The Ultimate Weapon Hacking Guide

CalvTheHedgehog

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JamStubbs ultimate guide to weapon hacking...

In this guide I will teach you how to:
1: Make/edit basic weapons
2: Weapon placement(and how to make tables)
3: Glueing weapons
4: How to make complex weapons (eg. bag of tacks etc)
5: Weapons that change with a button press
6: Weapons that change when dropped
7: Weapons that change on impact
8: Weapons that are in the ring when the match starts
9: Starting a match with a weapon in your hands
10: How to set the weapon a player gets from the crowd

////////////
1: Making basic weapons.
////////////
To get started you will need the following addys:

Weapon Mods - Credit:Kryogenics
^^^^^^^^^^^^^^^^^
*Bat
81052C24 **** (2CB3) (Polygons)
81052C26 **** (2CB4) (Polygons)
81052C2C **** (2CF3) (Graphics)
81052C2E **** (2CF3) (Graphics)
*Sledge Hammer
81052C30 **** (2CB5) (Polygons) handle
81052C32 **** (2CB6) (Polygons) end
81052C38 **** (2CF5) (Graphics) handle
81052C3A **** (2CF5) (Graphics) end
*Night Stick
81052C3C **** (2CB7) (Polygons)
81052C40 **** (2CDB) (Graphics)
*Barbed Wire 2x4
81052C48 **** (2CB8) (Polygons) 2x4
81052C4A **** (2CB9) (Polygons) barbedwire
81052C50 **** (2CF9) (Graphics) 2x4
81052C52 **** (2CFB) (Graphics) barbedwire ***useful texture***
*2x4
81052C54 **** (2CBA) (Polygons)
81052C5C **** (2CFD) (Graphics)
*Kendo Stick
81052C60 **** (2CBB) (Polygons)
81052C68 **** (2CFF) (Graphics)
*Pool Cube (Stick)
81052C6C **** (2CBC) (Polygons)
81052C74 **** (2D01) (Graphics)
*Microphone
81052C78 **** (2CBD) (Polygons)
81052C80 **** (2D03) (Graphics)
*Head
81052C84 **** (2CBE) (Polygons)
81052C8A **** (2D05) (Graphics)
*Water Bottle
81052C90 **** (2CBF) (Polygons)
81052C98 **** (2D07) (Graphics)
*Roses
81052C9C **** (2CC0) (Polygons)
81052CA4 **** (2D09) (Graphics)
*Chair
81052CA8 **** (2CC1) (Polygons)
81052CAA **** (2D0B) (Graphics)
*Table Piece
81052CB0 **** (2CC2) (Polygons) top
81052CB2 **** (2CC3) (Polygons) legs
81052CB4 **** (2D0D) (Graphics) top
81052CB6 **** (2D0F) (Graphics) legs
*Foam Cheese Head
81052CB8 **** (2CC4) (Polygons)
81052CBC **** (2D11) (Graphics)
*Brifecase
81052CC0 **** (2CC5) (Polygons)
81052CC4 **** (2D13) (Graphics)
*Foam Finger
81052CC8 **** (2CC6) (Polygons)
81052CCC **** (2D15) (Graphics)
*Foam Bull Head
81052CD0 **** (2CC7) (Polygons)
81052CD4 **** (2D17) (Graphics)
*Stop Sign
81052CD8 **** (2CC8) (Polygons)
81052CDC **** (2D19) (Graphics)
*Trash Can
81052CE0 **** (2CC9) (Polygons)
81052CE4 **** (2D1B) (Graphics)
*Ring Steps
81052CE8 **** (2CCA) (Polygons)
81052CEC **** (2D1D) (Graphics)
*Steviewiser Can
81052CF0 **** (2CCB) (Graphics)
81052CF4 **** (2D1F) (Graphics)
*The Rock Says... Book
81052CF8 **** (2CCC) (Polygons)
81052D00 **** (2D21) (Graphics)
*Belt
81052D04 **** (2CCD) (Polygons)
81052D08 **** (2D23) (Graphics)
*Bell
81052D0C **** (2CCE) (Polygons) wood
81052D0E **** (2CCF) (Polygons) bell
81052D10 **** (2D27) (Graphics) wood
81052D12 **** (2D25) (Graphics) bell
*Fire Extinguisher
81052D14 **** (2D1F) (Polygons)
81052D16 **** (2CCC) (Polygons)
81052D18 **** (2D29) (Graphics)
81052D1A **** (2D29) (Graphics)
*Ladder
81052D1C **** (2CD3) (Polygons) side
81052D1E **** (2CD4) (Polygons) side
81052D20 **** (2CD5) (Polygons) rungs
81052D22 **** (2CD6) (Polygons) rungs
81052D24 **** (2D2B) (Graphics) side
81052D26 **** (2D2B) (Graphics) side
81052D28 **** (2D2D) (Graphics) rungs
81052D2A **** (2D2D) (Graphics) rungs
*Cane
81052D2C **** (2CED) (Polygons)
81052D30 **** (2D2F) (Graphics)
*Bazooka
81052D34 **** (2CEF) (Polygons) bazooka
81052D36 **** (2CEE) (Polygons) handle
81052D38 **** (2D31) (Graphics)
81052D3A **** (2D31) (Graphics)
*Goblet
81052D3C **** (2CF0) (Polygons)
81052D40 **** (2D33) (Graphics)
*Scale
81052D44 **** (2CF1) (Polygons) base
81052D46 **** (2CF2) (Polygons) the rest
81052D48 **** (2D35) (Graphics) base
81052D4A **** (2D37) (Graphics) the rest

