Cool stuff once again! About that mobius item though...why dont you try to modify currenty equipped item in that slot. Thats would easily give you that thing, unless devs are smart enough to make this item to load ONLY in crazy mode.
Games that do not give me desired characters playable, or that have single playable character are not worth my time.
The Mebius Brooch (as it is called in Curse of Darkness) can indeed be unlocked into Normal mode/difficulty and the item is functional there. In the North American version, using Cheat Engine, you'll find the memory region for your Accessory inventory at 20AED3B8 - 20AED422. In total there are 27 spots for Accessories, even though the game only uses 19 accessories.
I have now created a page on The Cutting Room Floor wiki devoted to Castlevania: Curse of Darkness, along with a lengthy subpage devoted to unused enemy data. At the time of publication, ALL the information on the pages were added by me.
I hope multiple people on this board will take their time and enjoy the posted content.
In the article I mention an unused Heart stat for Hector and show how it progresses as Hector levels up. What I have not added yet to the article is that pre-release screenshots for CoD confirm 100% that Hector did at one point have his own Heart stat. So far, in every screenshot, no Hearts have ever been expended by Hector.
The TCRF board wants the users to keep their number of edits on articles low, so I'll wait with the addition of this complementary pre-release info for a later point when more updates to the article may be added at once.
If you could, would you mod Hector's Hearts to be visible again? What would you make them useful for? A stamina bar for high-speed running might be one idea.
I found a gameplay video from an old build that confirms the HP- and Magic meters of Innocent Devils were originally separate. See the moment 15 seconds into the video, where an I.D. attack consumes Hector's Hearts and not the Innocent Devil's HP. In other words, Hector's unused Heart stat is simply the former Magic meter for Innocent Devils.
Fusing the HP and Magic meters of I.D.s, in my opinion, was a good move to add more tension and strategy to battles. Even so, it would be neat if Hector's Heart stat was reimplemented in a mod to have some form of use.
I'm collecting tons of pre-release material for Curse of Darkness right now, including downloading the videos from IGN, to learn more and perhaps help ensure that this old content is not lost.
The IGN YouTube channel makes no efforts to properly name their old videos or include metadata. Most of their Curse of Darkness videos are simply titled "Castlevania: Curse of Darkness PlayStation 2" or "Castlevania: Curse of Darkness PlayStation 2 Gameplay".
IGN's own site, where their videos are present at much lower quality and with a second IGN watermark imposed no less, DOES include the original video names and upload dates however.
Cross-referencing the data, here are links to all their YouTube videos but with the original video titles and upload dates.
Despite seemingly using a review copy for the video, there is one tiny difference with the final game. At 1:52, the Combine category "Special" is instead called "Etc.". Usually review copies are meant to represent the final product but maybe this is an exception?
Let me infuse him with my life-force and awaken him to the world of the living!
Immaculate being... Appear before me now.
Some documentation for anyone interested in hacking Innocent Devil stats or just learning more.
In this particular region devoted to Innocent Devils, each I.D. gets to occupy 568 bytes of memory. The first address for your first Innocent Devil, in the North American PS2 version, is 20AEFD08. Thusly, the region for your second acquired Innocent Devil starts at 20AEFF40 (568 in hex is 238, and 20AEFD08 + 238 = 20AEFF40), the region for your third I.D. starts at 20AF0178 and so on.
With the exception of the strings devoted to the names that the player chooses for the devils, each address is a 4-byte address. Each Innocent Devil name has 33 bytes/symbols of available space, so more space than the player will ever max out.
There are 46 of these 4-byte addresses (in other words, 184 unknown bytes) that I could not find any purpose behind. Some of them may simply be unused placeholders, some may still hold some function to be discovered. Unless something else is specified, the value of this "unknown" was always zero during my research.
In the list below you have the relative offsets (in hex) for the Innocent Devil addresses and their described function. So for example the first address for your first I.D., 20AEFD08, is offset 0000. The devil's Level address is offset 0008, or simply 20AEFD08 + 8 = 20AEFD10.
