The marked areas on the screenshot are of importance and I'll just briefly describe them here:(http://www.justnopoint.com/zweifuss/tutorial/tutorial04.gif)
1 - 'Search' - Search will be used to look for values in memory. This will only be used the first time you search for a new value, every new search for this value will be searched for using the 'Filter' button.
2 - 'Filter' - This is used after 'Search' is used once. It filters the searches down based on certain criteria, which will be expanded on later.
3 - 'Process Selector' - Using the pull-down menu here, select the running Chankast process. This tells ArtMoney which process to search in.
4 - 'Found Addresses Window' - If you tell ArtMoney to do so, it will dump all the found addresses in here. Usually it's not a good idea to do this at the very start of the search, as thousands of unintelligable values will be dumped here on the first search.
5 - 'Address Editor Window' - Here is where you'll be editing the addresses. The arrows between these two areas push all the values to this window. The top one puts the selected values in the left window to the right, while the bottom one puts all of them in.
6 - 'Load' - This loads up an ArtMoney table. I will provide you with some that I have done, with help from JJWE for some addresses.
7 - 'Save' - Save the table once the values have matched up with your PC. This will be explained later.
Now if you want to mess around with options go ahead. I'll highlight the areas of interest for you
In the 'Additional' Tab, The top portion played a great role for me when I was ripping 'non-flashing' Gill way back when I first started using ArtMoney. But after I discovered the animation test method, I sort of disregarded this part. Either way, I found the values above for refresh-time and freeze-time to be good enough to hold the freeze on Gill to prevent him from altering his colour. You see, if these values aren't low enough he would rapidly switch between colours even if I had his colour address frozen! This happened because as the game was feeding him his new palette, ArtMoney wasn't quick enough to turn it back to the value I had frozen. So that's why they have to be low to work. The bottom box I highlighted is useful if you want to see the addresses in Hexadecimal mode. It's just nice sometimes to be able to see how the game works, because this is much closer to actual program code than the Integers we will be using.
A question: anyone know the relation between the addresses you get in artmoney and those specified in shot factory (Kawaks)? They don't seem to be the same...I don't think these addresses are related.
4. I found the memory addresses of all the resources, but when attempting to freeze them or to change them your program will change the value, then the game will update with the old values again a few seconds later. What to do?
Value can be coded. Use "Search of coded value".
Warning: this topic has not been posted in for at least 30 days.was a neat new addition to the forum I never knew of =P
Unless you're sure you want to reply, please consider starting a new topic.
You know. I never knew that O_OThat works for NeoGeo games too (but who use these games, nowadays, when we can play button-mashing Capcom ones? :P), and not only on Kawaks but also on Nebula (and maybe on NeorageX, but I haven't used that one for years ^__^ ) .
Also I have not tried this yet but in the new version of artmoney there is an emulation search that is supposed to be able to assist you somehow.It works, searches are reduced to the Emulated machine's RAM, so searches are instant.
I think I've found a way around the half-ticks by using a cheat code that plays the game at the slower SSF2 speed. Doesn't seem to do any skipping at all.
Thanks for the velocity tips. :)
Not sure if this would be the right place for this but it is relavent to the topic so...are you sure you searched in all the address range?
In Asura Blade and some other non-cps related games one cannot find the timer, and the axis can't be found either....
When you search for an unknown value, nothing shows up.... is there any solution?
If one has located the continues and the wincount counter.... is it possible to find the other values such as axis timer and background with those?sort of, once you find something you know in which address range to search for more
If by chance I can't find the timer on some games or the game does not have a timer *cough* Melty Blood *cough* I locate the X axis as default instead. Now we have a range to look in it shouldn't take too long to find.
You can use anything I make without restriction. Feel free to add to my artmoney table and share it with others.
Below is my reminder text for ripping.
154
111
freeze value = 300
Anakaris Frame value to produce Black Screen 1198 then increase 2 values
154 & 111 are the #s needed to scale the characters correctly.
To rip do a super jump in the air, pause the game and set the Freeze Value to 300. Make sure to pick Anakaris for Player 2 and set his sprite value to 1198. You want to be on the clock stage so you can get a grey BG. Unpause the game.
Your character should be frozen in the air and the background should be gone. If the background is not gone try frame advancing P2 (Anakaris's) value 1 to 2 times.
Once you have your character frozen in the air with the bg removed you can start from 0 with player 1's value and frame advance till you run out of frames. Chankast will crash or lock up.
Turn it back on and repeat with another character. Please share anything you rip. And good luck.
Focus your search on only one of the digits then. Different games store values differently. Searching for exact values isn't necessary and may give bad results.
but I get...283386 values. There's no way I can find the X axis for this game in all of those values.You have to do that several times in a row. And I mean several. Change it sometime : don't move and filter with unchanged values, etc.
integers of 2May want to try different types other than 2. I've only come across games that use integers of 1 & 2. But this game may be different.
