360haven works best with JavaScript enabled
Kingdoms of Amular - Page 29
Loading
Register
Page 29 of 41 FirstFirst ... 419242526272829303132333439 ... LastLast
Results 225 to 232 of 321
  1. #225
    DeadlyData

    Re: Kingdoms of Amular

    Quote Originally Posted by mearsy777 View Post
    Anyone figured out how to mod hp yet? Or maybe even skill points? Currently having no luck :( oh and great work everyone so far, this thread is on fire with great finds
    I can tell you as far as it's stored in memory the game uses the same class to control both player damage and monster/AI damage just a bit of information about it,
    but the health is stored as a 32 bit value / unsigned ( 4 bytes ) in memory thus I assume it would save as such.

    I managed to increase the health to 0x0000FFFF via increasing the max health first then the health leading to the value 65535.
    Which is generally the max you can have in a 2 byte unsigned integer.

    However,
    I'm sure it would go to 4.x billion if you really wanted it to I just did so through live memory edits while my fiance was playing the game do to not being able to actually conduct full reversing without having hours to work with and her not wanting to actually play the game.

    As far as in memory it's stored at the 48th offset of the player structure in memory Player+0x48.

    Hopefully that can help you out with editing the save for it.


    Simplyiceman
    I'm currently working out a way to determine the difference between players and monsters upon taking damage so I can properly code an infinite health hook for my trainer the issue, I've also found I've been able to modify the max health as well as current health but that's not really my goal currently I want to stop the damage from happening rather then just increasing the health although I expect my trainer will wind up having both options.



    As far as more information about such because the Player and monster damage are using the same classes public functions to preform the damage I should be able to hook detect whether the player is the local player or not and if InfHealth == true don't commit damage but as a bonus if OneHitKo && Pointer == AI/Monster ( Health = 0; ); ;).

    So hopefully I can get that worked out I'm looking into further stuff and it appears that the inventory is expandable and I should also be able to do some other options with this quite soon.

    As far as an expected release date I should have an early trainer up at the latest tomorrow night or so, the final version I expect to have done by 2/12/2012

    Right now I can't do too much research on it as my fiance is playing it on my JTAG, after I'm finished with this I'm most likely moving on to Final Fantasy but please take note that these trainers may only be compatible with the NTSC version of these games.

    Edit:
    Also is outside linking allowed on this website because I've got a website setup specifically for trainer making if anyone's interested it's not for save editing or modding games so I'm assuming it's not really affiliation or outsourcing to another site with the same content where people would visit there instead of here...

    If someone would mind letting me know before I post it I'd like to start a team and actually start teaching people how to make trainers and etc there... and it's also my main place for accepting requests for game trainers as I really don't get many right now.

  2. #226
    Junior Member
    everlong24 is offline
    Join Date : Nov 2011
    Posts : 10
    Array

    Re: Kingdoms of Amular

    Does anyone know how to change the damage on a weapon or how to find my weapons damage value through hexeditor?

  3. #227
    gamer154

    Re: Kingdoms of Amular

    Great job everyone! I loved the DA2 SE so thanks a lot cybersam! Do you know how to edit the skill points?

  4. #228
    wraith512

    Re: Kingdoms of Amular

    Quote Originally Posted by DeadlyData View Post
    I can tell you as far as it's stored in memory the game uses the same class to control both player damage and monster/AI damage just a bit of information about it,
    but the health is stored as a 32 bit value / unsigned ( 4 bytes ) in memory thus I assume it would save as such.

    I managed to increase the health to 0x0000FFFF via increasing the max health first then the health leading to the value 65535.
    Which is generally the max you can have in a 2 byte unsigned integer.

    However,
    I'm sure it would go to 4.x billion if you really wanted it to I just did so through live memory edits while my fiance was playing the game do to not being able to actually conduct full reversing without having hours to work with and her not wanting to actually play the game.

    As far as in memory it's stored at the 48th offset of the player structure in memory Player+0x48.

    Hopefully that can help you out with editing the save for it.


    Simplyiceman
    I'm currently working out a way to determine the difference between players and monsters upon taking damage so I can properly code an infinite health hook for my trainer the issue, I've also found I've been able to modify the max health as well as current health but that's not really my goal currently I want to stop the damage from happening rather then just increasing the health although I expect my trainer will wind up having both options.

    As far as more information about such because the Player and monster damage are using the same classes public functions to preform the damage I should be able to hook detect whether the player is the local player or not and if InfHealth == true don't commit damage but as a bonus if OneHitKo && Pointer == AI/Monster ( Health = 0; ); ;).

    So hopefully I can get that worked out I'm looking into further stuff and it appears that the inventory is expandable and I should also be able to do some other options with this quite soon.

    As far as an expected release date I should have an early trainer up at the latest tomorrow night or so, the final version I expect to have done by 2/12/2012

    Right now I can't do too much research on it as my fiance is playing it on my JTAG, after I'm finished with this I'm most likely moving on to Final Fantasy but please take note that these trainers may only be compatible with the NTSC version of these games.

    Edit:
    Also is outside linking allowed on this website because I've got a website setup specifically for trainer making if anyone's interested it's not for save editing or modding games so I'm assuming it's not really affiliation or outsourcing to another site with the same content where people would visit there instead of here...