Ok. Now, say you wanted to wrap the chair in barbedwire. The chair only has 1 polygon and 1 texture, So you would have to replace something with 2 polygons (1 for the chair and 1 for the barbedwire). Say you wanted to replace the fire extinguisher with the barbedwire chair.

81052D14 **** (2D1F) (Polygons)*change to the chair polygon*
81052D18 **** (2CCC) (Polygons)*change to a polygon larger then the chair(rocks book)*
81052D18 **** (2D29) (Graphics)*change to the graphic of the chair*
81052D1A **** (2D29) (Graphics)*change to the graphic of barbedwire(2cfb)

so the code would be:

81052D14 2CC1 = Polygon1 of fire.e. is chair
81052D18 2CCC = Polygon2 of fire.e. is rocks book
81052D18 2DOB = Graphic1 of fire.e. is chair
81052D1A 2CFB = Graphic2 of fire.e. is barbedwire

You can also use the mods above to make entrance/backstage props regular weapons by using the same technique.

/////////
2: Weapon placement
//////////

IMPORTANT ADDRESSES (memory editor format )

Weapon 1:

8016C330 (0000) activates weapon (FFFF) no weapon present
8016C332 ???? - value of weapon you are placing
8016C334 (0000) activates weapon (FFFF) no weapon present
8016C336 ???? - value of weapon you are placing
8016C374 left/right
8016C378 height
8016C37C down/up
8016C382 tilt
8016C386 direction facing
8016C38A other tilt
8016C38E other direction facing

Weapon 2:

8016C3E4 (0000) activates weapon (FFFF) no weapon present
8016C3E6 ???? - value of weapon you are placing
8016C3E8 (0000) activates weapon (FFFF) no weapon present
8016C3EA ???? - value of weapon you are placing
8016C428 left/right
8016C42C height
8016C430 down/up
8016C436 tilt
8016C43A direction facing
8016C43E other tilt
8016C442 other direction facing

Weapon 3:

8016C498 (0000) activates weapon (FFFF) no weapon present
8016C49A ???? - value of weapon you are placing
8016C49C (0000) activates weapon (FFFF) no weapon present
8016C49E ???? - value of weapon you are placing
8016C4DC left/right
8016C4E0 height
8016C4E4 down/up
8016C4EA tilt
8016C4EE direction facing
8016C4F2 other tilt
8016C4F6 other direction facing

Weapon 4:

