just t-pose
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