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Post by I am Me on Sept 4, 2018 19:38:11 GMT
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.
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Post by shademp on Sept 10, 2018 15:39:04 GMT
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 also refer you to my previously linked document with the game's Text- and Item tables. 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.
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Post by I am Me on Sept 10, 2018 16:54:57 GMT
CRazy cool stuff! Then maybe Hector should have had a special overdrive (ougi) like skills? Isaac have one, Ralph have 2, or maybe just item crashes of his own???
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Post by shademp on Sept 10, 2018 20:17:40 GMT
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. I recommend checking out this E3 2005 video if you want to observe a ton of tiny differences between this pre-release footage and the final game. EDIT: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. 2005-01-27- Castlevania: Curse of Darkness PlayStation 2 Gameplay_2005_01_27- Castlevania: Curse of Darkness PlayStation 2 Gameplay2005-05-17- Koji Igarashi Interview- Gameplay 1- Gameplay 2- Gameplay 3- Gameplay 4- Gameplay 5- Boss BattleThe title screen for this build reads " Trial Edition" in the background of the Koji Igarashi interview video. Thusly we have a name for this version from May 17, 2005. 2005-06-02- E3 2005 Trailer (Direct-Feed)2005-08-17- Direct Feed 1- Direct Feed 2- Direct Feed 3- Curse of Darkness Intro FMVIn this August 17 footage we see that Hector's Heart stat has been removed and the Innocent Devil now has fused its HP- and Magic bar. 2005-10-13- Stab, Stab, Stab- Good Knight- Death Becomes You- Killer- Go Rocky Go- Vampire SlayerThie footage from October 13 appears to be from a review copy, with no discernible differences with the final game. 2005-11-02- Video ReviewDespite 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? The YouTube channel also includes a video titled Castlevania: Curse of Darkness Xbox Gameplay but all it looks like is footage from the E3 trailer.
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Post by shademp on Sept 18, 2018 19:48:35 GMT
Heed my words, O great powers of darkness!
Release to me one of the tortured souls!
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. 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: 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.
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Post by I am Me on Sept 19, 2018 15:08:36 GMT
Good work once again! Have you tried to mess skills between various devils? Maybe something will work?
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Post by eneomaos33 on Sept 28, 2018 12:42:40 GMT
So, I saw Shademp's video and article (in The Cutting Room Floor) and it made me very interested in "hacking" Castlevania. I was using Cheat Engine, trying to find a way to have infinite jumps, but I found some text that I never saw in the game. I'll be honest, maybe it's some item's description, but looks like it's some comment made by staff/programmers. What do you people think? This is my first post, if the image isn't visible I'll upload in another place and link it here.
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Post by I am Me on Sept 28, 2018 14:23:43 GMT
Interesting! Did not data mined this game myself, but I dont remember ever seein this text.
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Post by shademp on Sept 28, 2018 17:11:33 GMT
Welcome, eneomaos33! 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: 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!
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Post by I am Me on Sept 28, 2018 18:11:19 GMT
Thats great, happy data mining! Well, looks like voices linked to attacks in this game. Still, if skills work, its already great.
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Post by eneomaos33 on Sept 28, 2018 18:14:41 GMT
Thank you, shademp!
Quick question:
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)
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Post by shademp on Sept 28, 2018 20:30:46 GMT
eneomaos33 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.
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Post by eneomaos33 on Sept 28, 2018 21:17:11 GMT
Thanks again, shademp, you are my hero!
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Post by shademp on Oct 3, 2018 18:22:09 GMT
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.
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Post by I am Me on Oct 3, 2018 19:39:52 GMT
Ha! First time I hear Trevor in JapaneseXD In judgment you hear Ralph in JP version.
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