OK,
If this was already eluded to or posted, sorry, I couldn't find it, but...
I figured out one of my 2 switches' pocket positions (#1 has 3 players, #2 has 4 players).
WORKING - Switch #1 - (3 local players):
With 3 local players, the starting slot I need to use for ALL OF THEM*** is offset by 2 players' starting slots.
So:
Normally this would have been:
It seems that when whatever user is logged in and active, they all use the same pocket slots which are now offset based on the # of local players.
This rocks for my use case actually! Less cheat codes in Edizon to scroll down and enable depending on who I am playing at the time.
BUT... I haven't tested simultaneous logged in users, so...
I will test the second switch tomorrow or over the weekend to confirm the 4 player scenario, but it seems that this may work there as well.
So, again, my findings are based only on a 3 local player use case and only when one player is logged in and playing at a time.
I so far only have tested using player 3 slots for all local players on that switch these features:
I'll try to note my switch #2's findings with 4 local players once I get to it.
I built my Edizon file for up to players so I can test my switch #2 easily. Players 5-8 are simple enough to sort out if players 2 & 4 work as I think they will. I can share it interested, but its just players 1-4.
NOTES:
I did not discover any of the pocket positions. Just did some math and testing.
Thanks to all that posted the info!
cheers
j
If this was already eluded to or posted, sorry, I couldn't find it, but...
I figured out one of my 2 switches' pocket positions (#1 has 3 players, #2 has 4 players).
WORKING - Switch #1 - (3 local players):
With 3 local players, the starting slot I need to use for ALL OF THEM*** is offset by 2 players' starting slots.
So:
Normally this would have been:
- Player 1 Pocket #1 position = AD3C7FD8 (mentioned and documented a bunch so far)
- Player 2 Pocket #1 position = AD4FBB50 (slot 1 start + 133B78)
- Player 3 Pocket #1 position = AD62F6C8 (slot 2 start + 133B78)
- Player 4 Pocket #1 position = AD763240 (slot 3 start + 133B78)
- etc...
It seems that when whatever user is logged in and active, they all use the same pocket slots which are now offset based on the # of local players.
This rocks for my use case actually! Less cheat codes in Edizon to scroll down and enable depending on who I am playing at the time.
BUT... I haven't tested simultaneous logged in users, so...
- This is tested only with 3 local players and each time, just ONE LOGGED IN at a time.
- I did not try, and won't try to, use multiple controllers to see what sweet hell this unleashes when two or more local users are logged in and playing at the same time... I never tried multiple logged in local users before, and won't, sorry.
I will test the second switch tomorrow or over the weekend to confirm the 4 player scenario, but it seems that this may work there as well.
So, again, my findings are based only on a 3 local player use case and only when one player is logged in and playing at a time.
I so far only have tested using player 3 slots for all local players on that switch these features:
- Chat buffer to item cheat
- Dupe Slot 1 through slot 20
- Slot 1 x10, x30, x50 multipliers
I'll try to note my switch #2's findings with 4 local players once I get to it.
I built my Edizon file for up to players so I can test my switch #2 easily. Players 5-8 are simple enough to sort out if players 2 & 4 work as I think they will. I can share it interested, but its just players 1-4.
NOTES:
I did not discover any of the pocket positions. Just did some math and testing.
Thanks to all that posted the info!
cheers
j