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 Miscellaneous Addresses

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KWG
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KWG


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Join date : 2019-12-18

Miscellaneous Addresses Empty
PostSubject: Miscellaneous Addresses   Miscellaneous Addresses I_icon_minitimeWed Dec 25, 2019 7:40 pm

---------------------------
hey what's at 0x34BDC0?
some list ends at 0x3656F0.
---------------------------

0x1A75E0 - long name?
0x1A75F9 - short name?

0x6E300 - japanese alphabet of some sorts?


0x2ED438: [80197F08]
80197F08: current word to decode

0x6FD00 is for combo artists
--------------------------
81164ACA 0032 = infinite attributes code (yay me)
--------------------------
8007F430: around this area is where you can find who is loaded.
same with 800A0730.
--------------------------
crowd animation is 8 ticks before switching
--------------------------
in edit mode, 80119110 holds the pointer to where a bunch of
interesting information is stored. (including movesets, uncompressed)

moveset format:
[flag][value]
[0] [000]

flag:
0x0 = Normal
0x1 = Changed
0x2 = KO
0x4 = Blood
0x8 = Favorite
add those up for multiple. (e.g. ko + blood = 0x6)

0x8003C912 ???
---------------
80109C38
i call this latest area suspicious.

80110002
this one too
---------------
8009B080
this is where AKI stores their pif1 for the controller routines.

a pointer to 80057028 is found nearby.
8009B150 contains the inputs of P1.

0x2004 = Z+C down
---------------------------
8003FA0C
Hey, there are ID2s of stables here...
---------------------------
80157B58
lol lots of function pointers (the first one is called from RAM:800)
---------------------------
80178864
stores what item you are on in preferences menu.
this is useful to know since certain things won't let you pass.
---------------------------
80048670
This seems to be the seed for the random number generator, possibly.
---------------------------
8008DC58
pointer to ??? used for can't edit text?

802C5750 (stored at 8008DC08), (data from 8008DC48), (data from 8008DC50),
(data from 8008DC4E),
related stuff

runtime instructions 800E9604, 800E9614, 800E9618, 800E96E4, 800E9708,
800E9720 (this one is important?), 800F0C90 (compares pointer)
?

801042C4 (referenced by pc 8008F0C)

800F0CA4
last bookmark

802ED390
where the can't edit text pointer ends up getting stored; this will be
00000000 if you can edit the player

pc 80009038
where it writes the pointer

pc 80008FFC
??
---------------------------
8003C890
pointer to ???

---------------------------
what does the code at 80012190 do? it's called by 80012170, which also sets one
of the wrestler location vars

8015D9AC during a battle royal match has a few pointers

in a normal match, they are something like this:
8016C764 - P2 start?
8016C450 - P1 Start?
8016C764 -
8016C450 -
8016C450 -

8016CD8C
8016C450
8016CD8C
8016C450
8016C450
---------------------------
801157D8 - messing with this word can change the camera during the intro somehow.
---------------------------
found this at 8004A16C:
0510 -
0538 -

0560 -
0588 -

05B0 -
05D8 -

0600 -
0628 -

0650 -
0678 -

06A0 -
06C8 -

06F0 -
0718 -

0740 -
0768 -
---------------------------
seem to be related to the get up timer in MMA matches
8015AFE3 - ? (PC 800EEFE8 runtime modifies this: SH S2 0xAFE2 (AT))
8015AFEB - Graphic (Digit 2)
8015AFEB - Graphic (Digit 2)
---------------------------
PC 8001A78C-8001A790
Is this what prevents mask ripping from working on created wrestlers?
ANDI V0 V0 0x800
BNEZ V0 8001A7B8
---------------------------
possible P2 mask locations
8003BD16
800A38E2

80046778 <- data

more things
800A3860 was [16D2]
800A3868 was [16D3] once
800A3A88

80046828 is a pointer to [80046778], which is Mask 1
---------------------------
in menus
801A92A4 = battle royal number of wrestlers index
0x01 = 4 wrestlers
....
0x0A = 40 wrestlers

801A8F74 = P1 number of wrestlers on team
801A8FFC = P2 number of wrestlers on team
801A9084 = P3 number of wrestlers on team
801A910C = P4 number of wrestlers on team

801A9194 = number of remaining blocks (?)
---------------------------
8009B0C8 - unknown;
8017811A - unknown; PC 8011D46C stored 0001 once
---------------------------
8104BD78 - pointer to current model on arena select?

(these pointers will change based on memory)
80196DA0: budokan
80198480: dome, dome road
801A94E0: AKI hall
80193500: kawasaki
--------------------------
codes from my gameshark:

8016C13F 0000 "No Time RR"
800A43DC 0064 "100 League"
801768B5 xxxx "stadium select"
--------------------------
800A4054 controls replay status.
--------------------------
8009FCE0 - written to by PC 8012AEC4 when swapping player controls?
--------------------------
ram 8008DBE0
has a pointer to 80128534 (and then 801285D8 right next to it)
--------------------------
ram 800A4160
this is some menu state/match type thing

8012B19E

8012B184 - this value is ???.

800B5D14 -> controls stadium? I set this to 0x04 and got the dome ramp.
I set this to 0x0A and got the locker room. haha what

8012C458 -> If this is nonzero (0x0000), then there's a belt.
8012C45A -> controls which character slot (0x00-0x03) to show.
(this is during the locker room portion of the intro)

another one
800980A0 -> modifies intro start camera? idk

wrestler id slots (for the beginning of the next intro)
801190AC - player slot 1 (P1)
801190A8 - player slot 2 (e.g. P1 Manager)
801190A4 - player slot 3 (e.g. P2 in 1v1 matches)
801190A0 - player slot 4 (e.g. P2 Manager)

8012C458 - music control (and more. wtf?? set to 0x0005 for mad fun)
0x00: wrestler 1
0x01: wrestler 2
other than that this thing is wild.

800A24B4

800A0730 - this changes one of the wrestlers via ID4
800A0734 - this changes one of the wrestlers via ID4
------------
801190DA - control length of time in locker room
0x03C0 is one of the generic tracks
0x08E8 is giant baba's theme. (longgggg)
--------------
801A6450 ??
--------------
noticed this on the console:
every time it has to load the text for "falcon arrow" on exhibition data, it
flashes for a second. (has to re-read the text? dunno.)
--------------
8016C13A - timer minutes [wldfb]
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