0000 - Innocent Devil Form 0004 - Nth of I.D. Type created [Data important for Julia's farm] 0008 - Level 000C - Total EXP [2103365 = Lv99] 0010 - Max Hearts, counter-only 0014 - Max Hearts 0018 - Hearts Remaining
001C to 0038 - Unknown: Each 4-byte address is always a value of 2 003C to 0070 - Unknown
0074 - Evo Crystals On/Off [0/1], I.D. KO'd [2 or 3] 0078 - ATK 007C - MAG 0080 - DEF 0084 - AGL 0088 - +STR 008C - +CON 0090 - +LCK 0094 - Generation (X gen.) 0098 - Name Subtitle "2nd/3rd/4th" etc 009C - Unknown 00A0 - Ability Points 00A4 - Red Evo Crystals 00A8 - Blue Evo Crystals 00AC - Green Evo Crystals 00B0 - Yellow Evo Crystals 00B4 - White Evo Crystals 00B8 - Ability #1 00BC - Ability #2 00C0 - Ability #3 00C4 - Ability #4 00C8 - Ability #5 00CC - Ability #6 00D0 - Ability #7 00D4 - Ability #8 00D8 - Ability #9 00DC - Ability #10 00E0 - Ability #11 00E4 - Ability #12 00E8 - Currently Selected Ability on-field 00EC - Unknown 00F0 - Heart Growth Coefficient Per Level-up 00F4 - Unknown 00F8 - ATK Growth Coefficient Per Level-up 00FC - Unknown 0100 - MAG Growth Coefficient Per Level-up 0104 - Unknown 0108 - DEF Growth Coefficient Per Level-up 010C - Unknown 0110 - AGL Growth Coefficient Per Level-up 0114 - Unknown 0118 - +STR Growth Coefficient Per Level-up 011C - Unknown 0120 - +CON Growth Coefficient Per Level-up 0124 - Unknown 0128 - +LCK Growth Coefficient Per Level-up 012C - Learn Ability: Special Condition 0130 - Unknown 0134 - Unknown 0138 - Unknown 013C - Devil Shard Creation [1200000 = Devil Shard creation is ready] 0140 - Unknown 0144 - AI Setting [0 - Command] [1 - Guard] [2 - Auto] 0148 - Original Form Starting Level 014C - Level at 1st Evolution 0150 - Level at 2nd Evolution 0154 - Level at 3rd Evolution 0158 - Original Form 015C - 1st Evolution 0160 - 2nd Evolution 0164 - 3rd Evolution 0168 - I.D. form of parent Devil Shard creator 016C - I.D. form of grandparent Devil Shard creator 0170 - I.D. form of great-grandparent Devil Shard creator 0174 - Evolve to 3rd Level Devil- or Pumpkin 0178 - Unidentified Motion Loop 017C - Seconds Used: Decides "Best Partner" 0180 - Value > 0 if I.D. is stored by Julia 0184 - Unknown 0188 - Seconds Used
018C to 01B0 - Unknown
01B4 - Innocent Devil Name 01D5 - Parent Name 01F6 - Grandparent Name 0217 - Great-grandparent Name
0238 - Innocent Devil Form for your second I.D.
As you can see the cycle with the offsets starts over at the end, as the region for the next Innocent Devil begins.
How many Innocent Devils are you limited to having? At the start of the game, without any devils and deck slots unlocked, your theoretical max number of devils is 52. For each slot in the deck that you unlock, the max increases by 1. So when you've unlocked all 7 deck slots, your max is at 59. You'll notice that you've reached the maximum number of devils by when Julia no longer agrees to perform Devil Forging.
What will happen to the memory region when you remove/delete an Innocent Devil via Julia's shop? Let's say that you have three Innocent Devils, #1 through #4. You then delete devil #2. Like removing a floor from a tower, the higher floors will fall down. The former Innocent Devil #3 will now move to the empty #2 region, becoming the new #2. The former #4 will move to the now empty #3, becoming the new #3.
For lack of a better context to reveal this fact, I observed that a game area may not hold more than one spawned Devil Shard at once. In other words, if you don't pick up the generated Devil Shard then no more Devil Shards will be spawned there regardless of how ripe for egg-creation your devils are. Simply pick up the shard, or leave the area, so that additional shards can be created.
