How hard would it be to edit cpu ai? It would be nice to be able to play against a computer that rolls a ton so I can get better at for glory.
Huh. That's weird. Any other characters that have crashed on you? Maybe if a big enough list is compiled, a pattern will appear. Or at least we'll know which characters don't like AnimCmd.Link does not crash when edited.
Yes. It's been stated time and time again to make a seperate filesystem with only the files being changed. :\I need help. Once everything finishes with patches, and it starts to patch "resource (us_en)" a popup box says "DTLS.exe has stopped working". Is it because I'm choosing the folder with every single DTLS file? Do i need to make a new folder with only the modded files
can anyone help me? -.-'
That's what I DID.Yes. It's been stated time and time again to make a seperate filesystem with only the files being changed. :\
okLord and savior gabe newel is here to help and to give you 99% off all steam games
ELI5 for the resident idiot (it me)I was poking at that Wii U update which leaked earlier and found a nice file called patchlist in the list of CRC hashes. Well, apparently this file has a complete crc-index-to-filename table, very neat. It's also referenced in code and I'm more than willing to bet that the patch updates use this to check files against vs resource(us_en) or w/e. Has strings like data/item/pokemon/fokko/packed and data(us_fr)/ui/result/packed in it as well which is neat.
Similar file to resource or resource(us_en). These are basically "seed" files for getting more information out of dt/ls, if you don't know either of those names then it's difficult to figure out what goes where. Also, it's not in index order to the ls file apparently, but it has most if not all the actual data that's there, so you could run through patchlist and extract everything. For patch data that is, I don't know if the original data uses this. Could be useful for repacking though.ELI5 for the resident idiot (it me)
I was poking at that Wii U update which leaked earlier and found a nice file called patchlist in the list of CRC hashes. Well, apparently this file has a complete crc-index-to-filename table, very neat. It's also referenced in code and I'm more than willing to bet that the patch updates use this to check files against vs resource(us_en) or w/e. Has strings like data/item/pokemon/fokko/packed and data(us_fr)/ui/result/packed in it as well which is neat.
Basically, the game reads the vanilla non updated files first by reading through the ls and resource file for the region in question, and then uses the resource entry to get the offset inside those "packed" files for the file data. Each packed file contains most if not all the files in the directory. The patchlist file contains a crc table of the pack files that have been updated and the path to them. afaik it could be used to speed up the patching process, rather than looping through the whole resource file to piece together a path & crc. The resource files are likely only there to just entirely replace the originals rather than update each entry.ELI5 for the resident idiot (it me)
You can easily move update data to SD so it could be a viable option. I'd imagine you could remove the /packed entries and add individual files, right?Yepyep! This is part of how Soneek's patching stuff works iirc. You can actually add new entries to the patchlist and update the entries in the resource files and get the game to handle everything else itself.
Basically, the game reads the vanilla non updated files first by reading through the ls and resource file for the region in question, and then uses the resource entry to get the offset inside those "packed" files for the file data. Each packed file contains most if not all the files in the directory. The patchlist file contains a crc table of the pack files that have been updated and the path to them. afaik it could be used to speed up the patching process, rather than looping through the whole resource file to piece together a path & crc. The resource files are likely only there to just entirely replace the originals rather than update each entry.
But yea, using this information to forge updates could be possible. I never looked into updates on the 3ds, but this was one of the preferred options for the wiiu side of things.
The screen freezing on css is an issue with hans, not my apps. It also only affects o3ds.will there ever be a fix to the screen freezing?
Asynchronous_Timer(Frames=19)
Unknown_E74(Unknown=0x0)
Script_End()
Asynchronous_Timer(Frames=19)
Unknown_E74(Unknown=0x0)
Add/Set_Momentum(Unknown=2,Unknown=-2,Unknown=0x1)
Script_End()