8016C54C (0000) activates weapon (FFFF) no weapon present
8016C54E ???? - value of weapon you are placing
8016C550 (0000) activates weapon (FFFF) no weapon present
8016C552 ???? - value of weapon you are placing
8016C590 left/right
8016C594 height
8016C598 down/up
8016C59E tilt
8016C5A2 direction facing
8016C5A6 other tilt
8016C5AA other direction facing

Weapon Values:

0000 - Baseball Bat
0001 - Sledgehammer
0002 - Nightstick
0003 - Barbed Wire 2X4
0004 - 2X4
0005 - Kindo Stick
0006 - Pool Cue
0007 - Microphone
0008 - Head
0009 - Water Bottle
000A - Roses
000B - Chair
000C - Table Piece
000D - Headcheese
000E - Briefcase
000F - Foam Finger
0010 - Foam Bull
0011 - Stop Sign
0012 - Trash Can
0013 - Ring Steps
0014 - Steveweiser Beer Can
0015 - The Rock Says Book
0016 - Championship Belt
0017 - Ring Bell
0018 - Fire Extinguiser
0019 - Ladder
001F - Flame*

Those are all the placing addys for weapons 1-4.

Now onto placing:
First you must grab a weapon make sure it is weapon 1. Now walk up to the spot you want to place the weapon hit the gameshark button now select memory editor, go to address. Go to the addy 8016C330.

You will see this:

8016C330 0000 ???? 0000 ????
8016C338 0000 0000 FFFF FFFF
8016C340 FFFF FFFF FFFF FFFF
8016C348 FFFF FFFF

Change it to this:

8016C330 0000 **** 0000 ****
8016C338 0000 0000 0000 0000
8016C340 0000 0000 0000 0000
8016C348 0000 0000

**** = The value of the weapon you want

Once you are in the area where you want
to place the weapon change it to this

8016C330 0000 **** 0000 ****
8016C338 FFFF FFFF FFFF FFFF
8016C340 FFFF FFFF FFFF FFFF
8016C348 FFFF FFFF

Your weapon will now be frozen in that spot.

edit the addys until you get the right placement. Ignore all addys I skipped. In the important addys list do these with up to 6 weapons if you want.

^^^^^^^^Credit DX69^^^^^^^^^^^

Say you want to make a table. First you need to mod two weapons to have the backstage tables polys and graphics.

Wooden Table Editor
81051CFC **** (0672) (Polygons)
81051CFE **** (0673) (Polygons)
81051D00 **** (0674) (Polygons)
81051D02 **** (0675) (Polygons)
8105D104 **** (0676) (Polygons)
81051D08 **** (09A9) (Graphics)
81051D0A **** (09A9) (Graphics)
8105D10C **** (09A9) (Graphics)
81051D0E **** (09A9) (Graphics)
81051D10 **** (0991) (Graphics)

Give those polys and textures to any weapons and place them using the technique above.

To make the table break, you need the code:

D1064880 2000 - When p1 presses z,
8116C382 XXXX - Weapon 1 tilts to XXXX.

Repeate that sequence for all the titls of all the weapons you have placed for the tables.

/////////
3: Glueing Weapons
/////////

Credit DX69
^^^^^^^^^^^
How to "Glue Weapons Together"

(hold 2 or more weapons at the same time)

Player holds Weapon 1:

8116C33A ????

Player holds Weapon 2:
8116C3EE ????

Player Weapon 3:
8116C4A2 ????

Player Weapon 4:
8116C558 ????

???? Values are:

0000 p1
0001 p2
0002 p3
0003 p4
FFFF none

Ok now lets say you want P1-P4 to hold weapon 1 and 2 together

Here is how you would do it

D116C33A 0000 if p1 holds weapon 1
8116C3EE 0000 p1 holds weapon 2
D116C33A 0001 if p2 holds weapon 1
8116C3EE 0001 p2 holds weapon 2
D116C33A 0002 if p3 holds weapon 1
8116C3EE 0002 p3 holds weapon 2
D116C33A 0003 if p4 holds weapon 1
8116C3EE 0003 p4 holds weapon 2
D116C33A FFFF if no player holds weapon 1
8116C3EE FFFF no player holds weapon 2


Note:

Weapon 2 (or any weapon you are glueing) must be on screen, so you should place it using the techinique in part 1. When you let go of weapon 2 (or whatever weapons you are making stick together) the weapon will freeze in mid air. To fix this, make it fall with the weapon height addys.