    If someone would mind letting me know before I post it I'd like to start a team and actually start teaching people how to make trainers and etc there... and it's also my main place for accepting requests for game trainers as I really don't get many right now.
    I feel like such a lurker lol but IDC ummm Deadly Data I would be highly interested in learning how to make trainers. I am mostly interested because I just got a JTAG and I would love to do other things with it aside from playing games early or w/e...
    Also Jappi and Cyber I have to say Ya'll are absolutely amazing. I had played Demon Souls long time ago, and I was extremely excited that you to had done the mod tool editor for Dark Souls(I thought the game might not get enough notoriety 4 1) And definitely I am excited that you will be making one for KoA

  5. #229
    Member
    TheReaverSasuke is offline
    Join Date : Feb 2011
    Location : Texas
    Posts : 60
    Array

    Re: Kingdoms of Amular

    So, whats the status on the editor, and will it encorporate an item editing, or just exp/weight/gold/stats?
    Thanks for the awesome work guys!

  6. #230
    Haven Donator
    krispin149 is offline
    Join Date : Apr 2011
    Posts : 177
    Array

    Re: Kingdoms of Amular

    the people making the program might already know this but for anyone else who doesn't know. If you mod the effects of a created weapon while you have it equipped, you must unequip and then re-equip for the effects to apply. They won't be calculated if you just hex edit the save and then continue on with it equipped.

    happy modding everyone, looking forward to modding the freaking skills points :)

  7. #231
    DeadlyData

    Re: Kingdoms of Amular

    Throwing a slight side note in here about using trainers in this game, if you fuck something up it DOES save your health that way -_-...
    Pain in the ass every time I load the save I'm dead.

    P.S. For those of you wondering I've accomplished inf health and just trying to get the one hit kill kinks worked out before I move onto something else,
    This game has been proven to be extremely time consuming to train a single option properly I've been at it for nearly 6+ hours.

    Below is an example of the hook I've coded for inf health/one hit kills I've marked off the offsets so no one tries stealing my work, want them get the shit and develop it on your own.

    As soon as I have a few more options ready for it I'll be sure to release an early version I'm thinking of doing gold/mana once I get this worked out then later on I'll probably wind up making crap like no-clip, unlimited inventory, super speed, as well as weapon editing abilities via the trainer In-Game unlike save editing.

    PHP Code:
    VOID __declspec(nakedCheckDamage(VOID)
    {
        
        
    DWORD OldR11;
        
    BYTE Player;
        
    DWORD Ptr;

    __asm{

                
    cmplw cr6r28r11
                ble cr6
    return_abnormal
                
                add r11
    r28r30
                mr OldR11
    ,r11
                lwz r30
    ,0x**(r1)
                
    mr Ptr,r30
                lbz r30
    ,0x**(r30)
                
    mr Player,r30
    }

    DbgPrint("Ptr: %08X\r\n",Ptr);
    DbgPrint("Player: %08X\r\n",Player);

    DbgPrint("Entered InfHealth/NotPlayer\r\n");
    if( 
    Player != 0x01 && OneHitKo == true )
    {
        
    DbgPrint("Entered OneHitKo/Notplayer\r\n");
        
    __asm{
            
    b return_abnormal
        
    }

    }

    if( 
    Player != 0x01 && InfHealth == true )
    {
        
    DbgPrint("Setting health\r\n");
        
    __asm{
                    
    mr r11,OldR11
                    stw r11
    ,0x**(r31)
        }
    }

    DbgPrint("Returning to game normally\r\n");
    __asm{
            
    mr r11,OldR11
            lis r10
    0x****
            
    ori r10,r10,0x****
            
    mtctr r10
            bctr

    return_abnormal
    :
    //branch conditional
            
    mr r11,OldR11
            lis r10
    ,0x****
            
    ori r10,r10,0x****
            
    mtctr r10
            bctr
        
    }

    Same layout as all my other trainers...
    Click image for larger version. 

Name:	192.168.0.128-image1.jpg 
Views:	46 
Size:	18.4 KB 
ID:	5401Click image for larger version. 

Name:	192.168.0.128-image2.jpg 
Views:	52 
Size:	15.5 KB 
ID:	5402

    Short vid of the inf health/one hit kills demonstration
    http://www.youtube.com/watch?v=2DSul...d2AUAAAAAAAAAA
    Last edited by DeadlyData; 02-10-2012 at 07:08 PM.

  8. The Following 2 Users Say Thank You to DeadlyData For This Useful Post:


  9. #232
    Junior Member
    crystalchaosx7 is offline
    Join Date : Jan 2012
    Posts : 26
    Array

    Re: Kingdoms of Amular

    I'm curious as to how to try and do my own hex editing to my save file on this game. Do you need a compression tool for the save file, or are youjust opening the save file normally using a HexEdit program? Thanks.
    Downloads : 24 || Uploads : 0 || Rep Power : 0 || Posts : 26 || Thanks : 38 || Thanked 0 Times in 0 Posts


    "Even a broken clock tells time twice a day."

 

 

Similar Threads

  1. Replies: 22
    Last Post: 12-29-2013, 05:23 PM
  2. Kingdoms of Amalur 360 save to PC?
    By Dt0var3623 in forum Xbox 360 Modding Discussion
    Replies: 0
    Last Post: 02-12-2012, 07:28 PM
  3. My blog review of Kingdoms OF Amalur
    By azulthewise in forum Chit Chat
    Replies: 6
    Last Post: 02-03-2012, 11:50 PM

Visitors found this page by searching for:

Nobody landed on this page from a search engine, yet!

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

About 360haven

    360haven is an Forum Devoted To Game modding Fans from all over the world.

    An Awesome Community of Xbox 360 Gamers, Modders and Developers who Create & Share Tutorials, Applications, Gfx, Trainers and Gamesaves.

    A haven for the l33t.
    A scarce paradise for modders.

★★★★★¯\_(ツ)_/¯