In the very first offset I mention "Innocent Devil Form". Each form has a number associated with it. The list still contains some question marks, but here's what I got:
00 - [Nothing] 01 - Mage Type 02 - Gale 03 - Brow 04 - The End 05 - Infant Fairy 06 - Leaffle 07 - Herbest 08 - Honey Bee 09 - Killer Bee 10 - Hornet 11 - Proboscis Fairy 12 - Tiramisu 13 - Tiara 14 - Comet Star 15 - Wood Rod 16 - Scissor Rod 17 - Talon Rod 18 - Nautilus Rod 19 - Ogre Rod 20 - Goat Head 21 - Eyeball Rod 22 - Embryo Rod 23 - Crystal Rod 24 - Twinkle Rod 25 - Magmard 26 - Speed Mail 27 - Golem 28 - 29 - 30 - Iytei 31 - Juggernaut 32 - Rasetz 33 - Corpsey 34 - Ironside 35 - Liquid Golem 36 - Crow 37 - Goldfinch 38 - Skull Wing 39 - Khaos 40 - Wingosaurus 41 - Phoenix 42 - Blagsdeath 43 - Gargoyle 44 - Indigo 45 - Crimson 46 - Pumpkin 47 - Queen 48 - Bloody 49 - Tiny King 50 - Clown Nose 51 - New Deli 52 - Cursed Pumpkin 53 - Whimsical Angel 54 - Genius Chef 55 - 56 - 57 - Garibaldi Temple
28 and 29 appear to be placeholders for testing Speed Mail and Rasetz/Corpsey. If you change the value of your Innocent Devil's form, they can learn the abilities of that form. Doing so reveals that 28 holds the abilities Aura Blast & Heavenly Sword, while 29 holds Grand Wave. In the same manner, I.D. form 55 and 56 can teach your devil "Pose", so these appear to be placeholders for possibly unused Pumpkin devils. How much data is associated with these unused slots is unknown. For example I do not know if there are unused 3D models for Innocent Devils.
Values 0, 1 and 57 glitch the game in a variety of ways. If you change your I.D.'s Form value to 57, it will continuously learn abilities. Once you've reached the max number of abilities of 12, your devil will just keep trying to learn a 13th ability but be ultimately unable to.
Here is the table for the Innocent Devil abilities. There are many nameless placeholders. I speculate that some may represent the nameless moves that the player can't control and that is completely up to the AI of the devil.
The text you posted is from the Sound Select menu, with comments by Michiru Yamane who composed the music. After beating Boss Rush Mode you can pick up the Music Box in any warp room, which unlocks this menu. Ergo, it is used game material.
One example of a text snippet that I have not managed to trigger is this one, text ID #1805:
Impossible! How could I fail?!
This is a line by Julia. I speculate this is meant to trigger if Julia is unable to create a devil from a Devil Shard. My best bet would be to add a corrupt Devil Shard to my inventory and then see what happens when Julia tries to perform Devil Forging on it, but I have not managed to add Devil Shards via hacks.
Good work once again! Have you tried to mess skills between various devils? Maybe something will work?
I have indeed made devils learn abilities that they were not supposed to learn. Usually the end result is that the learned ability is inert. Nothing happens when you try to use them. When you can get an effect, like for example a higher-level Heal spell that the fairy devil is not supposed to have, there is the annoyance that using the ability triggers an unintended sound clip: The sound of a fairy devil (I think) crying out in pain. Across all devils where I have used abilities they are not supposed to have, the aforementioned sound clip plays. In the sound table I reckon it is sound clip #0, since it is so frequently referenced when using these cheats.
Today my Japanese copy of Castlevania: Curse of Darkness finally arrived. I'll be having fun with this version now for a while!
I'm trying to change the game's text, but when I reboot the game everything goes back to normal.
I can change and "force" to be the way I want by scanning and editing values on Cheat Engine, but what I really want is to change the text on "memory view" and save the changes, so when I reboot the game the text will be like I want and without the necessity of Cheat Engine being open.
(is my english too strange? It's so hot today)
Last Edit: Sept 28, 2018 18:16:06 GMT by eneomaos33
Caminhando no inferno, eu sou como Orfeu Ando sem olhar pra trás Calculando o caminho que Jesus percorreu Até ver que os humanos não merecem paz
Far as I know, Cheat Engine is only built to change what is in active memory, or in other words RAM (Random Access Memory). No hacks done via Cheat Engine will be permanent.
For permanent hacks you'll have to use a Hex editor on the game ISO (or BIN or whatever file format your digital copy of the game is). I use the HxD editor, though there are many hex editors out there to choose from. Load the ISO in the hex editor, edit the addresses of your choosing, save and then load that modded ISO in your emulator. If done correctly you will see the change every time you load the game.
Make sure you always keep backups of clean, unedited ISOs.
There are two instances where Trevor/Ralph Belmont's first name is spoken. As you'd expect, in the English game his name is Trevor and in the Japanese game his name is Ralph. However, both versions allow you to set the audio to either English or Japanese. As a neat detail, both languages recorded both variations of this Belmont's name. I found no videos on YouTube that show this difference so I made some recordings just now.
The final rendered footage here is slightly darker than the original and unfortunately I could not amend this issue.
In the English version you may only pick between JP and ENG audio, but in the Japanese game you can change BOTH audio and text to be in either English or Japanese. However even if you're playing the Japanese game set to English audio & text, the auto-generated names for newly born Innocent Devils will still be in Japanese symbols.