Let's make an interactive Artmoney tutorial. Yay!

Started by JustNoPoint, April 07, 2005, 07:34:48 AM

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Elix

I wasn't able to find anything for KOF XI. The game I used is an ISO that you can find via torrent. The emulator is PCSX2 v. 0.9.2. ArtMoney SE 7.24.
It seems that ArtMoney can't look for any values in this emulator if you set ArtMoney to search for "Unknown value". I've tried searching for any types of values in addresses 0000000 - FFFFFFFF. Nothing. The only way I found to find any values is to search for known values. Yet I wasn't able to find anything either.

dennis872005

has anyone tried this on gundam wing assault for psx. i got the timer but i cannot get anything besides that.

Bastard Mami

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.

Elix

#83
Quote from: R[E]ika on May 08, 2007, 02:26:54 PM
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 ¬_¬"

edit: Actually, I can't find anything for any game if I use "Unknown Value" search option. What's wrong? I downloaded the latest version from the official site.

Bastard Mami

cool, i am using the same pcsx2 version, but still, there are two exes, which one are you using ? pcsx2.exe or pcsx2t.exe ?

Elix


Elix

#86
I can't find anything with ArtMoney :omg: I've got the latest version, and I can't find even the timer!

Edited: Oh, I got it --; ArtMoney doesn't show values in the found values window after the first unknown value search. That confused me, I only needed to filter one time for ArtMoney to show values.

I tried to search for P2's life in KOF XI. And I found 2 values for it:
(Integer 4 bytes) 0A9CFBD9 = 1895759872
(Integer 4 bytes) 0A9CFBDA = 7405312

The vales after I hit P2 with strong close punch:
(Integer 4 bytes) 0A9CFBD9 = 1694433280
(Integer 4 bytes) 0A9CFBDA = 6618880

How can I find the real life values and damage?

Edited2: The values when P2 has empty life bar in practice mode:
(Integer 4 bytes) 0A9CFBD9 = 16711680
(Integer 4 bytes) 0A9CFBDA = 65280

Edited3: As for velocities, what should I do with these values?..
0A947D0F = 4149084160
0A947D10 = 4294397440

They both seems to be working. If I freeze only first value P2 wil chaoticly chage his direction (the velocity will change its sign).

Bastard Mami

find a factor to divide it by. also, in the case of life it seems very likely that the value is a 2 byte integer so try to watch the whole 4 bytes in groups of two.

Elix

Thanks for the hint, I've found the life multiplier. It's 0,00013503819960590451827128253888046 :sugoi: (1000 / 7405312)

Kensuke

Sorry for revival but is this any different in cps3 emulation with the cps3 emulator? I was wondering what would be the difficulty in ripping sprites from cps3 games such as warzard.

~Ultimate Kensuke of the True Lightning~

Real Bout High School Battle

Coming.....soon....

Bastard Mami


Kensuke

yeah ive noticed... i havent even had luck stopping the timer as of yet...

makes this bothersome as the timer goes really quick...
~Ultimate Kensuke of the True Lightning~

Real Bout High School Battle

Coming.....soon....

Bastard Mami

timer is over rated.. if you have savestate support life is easier...you can control whether p2's life decreases, stays the same, and even increases using the savestates. after you get the life, just fo for some sure fire values so you won't have any trouble re-aligning your table, like the max value for life, and the value of life after receiving a jab on max value.

recruta42

BE CAREFUL WHEN DEBUGGING THE VALUES SINCE THEY ARE ALL WRITTEN IN HEXADICIMAL !!!!!

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) 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.

---------------------------------------------------------------------------------------------------------------

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...


Iori Fue

does anyone heree know of a xmvssf artmoney table?
im ripping ryu and ken..

FerchogtX

Quote from: recruta42 on February 06, 2008, 11:38:34 PM
BE CAREFUL WHEN DEBUGGING THE VALUES SINCE THEY ARE ALL WRITTEN IN HEXADICIMAL !!!!!

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) 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.

---------------------------------------------------------------------------------------------------------------

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...


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.

I have a question... why in some games (mvc2) if you have x axis and you move, in some points the numbers reset to zero and start incrementing again? game related or view in artmoney related?

Thanks for that usefull info.
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Bastard Mami

most likely it stores the position in two memory locations one for "local position" that is more detailed and another for "global" position.

-SyLar-

re-revival

decided to give artmoney a try after all this time and now i am seekign some pointers fro ripping effects e.g. hitsparks. its easyt o follow dreamslayers tut if you want to rip char sprites but what about effects that appear under conditions.

Jessy

I used it with JAckie chan Fists of fire (MAME Plus 1.29) and nothing happen..only a Mame crash trying to find some value..
-I hate haters and S.o.S chars.....
-time to migrate from winmugen...

Kamekaze

re-re-revival.

Is it possible to rip 2d fx from a 3d fighter, such as Project Justice? I really need that hyper finish BG. I've tried using methods here but to no avail. I'm using NullDC to run this game, could that be why?
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