|
Post by shademp on Aug 13, 2018 20:01:47 GMT
Tool: Cheat Engine 6.6 Emulator: PCSX2 Game version: North American To my frustration I am yet to find a way to increase Hector's running speed. The closest I've gotten is increasing the forward momentum of his jump. See here as he quickly traverses the lengthy pathway of Test Room #0. Compare to how long it takes to traverse the pathway at normal speed. This is accomplished by adjusting the float value of address 20B0412C. When performing a forward jump, I pause the game. This halts the often-changing value of 20B0412C, which I can then change and freeze to a higher value than it normally has. It is easy to overshoot the value and make Hector's momentum so high that he leaps out of bounds and down into the abyss (though you may save yourself using a Memorial Ticket or Magical Ticket). Not a terribly convenient way of faster travel but better than always sticking to the default running speed. I used to believe that Curse of Darkness only had one test room. After using knowledge accrued from hacking Lament of Innocence however, I found a total of 37 test rooms! This is far too much to report comprehensively in one go, so for now here's an image gallery. Addresses (each one a byte-value) used for free teleportation: - 20AEA9B0 = World - 20AEA9B1 = Room Set the value to what you desire, then use a gateway or a ticket (Memorial or Magical) and you'll teleport to the World - Room of your choosing. If you're not ending up where you want, the cheat has a higher chance of working if you enable Speedhack and slow the game down while you are transitioning between areas. I am yet to make perfect sense of the "Value -> World" index, but here's my current rough assessment to help you along. 00 - TEST/DEBUG MAPS 01 - ?? ?? ?? 02 - Garibaldi Temple 03 - Eneomaos Machine Tower 04 - Aiolon Ruins 05 - Abandoned Castle 06 - Dracula's Castle (B1F -> 7F) 07 - Dracula's Castle (Only 7F) 08 - Forest of Jigramunt 09 - Infinite Corridor 10 - Mortvia Aqueduct 11 - Cordova 12 - Dracula's Castle (Only 1F) 13 - Baljhet Mountains 14 - Tower of Eternity 15 - Tower of Evermore 16 - ?? ?? ?? 01 and 16 will send you to familiar rooms from multiple worlds but I have no idea what the purpose is with giving familiar rooms these extra World - Room values.
|
|
|
Post by DarkPrinceAlucard on Aug 14, 2018 8:44:31 GMT
This is truly incredible dude! Its not as ideal as faster running speed but its better than nothing and it would certainly make getting through the entire huge world much faster which I've wanted since I first played this game many years ago, how would a fan such as myself go about testing this out? Do I need to wait for you to make a PCSX2 pnach file for the code or is cheat engine the only way? Admittedly I have very little experience with using cheat engine so if thats the only way I may need a walkthrough lol.
|
|
|
Post by I am Me on Aug 14, 2018 13:09:06 GMT
Interesting! What the hell is that "Ribbon Fabric"?
|
|
|
Post by shademp on Aug 14, 2018 20:34:24 GMT
Interesting! What the hell is that "Ribbon Fabric"? Thanks to a friend I now know that it is a reference to the manga Princess Knight. リボンの騎士 Ribon no Kishi, lit. Knight of the Ribbon In the Curse of Darkness test map they used 生地 (kiji) instead of 騎士 (kishi). The pun of referring to ribbon fabrics instead might have to do with the basic 2D textures that are often experimented with in the test maps. @darkprincealucardCheat Engine is the way to go, as I do not have the know-how to write a game patch. You can download Cheat Engine over at the official site. To get started with Cheat Engine, I recommend Stephen Chapman's tutorial series. You may run into some troubles if you are using Windows 10. Here are a few more addresses for Curse of Darkness that may help you once you get going with Cheat Engine: 20B040F0 (Float) - Player's position on the X-axis 20B040F4 (Float) - Player's position on the Z-axis 20B040F8 (Float) - Player's position on the Y-axis Using the above you can teleport yourself to any spot in an area. 20B040E0 (Float) - Collision-related address 20B040E8 (Float) - Collision-related address Freezing the values above, or changing them, will allow the player to walk through walls. Some neat out-of-bounds exploration can be done this way, but be careful since you'll easily fall off the edge. Now something that is more of a neat curiosity... 20AF801C (4-byte) - Counter for steps walked 20AF8020 (4-byte) - Counter for steps ran I don't remember these values being visible to the player without cheats. Interesting that these counters are present but they seemingly have no purpose. Would have been nice if some equipment got stronger with the more steps taken.