/////////
4:Complex Weapons
////////

Once you have mastered the basics of weapon hacking, you can begin to experiment with ways of making your weapons more advanced.
Ex. Make a smashable weapon or a special feature to the weapon.

Here is Jamstubbs FIRST EVER CODE. It is a bag of tacks. When the bag is dropped the tacks spread. Heres how he did it....

Bag of Tacks

This replaces the bat. Make sure that the bags are the first AND second weapon you keep. When you drop it in the ring, in the truck or on any table it opens on the floor and spreads the tacks.

81052C24 2CBE Polygon of head(looks like a bag) replaces polygon of bat
81052C26 2CBE Polygon of head(looks like a bag) replaces polygon of bat
81052C2C 24FF brown texture replaces bat texture.
81052C2E 24FF brown texture replaces bat texture.
81052CB0 2CBE Polygon of bag replaces polygon 1 of table piece
81052cb2 2CC8 Polygon of stop sign(for spreaded tacks)replaces polygon 2 of table piece
81052CB4 24FF Bag texture replaces table piece texture 1
81052CB6 2CFB Tacks texture replaces table piece texture 2
D116C378 42B4 When weapon 1 reaches ring/table height....
8116C332 000C ....weapon 1 becomes table piece(edited to tacks)
D116C378 42B4 When weapon 1 reaches ring/table height....
8116C336 000C ....weapon 1 becomes table piece(edited to tacks)
D116C42C 42BA When weapon 2 reaches ring/table height.....
8116C3E6 000C ....weapon 2 becomes table piece(edited to tacks)
D116C42C 42B4 When weapon 2 reaches ring/table height.....
8116C3EA 000C ....weapon 2 becomes table piece(edited to tacks)

This is just one example. There are many things you can do with a little imagination...

Part 5: Weapons that change with a button press
=====================================

D1064880 ZZZZ = what button player1 is pressing
D1064886 ZZZZ = What button player2 is pressing

ZZZZ Values:

0000 - No Buttons
0001 - C Right Button
0002 - C Left Button
0004 - C Down Button
0008 - C Up Button
0010 - R Button
0020 - L Button
0100 - Right Directional Pad
0200 - Left Directional Pad
0400 - Down Directional Pad
0800 - Up Directional Pad
1000 - Start Button
2000 - Z Button
4000 - B Button
8000 - A Button

For more then 1 button add them together

e.g Z and D Pad
D1064880 2800


So, to make a weapon that changes with a button press use the following code.
Make a start weapon (eg a sheet of metal)
Make a end weapon (after the button has been pressed) (eg a bent sheet of metal)

D116C332 XXXX=when weapon 1 is xxxx(value of start weapon)
D116C33A 0000 and when p1 holds weapon 1
D1064880 ZZZZ and when player 1 presses zzzz button
8116C332 XXXX Weapon 1 becomes xxxx(value of end weapon)
D116C336 XXXX=when weapon 1 is xxxx(value of start weapon)
D116C33A YYYY and when p1 holds weapon 1
D1064880 ZZZZ and when player 1 presses zzzz button
8116C336 XXXX Weapon 1 becomes xxxx(value of end weapon)

Part 6: Weapons that change when dropped
=================================

For this, I`ll give a line by line explanation of my tacks code.

