Monster Farm 2 Modify log 3-ring

Source: Internet
Author: User

Next, Monster Farm 2 change log 2-Marvelous ability Song

BGM is a mysterious sister paper singing Super Beautiful Rings

In the previous article, we successfully found the "Collected Monster ID" list.

What's the next thing to do?

According to the reasoning in the previous article, when the player generates a new monster, the game program updates the list, plus the new Monster's ID.

We can set a memory breakpoint, break the time when generating a new monster, and then roll back the data that generated the monster (primarily the ID) from where it came from.

We read the game record without generating the 169th クリック children, and look at 9703C, which is the "Collected Monster ID" list.

As you can see, 0x97151 (number No. 278 of モッチー,0x9703c+278-1) is 1 and has been collected.

The 0x970e4 (169th クリック Children, 0x9703c+169-1) is 0, not yet collected.

We 0x970e4 the next memory breakpoint, and then spawn クリック children from the shrine to see if the breakpoint will be triggered.

After a successful spawn, the monster is given a name and the breakpoint is triggered. So after spawning the monster, and the player is sure to adopt the monster, and to give the monster a name, the ID will be added to the "Collected Monster ID" list.

It was wrong to think that the game program would update the list when the monster was spawned, and now it appears that the game program will not update the list until the monster is spawned.

We can indeed from this point of time, anti-launch monster ID from where to get, but the road seems to be longer, the difficulty seems to be very large.

Then rethink the process of the game.

1, read the data from the CDROM.

2, calculates the ID of the monster to be generated, and other initial data based on the data.

3, if the spawn condition of the monster is not satisfied, then prompt the player that the monster can not be generated.

4. Play the animation that generated the monster.

5, confirm whether the player will adopt the monster, if OK, add the monster ID to the "Collected Monster ID" list.

As you can tell from step 3, before you spawn a monster, you need to query whether the monster with the specified ID satisfies the build condition (actually the monster that queries that race can spawn, not the ID, but there may be a way to find the monster race by the monster ID).

Based on your previous data, guess whether the spawn condition is also stored as an array (similar to the "Collected Monster ID" list), and is an array of races. We can search based on this information. 1th Race ピクシー Early renewable, so should be No. 012 race ドラゴン Early non-renewable, So it should be 003ケンタウロス initial non-renewable, so it should be No. 004 early Renewable 015 6 7 8th races are not renewable at the beginning, so 00 00 00 1 A total of 38 races, based on the initial renewable, search the snapshot file for the following byte series. 01 00 00 On the bingo! of the xx-xx-XX It is true that the sequence of bytes is found in memory.

Get the address in memory should be 0x975e6-0x2b0 = 0x97336

We used a three-color bird that could not be generated initially to verify that the "Race Allow generation" list was correct. The default tri-colored bird is not regenerated at the beginning and must be completed after collecting the jelly sticker related events. The 33ダックン race ID is 33. Then the address is 0x97336 + 33-1 = 0X97356 will 0x97356 memory changes to 1, into the temple, the successful generation of three-color bird .   by the way to find the next monster Farm 2 Gold fingers, found 9703C and 97336 of these two addresses, the other people have found, but no relationship, Now we're a little closer to the target. .  the following is my modified gold finger, which adds the #unlock all species section. Although it is ugly, it can spawn monsters of all races when modified.
#Money max80096f6c e0ff80096f6e 05f5#combat playerr Infinite energy801ffcdc 03e7#combat player Guts INFINITE801FFCFC 00FF #Combat Enemy Energy 0801ffc5c 0000#combat Enemy Energy 0 R2 + selectd009185e 0102801ffc5c 0000#enemy Guts Zero  R2 + S electd009185e 0102801ffc7c 0000#all Monster Cards50009802 00008009703C 0101#all emblem S80097010 000180097014 000180097018 00018009701C 000180097020 0001#alway ' s Rank s30095b42 0005#max status800959d0 03e7800959d2 03E7800959D4 03e7800959d6 03e7800959d8 03e7800959da 03e7800959e0 03e7800959e8 03e7#max loyalty300959ec 00C8300959ED 00C8#Unlock All Species80097336 010180097338 01018009733A 01018009733C 01018009733E 010180097340 010180097342 010180097344 010180097346 010180097348 01018009734A 01018009734C 01018009734E 010180097350 010180097352 010180097354 010180097356 010180097358 01018009735A 0101

To be Continued ...

Monster Farm 2 Modify log 3-ring

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