|
|
|
Post by I am Me on Aug 15, 2018 16:52:12 GMT
He meant NOT patch, but a pnach file, that PCSX2 can use for gameshark codes. Its kinda console style way of using codes, you make such file, run game. But it gives limited hacking possibilities & you can only use game button jokers to operate codes, while with CE you have custom keys, scripts & all keyboard as additional control buttons
|
|
|
Post by DarkPrinceAlucard on Aug 15, 2018 20:33:24 GMT
He meant NOT patch, but a pnach file, that PCSX2 can use for gameshark codes. Its kinda console style way of using codes, you make such file, run game. But it gives limited hacking possibilities & you can only use game button jokers to operate codes, while with CE you have custom keys, scripts & all keyboard as additional control buttons yep thats what I meant, anyways I'm trying Cheat Engine atm and will let you guys know how it goes.
|
|
|
Post by shademp on Aug 16, 2018 20:42:52 GMT
Turns out the game DOES show you how many steps you have walked and ran. On the main menu, press L3. Sure took me long to even consider using that button there. You can also press L3 while checking your current summon to see their history. In Lament of Innocence all you have to do is move the cursor over to Leon and thus get the list of player records. Way easier to spot. Although the game's text is easily found and edited in memory (in my case by using Cheat Engine), it's still neat to now have found what the Text Entry values are. Roughly summarized, here is how the game text entries are divided (written in decimal values) : 0 - 137 : Location names, field text, seats, misc 138 - 230: Bestiary enemy descriptions 231 - 323: Enemy names 324 - 330: Misc I.D. text 331 - 338: Floor denotation (1F, 2F, 3F etc) 339 - 393: Innocent Devil descriptions 394 - 446: Innocent Devil evolution names 484 - 536: Innocent Devil dialogue 553 - 942: Innocent Devil names (randomly chosen when acquiring new I.D.) 955 - 1239: Equipment- & item descriptions 1240 - 1525: Equipment- & item names 1541 - 1651: Handling save data 1652 - 1738: Options/Config, Sound Test 1739 - 1825: Julia's Shop 1827 - 2024: I.D. ability descriptions- & names 2025 - 2745: Cutscene dialogue 2762 - 2815: Player records, misc. main menu text 2816 - 2840: Skill- & Hints 2841 - 2886: More misc. main menu text With this knowledge I had some fun and changed Dracula's enemy description from its normal Text ID value of 219 to the dialogue entry 2183. You will also notice here that Dracula's denoted level is 54. Normally, the player is never allowed to see what Dracula's level is. By changing the byte-address of 20D74A51 to a value higher than 239, the level is revealed. Changing the level (byte address 20D74AB4) will change Dracula's HP and the EXP he grants. As you can tell, this vicinity in memory deals a lot with what is shown in Dracula's bestiary entry and which has actual effects on him in battle. 20D74A51 (Byte) - Hides Dracula's level. Level is unmasked when this value is set to 240 or higher. 20D74A61 (Byte) - Dracula's Base HP Modifier 1 20D74A62 (Byte) - Dracula's Base HP Modifier 2 20D74A63 (Byte) - Dracula's Base HP Modifier 3 20D74A80 (2-Byte) - Text Entry ID for Dracula's displayed name 20D74A82 (2-Byte) - Text Entry ID for Dracula's displayed description 20D74A9C (Double) - Dracula's tolerance to Darkness element. Changing value may remove tolerance, nothing else. 20D74AB4 (Byte) - Dracula's Level 20D74ABC (2-Byte) - Common Item Drop 20D74ABE (2-Byte) - Rare Item Drop 20D74AC0 (4-Byte) - Stealable Item 20D74AEC (4-Byte) - Base EXP Modifier
The stealable item is Tomato Juice and its decimal Item ID is 191. Values are set at 0 for item drops. Haven't checked if the player would even have the chance of picking up an item dropped by Dracula, seeing as the player is immediately transported away when defeating Dracula.
