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  • Finally...WWE 2K14 Comes to the PSP! If you smellll...what the Rock is Cooking!

    Just visit CrocoX111's Facebook page to get this absolutely mind-blowing mod of Smackdown vs. RAW 2011. Just a heads-up, though: it's almost 2 gigabytes in total size, so I would suggest passing it up if you have a very slow download speed (of course, if you are also VERY patient, go right ahead and download it! ).
    Tempus fugit, ergo, carpe diem.

    Time flies, therefore, seize the day.

    Comment


    • Originally posted by xirtamehtsitahw View Post
      I've noticed that a vast majority of the game-freeze issues I've encountered in Smackdown 2011 happen during the course of a match, and usually involve what appears to be a failed attempt to load a run-in scenario. Most of these game freezes are immediately preceded by about 3 seconds of the memory stick light flashing at about four flashes per second (a slower rate than normal). This might indicate that the PSP's CPU is being strained by too much action occurring on-screen at the same time as a run-in is being loaded. This NEVER happens when I'm playing SvR '11 on a PC-based PSP emulator (such as PPSSPP), even if I speed-hack the emulator to run at double speed, courtesy of Cheat Engine's speed-hack feature.

      Could this just be an innocent glitch involving a failed run-in attempt, or is it something more insidious, such as the AI actually causing the game to freeze because it cannot secure an "unfair" victory (which was ostensibly set up by swerving me either pre-match or during the match...or BOTH)?

      Hence the title of this message--AI Rage Quits...Do They Actually Happen?

      What are your thoughts on this issue?
      Almost no emulator is 100% CPU accurate so the emulator possibly ignores certain calls or could even be the CPU like you said. Chances are the routine that call for a run in is somehow messed up after so many reversals, the data might have gone into another address or value which is called upon later and is obviously wrong and therefore a crash occurs. Memory dumps help determine this and also see how many reversals before the game freezes for data gathering.
      Spoiler Alert! Click to view...

      THE BAD GUY!!!!!!

      Comment


      • That is an interesting notion, Helder. However, the freeze usually occurs either right as I or my opponent earns a finisher, or a few seconds afterward (or possibly while attempting it).

        It might be that the AI intended to reverse the finisher, but it connected, but the reversal command the AI executed glitched, and let the finisher through...causing the game to eventually freeze due to "stack overflow".

        Or, it could be due to a run-in attempt by a character which doesn't have a proper run-in AI routine (which is far more prevalent in mods of SvR '11 due to the constant use of "new models" in place of pre-existing characters). The only solution there is to disable/free-agent that problem character, and if you ABSOLUTELY have to have that character on your roster, just build a CAW of him/her. CAW run-ins hardly ever cause game freezes. When they do, it's usually because of some impromptu hex-editing of their name, weight class or even gender just prior to taking them into a match (and failing to manually save beforehand). You can bypass gender-freezing issues by using gender-mod codes with jokers attached.

        The universal joker command for CWCheat (and TempAR using CWCheat codes) is 0xD00000?? 0x1??????? (the first two ?s are for the number of codes jokered, minus one, in hexadecimal, and the second group is the actual value for the button(s) you wish to assign to the joker code). You can even have five or six different jokers active at one time, if you have a simple enough game to allow for separate one-button or two-button commands for a variety of functions.

        A prime example is Super Mario Bros. 3Mix (a really good "super-mod" of NES Super Mario Bros. 3). I jokered the Penguin, New Tanooki, Fire Flower and Boomerang Suits to separate buttons, then added a "floor-drop" routine, as well as a "pit escape" routine (sort of like a rocket jump). This basically eliminated ALL possible ways to die, as well as made it possible to swap suits on the fly (there were a bunch of different secrets only accessible to specific suits).

        Jokers basically make a bunch of crazy things possible that wouldn't normally be possible with constant-on cheat codes.
        Last edited by xirtamehtsitahw; 10-13-2015, 08:02:49 PM.
        Tempus fugit, ergo, carpe diem.

        Time flies, therefore, seize the day.

        Comment


        • This is just an update to an older post regarding MLB 11: The Show for PSP. The highest value you can assign to any attribute on a player in Road to the Show mode or Season mode is 254. 255 seems to act more like "-1", as in even WEAKER than a value of 0 for that attribute. However, a weird thing about attribute values set higher than 127 is that they show up as "blank" (no yellow bar, no value shown for that attribute). It's as if the game were saying, "this guy's such-and-such attribute is SO high, that I can't even show it". It's sort of how certain luxury-car commercials don't display the price of the car advertised in the commercial.

