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Many memory addresses are not different every time I run it. I've found some addresses/patterns which have remained stable across even patches. That said, their cheat engine table contains very little of interest outside of maybe the battle counter. Generally the idea behind these kinds of tables is that you find the address you're looking for, then backtrack it to a pointer and just use the pointer instead as it's likely to point to the correct address in the future even if the address changes.
For something like VMProtect I think it might be better to use patterns, but really once they're done patching the game, whatever works will be fine.
I'm not really interested in it for cheating at all :P If it can be shown that the actual executable stops jumbling itself every time the game runs, I might be able to make some progress elsewhere.
For the stuff I was trying to do, I found the addresses for executable instructions were different between two test machines. But maybe the data section of the executable is static, and that'd be helpful if framerate works anything like it did in Zestiria.
Neither am I, which is why I said almost everything in their table is worthless. :P I've been poking at it and experimenting. Initially I was hoping to just get variable framerate working so things like skits/cutscenes run at normal speed while walking around or perhaps combat work a slightly faster speeds. I mostly have that, but I'm not happy with the values I'm using for it.
Anyway, the more I looked into it, the more fixes I could see potentially being done.
That's good news. I know the original Gamecube game had variable famerate built-in, so as long as that code has not been nixed in the two ports since there is some potential for an easy fix. You'd be surprised how much "dead" code in these ports actually works if you modify constant compiled variables >:)
If nothing else, if I could just identify some memory in-game that denotes various game states, I could offer automatic speed hacks on the world map and so forth. Game state probably isn't as important in this game as it was in Zestiria, I don't need to handle mouse input (that's a laugh) differently in menus than battle / world.
Someone else did the initial work, but the multipliers were actually done by me :).
Do you know how to get All Tech code to work?
I guess that's a development holdover, given that the Cube version did not (natively) support 480p? Or does the "half a frame per second" idea not apply here? Regardless, now I want to force it on actual hardware and see what happens.
I never played a single game on the Gamecube progressive scan even though I had a really high-end 1080i SONY CRT. The price of that effing cable (about $10 less than the console itself) and the 2 or 3 games that used it, hardly made that a sound use of money :)
Ahhhhhhhhhhh . That timetable sounds about right. Though 480p was most certainly not undersupported on the Gamecube, though you would never notice with the cables being costly as they were; it was basically a given in first-party games, right up to Twilight Princess and not-Nintendo Baten Katios Origins in 2006.
But would that variable frame rate code still allow one a 60 FPS game if forced by the hardware? On a modified Wii, of course, only thing with both the means and affordable cables. I suppose it would depend on the method.
I don't know the values you have to input yet, but you can figure them out by playing through the game. If you have known all techs for a character at one point (e.g. you learned all the T-techs, forgot them and then learned all the S-techs), then the first 8 bytes ("techs ever known" in the table) will be the value you can input into the second 8 bytes ("techs known") to have all techs.
I will update the table with the values needed once I'm that far in the game, but that might take a while.
2. Then you start Cheat Engine and load the ToS.ct file.
3. Start the game and load a save.
3.5. Press Alt+Tab to go gack to Desktop.
4. Now you click on Cheat Engine on the blinking System Symbol.
5. You will see the Process List. In there you open not the TOS.exe but instead open the sec65EF.tmp (could change a bit everytime, not sure) which has the same Symbol as the TOS.exe.
These are the directions i see, but i am possibly stupid and i don't see a tmp anything. andbody know what i'm supposed to do?