Nah, that's the easier stuff to implement, anything to do with memory editing is usually easy. When you have to rewrite functions and that though, then you need to take the time to RE it.
by the by, if you look at ammo in the code.bin it will lead you to animations for a true rapid fire bowgun, I wouldn't release that personally, buuut this will also help you find motion values and other animations which is useful
MH4G_JPN v1.2
[Change Weapon Element]
00DCDCD4 E1D040DB
00DCDCD8 E92D000E
00DCDCDC E3A0400X <- Element type
00DCDCE0 E3A0300X <- Ailment Type
00DCDCE4 E3A010YY <- Element type value
00DCDCE8 E3A020YY <- Ailment type value
00DCDCEC E5C0400C...
Text -> UI -> UI elements
You can search for text ascii values and should be able to trace that back to the UI since they have to display in the text box
MH4G_JPN v1.2
[Attack Power 65535, Restrictions Removed]
00AFD74C E51F1294
00AFD750 E6FF1071
00AFD754 E1C710B0
00AFD764 E3A00000
00AFD4C0 0000FFFF <- 65535
Note: Although attack power varies depending on the weapon, it is the same from the...
everything has a different offset, there is no one offset for every code otherwise conversion would be insanely quick and easy
1782324410
MH4U v1.1 EUR
[ASM Trap Place]
00664620 E1A00000
I'll port it
1782160424
[Monster HP Display, MH4U_EU v1.1, xv]
0872D8C8 41600000 <- X-Scale of Text (Font size)
0872D8CC 41600000 <- Y-Scale of Text (Font size)
0872D8D0 3F000000 <- Letter Spacing (Font size)
50DEC784 00000000
E0DEC784 00000030...
Hello everyone!
This is my first post here :)
This works on the Japanese version of MH4G.
I haven't made the codes for the US or EU versions yet.
[Monster HP Display, MH4G_JPN v1.2, xv]
B10F12A4 00000000
000089CF 41400000
000089D3 41400000...