          Also, I may have posted a few codes regarding infinite stamina for various pitcher positions. There's one code per pitcher position, PER type of game (road/away). That adds up to a LOT of infinite-stamina codes. The caveat is this: if you try to keep both road and away infinite-stamina codes active at all times, expect to have a lot of your pitches land for base hits or at best ground-outs or fly-outs. That's right--the infinite-stamina code you're currently NOT using...works for your opponent, including their batters. Therefore, if you insist on using infinite-stamina codes, use ONLY the one for the type of game you're playing (road code for road games, home code for home games). That is, unless you want your pitcher to have the batters he's facing "go yard".
          Tempus fugit, ergo, carpe diem.

          Time flies, therefore, seize the day.

          Comment


          • Super Smash Bros. Brawl Hacker in the Making?

            I've been tinkering with various Brawl hacking/modding tools over the last week or so, and it's gotten me VERY interested in what is actually possible in a Brawl mod. I'd like to be able to build my very own characters someday soon. I've already gotten a few ideas: Veemon and Guilmon from the "Digimon" series, and Rage Shenron from "Dragon Ball GT".

            Veemon would use a lot of melee-style moves (such as his infamous pinwheel punch flurry and "Vee Headbutt!"), while Guilmon would rely more on fire-based attacks. Veemon's Final Smash would be him Digivolving into Omnimon, and performing a sword-slash/laser-blast combo. Guilmon would Digivolve into Imperialdramon's Paladin form, and proceed to do likewise.

            Rage Shenron would use mainly electricity-based moves (his element was electricity in "Dragon Ball GT"). His Final Smash would be his "Electric Slime Body Build" maneuver, and he would grow to 10 times his normal size for about 15-20 seconds, during which he is impervious to damage (like most Final Smashes), and at the end of this powered-up stage, he'd unleash a massive shockwave similar to Tabuu's "Off Wave". Any normal attacks performed by Rage during his Body Build mode would be twice as powerful as usual. Rage Shenron is normally a rather small but heavy character (he's a bit on the chubby side, and has a HUGE ego--made evident by his Body Build maneuver!), so he'd be somewhat difficult to hit as well as KO. To counter these advantages, he'd be a bit on the slow side (his legs are rather short and stubby).
            Tempus fugit, ergo, carpe diem.

            Time flies, therefore, seize the day.

            Comment


            • Brawl Mods = Exercise in Aggravation

              Having ideas about new characters and actually building them are two different things at the Brawl level (as in, WAY more advanced than "simple" MUGEN characters). I may have bitten off more than I could chew in that regard, so I'm going to have to back off of actually modding Super Smash Bros. Brawl. However, I can say that I'm not done with games ranging from NES Super Mario Bros. all the way up to PSP games such as the WWE Smackdown series (and practically everything in between).

              Here's a code for Super Mario War (a cute little homebrew "stomp 'em" type fighting game for PSP):

              Start with 999 Lives/Points (P1):

              0x101C4EB0 0x000003E7

              This code basically makes it nearly impossible for the AI to beat you at nearly all game modes (which rely on taking all your lives for them to win). Also, it basically auto-wins "King of the Hill" mode (the mode where you have to earn 999 "crown points" before your opponent(s)).
              Tempus fugit, ergo, carpe diem.

              Time flies, therefore, seize the day.

              Comment


              • I hacked a bunch of CWCheat codes for Pokemon Mystery Dungeon: Red Rescue Team, back when GSCentral.org was still around, but lost them when the site itself went "down". Unfortunately, I'd have to hack every single one of them again, and it took me a long time to find them the first time, and not sure if I'm ever going to be up to finding them all again. I had codes which edited everything from your Pokemon's level to their typing, moveset, how powerful those moves were (aka their "Ginsengs") and even make it so water-types and the like can walk on lava with impunity, and take no damage from hail or sandstorms. At one point, I had hacked almost 50 codes for this one game, using TempAR.
                Tempus fugit, ergo, carpe diem.

                Time flies, therefore, seize the day.

                Comment


                • Pokemon Mystery Universe = Online TROLL Simulator

                  I highly suggest steering clear of Pokemon Mystery Universe, unless you like being trolled by the game, its other players, and the generally spiteful RNG (random number generator). For example: you could enter a dungeon where, on the very first floor, you get surrounded by six or seven enemy Pokemon who all start spamming area-of-effect moves that have the effect of KOing you almost instantly. Or, end up on a floor where traps are literally everywhere. There are even times where you will HAVE to take damage (via a Chestnut Trap or the like) in order to get to the stairs (due to the trap spawning in a single-tile-wide corridor).

