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 Poly Point Arena Notes

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KWG
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KWG


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Join date : 2019-12-18

Poly Point Arena Notes Empty
PostSubject: Poly Point Arena Notes   Poly Point Arena Notes I_icon_minitimeWed Dec 18, 2019 11:31 pm

These are from a PM I received from jazz:

Now, for the good stuff.
0) Forgot to mention this before I wrote the whole thing. For best results, make a backup of your current Wrestlemania stage texture, and then edit the texture and block it all out in one color (or just fill in the transparent areas). The reason for this is that it makes it easier to see how the stretch/movement addies work.
1) Start a match in the Wrestlemania arena.
2) let's start with the ringmat. Open up your memory editor, and go to this addy: 80079AEC. This is the universal pointer for the ringmat polygon data. What I mean by universal is that this is the same addy for all arenas, but the values will change depending on what arena is loaded and what hacks are active. It will always start with 802xxxxx. Now, with the above specific cheat codes selected/deselected, the values at 80079AEC when I made this quick guide was 80298180. If yours is different, try resetting and starting a match at WM arena again. If this still doesn't work, it's alright, don't worry, just follow whatever value is at 80079AEC. If the first value you see is 0118, you're in the right place. Now, you're probably not going to want to mess around with moving or resizing the ringmat, so let's skip that for now. Let's just say you want to make new graphics, like I did with the VPW button-activated texture sets thing. From value 80298180, or whatever your 802xxxx value is, subtract 60 from that addy (hex, not standard). If you did things right, the value at this new addy should be 7777 (and if your original value was 80298180, you should be at 80298120). Now, pause the game if you didn't already have it paused, turn on texture dumping, and change the value from 7777 to 7776. You'll see the ringmat texture change and a new texture will be dumped. 7775 will give you a new texture, and so on, or if you want to go up to 7778, that's cool too-- changing this value to anything will dump a new texture.

'k, so now we have 80298120 7776 as a new texture. and let's throw in 80298120 7775 too for good measure. How do we activate these codes? Use a slightly modified version of the code from WldFb's bragging rights arena:
D00A2621 0007
D115A71E 0001
8138EA00 0077
D015A5D1 0015
D138EA00 0077
8138EA00 0000

In his code, he used '0001' and '0002' for the values in the 8138EA00 part of the code, but that was because it was only meant to work in one arena. In our cases, since we're making codes for each arena, each one needs its own value and activation code so they don't conflict, so I went with '0077' for the Wrestlemania arena. You can change it to something else if you'd like, but for the sake of simplicity, this is what you would end up with:

Quote:


\Arenas\Wrestlemania\Polygon data\Activator (how you name it is up to you)
D00A2621 0007
D115A71E 0001
8138EA00 0077
D015A5D1 0015
D138EA00 0077
8138EA00 0000

\Arenas\Wrestlemania\Ringmat textures
D00A2621 0007
D1064880 2001 (Z+C-right)
81298120 7776
D00A2621 0007
D1064880 2002 (Z+C-left)
81298120 7775


Now, that code only works for normal matches (not cage or ladder match), so eventually you'll need to add another match type activator on top of that, which I'll get to you later because I forgot to get those addies when I did mine, but I think they're on Jamstubbs forum or I'll see if I can track 'em down.

See if you can get that to work, if you have any problems let me know. In case you did get it, I'll give you two more addies to play with:
Ring apron polygon data pointer base address: 80079BC8
just like the ringmat, follow the 802 value there ( in my case it was 802976E0), the first value will be 0118 again.
for creating new textures, subtract 60 hex for the left ring apron (802976E0- 60 hex = 80297680). The first value should be 8AAA. Using the same process as the ringmat, turn on texture dumping, change the texture to 8AAB.

To get the texture for the right ring apron, subtract another 9C0 hex from the previous left ring apron texture addy you just changed (80297680 - 9C0 = 80296CC0). The value should be 4355. Let's change it to 4354. And let's say you wanted to use it as a set with one of the new ringmats you created, so we can do this:

Quote:


Arenas\Wrestlemania\Ring Apron textures
D00A2621 0007
D1064880 2001 (Z+C-right)
81297680 8AAB
D00A2621 0007
D1064880 2001 (Z+C-right)
81296CC0 4354


Alrighty, now here's the really fun part: stages.
The stage polygon data pointer is at: 8007CCF8
Now, later on I'll give you a detailed explanation of how the data is organized and how to find it yourself, but for now, let's skip all that
and just get you familiar with how to stretch/move stuff first. Alright, so following the pointer, I got to 80264680, and the first value is 0000. That corresponds to the first polygon on the arena list, but for now let's take a shortcut to the polygon where you textured your Wrestlemania stage. In this very specific situation, it's at -33D0 hex (unlike the ringmat/ring apron and most other stuff, unfortunately you'll have to manually find these addys because the offset will always change depending on the arena and what arena hacks are active. i'll explain it all later). You should see the following set of values:

Quote:


802612B0 FC72 0000 0456 0000 07E8 07E8 FFFF FFFF
802612C0 FC72 03B6 0456 0000 07E8 0048 FFFF FFFF
802612D0 03A2 03B6 0456 0000 0008 0048 FFFF FFFF
802612E0 03A2 0000 0456 0000 0008 07E8 FFFF FFFF


Alright, here's how this works: the first column, with the values FC72 and 03A2, are your X stretch/movement values. Changing FC72 to FB72 will stretch your arena to the right. 03A2 to 04A2 will move left.

The second column, with 0000 and 03B6 are your Y stretch/movement values. going from 03B6 to 04B6 will move the top two points upward, and from 0000 to 0100 will move your two lower points up as well. Obviously you won't ever need to go below 0000, that's the height for the floor.

The third column , with value 0456 is your Z stretch/movement. It has 0456 for all values because all four points are aligned in a straight horizontal line. This one you want to play around with, changing all four values to the same value (all 0456 to all 0356, or 0556) will move it straight forward or backward, but you can set things at an angle if two points have a lower value than the two back points.

The fourth column is always 0000, and I've no clue what it does or have found any use for it. The first and sixth column are texture mapping, which you can play around with yourself but you probably won't need to use. The seventh and eighth column are the lighting effects on the texture. Now, for most things it will be FFFF all across, which means they have no lighting effects, but if you were to look at the crowd polygons, you'll notice other lower values, which is what makes them darker and have a blueish or whatever hue to them. If you want to play around with hues, they are arranged like this: RRGG BBAA. I haven't found a use for the Alpha, but you can play around with other values if you'd like, but since we can texture stuff now, there's not much use for it (unless you're removing lighting effects and just doing it via texture, which is what makes the crowd/arena textures I've previewed look super bright and cartoony)

Oh yeah, and lastly, the graphic data for your Wrestlemania stage texture is -60 hex from the movement addy (802612B0-60= 80261250). The value is EEEE.

This is a ton of info (or maybe it just felt that way because it took a long time to type up  ), so I hope I was clear enough-- play around with this and get familiar with it, and then we can go from there, I'll hook you up with more addies probably next month. The graphic replacement stuff is neat, but once you get familiar with how to move/stretch stuff, you could make some layered 3D stages if you're up to it, so just give it a go and then I'll show you how to find more of these addies next time. Please contact me if you get stuck anywhere, or have any further questions.
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