|
|
|
Post by I am Me on Aug 17, 2018 4:45:54 GMT
Woah, cool hacking progress there! And we need to update Drac`s description to match that one in every game now LOL That makes senseXD
|
|
|
Post by DarkPrinceAlucard on Aug 17, 2018 7:57:40 GMT
shademp dude your some sort of Wizard at this! Hopefully you one day find the values for the run but for now all this new hacking love for the PS2 titles has me excited. By the way I've downloaded and installed cheat engine but have not had the time to mess around with anything yet, still plan on letting you guys know once I do.
|
|
|
Post by shademp on Aug 19, 2018 20:03:33 GMT
Surveying the memory region where I found Dracula's overall base stats, I find a total of 253 enemy entries. There are however 47 empty placeholder entries, plus the mostly empty "Dummy" entry, so in the end only 205 enemy entries contain any relevant amount of data. Each Enemy Entry uses 164 bytes, though I have not found the exact bytes (and their functions) that separate one entry from the next. Using the address for the Enemy Name ID as a reference point, we find all 253 enemy entries in the memory region of 20D71740 - 20D7B8B0. In the list below, the left column shows which number in the game's Bestiary is attached to a given enemy. The reasons for an enemy not having a Bestiary entry are many: The numberless enemy may be a test enemy, they may be reserved for Trevor mode, developers didn't want to fill the Bestiary with more duplicate enemy entries than there already were, etc.
------ Dummy ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- No.012 Wizard No.031 Wyvern No.001 Skeleton No.006 Skeleton Blaze No.028 Bone Soldier No.081 Undead Lord No.029 Blaze Master No.104 Blaze Phantom ------ -[Placeholder]- No.009 Zombie No.003 Ghost No.056 Vassago No.084 Wight No.008 Blood Skeleton No.040 Dark Warlock No.077 Necromancer No.062 Ghoul No.022 White Dragon No.034 Phantom Sword No.035 Spectral Sword ------ Frost Dragon ------ Thunder Dragon No.004 Merman No.038 Fishman No.070 Minotaurus No.015 Efreet No.093 Jin No.007 Fenrir No.017 Cyclops No.057 Red Ogre No.148 Legion No.149 Nuculais No.013 Orc No.053 Sniper Orc No.073 Rapid Sniper No.025 Dead Fencer No.026 Dead Baron No.036 Thief ------ Gi-Lee ------ Skull Fish No.055 Skeleton Diver ------ Legion Zombie No.014 Armor Knight No.058 Great Armor No.114 Final Guard No.016 Flea Man No.067 Death Ripper ------ Crazy Armor No.020 Crazy Armor ------ -[Placeholder]- No.051 Wolf Skeleton No.080 Armored Sprinter No.147 Death No.060 Skeleton Rider No.091 Skeleton Trooper No.061 Executioner No.054 Assassin Zombie No.074 Iron Gladiator No.010 Cockatrice No.145 Dullahan ------ -[Placeholder]- No.041 Gaibon No.030 Slogra No.082 Isaac ------ Trevor No.011 Lizardman No.064 White Gravial No.066 Lizard Shaman No.071 Flame Demon No.063 Thunder Demon No.065 Frost Demon No.027 Lesser Demon ------ -[Placeholder]- No.160 Dracula No.078 Harpy No.159 Dracula No.146 Isaac No.112 Trevor ------ Abel ------ Heal Zone ------ -[Placeholder]- ------ -[Placeholder]- ------ Black Yeti No.105 Unicorn No.106 Amduscias No.005 Spirit No.039 Ectoplasm ------ Evil Core No.096 Saint Germain No.158 Golden Bones No.157 Duke Mirage ------ Black Rasetz ------ Black Dragon ------ -[Placeholder]- No.049 Basilisk ------ -[Placeholder]- ------ Trevor Doppelganger ------ Trevor Doppelganger ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ Skeleton Blaze ------ Skeleton Blaze ------ Blaze Master ------ Blaze Master No.126 Blaze Phantom No.002 Executioner No.097 Flame Demon No.119 Flame Demon No.098 Thunder Demon No.120 Thunder Demon No.099 Frost Demon No.121 Frost Demon No.052 Lesser Demon ------ Lesser Demon No.044 Spirit No.079 Spirit No.048 Ectoplasm No.095 Ectoplasm No.115 Evil Core No.059 Zombie No.117 Zombie No.156 Ghoul No.118 Ghoul No.037 Merman No.089 Merman No.090 Fishman No.133 Fishman No.047 Thief No.075 Thief ------ Gi-Lee No.076 Gi-Lee No.085 Assassin Zombie No.125 Assassin Zombie ------ White Dragon No.103 White Dragon No.045 Frost Dragon No.107 Frost Dragon No.046 Thunder Dragon No.111 Thunder Dragon No.033 Armor Knight ------ Armor Knight ------ Armor Knight ------ Armor Knight No.088 Great Armor No.136 Great Armor No.150 Final Guard No.024 Ghost ------ Ghost No.083 Vassago No.113 Vassago No.092 Wight ------ Wight No.021 Fenrir ------ Fenrir No.042 Wolf Skeleton ------ Wolf Skeleton ------ Armored Sprinter No.127 Armored Sprinter ------ Phantom Sword ------ Phantom Sword No.140 Spectral Sword ------ Spectral Sword No.023 Efreet No.131 Efreet No.132 Jin No.137 Harpy No.086 Gaibon No.134 Gaibon No.094 Slogra No.130 Slogra No.128 Unicorn No.129 Amduscias No.032 Orc ------ Orc No.153 Flea Man No.069 Sniper Orc ------ Sniper Orc No.109 Flea Man No.108 Rapid Sniper No.154 Death Ripper No.068 Dead Fencer ------ Dead Fencer No.110 Death Ripper No.072 Dead Baron ------ Dead Baron No.142 Executioner No.143 Iron Gladiator No.151 Cyclops No.141 Cyclops No.138 Cockatrice No.152 Red Ogre No.144 Red Ogre No.139 Basilisk No.050 Lizardman ------ Lizardman No.135 Skeleton Rider No.122 White Gravial ------ Skeleton Trooper No.123 Lizard Shaman ------ -[Placeholder]- No.019 Skeleton ------ Skeleton ------ Skeleton No.100 Skeleton ------ -[Placeholder]- No.043 Bone Soldier ------ Bone Soldier No.101 Bone Soldier ------ -[Placeholder]- No.102 Undead Lord No.124 Undead Lord ------ -[Placeholder]- No.155 Blood Skeleton ------ -[Placeholder]- ------ -[Placeholder]- No.018 Wizard ------ Wizard ------ -[Placeholder]- ------ Dark Warlock No.116 Dark Warlock ------ -[Placeholder]- No.087 Necromancer ------ Necromancer ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]- ------ -[Placeholder]-
I have not found an internal Enemy ID list, such that the Dummy enemy for example would have ID zero, Wizard (No.012) would have ID five etc. Trevor only gets a Bestiary entry when you battle him a second time. See this entry: He has unused data for a Bestiary entry after your first encounter with him. Here I have edited his level, picture and enemy description into the normally existing Bestiary page. I have not (yet) found a way to add/unlock pages into the game's Bestiary that the player are normally not allowed to see.
|
|
|
Post by I am Me on Aug 20, 2018 6:57:20 GMT
Cool! Damn, they cheating! Ralph not using normal weapon as a boss, he uses lightwhip of a jedi lol
|
|
|
Post by DarkPrinceAlucard on Aug 20, 2018 9:54:37 GMT
We should legit release some hacks with our on fan takes on the bestiary within Curse of Darkness because I'm loving the new bestiary descriptions you are showing.