                  That's not to mention the fact that the other players of this game are often troll-happy 12- and 13-year-olds who will just tell you "You suck", "Git gud", or "Just don't die", and the like.

                  In short, it wasted 2 weeks of my life, that I could've spent doing much more productive things, like Bible reading and hacking older video games like Super Mario Bros. (to make Mario into Bowser, or some other weird effects). So, I again iterate that this game is NOT for everyone, and only play it if you are of the masochistic bent.
                  Tempus fugit, ergo, carpe diem.

                  Time flies, therefore, seize the day.

                  Comment


                  • Various and Sundry Miscellany

                    I broke down and started playing Pokemon Mystery Universe again, and found ways to all but eliminate random crashing (but NOT lag, unfortunately). I downloaded the client as a portable app, and that seems to have fixed the issue with the random crashes (no more "destination array not long enough" or "value cannot be null" errors).

                    Also, I have one more idea as to a possible way to improve creating custom characters on WWE Smackdown vs. RAW 2011 for PSP.

                    Anyone have a clue as to how to mirror (horizontally flip) logos in the character creation suite? You can already mirror most of the moves in the game, including those used in the finisher creation suite (move IDs are big-endian, so you will need to add 80 to the large byte). Would a similar method be used to mirror logos?

                    I can already use the following tools:

                    1. Underwear/bra deletion
                    2. Layer transparency
                    3. Red layer overwrite (eyebrows, eyelashes, lips, teeth)
                    4. Hidden waist toggle (to make waist longer/legs shorter)
                    5. Logo size hacking
                    6. Ability hacking (up to 8 instead of 5)
                    7. Weight class hacking (ultraheavyweights ARE possible)
                    8. Attribute hacking (up to 255; hidden eighth attribute included)
                    9. Gender hacking (female templates can fight against male superstars)
                    10. Name hacking (can put up to 13 letters for short name, instead of 12)
                    11. Custom-finisher hacking (splicing normally incompatible parts together, editing damage/speed/framerate)
                    12. Moveset hacking (so non-normal moves can be spliced into chain-grapple slots)

                    If I could mirror logos, it would make even better custom characters possible.

                    Also, I've been toying around with the two PokePark games, and enjoy the deeper story of PokePark 2, but the game has issues with certain codes I like to use: 1. the speed boost code will sometimes freeze the game if I try to turn too sharply while close to a wall, and 2. Sometimes it seems as if I get one-shot instead of having infinite health, and 3. if I use the all-pals code, only Pikachu shows up in the pals list, although I have all four pals unlocked (causes no other game issues, though, besides pals being referred to by incorrect name--Snivy being referred to as Oshawott, for example).
                    Tempus fugit, ergo, carpe diem.

                    Time flies, therefore, seize the day.

                    Comment


                    • Another Fake Code Bites the Dust!

                      There is an unlock-everything code for Wii WWE '13 on the geckocodes.org site...which does NOT work. I've already tried it. However, I did stumble across a partially-working code, which I tweaked to actually unlock everything.

                      The good part is, it's only two lines long.

                      This is the code:

                      0973BEEF 00000001
                      00FF0001 00000000

                      Strangely, this code is listed as "for PAL only", but it also works on the NTSC version of the game.

                      It works in a fashion very similar to the "unlock everything" TempAR code for WWE SmackDown vs. RAW 2011 for PSP. You can find that code on Raing3's code archive page.
                      Tempus fugit, ergo, carpe diem.

                      Time flies, therefore, seize the day.

                      Comment


                      • Possible Gender Mod Codes for Wii WWE '13

                        I happened to stumble across the gender address for the first CAW slot on Wii WWE '13, using Cheat engine while playing the game on the Dolphin emulator.

                        The address is a bit unusual, though--907AB325 (or thereabouts). The same values apply to the gender flag as in Smackdown vs. RAW 2011: 0 for male, 1 for female. Going to have to do another search to see if this address is indeed correct (highly doubtful).
                        Tempus fugit, ergo, carpe diem.

                        Time flies, therefore, seize the day.

                        Comment


                        • Pokemon Mystery Universe vs. Pokemon Super Mystery Dungeon

                          These two games, one for the PC and the other for the 3DS, are the two premier Mystery Dungeon games currently available.

                          Each has its perks:

                          Pokemon Mystery Universe

                          +Can choose from 28 different starter Pokemon
                          +Online Chat
                          +Huge overworld to explore, with (currently) four regions, and more on the way
                          +Is frequently updated
                          +Lots of custom sprites, and has gen 6 Pokemon
                          +Can switch Pokemon on the fly
                          +Easy to escape dungeons if things get out of control (log off, then relog, poof--mercy invincibility!)


