Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
cursed itr
#11
I don't have all the lf2 and datachanger stuff on my computer anymore, so I can't test it out by myselfe, but what happens if you add a mp: -2147483648 tag somewhere to a character? (not the first frame of the move)
would he actually have infinite mp?
Reply
Thanks given by:
#12
yes and no

its the right amount - but it will not work in a single mp tag, you have to split it (and possibly account for the regain; so make it a little more depending on the delay between the two tags)
Reply
Thanks given by:
#13
possible explanation for [regaining hp over the limit of 500]
tl;dr:
the dark and max hp values are stored as an unsigned ints, and when the character first dies, the dark and max hp values are "less" than the current hp value, and so is set to the hp value (but since it is an unsigned int, it is "more"). when the character revives, his hp continuously regens

Code:
Tag        | Hex            | Dec    |
--------------------------------|
HP        | 00 00 01 F4    | 500    |
Dark HP    | 00 00 01 F4    | 500    |
Max HP    | 00 00 01 F4    | 500    |

// perform first itr
injury ->    80 00 00 00    // -2147483648

// we perform the subtraction
      00 00 01 F4
    - 80 00 00 00
    = 80 00 01 F4    // -2147483148 (not the same as the itr value)

// logic: hp = hp - (unsigned int) injury; // implicit cast

>> insert crazy logic here
// hypothetical, max hp and hp must be stored as unsigned ints
if (dark hp < hp) {
    dark hp = hp;
}
if (max hp < hp) {
    max hp = hp;
}
>> done logic

HP        | 80 00 01 F4    |  -2147483148    |
Dark HP    | 00 00 01 F4    |  2147484148    |
Max HP    | 00 00 01 F4    |  2147484148    |

// perform second itr
injury ->    80 00 00 00    // -2147483648

// we perform the subtraction
      80 00 01 F4
    - 80 00 00 00
    = 00 00 01 F4

HP        | 00 00 01 F4    | 500    |    // back to normal
Dark HP    | 00 00 01 F4    | 2147484148    |
Max HP    | 00 00 01 F4    | 2147484148    |

// tada: "unlimited" hp regen

doesn't address the mp issues though, probably more crazy logic



Azriel~
Reply
Thanks given by: YinYin
#14
thanks azriel

now try to explain this one:
i have managed to isolate the infinite mp effect through an itr

first do a damage of about 1147483648 and then while the opponent is still falling revert it with -1147483648
after that his mp will be so high that you won't notice him using any - no side effect found so far (hp totally unaffected - other than drinking beer no way to turn it off again yet)
it also works perfectly well with 1147483648 and then 3147483648
just need to stop somewhere right in the negative area instead of the borderlines of positive and negative (like the previous ones)

now i only need to isolate the delete dark hp and regain effect
edit:
four hits with 2147483648 (wait: 3 vrest: 4) will rid the opponent of his dark red hp and regain
also milk becomes deadly (and sometimes mp is emptied out aswell)
if repeated it will first switch to no dark red hp and unlimited regain
and second back to normal
(third: no dark red and no regain again)
Reply
Thanks given by:
#15
character starts with 500 hp
=========================================
hit with injury: 1147483648 and then -1147483648
hp: 2000000500
dark hp: 3529978698
max hp: 500
mp: 11475147

effects:
hp and mp both decrease, their values are just high. also no hp or mp regen
F8 doesn't work
drinking milk sets mp back to 500, but hp is set to whatever the dark hp value is at the time of drinking, and character dies
=========================================
single hit with injury: -1147483648
hp: 1147484148 (positive version of injury value less 500)
dark hp: 382495049
max hp: 500
mp: 500

effects:
hp doesn't regen (and hp and dark hp are both just high, hp is higher than dark hp but no special behaviour)
drinking beer doesn't affect anything (just normal).
drinking milk resets hp and dark hp to 500
=========================================

haven't tried what i haven't listed, what do you mean by "unlimited regain"?



Azriel~
Reply
Thanks given by:
#16
(02-27-2012, 07:54 AM)Azriel Wrote:  character starts with 500 hp
=========================================
hit with injury: 1147483648 and then -1147483648

effects:
hp and mp both decrease, their values are just high. also no hp or mp regen
F8 doesn't work
drinking milk sets mp back to 500, but hp is set to whatever the dark hp value is at the time of drinking, and character dies
strange ... i didn't get a change in hp behavior with this one
also F8 drops weapons ... are you sure that one doesn't work?

(02-27-2012, 07:54 AM)Azriel Wrote:  what do you mean by "unlimited regain"?
what you explained in your previous post: above 500
Reply
Thanks given by:
#17
May the
Code:
throwinjury: -842150451
in catch-itrs have a special feature like this? I can't try it now:P..
I always wondered what that ridiculous numbers for(in catch-itrs)...

Edit: of course it has no relation with 2^xxx numbers but who knows, maybe it has a purpose:P
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
Reply
Thanks given by:
#18
(04-05-2012, 07:08 PM)xmfcx Wrote:  May the
Code:
throwinjury: -842150451
in catch-itrs have a special feature like this? I can't try it now:P..

The only specialty about this is its hex-value: CDCDCDCD. It's as if this is Marti's way of making fun of the reverse-engineers :p
Tbh, I don't know if there is actually anything special about it...

» Gallery | » Sprites | » devArt
Reply
Thanks given by:
#19
(04-05-2012, 07:53 PM)Blue Phoenix Wrote:  
(04-05-2012, 07:08 PM)xmfcx Wrote:  May the
Code:
throwinjury: -842150451
in catch-itrs have a special feature like this? I can't try it now:P..

The only specialty about this is its hex-value: CDCDCDCD. It's as if this is Marti's way of making fun of the reverse-engineers :p
Tbh, I don't know if there is actually anything special about it...

I've found something interesting, so please excuse my gravedigging.

I googled "CDCDCDCD" and got some stuff that may make sense for some.

http://en.wikipedia.org/wiki/Magic_numbe...bug_values

wiki says that "CDCDCDCD" is Used by Microsoft's C/C++ debug malloc() function to mark uninitialized heap memory, usually returned from HeapAlloc()

and references to this table:

http://www.nobugs.org/developer/win32/de...html#table

No idea if this will be useful to someone ever but just wanted to share.
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
Reply
Thanks given by:




Users browsing this thread: 1 Guest(s)