Jet Set Radio
Posted: Sat Jul 01, 2017 10:36 am
This table isn't actually completely done, however as I do not have time anymore to finish it, I thought it better to publish the work I put into it than to let it sit on my SSD until the end of time. Most of it would not have been possible without the great people on this forum anyway, so no need for me to be selfish.
I know the game is old, but some people may still want these free options.
So you are aware, until the level loads, I cannot recommend locking some of the values. This is because level load creates the character. I started a script for it, but my aob failed after a few restarts and I do not have the time to fix that.
Most scripts still have subs of various things I used to discover how to write the script itself.
Invincible = the timer that indicates whether you are flashing
health = the pointer to health value
SprayCanStatic = script so you start with one can and it never reduces
FreezeTimer = stop the timer countdown (do not use the endtimer script subs)
NoHealthLoss = I believe I found every method that subs your health and it disables it. You still feel the effect of being hit or falling, but you lose no health. Works better than static health var
EndTimerScript = Puts timer to 0. Not sure if this is even a needed feature, but I wrote a script for it, so yay?
CharacterCreation = A flag I was using. It worked for a while, couple reboots and a ram upgrade later and the aob scan now fails. You could use the playerstruct pointer to find a new, better aobscan. It was looking for the code that was creating the dynamic player pointer. I don't know why, in retrospect, useless as there are static pointers with offset that can be used
positive(ascending)/negative(descending) = just a var that tells you whether your character is going up or down
Up decreaser = the factor that limits your max height, the lower it goes, the higher you fly. However very low values (like 0), go super funky when you do a trick, so I recommend just setting it low when you need it.
Points = your points buddy!
No description = an array of bytes that was somehow relevant, but who knows anymore!
Code Run = character creation variable, ignore.
Invincible = script that makes you flash so you cannot be hit (somehow I messed this up, so this script don't work, accidentally saved anther script in its place)
If I find time, I will remove some redundancy and clean up the table, but right now, I am using it as is.
Made by Attack
I know the game is old, but some people may still want these free options.
So you are aware, until the level loads, I cannot recommend locking some of the values. This is because level load creates the character. I started a script for it, but my aob failed after a few restarts and I do not have the time to fix that.
Most scripts still have subs of various things I used to discover how to write the script itself.
Invincible = the timer that indicates whether you are flashing
health = the pointer to health value
SprayCanStatic = script so you start with one can and it never reduces
FreezeTimer = stop the timer countdown (do not use the endtimer script subs)
NoHealthLoss = I believe I found every method that subs your health and it disables it. You still feel the effect of being hit or falling, but you lose no health. Works better than static health var
EndTimerScript = Puts timer to 0. Not sure if this is even a needed feature, but I wrote a script for it, so yay?
CharacterCreation = A flag I was using. It worked for a while, couple reboots and a ram upgrade later and the aob scan now fails. You could use the playerstruct pointer to find a new, better aobscan. It was looking for the code that was creating the dynamic player pointer. I don't know why, in retrospect, useless as there are static pointers with offset that can be used
positive(ascending)/negative(descending) = just a var that tells you whether your character is going up or down
Up decreaser = the factor that limits your max height, the lower it goes, the higher you fly. However very low values (like 0), go super funky when you do a trick, so I recommend just setting it low when you need it.
Points = your points buddy!
No description = an array of bytes that was somehow relevant, but who knows anymore!
Code Run = character creation variable, ignore.
Invincible = script that makes you flash so you cannot be hit (somehow I messed this up, so this script don't work, accidentally saved anther script in its place)
If I find time, I will remove some redundancy and clean up the table, but right now, I am using it as is.
Made by Attack