                          Pokemon Super Mystery Dungeon

                          +Can choose from 20 starter Pokemon (3 starters from all 6 generations, plus Pikachu and Riolu)
                          +Has mega evolutions (once you get far enough in the story)
                          +Can play as legendary Pokemon (once you complete tasks for them)
                          +3D graphics (not just 2D sprites)
                          +Team moves are available
                          +Moves are upgrade-able (like in Gates to Infinity)
                          +Password system
                          +Powersaves cheats are available (start as Mewtwo, for example...w00t!)

                          Now, for the downsides:

                          Universe

                          -Cannot mega evolve
                          -Cannot play as legendaries
                          -RNG can sometimes spawn lots of Pokemon without notice
                          -Some of the "better" Pokemon (such as Goomy, Lickitung and Skarmory) are difficult to recruit or even find

                          Super Mystery Dungeon

                          -Can't just hunt for whatever Pokemon you want
                          -Legendaries can be quite difficult to defeat and tend to spam the more annoying moves (like Recover)
                          -Can only take three Pokemon into dungeons at one time (as opposed to up to four teams of 4 Pokemon in Universe)
                          Tempus fugit, ergo, carpe diem.

                          Time flies, therefore, seize the day.

                          Comment


                          • PSP NBA 2K11 codes...for Cheat Engine?!

                            That's right--using Cheat Engine, I can easily hack the My Player mode points in NBA 2K11. The address changes every time I hack the My Player points, but it always works the same way: I start a new My Player, and search for the value 1000. I then increase one of the attributes (usually the top one), and search for the new, decreased value. After just two searches this way, I can already deduce what the correct address is, and max out the My Player points. I then simply max out every attribute and proceed to dominate the entire NBA with him.

                            So far, I have a 10-1 record playing for the Toronto Raptors (what can I say? I like dinosaurs...heh heh) as a really tall guy named Dwyane Stackhouse (yes, he's as tall as a smokestack, at 7'6"...and a POINT GUARD to boot--yikes).

                            Having a maxed-out character really helps out in this game. However, having proper AI slider settings helps, as well. They helped me achieve a close loss against the Orlando Magic (only 5 points separated me from them, 91-96), thus indicating I had achieved a decent, back-and-forth difficulty.
                            Tempus fugit, ergo, carpe diem.

                            Time flies, therefore, seize the day.

                            Comment


                            • Creating Your Own Gaming Server: NOT for the Faint of Heart!

                              I've had my own server for Primal Carnage: Extinction for about a week now, and I can tell you, it is NOT fun to actually build a server, but it's well worth it in the end. Having troll-busting authority I could only dream of for years is something I've been wanting to have for years. Now that I have it, it's a way I can help stamp out the troll menace (even if only an infinitesimally small fraction of it).

                              Please don't even think about trying to get me to explain how to set up a game server. It is way too complicated for me to spell out in layman's terms. I'm not even sure I remember every single step that went into it.

                              I built it so I could do my small part to try to drive the troll species to extinction (I know... probably a hopeless cause, but I can at least make them extinct on MY server).
                              Tempus fugit, ergo, carpe diem.

                              Time flies, therefore, seize the day.

                              Comment


                              • Possible Theory Regarding AI Cheapness in Smackdown vs. RAW 2011

                                Basically, the AI will get cheaper and cheaper the closer you get to Wrestlemania. By the time you get to Wrestlemania month, the AI will be practically incapable of "playing fair" and will be doing all sorts of unfair and nasty things to you.

                                I think I've covered a lot of the AI cheapness on other websites, but I'll just gloss over some of the more egregious examples of "AI hax":

                                1. Changing your target without your controller input, usually to the referee or your tag partner. This is to avoid being the target of your move, and used if the AI's technical stat isn't high enough to force a reversal.

                                2. Jab spamming. Seriously, the AI LOVES to use this tactic, because jabs are fast, hard to counter...and ANNOYING.

                                3. "Priority hax"--if the AI wants its move to connect, and you just tried to preempt them with a move of your own, THEIR move will usually take precedence, while your move just whiffs (doesn't connect). The AI doesn't have to play by the "Rock-paper-scissors" philosophy of the game. I've seen FINISHERS preempted with mere jabs. As in, the initial "grapple" animation just whiffs, and the jab connects, even if the finisher were started first. (Finishers have maximum priority in the game...EXCEPT if they're used against the AI).
                                Tempus fugit, ergo, carpe diem.

                                Time flies, therefore, seize the day.

                                Comment

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