|
|
|
Post by shademp on Aug 30, 2018 15:21:08 GMT
Google sheet with text- & item entry lists compiled by me. Please download this document if you have even the slightest interest in Curse of Darkness research. Curse of Darkness - English Text & Item TablesThe document has four tabs: Text Entry IDs - Game text copied from RAM and confirmed by unlocking in-game. Research remains to be done to distinguish fully between used- and unused text entries. I have aimed to preserve the formatting as it was presented in memory, though I may have missed stray row breaks for the shorter text entries. Item ID List - A similar ID table could already be found on GameFAQs but that one neglected the unused items and models for Trevor's sub-weapons. These were probably intended as field pick-ups, classic Castlevania style, until it was decided that Trevor should always have all his sub-weapons available. Will add this, and many other discoveries, to TCRF eventually. 3D Model IDs - Only concerns item models as they appear in the main menu and as field pick-ups. ID lists for the player character, monsters, in-hand weapons etc remain elusive. Adjacent to the 4-byte address that decides the 3D model is a 4-byte address that decides which color palette should be applied to a given model. This is why the Evo Crystal only occupies the 3D model value of "178", with the adjacent 4-byte address deciding what color the Evo Crystal should be. 2D Graphics IDs - The 2D icons used to represent items. Knowing the text entry IDs is useful to finding the memory regions that decide the traits of enemies, items, abilities etc. This is because these regions usually start with an address for the enemy's/item's/ability's name, followed by their description. For example: Laser Blade's name ID is 1488 and its description ID is 1202. Each ID uses a 4-byte address. Ergo, the array of bytes becomes written like this in memory: D0 05 00 00 B2 04 00 00 Search for "Array of byte" with the array above in Cheat Engine and you'll easily find the region that decides the qualities of the Laser Blade. The same principle can be applied to find all other items. Finding memory regions for enemies and Innocent Devil abilities is only slightly different, since here the text IDs use 2-byte addresses. In essence this only means fewer zeros in the array. Heal Lv. 4's name ID is 1954 and its description ID is 1855. The array of bytes is thusly... A2 07 3F 07 In the immediate vicinity in memory you will spot the address that decides how many Hearts (or "MP") the ability consumes. Change it to your liking. Would upload images but currently imgur is being buggy. EDIT: There we go at last. I have ordered the Japanese version of Curse of Darkness so that I might dig- and learn more. The copy should arrive sometime in September.
|
|
|
Post by caminopreacher on Sept 4, 2018 0:57:19 GMT
Is there a way to edit Innocent Devil slots where you have them all unlocked at the beginning? Thought that would be a great nod to a New Game Plus. I also didn't like that the Mobious Brooch was only unlockable in the Crazy Mode file that you completed and nothing more; unlike in LOI, where you beat Crazy Mode and it was available in the normal mode.
|
|
|
Post by shademp on Sept 4, 2018 18:22:46 GMT
caminopreacher Such modifications and features would indeed be nice to have, but I am not at a knowledge- nor skill level that I can make those things happen. I did find an address, 20AF800C, that reads how many total spots are in your current deck, but editing the value will result in glitches like Innocent Devils disappearing forever, so any temporary benefit from extra spots is nullified. Same as with making the Mobius Brooch available in normal mode like it is in Lament of Innocence, I'd likely need to learn some actual programming to make that form of hack to work. I can still make lots of discoveries though...and plenty of lists! Much of this appears to be new info for the community. Innocent Devil AbilitiesWith the exception of innate skills and five skills that require special conditions to learn, to learn an ability you must "Defeat a certain number of enemies with current I.D. form." as the game puts it. The truth is that you in fact require a preset amount of Ability Points (AP) to learn the ability. You gain these invisible Ability Points by defeating enemies, using either Hector or your I.D., while an Innocent Devil is present. You gain more AP per kill the higher the enemy's level. Enemy Level | Ability Points | 1 - 4 | 1 | 5 - 14
| 2
| 15 - 24
| 3 | 25 - 34
| 4
| 35 - 44
| 5
| 45 - 54
| 6
| 55 - 64
| 7
| 65 - 74
| 8
| 75 - 84
| 9
| 85 - 94
| 10
| 95 - 104
| 11
| 105 - 114 | 12 | 115 - 124
| 13
|