Sorry about bumping but the tutorial said that because two of the values started with "00E" he picked those. What does having "00E" have to do with the X axis? Is it the value that has the least number of numerical sequential duplicates?I came up with "00E" because everything I had found up to that point had had "00E" as the 1st 3 "digits". Usually all the values are near each other in regards to character data. So if you find the x axis and y axis have for example 01D in common then you pretty much know that the other values you seek will start with 01D.
Because I'm trying to mess around with Destruction Desire and I keep getting like 2XXXXXX values. How would you find the X values of P1 in a game that is not an emulator and does not have a timer?
Strange, that's what I was doing. At the end I would always get 2 values. But they weren't regular number values. They'd be like E46F and 53DA or something.
EDIT: COOL!! I found the X AXIS!!!!! You know what sucks though? Guess what it is...
8DFE
How the hell am I supposed to manipulate that...oh well...I'll save it.
So if I were to move the BG pieces, what color would the new blank BG be? Black?Maybe. In MVC2 the bg is different depending on the stage. I rip from a gray bg.
Are there any moves that make the BG a solid color?
QuoteSo if I were to move the BG pieces, what color would the new blank BG be? Black?Maybe. In MVC2 the bg is different depending on the stage. I rip from a gray bg.QuoteAre there any moves that make the BG a solid color?
You still need to give an answer :P
If the game has transparencies you want a black bg at least for that. In CVS2 I can use the black bg from Akuma's IHM by locking it.
The zoom should be somewhat easy to find. Zoom in then search, zoom out then search, don't zoom at all, then search :P
I need to find out how to find BG zoom and colors.You said this in the other thread so I thought the game had zoom ala Samurai Shodown or something.
kofxi jap version, i guess ? i ripped the nrg directly from disc, but the memory adresses should be the same, gonn give ita try tonight.Yes, jap version. But now I have doubt if I did everything correct. Because now I'm trying to explore KOF 2003 and getting the same results ¬_¬"
BE CAREFUL WHEN DEBUGGING THE VALUES SINCE THEY ARE ALL WRITTEN IN HEXADICIMAL !!!!!So you are meaning that if I see weirtd values for axis and so, I must enable hexadecimal view to decode the values correctly?... sounds very logical since emulation works witrh hexa modes in some stuff.
A common mistake here is reading the valeus in decimal form and not knowing they are just a representation of the hexadecimal form...
Today I decided to give a try on artmoney for debbuging the values on samurai shodown VI for use it on my project. Since I already have a lot of practice in finding usefull values in MAME when debugging SSVSp I quickly manage to undestand the tutorial and after some minutes I manage to find the Vel X for the char I was debugging (Yoshitora in these case) .
Memory position 115F4EC1 tells me the exactly X velocity of the char. The first common mistake when arriving at this point not knowing that these values are all composed by 32 bits not 16 !!! So you MUST map 115F4EC1 AND 115FBD to fully read the x vel of the char...
Now the second and worst mistake. People don´t check the "Hexadecimal view" on Search -> Options -> Additional and when reading the " walk forward" value of a char they get a value like 754 and keep asking themselves "Hey this value does´t make any sense!!! How can I put a value like this in mugen? Should I convert ??? ??? ??? Well, the answer it that you made a wrong reading of the value. Check that option I mentioned above and you will see now a value like : 0220 for 115F4EC1 and 0000 for 115FBD. What this mean ?
For those that read my extensive article about extracting correct and perfect values from mame (http://forum.mgbr.net/index.php?showtopic=43864 (http://forum.mgbr.net/index.php?showtopic=43864)) will know what I am talking about. The first 16 bits are used to represent the integer part of the velocity and other 16 to represent the decimal part. So if you correct put that value above on the excel datashet that I put on that topic (Mugen_Data.zip) you will get the value 2.125 that is the correct velocity for Yoshitora´s on samurai shodown VI AND IS THE SAME AS IN SAMURAI SHODOWN 5 SPECIAL.
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About freezeing not working....
That happens because some memory places are used as Inputs and others as Outputs. Generally the outputs are just for reading and if you overwrite it you will just obfuscate the correct reading of that value producing no effect. You have to write on places used as INPUTS for it to work....
Good luck...
for PSicture and Ifran view wouldn't i need to extract the game data?Yes, usually the images are packed into a big file. If these programs can't read the files within the pack, then you'll need to extract them. Use a specific extractor (easiest way), or use a hex editor to extract manually each sprite (hardest way), but keep in mind that you won't be knowing exactly what are you extracting until you display it with an image viewer.
http://www.bmarquis.com/misc/Winmugenplus.amt