81052C24 2CBE
81052C26 2CBE
81052C2C 24FF = bat becomes a black bag
81052C2E 24FF

81052CB0 2CC1
81052CB2 2CC8
81052CB4 2CFB = table piece becomes spread tacks
81052CB6 2CFB

D116C332 0000 = when weapon 1 is bat (now a bag)
D116C378 42B4 and weapon 1 reaches ring/table height....
8116C332 000C ....weapon 1 becomes table piece(edited to tacks)
D116C332 0000 = when weapon 1 is bat (now a bag)
D116C378 42B4 When weapon 1 reaches ring/table height....
8116C336 000C ....weapon 1 becomes table piece(edited to tacks)

Part 7: Weapons that change on impact
==============================

Again, I think a line by line breakdown of a code would be the easiest way to show how its done

Bending oil drum/trash can

Works for players 1 and 2 only.

The first weapon either player picks from the crowd will always be an oil drum/trash can. When either player does their strong standing attack with the oil drum/trash can it will bend in the exact spot it hit their head. The weapon has the right sound and does slightly more damage. It also has a high probablility of making the opponent bleed. The attack the player does for strong B is random every match.

"Bending Weapon"
81052CF4 2D2B = creates oild drum
81052CE4 2D2B = creates dinted oil drum
D115AEC6 0027 = when p1 does strong B attack
D115B21E 0035 = and p2 reacts
D116C33A 0000 = and weapon 1 was held by p1
8116C336 0012 = weapon 1 becomes dinted oil drum
D115B21E 0027 = when p2 does strong B attack
D115AEC6 0035 = and p1 reacts
D116C33A 0001 = and weapon 1 was held by p2
8116C336 0012 = weapon 1 becomes dinted oil drum
D115AEC6 008A = when p1 reaches into the crowd for weapon
D116C33A 0000 = and he gets weapon 1
8116C336 0014 = weapon 1 becomes normal oil drum
D116C336 0014 = when weapon 1 becomes normal oil drum
8116C332 0014 = weapon 1 becomes normal oil drum
D115B21E 008A = when p2 reaches into the crowd for weapon
D116C33A 0001 = and he gets weapon 1
8116C336 0014 = weapon 1 becomes normal oil drum
D116C336 0014 = when weapon 1 becomes normal oil drum
8116C332 0014 = weapon 1 becomes normal oil drum

Part 8: Weapons that are in the ring when the match starts
============================================
For these, all you need is the weapon status addys + value addys

This places a barbedwire 2x4 in the middle of the ring that you can pick up.

8116C330 0000 activates weapon 1
8116C332 0003 weapon 1 is Barbed Wire 2X4
8116C334 0000 activates weapon 1
8116C336 0003 weapon 1 is Barbed Wire 2X4
D115A71E 0001 when a match begins....
8116C378 42B4 ...weapon 1 height is 42b4 (ring height)
D116C378 42B4 when weapon 1 height is 42b4....
8116C350 0004 weapon 1 can be lifted (status addy)

Part 9: Starting a match with a weapon in your hands
========================================

Start match with anything

D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C330 0000 = weapon 1 is activated
D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C332 XXXX = XXXX weapon is present
D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C334 0000 = weapon 1 is activated
D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C336 XXXX = XXXX weapon is present
D115AB1A 0000 = when minutes are at 0
D115AB1E 0000 = when seconds are at 0
8116C33A 0000 = weapon 1 is held by p1
D115A71E 0001 = whenmatch starts
8115AF9E VVVV = p1 holds weapon 1 like its a VVVV

Part 10: How to set the weapon a player gets from the crowd
=================

D115AEC6 008A = when p1 reaches into the crowd for weapon
D116C33A 0000 = and he gets weapon 1
8116C336 XXXX = weapon 1 becomes XXXX
D116C336 XXXX = when weapon 1 becomes XXXX
8116C332 XXXX = weapon 1 becomes XXXX
D115B21E 008A = when p2 reaches into the crowd for weapon
D116C33A 0001 = and he gets weapon 1
8116C336 XXXX = weapon 1 becomes XXXX
D116C336 XXXX = when weapon 1 XXXX
8116C332 XXXX = weapon 1 becomes XXXX


Credit: JamStubbs: Guide, Addys + Codes. Calvanater took 3 weapon guides and mashed them together, and created this.
 

loco

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Jamstubbs guides are already posted here...
 
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