While Crazy mode makes battles more drawn out with the higher-level enemies, you also gain more EXP per kill and more Ability Points per kill, thus balancing the player reward. The address for an Innocent Devil's Ability Points is the address for the I.D.'s remaining Hearts +88 (in hex). Both of these are 4-byte addresses. AP resets to 0 once you learn an ability and when the summon evolves. The most efficient way to grind Ability Points, if you disregard the danger of the area, is to kill Legion Zombies. These foes never have their names displayed in-game, but they are the exploding zombies that constantly pop up during the battle against Legion. In Normal mode, these are Level 99 enemies and grant 11 points per kill. In Crazy mode, they are at Level 119 and grant 13 AP per easy kill. In both Normal and Crazy, these are the highest level enemies you'll ever encounter in the game. Legion Zombies don't have their own entry in the Bestiary, but even if they had then the book would only show them at Lv99 since the in-game book can't show higher values. Here is how much AP each Innocent Devil ability requires to be learned. Fairy-Type Abilities | AP Required | Unlock
| Innate skill | Heal Lv. 1
| Innate skill | Time Heal
| 40 | Poison Powder
| 100 | Healing Field
| 100 | Press It and See
| Innate skill | Just a Little
| 40 | Skull Bomb
| 200 | Refresh
| 400 | Antidote
| 40 | Heal Lv. 2
| 150 | Heal Lv. 3
| 40 | Curse Breaker
| 200 | Stone Breaker
| 40 | Lucky Slot
| 400 | Gold Heal
| 100 | Decipher
| 200 | Invincible Vase
| 400 | Healing Drop
| 100 | Crystal Skull
| 400 | Twinkle Shot
| 40 | Lullaby
| 100 | Heal Lv. 4
| 200 |
Battle-Type Abilities | AP Required | Aura Blast
| Innate skill | Hip Press | 40 | Hip Press Lv. 2
| Special Conditions | Shoulder Ride
| 100 | Ultra Scream
| 200 | Homing Eye
| 40 | Brute Force | Special Conditions | Brute Force Lv. 2
| 200 | Chain Punch
| 100 | Machine Gun Shot
| 400 | Mercury Sphere
| 100 | Magma Mode
| 400 | Heavenly Sword
| 100 | Grand Wave
| 40 | Glow Soul
| 200 | Bone Storm
| 200 |
Bird-Type Abilities | AP Required | Glide | Innate skill | Caltrops | 100 | Sphere of Darkness | 200 | Beat Progress | 100 | Conflict Fall | 40 | Force Cannon | 200 | Carpet Bombs | 40 | Bone Shot | 200 | Long Glide | 40 | Deadly Absorb | 400 | Big Bang | Special Conditions | Fire Bird | 100 | Icicle Shot | 40 | Blizzard Breath | 200 | Ignition Blow | 40 | Flame Breath | 200 |
Mage-Type Abilities | AP Required | Time Stop | Innate skill | Lightning Strike | 100 | Floating B | 40 | Sorcery Flame | 200 | Purify | 50 | Satellite B | 200 | Tension Boost | 100 | Homing | 200 | Circle Scissors | 40 | Freeze | 200 | Agnea | 100 | Synchron Saucer B | 200 | Argent B | 100 | Salamander | Special Conditions | Explosion B | 40 | Demonic Disaster | 400 | Shield | 100 | Meteo | 400 | Twinkle Star | 100 | Dancing Star | 200 |
Devil-Type Abilities | AP Required | Magic Circle | Innate skill | M. Circle Scissors | 100 | Needle Magic Circle | 400 | Exploding M. Circle | Special Conditions |
Pumpkin-Type Ability | AP Required | Pose | Innate skill |
Minus the Brute Force skill, learned in Garibaldi Temple, the "Special Conditions" abilities all use the same address. Take the address for the summon's remaining Hearts, +114 in hex, and you have the correct 4-byte address. These are the abilities and the values that must be reached to learn them. Hip Press Lv. 2 - 100 Big Bang - 50 Salamander - 3600000 Exploding M. Circle - 20 I also uncovered the basics of Devil Shard creation, which is a topic that many players have long wondered about. Devil Shard CreationRegardless of Generation, a newly born Innocent Devil needs to evolve at least once before they can produce Devil Shards. Once they do, an address will increase in value as Hector moves around with the current Innocent Devil. Take the address for the summon's remaining Hearts, +124 in hex, and you'll have the correct 4-byte address. Once this address reaches a value of at least 1200000, the next kill (be it by Hector or the I.D.) performed will cause the I.D. to drop a Devil Shard and the address value will reset to zero. The cycle continues thusly and you can keep creating Devil Shards indefinitely. It is important that distance is traversed while Hector is moving: If you are running straight into a wall or corner, the counter won't increase. Targets defeated during boss fights, be it the boss itself or other targets, will never result in a Devil Shard. I have not checked yet how long it takes to go from zero to 1.2million while roaming about, but I'd bet it's around twenty minutes or so. The address for Devil Shard creation and the address for learning Salamander (when it is devoted to that purpose) work the same. They increase in value exactly the same as the player roams around, though Salamander takes three times longer than Devil Shard creation. Feel free to edit this information into the Castlevania wiki or what-have-you, since I don't have it as a routine myself to edit wiki entries.
|
|